mirror of
https://github.com/ZDoom/Raze.git
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8806fb930b
* Vector 4 in zscript * garbage collector fixes
869 lines
No EOL
20 KiB
Text
869 lines
No EOL
20 KiB
Text
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class ScreenJob : Object UI
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{
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int flags;
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float fadetime; // in milliseconds
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int fadestate;
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int ticks;
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int jobstate;
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bool skipover;
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bool nowipe;
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enum EJobState
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{
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running = 0, // normal operation
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skipped = 1, // finished by user skipping
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finished = 2, // finished by completing its sequence
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stopping = 3, // running ending animations / fadeout, etc. Will not accept more input.
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stopped = 4, // we're done here.
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};
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enum EJobFlags
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{
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visible = 0,
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fadein = 1,
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fadeout = 2,
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stopmusic = 4,
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stopsound = 8,
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transition_shift = 4,
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transition_mask = 48,
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transition_melt = 16,
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transition_burn = 32,
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transition_crossfade = 48,
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};
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void Init(int fflags = 0, float fadet = 250.f)
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{
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flags = fflags;
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fadetime = fadet;
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jobstate = running;
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}
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virtual bool ProcessInput()
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{
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return false;
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}
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virtual void Start() {}
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virtual bool OnEvent(InputEvent evt) { return false; }
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virtual void OnTick() {}
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virtual void Draw(double smoothratio) {}
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virtual void OnSkip() {}
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int DrawFrame(double smoothratio)
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{
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if (jobstate != running) smoothratio = 1; // this is necessary to avoid having a negative time span because the ticker won't be incremented anymore.
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Draw(smoothratio);
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if (jobstate == skipped) return -1;
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if (jobstate == finished) return 0;
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return 1;
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}
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int GetFadeState() { return fadestate; }
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override void OnDestroy()
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{
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if (flags & stopmusic) System.StopMusic();
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if (flags & stopsound) System.StopAllSounds();
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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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class SkippableScreenJob : ScreenJob
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{
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void Init(int flags = 0, float fadet = 250.f)
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{
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Super.Init(flags, fadet);
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}
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override bool OnEvent(InputEvent evt)
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{
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if (evt.type == InputEvent.Type_KeyDown && !System.specialKeyEvent(evt))
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{
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jobstate = skipped;
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OnSkip();
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}
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return true;
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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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class BlackScreen : ScreenJob
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{
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int wait;
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bool cleared;
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ScreenJob Init(int w, int flags = 0)
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{
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Super.Init(flags & ~(fadein|fadeout));
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wait = w;
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cleared = false;
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return self;
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}
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static ScreenJob Create(int w, int flags = 0)
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{
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return new("BlackScreen").Init(w, flags);
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}
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override void OnTick()
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{
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if (cleared)
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{
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int span = ticks * 1000 / GameTicRate;
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if (span > wait) jobstate = finished;
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}
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}
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override void Draw(double smooth)
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{
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cleared = true;
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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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class ImageScreen : SkippableScreenJob
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{
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int tilenum;
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int trans;
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int waittime; // in ms.
