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https://github.com/ZDoom/Raze.git
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960 lines
26 KiB
C++
960 lines
26 KiB
C++
/*
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** base_sbar.cpp
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** Base status bar implementation
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2016 Randy Heit
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** Copyright 2017-2020 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include <assert.h>
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#include "base_sbar.h"
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#include "printf.h"
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#include "v_draw.h"
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#include "cmdlib.h"
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#include "texturemanager.h"
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#include "c_cvars.h"
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#include "v_font.h"
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#include "utf8.h"
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#include "v_text.h"
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#include "vm.h"
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FGameTexture* CrosshairImage;
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static int CrosshairNum;
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IMPLEMENT_CLASS(DStatusBarCore, false, false)
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IMPLEMENT_CLASS(DHUDFont, false, false);
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CVAR(Color, crosshaircolor, 0xff0000, CVAR_ARCHIVE);
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CVAR(Int, crosshairhealth, 2, CVAR_ARCHIVE);
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CVARD(Float, crosshairscale, 0.5, CVAR_ARCHIVE, "changes the size of the crosshair");
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CVAR(Bool, crosshairgrow, false, CVAR_ARCHIVE);
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EXTERN_CVAR(Bool, vid_fps)
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EXTERN_CVAR(Float, hud_scalefactor)
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void ST_LoadCrosshair(int num, bool alwaysload)
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{
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char name[16];
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char size;
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if (!alwaysload && CrosshairNum == num && CrosshairImage != NULL)
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{ // No change.
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return;
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}
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if (num == 0)
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{
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CrosshairNum = 0;
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CrosshairImage = NULL;
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return;
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}
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if (num < 0)
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{
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num = -num;
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}
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size = (twod->GetWidth() < 640) ? 'S' : 'B';
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mysnprintf(name, countof(name), "XHAIR%c%d", size, num);
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FTextureID texid = TexMan.CheckForTexture(name, ETextureType::MiscPatch, FTextureManager::TEXMAN_TryAny | FTextureManager::TEXMAN_ShortNameOnly);
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if (!texid.isValid())
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{
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mysnprintf(name, countof(name), "XHAIR%c1", size);
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texid = TexMan.CheckForTexture(name, ETextureType::MiscPatch, FTextureManager::TEXMAN_TryAny | FTextureManager::TEXMAN_ShortNameOnly);
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if (!texid.isValid())
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{
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texid = TexMan.CheckForTexture("XHAIRS1", ETextureType::MiscPatch, FTextureManager::TEXMAN_TryAny | FTextureManager::TEXMAN_ShortNameOnly);
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}
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}
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CrosshairNum = num;
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CrosshairImage = TexMan.GetGameTexture(texid);
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}
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void ST_UnloadCrosshair()
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{
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CrosshairImage = NULL;
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CrosshairNum = 0;
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}
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//---------------------------------------------------------------------------
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//
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// DrawCrosshair
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//
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//---------------------------------------------------------------------------
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void ST_DrawCrosshair(int phealth, double xpos, double ypos, double scale)
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{
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uint32_t color;
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double size;
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int w, h;
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// Don't draw the crosshair if there is none
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if (CrosshairImage == NULL)
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{
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return;
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}
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if (crosshairscale > 0.0f)
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{
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size = twod->GetHeight() * crosshairscale * 0.005;
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}
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else
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{
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size = 1.;
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}
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if (crosshairgrow)
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{
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size *= scale;
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}
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w = int(CrosshairImage->GetDisplayWidth() * size);
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h = int(CrosshairImage->GetDisplayHeight() * size);
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if (crosshairhealth == 1)
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{
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// "Standard" crosshair health (green-red)
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int health = phealth;
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if (health >= 85)
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{
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color = 0x00ff00;
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}
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else
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{
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int red, green;
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health -= 25;
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if (health < 0)
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{
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health = 0;
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}
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if (health < 30)
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{
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red = 255;
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green = health * 255 / 30;
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}
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else
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{
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red = (60 - health) * 255 / 30;
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green = 255;
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}
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color = (red << 16) | (green << 8);
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}
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}
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else if (crosshairhealth == 2)
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{
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// "Enhanced" crosshair health (blue-green-yellow-red)
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int health = clamp(phealth, 0, 200);
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float rr, gg, bb;
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float saturation = health < 150 ? 1.f : 1.f - (health - 150) / 100.f;
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HSVtoRGB(&rr, &gg, &bb, health * 1.2f, saturation, 1);
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int red = int(rr * 255);