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bool cleared;
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TextureID texid;
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ScreenJob Init(TextureID tile, int fade = fadein | fadeout, int wait = 3000, int translation = 0)
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{
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Super.Init(fade);
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waittime = wait;
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texid = tile;
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trans = translation;
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cleared = false;
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return self;
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}
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ScreenJob InitNamed(String tex, int fade = fadein | fadeout, int wait = 3000, int translation = 0)
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{
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Super.Init(fade);
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waittime = wait;
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texid = TexMan.CheckForTexture(tex, TexMan.Type_Any, TexMan.TryAny | TexMan.ForceLookup);
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trans = translation;
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cleared = false;
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return self;
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}
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static ScreenJob Create(TextureID tile, int fade = fadein | fadeout, int wait = 3000, int translation = 0)
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{
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return new("ImageScreen").Init(tile, fade, wait, translation);
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}
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static ScreenJob CreateNamed(String tex, int fade = fadein | fadeout, int wait = 3000, int translation = 0)
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{
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return new("ImageScreen").InitNamed(tex, fade, wait, translation);
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}
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override void OnTick()
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{
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if (cleared)
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{
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int span = ticks * 1000 / GameTicRate;
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if (span > waittime) jobstate = finished;
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}
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}
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override void Draw(double smooth)
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{
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if (texid.IsValid()) Screen.DrawTexture(texid, true, 0, 0, DTA_FullscreenEx, FSMode_ScaleToFit43, DTA_LegacyRenderStyle, STYLE_Normal, DTA_TranslationIndex, trans);
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cleared = true;
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}
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}
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//---------------------------------------------------------------------------
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//
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// internal polymorphic movie player object
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//
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//---------------------------------------------------------------------------
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struct MoviePlayer native
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{
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enum EMovieFlags
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{
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NOSOUNDCUTOFF = 1,
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FIXEDVIEWPORT = 2, // Forces fixed 640x480 screen size like for Blood's intros.
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NOMUSICCUTOFF = 4,
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}
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native static MoviePlayer Create(String filename, Array<int> soundinfo, int flags, int frametime, int firstframetime, int lastframetime);
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native void Start();
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native bool Frame(double clock);
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native void Destroy();
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native TextureID GetTexture();
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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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class MoviePlayerJob : SkippableScreenJob
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{
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MoviePlayer player;
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bool started;
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int flag;
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ScreenJob Init(MoviePlayer mp, int flags)
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{
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Super.Init();
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flag = flags;
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player = mp;
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nowipe = true; // due to synchronization issues wipes must be disabled on any movie.
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return self;
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}
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override void Start()
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{
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if (!(flag & MoviePlayer.NOMUSICCUTOFF)) System.StopMusic();
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}
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static ScreenJob CreateWithSoundInfo(String filename, Array<int> soundinfo, int flags, int frametime, int firstframetime = -1, int lastframetime = -1)
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{
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let movie = MoviePlayer.Create(filename, soundinfo, flags, frametime, firstframetime, lastframetime);
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if (movie) return new("MoviePlayerJob").Init(movie, flags);
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return null;
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}
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static ScreenJob Create(String filename, int flags, int frametime = -1)
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{
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Array<int> empty;
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return CreateWithSoundInfo(filename, empty, flags, frametime);
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}
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static ScreenJob CreateWithSound(String filename, Sound soundname, int flags, int frametime = -1)
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{
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Array<int> empty;
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empty.Push(1);
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empty.Push(int(soundname));
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return CreateWithSoundInfo(filename, empty, flags, frametime);
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}
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virtual void DrawFrame()
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{
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let tex = player.GetTexture();
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let size = TexMan.GetScaledSize(tex);
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if (!(flag & MoviePlayer.FIXEDVIEWPORT) || (size.x <= 320 && size.y <= 200) || size.x >= 640 || size.y >= 480)
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{
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Screen.DrawTexture(tex, false, 0, 0, DTA_FullscreenEx, FSMode_ScaleToFit43, DTA_Masked, false);
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}
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else
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{
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Screen.DrawTexture(tex, false, 320, 240, DTA_VirtualWidth, 640, DTA_VirtualHeight, 480, DTA_CenterOffset, true, DTA_Masked, false);
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}
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}
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override void Draw(double smoothratio)
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{
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if (!player)
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{
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jobstate = stopped;
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return;
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}
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if (!started)
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{
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started = true;
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player.Start();
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}
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double clock = (ticks + smoothratio) * 1000000000. / GameTicRate;
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if (jobstate == running && !player.Frame(clock))
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{
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jobstate = finished;
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}
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DrawFrame();
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}
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override void OnDestroy()
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{
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if (player)
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{
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player.Destroy();
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}
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player = null;
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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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class ScreenJobRunner : Object UI
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{
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enum ERunState
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{
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State_Clear,
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State_Run,
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State_Fadeout,
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}
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Array<ScreenJob> jobs;
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//CompletionFunc completion;
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int index;
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float screenfade;
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bool clearbefore;
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bool skipall;
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bool advance;
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int actionState;
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int terminateState;
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int fadeticks;
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int last_paused_tic;
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native static void setTransition(int type);
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void Init(bool clearbefore_, bool skipall_)
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{
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clearbefore = clearbefore_;
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skipall = skipall_;
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index = -1;
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fadeticks = 0;
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last_paused_tic = -1;
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}
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override void OnDestroy()
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{
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DeleteJobs();
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}
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protected void DeleteJobs()
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{
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// Free all allocated resources now.