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int green = int(gg * 255);
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int blue = int(bb * 255);
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color = (red << 16) | (green << 8) | blue;
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}
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else
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{
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color = crosshaircolor;
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}
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DrawTexture(twod, CrosshairImage,
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xpos, ypos,
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DTA_DestWidth, w,
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DTA_DestHeight, h,
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DTA_AlphaChannel, true,
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DTA_FillColor, color & 0xFFFFFF,
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TAG_DONE);
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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enum ENumFlags
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{
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FNF_WHENNOTZERO = 0x1,
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FNF_FILLZEROS = 0x2,
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};
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void FormatNumber(int number, int minsize, int maxsize, int flags, const FString& prefix, FString* result)
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{
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static int maxvals[] = { 1, 9, 99, 999, 9999, 99999, 999999, 9999999, 99999999, 999999999 };
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if (number == 0 && (flags & FNF_WHENNOTZERO))
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{
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*result = "";
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return;
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}
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if (maxsize > 0 && maxsize < 10)
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{
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number = clamp(number, -maxvals[maxsize - 1], maxvals[maxsize]);
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}
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FString& fmt = *result;
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if (minsize <= 1) fmt.Format("%s%d", prefix.GetChars(), number);
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else if (flags & FNF_FILLZEROS) fmt.Format("%s%0*d", prefix.GetChars(), minsize, number);
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else fmt.Format("%s%*d", prefix.GetChars(), minsize, number);
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}
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void DStatusBarCore::ValidateResolution(int& hres, int& vres) const
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{
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if (hres == 0)
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{
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static const int HORIZONTAL_RESOLUTION_DEFAULT = 320;
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hres = HORIZONTAL_RESOLUTION_DEFAULT;
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}
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if (vres == 0)
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{
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static const int VERTICAL_RESOLUTION_DEFAULT = 200;
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vres = VERTICAL_RESOLUTION_DEFAULT;
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}
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}
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//============================================================================
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//
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//
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//
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//============================================================================
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void DStatusBarCore::SetSize(int reltop, int hres, int vres, int hhres, int hvres)
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{
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ValidateResolution(hres, vres);
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BaseRelTop = reltop;
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BaseSBarHorizontalResolution = hres;
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BaseSBarVerticalResolution = vres;
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BaseHUDHorizontalResolution = hhres < 0 ? hres : hhres;
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BaseHUDVerticalResolution = hvres < 0 ? vres : hvres;
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SetDrawSize(reltop, hres, vres);
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}
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//============================================================================
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//
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// calculates a clean scale for the status bar
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//
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//============================================================================
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static void ST_CalcCleanFacs(int designwidth, int designheight, int realwidth, int realheight, int* cleanx, int* cleany)
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{
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float ratio;
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int cwidth;
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int cheight;
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int cx1, cy1, cx2, cy2;
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ratio = ActiveRatio(realwidth, realheight);
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if (AspectTallerThanWide(ratio))
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{
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cwidth = realwidth;
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cheight = realheight * AspectMultiplier(ratio) / 48;
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}
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else
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{
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cwidth = realwidth * AspectMultiplier(ratio) / 48;
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cheight = realheight;
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}
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// Use whichever pair of cwidth/cheight or width/height that produces less difference
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// between CleanXfac and CleanYfac.
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cx1 = max(cwidth / designwidth, 1);
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cy1 = max(cheight / designheight, 1);
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cx2 = max(realwidth / designwidth, 1);
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cy2 = max(realheight / designheight, 1);
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if (abs(cx1 - cy1) <= abs(cx2 - cy2) || max(cx1, cx2) >= 4)
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{ // e.g. 640x360 looks better with this.
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*cleanx = cx1;
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*cleany = cy1;
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}
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else
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{ // e.g. 720x480 looks better with this.
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*cleanx = cx2;
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*cleany = cy2;
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}
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if (*cleanx < *cleany)
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*cleany = *cleanx;
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else
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*cleanx = *cleany;
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}
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//============================================================================
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//
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//
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//
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//============================================================================
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void DStatusBarCore::SetDrawSize(int reltop, int hres, int vres)
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{
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ValidateResolution(hres, vres);
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RelTop = reltop;
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HorizontalResolution = hres;
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VerticalResolution = vres;
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int x, y;
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ST_CalcCleanFacs(hres, vres, twod->GetWidth(), twod->GetHeight(), &x, &y);
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defaultScale = { (double)x, (double)y };
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SetScale(); // recalculate positioning info.
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}
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//---------------------------------------------------------------------------
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//
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// PROC SetScaled
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//
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//---------------------------------------------------------------------------
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void DStatusBarCore::SetScale()
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{
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ValidateResolution(HorizontalResolution, VerticalResolution);
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int w = twod->GetWidth();
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int h = twod->GetHeight();
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double refw, refh;
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int horz = HorizontalResolution;
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int vert = VerticalResolution;
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double refaspect = horz / double(vert);
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double screenaspect = w / double(h);
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if ((horz == 320 && vert == 200) || (horz == 640 && vert == 400))
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{
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refaspect = 1.333;
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}
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if (screenaspect < refaspect)
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{
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refw = w;
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refh = w / refaspect;
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}
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else
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{
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refh = h;
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refw = h * refaspect;
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}
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refw *= hud_scalefactor;
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refh *= hud_scalefactor;
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int sby = VerticalResolution - RelTop;
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// Use full pixels for destination size.
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ST_X = xs_CRoundToInt((w - refw) / 2);
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ST_Y = xs_CRoundToInt(h - refh);
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SBarTop = Scale(sby, h, VerticalResolution);
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SBarScale.X = refw / horz;
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SBarScale.Y = refh / vert;
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}
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//---------------------------------------------------------------------------
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//
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// PROC GetHUDScale
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//
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//---------------------------------------------------------------------------
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DVector2 DStatusBarCore::GetHUDScale() const
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{
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return SBarScale;
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void DStatusBarCore::BeginStatusBar(int resW, int resH, int relTop, bool forceScaled)
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{
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SetDrawSize(relTop < 0 ? BaseRelTop : relTop, resW < 0 ? BaseSBarHorizontalResolution : resW, resH < 0 ? BaseSBarVerticalResolution : resH);
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ForcedScale = forceScaled;
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fullscreenOffsets = false;
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void DStatusBarCore::BeginHUD(int resW, int resH, double Alpha, bool forcescaled)
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{
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SetDrawSize(RelTop, resW < 0 ? BaseHUDHorizontalResolution : resW, resH < 0 ? BaseHUDVerticalResolution : resH);
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this->Alpha = Alpha;
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ForcedScale = forcescaled;
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CompleteBorder = false;
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fullscreenOffsets = true;
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}
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//============================================================================
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//
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// draw stuff
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//
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//============================================================================
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void DStatusBarCore::StatusbarToRealCoords(double& x, double& y, double& w, double& h) const
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{
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if (SBarScale.X == -1 || ForcedScale)
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{
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int hres = HorizontalResolution;
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int vres = VerticalResolution;
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ValidateResolution(hres, vres);
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VirtualToRealCoords(twod, x, y, w, h, hres, vres, true, true);
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}
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else
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{
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x = ST_X + x * SBarScale.X;
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y = ST_Y + y * SBarScale.Y;
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w *= SBarScale.X;
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h *= SBarScale.Y;
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}
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}
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//============================================================================
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//
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// draw stuff
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//
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//============================================================================
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void DStatusBarCore::DrawGraphic(FTextureID texture, double x, double y, int flags, double Alpha, double boxwidth, double boxheight, double scaleX, double scaleY, ERenderStyle style, PalEntry color, int translation, double clipwidth)
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{
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if (!texture.isValid())
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return;
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FGameTexture* tex = TexMan.GetGameTexture(texture, !(flags & DI_DONTANIMATE));
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DrawGraphic(tex, x, y, flags, Alpha, boxwidth, boxheight, scaleX, scaleY, style, color, translation, clipwidth);
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}
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void DStatusBarCore::DrawGraphic(FGameTexture* tex, double x, double y, int flags, double Alpha, double boxwidth, double boxheight, double scaleX, double scaleY, ERenderStyle style, PalEntry color, int translation, double clipwidth)
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{
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double texwidth = tex->GetDisplayWidth() * scaleX;
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double texheight = tex->GetDisplayHeight() * scaleY;
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double texleftoffs = tex->GetDisplayLeftOffset() * scaleY;
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double textopoffs = tex->GetDisplayTopOffset() * scaleY;
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double boxleftoffs = 0, boxtopoffs = 0;
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if (boxwidth > 0 || boxheight > 0)
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{
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if (!(flags & DI_FORCEFILL))
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{
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double scale1 = 1., scale2 = 1.;
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if (boxwidth > 0 && (boxwidth < texwidth || (flags & DI_FORCESCALE)))
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{
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scale1 = boxwidth / texwidth;
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}
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if (boxheight != -1 && (boxheight < texheight || (flags & DI_FORCESCALE)))
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{
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scale2 = boxheight / texheight;
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}
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if (flags & DI_FORCESCALE)
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{
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if (boxwidth <= 0 || (boxheight > 0 && scale2 < scale1))
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scale1 = scale2;
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}
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else scale1 = min(scale1, scale2);
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boxwidth = texwidth * scale1;
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boxheight = texheight * scale1;
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boxleftoffs = texleftoffs * scale1;
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boxtopoffs = textopoffs * scale1;
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}
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}
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else
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{
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boxwidth = texwidth;
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boxheight = texheight;
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boxleftoffs = texleftoffs;
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boxtopoffs = textopoffs;
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}
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// resolve auto-alignment before making any adjustments to the position values.