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for (int i = 0; i < jobs.Size(); i++)
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{
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if (jobs[i]) jobs[i].Destroy();
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}
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jobs.Clear();
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}
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void Append(ScreenJob job)
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{
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if (job != null) jobs.Push(job);
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}
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virtual bool Validate()
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{
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return jobs.Size() > 0;
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}
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bool CanWipe()
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{
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if (index < jobs.Size()) return !jobs[max(0, index)].nowipe;
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return true;
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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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protected void AdvanceJob(bool skip)
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{
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if (index == jobs.Size()-1)
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{
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index++;
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return; // we need to retain the last element until the runner is done.
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}
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if (index >= 0) jobs[index].Destroy();
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index++;
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while (index < jobs.Size() && (jobs[index] == null || (skip && jobs[index].skipover)))
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{
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if (jobs[index] != null && index < jobs.Size() - 1) jobs[index].Destroy(); // may not delete the last element - we still need it for shutting down.
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index++;
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}
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actionState = clearbefore ? State_Clear : State_Run;
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if (index < jobs.Size())
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{
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jobs[index].fadestate = !paused && jobs[index].flags & ScreenJob.fadein? ScreenJob.fadein : ScreenJob.visible;
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jobs[index].Start();
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if (jobs[index].flags & ScreenJob.transition_mask)
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{
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setTransition((jobs[index].flags & ScreenJob.transition_mask) >> ScreenJob.Transition_Shift);
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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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//---------------------------------------------------------------------------
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virtual int DisplayFrame(double smoothratio)
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{
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if (jobs.Size() == 0)
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{
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return 1;
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}
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int x = index >= jobs.Size()? jobs.Size()-1 : index;
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let job = jobs[x];
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bool processed = job.ProcessInput();
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if (job.fadestate == ScreenJob.fadein)
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{
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double ms = (job.ticks + smoothratio) * 1000 / GameTicRate / job.fadetime;
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double screenfade = clamp(ms, 0., 1.);
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Screen.SetScreenFade(screenfade);
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if (screenfade == 1.) job.fadestate = ScreenJob.visible;
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}
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int state = job.DrawFrame(smoothratio);
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Screen.SetScreenFade(1.);
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return state;
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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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virtual int FadeoutFrame(double smoothratio)
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{
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int x = index >= jobs.Size()? jobs.Size()-1 : index;
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let job = jobs[x];
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double ms = (fadeticks + smoothratio) * 1000 / GameTicRate / job.fadetime;
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float screenfade = 1. - clamp(ms, 0., 1.);
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Screen.SetScreenFade(screenfade);
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job.DrawFrame(1.);
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Screen.SetScreenFade(1.);
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return (screenfade > 0.);
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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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virtual bool OnEvent(InputEvent ev)
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{
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if (paused || index < 0 || index >= jobs.Size()) return false;
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if (jobs[index].jobstate != ScreenJob.running) return false;
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return jobs[index].OnEvent(ev);
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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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virtual bool OnTick()
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{
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if (paused) return false;
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if (index >= jobs.Size() || jobs.Size() == 0) return true;
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if (advance || index < 0)
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{
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advance = false;
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AdvanceJob(terminateState < 0);
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if (index >= jobs.Size())
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{
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return true;
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}
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}
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if (jobs[index].jobstate == ScreenJob.running)
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{
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jobs[index].ticks++;