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if (!(flags & DI_SCREEN_MANUAL_ALIGN))
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{
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if (x < 0) flags |= DI_SCREEN_RIGHT;
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else flags |= DI_SCREEN_LEFT;
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if (y < 0) flags |= DI_SCREEN_BOTTOM;
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else flags |= DI_SCREEN_TOP;
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}
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Alpha *= this->Alpha;
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if (Alpha <= 0) return;
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x += drawOffset.X;
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y += drawOffset.Y;
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if (flags & DI_ITEM_RELCENTER)
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{
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if (flags & DI_MIRROR) boxleftoffs = -boxleftoffs;
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if (flags & DI_MIRRORY) boxtopoffs = -boxtopoffs;
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x -= boxwidth / 2 + boxleftoffs;
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y -= boxheight / 2 + boxtopoffs;
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}
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else
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{
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switch (flags & DI_ITEM_HMASK)
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{
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case DI_ITEM_HCENTER: x -= boxwidth / 2; break;
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case DI_ITEM_RIGHT: x -= boxwidth; break;
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case DI_ITEM_HOFFSET: x -= boxleftoffs; break;
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}
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switch (flags & DI_ITEM_VMASK)
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{
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case DI_ITEM_VCENTER: y -= boxheight / 2; break;
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case DI_ITEM_BOTTOM: y -= boxheight; break;
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case DI_ITEM_VOFFSET: y -= boxtopoffs; break;
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}
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}
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if (!fullscreenOffsets)
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{
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StatusbarToRealCoords(x, y, boxwidth, boxheight);
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}
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|
else
|
|
{
|
|
double orgx, orgy;
|
|
|
|
switch (flags & DI_SCREEN_HMASK)
|
|
{
|
|
default: orgx = 0; break;
|
|
case DI_SCREEN_HCENTER: orgx = twod->GetWidth() / 2; break;
|
|
case DI_SCREEN_RIGHT: orgx = twod->GetWidth(); break;
|
|
}
|
|
|
|
switch (flags & DI_SCREEN_VMASK)
|
|
{
|
|
default: orgy = 0; break;
|
|
case DI_SCREEN_VCENTER: orgy = twod->GetHeight() / 2; break;
|
|
case DI_SCREEN_BOTTOM: orgy = twod->GetHeight(); break;
|
|
}
|
|
|
|
// move stuff in the top right corner a bit down if the fps counter is on.
|
|
if ((flags & (DI_SCREEN_HMASK | DI_SCREEN_VMASK)) == DI_SCREEN_RIGHT_TOP && vid_fps) y += 10;
|
|
|
|
DVector2 Scale = GetHUDScale();
|
|
|
|
x *= Scale.X;
|
|
y *= Scale.Y;
|
|
boxwidth *= Scale.X;
|
|
boxheight *= Scale.Y;
|
|
x += orgx;
|
|
y += orgy;
|
|
}
|
|
DrawTexture(twod, tex, x, y,
|
|
DTA_TopOffset, 0,
|
|
DTA_LeftOffset, 0,
|
|
DTA_DestWidthF, boxwidth,
|
|
DTA_DestHeightF, boxheight,
|
|
DTA_ClipLeft, 0,
|
|
DTA_ClipTop, 0,
|
|
DTA_ClipBottom, twod->GetHeight(),
|
|
DTA_ClipRight, clipwidth < 0? twod->GetWidth() : int(x + boxwidth * clipwidth),
|
|
DTA_Color, color,
|
|
DTA_TranslationIndex, translation? translation : (flags & DI_TRANSLATABLE) ? GetTranslation() : 0,
|
|
DTA_ColorOverlay, (flags & DI_DIM) ? MAKEARGB(170, 0, 0, 0) : 0,
|
|
DTA_Alpha, Alpha,
|
|
DTA_AlphaChannel, !!(flags & DI_ALPHAMAPPED),
|
|
DTA_FillColor, (flags & DI_ALPHAMAPPED) ? 0 : -1,
|
|
DTA_FlipX, !!(flags & DI_MIRROR),
|
|
DTA_FlipY, !!(flags& DI_MIRRORY),
|
|
DTA_LegacyRenderStyle, (flags & DI_ALPHAMAPPED) ? STYLE_Shaded : style,
|
|
TAG_DONE);
|
|
}
|
|
|
|
|
|
//============================================================================
|
|
//
|
|
// draw stuff
|
|
//
|
|
//============================================================================
|
|
|
|
void DStatusBarCore::DrawRotated(FTextureID texture, double x, double y, int flags, double angle, double Alpha, double scaleX, double scaleY, PalEntry color, int translation, ERenderStyle style)
|
|
{
|
|
if (!texture.isValid())
|
|
return;
|
|
|
|
FGameTexture* tex = TexMan.GetGameTexture(texture, !(flags & DI_DONTANIMATE));
|
|
DrawRotated(tex, x, y, flags, angle, Alpha, scaleX, scaleY, color, translation, style);
|
|
}
|
|
|
|
void DStatusBarCore::DrawRotated(FGameTexture* tex, double x, double y, int flags, double angle, double Alpha, double scaleX, double scaleY, PalEntry color, int translation, ERenderStyle style)
|
|
{
|
|
double texwidth = tex->GetDisplayWidth() * scaleX;
|
|
double texheight = tex->GetDisplayHeight() * scaleY;
|
|
|
|
// resolve auto-alignment before making any adjustments to the position values.
|
|
if (!(flags & DI_SCREEN_MANUAL_ALIGN))
|
|
{
|
|
if (x < 0) flags |= DI_SCREEN_RIGHT;
|
|
else flags |= DI_SCREEN_LEFT;
|
|
if (y < 0) flags |= DI_SCREEN_BOTTOM;
|
|
else flags |= DI_SCREEN_TOP;
|
|
}
|
|
|
|
Alpha *= this->Alpha;
|
|
if (Alpha <= 0) return;
|
|
x += drawOffset.X;
|
|
y += drawOffset.Y;
|
|
DVector2 Scale = GetHUDScale();
|
|
|
|
scaleX = 1 / scaleX;
|
|
scaleY = 1 / scaleY;
|
|
|
|
if (!fullscreenOffsets)
|
|
{
|
|
StatusbarToRealCoords(x, y, texwidth, texheight);
|
|
}
|
|
else
|
|
{
|
|
double orgx, orgy;
|
|
|
|
switch (flags & DI_SCREEN_HMASK)
|
|
{
|
|
default: orgx = 0; break;
|
|
case DI_SCREEN_HCENTER: orgx = twod->GetWidth() / 2; break;
|
|
case DI_SCREEN_RIGHT: orgx = twod->GetWidth(); break;
|
|
}
|
|
|
|
switch (flags & DI_SCREEN_VMASK)
|
|
{
|
|
default: orgy = 0; break;
|
|
case DI_SCREEN_VCENTER: orgy = twod->GetHeight() / 2; break;
|
|
case DI_SCREEN_BOTTOM: orgy = twod->GetHeight(); break;
|
|
}
|
|
|
|
// move stuff in the top right corner a bit down if the fps counter is on.