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jobs[index].OnTick();
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}
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else if (jobs[index].jobstate == ScreenJob.stopping)
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{
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fadeticks++;
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}
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return 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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virtual bool RunFrame(double smoothratio)
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{
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if (index < 0)
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{
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AdvanceJob(false);
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}
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// ensure that we won't go back in time if the menu is dismissed without advancing our ticker
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if (index < jobs.Size())
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{
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bool menuon = paused;
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if (menuon) last_paused_tic = jobs[index].ticks;
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else if (last_paused_tic == jobs[index].ticks) menuon = true;
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if (menuon) smoothratio = 1.;
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}
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else smoothratio = 1.;
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if (actionState == State_Clear)
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{
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actionState = State_Run;
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}
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else if (actionState == State_Run)
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{
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terminateState = DisplayFrame(smoothratio);
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if (terminateState < 1 && index < jobs.Size())
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{
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if (jobs[index].flags & ScreenJob.fadeout)
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{
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jobs[index].fadestate = ScreenJob.fadeout;
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jobs[index].jobstate = ScreenJob.stopping;
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actionState = State_Fadeout;
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fadeticks = 0;
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}
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else
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{
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advance = true;
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}
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}
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}
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else if (actionState == State_Fadeout)
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{
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int ended = FadeoutFrame(smoothratio);
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if (ended < 1 && index < jobs.Size())
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{
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jobs[index].jobstate = ScreenJob.stopped;
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advance = true;
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}
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}
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return true;
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}
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void AddGenericVideo(String fn, int snd, int framerate)
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{
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Array<int> sounds;
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if (snd > 0) sounds.Pushv(1, snd);
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Append(MoviePlayerJob.CreateWithSoundInfo(fn, sounds, 0, framerate));
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}
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//==========================================================================
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//
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// This also gets used by the title loop.
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//
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//==========================================================================
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void DrawFullscreenSubtitle(String text, int cr)
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{
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if (text.length() == 0 || !inter_subtitles) return;
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// This uses the same scaling as regular HUD messages
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let screensize = Screen.GetTextScreenSize();
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let hudwidth = screensize.X;
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let hudheight = screensize.Y;
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let hscale = screen.GetWidth() / hudwidth;
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let vscale = screen.GetHeight() / hudheight;
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let font = generic_ui? NewSmallFont : SmallFont;
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let linelen = hudwidth < 640 ? hudwidth * 0.9 - 40 : 560;
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let lines = font.BreakLines(text, int(linelen));
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int count = lines.Count();
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int height = 20 + font.GetHeight() * count;
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double x, y, w;
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if (linelen < 560)
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{
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x = hudwidth / 20;
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w = hudwidth - 2 * x;
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}
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else
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{
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x = (hudwidth * 0.5) - 300;
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w = 600;
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}
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y = hudheight * 0.9 - height;
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if (y < 0) y = 0;
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Screen.Dim(0, 0.5f, int(x * hscale), int(y * vscale), int(w * hscale), int(height * vscale));
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x += 20;
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y += 10;
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for (int i = 0; i < count; i++)
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{
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Screen.DrawText(font, cr, x, y, lines.StringAt(i), DTA_KeepRatio, true, DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight);
|
|
y += font.GetHeight();
|
|
}
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// scrolling text, like Exhumed's story screens.