|
|
if ((flags & (DI_SCREEN_HMASK | DI_SCREEN_VMASK)) == DI_SCREEN_RIGHT_TOP && vid_fps) y += 10;
|
|
|
|
x *= Scale.X;
|
|
y *= Scale.Y;
|
|
scaleX *= Scale.X;
|
|
scaleY *= Scale.Y;
|
|
x += orgx;
|
|
y += orgy;
|
|
}
|
|
DrawTexture(twod, tex, x, y,
|
|
DTA_ScaleX, scaleX,
|
|
DTA_ScaleY, scaleY,
|
|
DTA_Color, color,
|
|
DTA_CenterOffsetRel, !!(flags & DI_ITEM_RELCENTER),
|
|
DTA_Rotate, angle,
|
|
DTA_TranslationIndex, translation ? translation : (flags & DI_TRANSLATABLE) ? GetTranslation() : 0,
|
|
DTA_ColorOverlay, (flags & DI_DIM) ? MAKEARGB(170, 0, 0, 0) : 0,
|
|
DTA_Alpha, Alpha,
|
|
DTA_AlphaChannel, !!(flags & DI_ALPHAMAPPED),
|
|
DTA_FillColor, (flags & DI_ALPHAMAPPED) ? 0 : -1,
|
|
DTA_FlipX, !!(flags & DI_MIRROR),
|
|
DTA_FlipY, !!(flags & DI_MIRRORY),
|
|
DTA_LegacyRenderStyle, style,
|
|
TAG_DONE);
|
|
}
|
|
|
|
|
|
//============================================================================
|
|
//
|
|
// draw a string
|
|
//
|
|
//============================================================================
|
|
|
|
void DStatusBarCore::DrawString(FFont* font, const FString& cstring, double x, double y, int flags, double Alpha, int translation, int spacing, EMonospacing monospacing, int shadowX, int shadowY, double scaleX, double scaleY, int pt, int style)
|
|
{
|
|
bool monospaced = monospacing != EMonospacing::Off;
|
|
double dx = 0;
|
|
int spacingparm = monospaced ? -spacing : spacing;
|
|
|
|
switch (flags & DI_TEXT_ALIGN)
|
|
{
|
|
default:
|
|
break;
|
|
case DI_TEXT_ALIGN_RIGHT:
|
|
dx = font->StringWidth(cstring, spacingparm);
|
|
break;
|
|
case DI_TEXT_ALIGN_CENTER:
|
|
dx = font->StringWidth(cstring, spacingparm) / 2;
|
|
break;
|
|
}
|
|
|
|
// Take text scale into account
|
|
x -= dx * scaleX;
|
|
|
|
const uint8_t* str = (const uint8_t*)cstring.GetChars();
|
|
const EColorRange boldTranslation = EColorRange(translation ? translation - 1 : NumTextColors - 1);
|
|
int fontcolor = translation;
|
|
double orgx = 0, orgy = 0;
|
|
DVector2 Scale;
|
|
|
|
if (fullscreenOffsets)
|
|
{
|
|
Scale = GetHUDScale();
|
|
shadowX *= (int)Scale.X;
|
|
shadowY *= (int)Scale.Y;
|
|
|
|
switch (flags & DI_SCREEN_HMASK)
|
|
{
|
|
default: orgx = 0; break;
|
|
case DI_SCREEN_HCENTER: orgx = twod->GetWidth() / 2; break;
|
|
case DI_SCREEN_RIGHT: orgx = twod->GetWidth(); break;
|
|
}
|
|
|
|
switch (flags & DI_SCREEN_VMASK)
|
|
{
|
|
default: orgy = 0; break;
|
|
case DI_SCREEN_VCENTER: orgy = twod->GetHeight() / 2; break;
|
|
case DI_SCREEN_BOTTOM: orgy = twod->GetHeight(); break;
|
|
}
|
|
|
|
// move stuff in the top right corner a bit down if the fps counter is on.
|
|
if ((flags & (DI_SCREEN_HMASK | DI_SCREEN_VMASK)) == DI_SCREEN_RIGHT_TOP && vid_fps) y += 10;
|
|
}
|
|
else
|
|
{
|
|
Scale = { 1.,1. };
|
|
}
|
|
int ch;
|
|
while (ch = GetCharFromString(str), ch != '\0')
|
|
{
|
|
if (ch == ' ')
|
|
{
|
|
x += monospaced ? spacing : font->GetSpaceWidth() + spacing;
|
|
continue;
|
|
}
|
|
else if (ch == TEXTCOLOR_ESCAPE)
|
|
{
|
|
EColorRange newColor = V_ParseFontColor(str, translation, boldTranslation);
|
|
if (newColor != CR_UNDEFINED)
|
|
fontcolor = newColor;
|
|
continue;
|
|
}
|
|
|
|
int width;
|
|
FGameTexture* c = font->GetChar(ch, fontcolor, &width);
|
|
if (c == NULL) //missing character.
|
|
{
|
|
continue;
|
|
}
|
|
width += font->GetDefaultKerning();
|
|
|
|
if (!monospaced) //If we are monospaced lets use the offset
|
|
x += (c->GetDisplayLeftOffset() + 1); //ignore x offsets since we adapt to character size
|
|
|
|
double rx, ry, rw, rh;
|
|
rx = x + drawOffset.X;
|
|
ry = y + drawOffset.Y;
|
|
rw = c->GetDisplayWidth();
|
|
rh = c->GetDisplayHeight();
|
|
|
|
if (monospacing == EMonospacing::CellCenter)
|
|
rx += (spacing - rw) / 2;
|
|
else if (monospacing == EMonospacing::CellRight)
|
|
rx += (spacing - rw);
|
|
|
|
if (!fullscreenOffsets)
|
|
{
|
|
StatusbarToRealCoords(rx, ry, rw, rh);
|
|
}
|
|
else
|
|
{
|
|
rx *= Scale.X;
|
|
ry *= Scale.Y;
|
|
rw *= Scale.X;
|
|
rh *= Scale.Y;
|
|
|
|
rx += orgx;
|
|
ry += orgy;
|
|
}
|
|
|
|
// Apply text scale
|
|
rw *= scaleX;
|
|
rh *= scaleY;
|
|
|
|
// This is not really such a great way to draw shadows because they can overlap with previously drawn characters.
|
|
// This may have to be changed to draw the shadow text up front separately.
|
|
if ((shadowX != 0 || shadowY != 0) && !(flags & DI_NOSHADOW))
|
|
{
|
|
DrawChar(twod, font, CR_UNTRANSLATED, rx + shadowX, ry + shadowY, ch,
|
|
DTA_DestWidthF, rw,
|
|
DTA_DestHeightF, rh,
|
|
DTA_Alpha, (Alpha * 0.4),
|
|
DTA_FillColor, 0,
|
|
TAG_DONE);
|
|
}
|
|
DrawChar(twod, font, pt == 0? fontcolor : CR_NATIVEPAL, rx, ry, ch,
|
|
DTA_DestWidthF, rw,
|
|
DTA_DestHeightF, rh,
|
|
DTA_Alpha, Alpha,
|
|
DTA_TranslationIndex, pt,
|
|
DTA_LegacyRenderStyle, ERenderStyle(style),
|
|
TAG_DONE);
|
|
|
|
dx = monospaced
|
|
? spacing
|
|
: width + spacing - (c->GetDisplayLeftOffset() + 1);
|
|
|
|
// Take text scale into account
|
|
x += dx * scaleX;
|
|
}
|
|
}
|
|
|
|
void SBar_DrawString(DStatusBarCore* self, DHUDFont* font, const FString& string, double x, double y, int flags, int trans, double alpha, int wrapwidth, int linespacing, double scaleX, double scaleY, int pt, int style)
|
|
{
|
|
if (font == nullptr || font->mFont == nullptr) ThrowAbortException(X_READ_NIL, nullptr);
|
|
if (!twod->HasBegun2D()) ThrowAbortException(X_OTHER, "Attempt to draw to screen outside a draw function");
|
|
|
|
// resolve auto-alignment before making any adjustments to the position values.
|
|
if (!(flags & DI_SCREEN_MANUAL_ALIGN))
|
|
{
|
|
if (x < 0) flags |= DI_SCREEN_RIGHT;
|
|
else flags |= DI_SCREEN_LEFT;
|
|
if (y < 0) flags |= DI_SCREEN_BOTTOM;
|
|
else flags |= DI_SCREEN_TOP;
|
|
}
|
|
|
|
if (wrapwidth > 0)
|
|
{
|
|
auto brk = V_BreakLines(font->mFont, int(wrapwidth * scaleX), string, true);
|
|
for (auto& line : brk)
|
|
{
|
|
self->DrawString(font->mFont, line.Text, x, y, flags, alpha, trans, font->mSpacing, font->mMonospacing, font->mShadowX, font->mShadowY, scaleX, scaleY, pt, style);
|
|
y += (font->mFont->GetHeight() + linespacing) * scaleY;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
self->DrawString(font->mFont, string, x, y, flags, alpha, trans, font->mSpacing, font->mMonospacing, font->mShadowX, font->mShadowY, scaleX, scaleY, pt, style);
|
|
}
|
|
}
|
|
|
|
|
|
//============================================================================
|
|
//
|
|
// draw stuff
|
|
//
|
|
//============================================================================
|
|
|
|
void DStatusBarCore::TransformRect(double& x, double& y, double& w, double& h, int flags)
|
|
{
|
|
// resolve auto-alignment before making any adjustments to the position values.
|
|
if (!(flags & DI_SCREEN_MANUAL_ALIGN))
|
|
{
|
|
if (x < 0) flags |= DI_SCREEN_RIGHT;
|
|
else flags |= DI_SCREEN_LEFT;
|
|
if (y < 0) flags |= DI_SCREEN_BOTTOM;
|
|
else flags |= DI_SCREEN_TOP;
|
|
}
|
|
|
|
x += drawOffset.X;
|
|
y += drawOffset.Y;
|
|
|
|
if (!fullscreenOffsets)
|
|
{
|
|
StatusbarToRealCoords(x, y, w, h);
|
|
}
|
|
else
|
|
{
|
|
double orgx, orgy;
|
|
|
|
switch (flags & DI_SCREEN_HMASK)
|
|
{
|
|
default: orgx = 0; break;
|
|
case DI_SCREEN_HCENTER: orgx = twod->GetWidth() / 2; break;
|
|
case DI_SCREEN_RIGHT: orgx = twod->GetWidth(); break;
|
|
}
|
|
|
|
switch (flags & DI_SCREEN_VMASK)
|
|
{
|
|
default: orgy = 0; break;
|
|
case DI_SCREEN_VCENTER: orgy = twod->GetHeight() / 2; break;
|
|
case DI_SCREEN_BOTTOM: orgy = twod->GetHeight(); break;
|
|
}
|
|
|
|
// move stuff in the top right corner a bit down if the fps counter is on.
|
|
if ((flags & (DI_SCREEN_HMASK | DI_SCREEN_VMASK)) == DI_SCREEN_RIGHT_TOP && vid_fps) y += 10;
|
|
|
|
DVector2 Scale = GetHUDScale();
|
|
|
|
x *= Scale.X;
|
|
y *= Scale.Y;
|
|
w *= Scale.X;
|
|
h *= Scale.Y;
|
|
x += orgx;
|
|
y += orgy;
|
|
}
|
|
}
|
|
|
|
|
|
//============================================================================
|
|
//
|
|
// draw stuff
|
|
//
|
|
//============================================================================
|
|
|
|
void DStatusBarCore::Fill(PalEntry color, double x, double y, double w, double h, int flags)
|
|
{
|
|
double Alpha = color.a * this->Alpha / 255;
|
|
if (Alpha <= 0) return;
|
|
|
|
TransformRect(x, y, w, h, flags);
|
|
|
|
int x1 = int(x);
|
|
int y1 = int(y);
|
|
int ww = int(x + w - x1); // account for scaling to non-integers. Truncating the values separately would fail for cases like
|
|
int hh = int(y + h - y1); // y=3.5, height = 5.5 where adding both values gives a larger integer than adding the two integers.
|
|
|
|
Dim(twod, color, float(Alpha), x1, y1, ww, hh);
|
|
}
|
|
|
|
|
|
//============================================================================
|
|
//
|
|
// draw stuff
|
|
//
|
|
//============================================================================
|
|
|
|
void DStatusBarCore::SetClipRect(double x, double y, double w, double h, int flags)
|
|
{
|
|
TransformRect(x, y, w, h, flags);
|
|
int x1 = int(x);
|
|
int y1 = int(y);
|
|
int ww = int(x + w - x1); // account for scaling to non-integers. Truncating the values separately would fail for cases like
|
|
int hh = int(y + h - y1); // y=3.5, height = 5.5 where adding both values gives a larger integer than adding the two integers.
|
|
twod->SetClipRect(x1, y1, ww, hh);
|
|
}
|
|
|
|
|