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
class TextOverlay
|
|
{
|
|
int nHeight;
|
|
double nCrawlY;
|
|
int palette;
|
|
int crange;
|
|
bool drawclean;
|
|
BrokenLines screentext;
|
|
Font myfont;
|
|
|
|
void Init(String text, int cr = Font.CR_NATIVEPAL, int pal = 0, bool clean = false)
|
|
{
|
|
myfont = SmallFont; // todo
|
|
screentext = myfont.BreakLines(StringTable.Localize(text), 320);
|
|
nCrawlY = 199;
|
|
nHeight = screentext.Count() * 10;
|
|
palette = pal;
|
|
crange = cr;
|
|
drawclean = clean;
|
|
}
|
|
|
|
void DisplayText()
|
|
{
|
|
if (nHeight + nCrawlY > 0)
|
|
{
|
|
double y = nCrawlY;
|
|
for (int i = 0; i < screentext.Count() && y <= 199; i++)
|
|
{
|
|
if (y >= -10)
|
|
{
|
|
int x = 160 - screenText.StringWidth(i)/2;
|
|
if (!drawclean) Screen.DrawText(myfont, crange, x, y, screentext.StringAt(i), DTA_FullscreenScale, FSMode_Fit320x200, DTA_TranslationIndex, palette);
|
|
else Screen.DrawText(myfont, crange, x, y, screentext.StringAt(i), DTA_Clean, true, DTA_TranslationIndex, palette);
|
|
}
|
|
y += 10;
|
|
}
|
|
}
|
|
}
|
|
|
|
bool ScrollText(double clock)
|
|
{
|
|
if (nHeight + nCrawlY > 0 || musplaying.handle)
|
|
{
|
|
nCrawlY = 199 - clock / 15.;
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// type-on text, like Doom
|
|
//
|
|
//==========================================================================
|
|
|
|
class TextTypeOnOverlay
|
|
{
|
|
String mText;
|
|
Font mFont;
|
|
int mTextSpeed;
|
|
int mTextX, mTextY;
|
|
int mTextCounter;
|
|
int mTextLen;
|
|
int mTextColor;
|
|
int mPalette;
|
|
int mLineCount;
|
|
int mRowPadding;
|
|
bool usesDefault;
|
|
int mTicker;
|
|
int mTextDelay;
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void Init(Font fnt, String text, int x = 10, int y = 10, int rowpadding = 2, int speed = 2, int cr = Font.CR_NATIVEPAL, int pal = 0)
|
|
{
|
|
let tt = StringTable.Localize(text);
|
|
Array<String> lines;
|
|
|
|
tt.Split(lines, "\n");
|
|
mLineCount = lines.Size();
|
|
|
|
mText = "";
|
|
for (int i = 0; i < lines.Size(); i++)
|
|
{
|
|
tt = lines[i];
|
|
tt.StripRight();
|
|
mText.AppendFormat("\n%s", tt);
|
|
}
|
|
|
|
mTextSpeed = speed;
|
|
if (x < 0)
|
|
{
|
|
mTextX = mTextY = 10;
|
|
usesDefault = true;
|
|
}
|
|
else
|
|
{
|
|
mTextX = x;
|
|
mTextY = y;
|
|
}
|
|
|
|
if (!generic_ui)
|
|
{
|
|
// Todo: Split too long texts
|
|
|
|
// If the text is too wide, center it so that it works better on widescreen displays.
|
|
// On 4:3 it'd still be cut off, though.
|
|
int width = fnt.StringWidth(mText);
|
|
if (usesDefault && mTextX + width > 320 - mTextX)
|
|
{
|
|
mTextX = (320 - width) / 2;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Todo: Split too long texts
|
|
|
|
mTextX *= 2;
|
|
mTextY *= 2;
|
|
int width = NewSmallFont.StringWidth(mText);
|
|
if (usesDefault && mTextX + width > 640 - mTextX)
|
|
{
|
|
mTextX = (640 - width) / 2;
|
|
}
|
|
}
|
|
|
|
|
|
mTextLen = mText.CodePointCount();
|
|
mTextColor = cr;
|
|
mPalette = pal;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
bool Tick()
|
|
{
|
|
if (mTicker < mTextDelay + (mTextLen * mTextSpeed))
|
|
{
|
|
mTicker++;
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
bool Reveal()
|
|
{
|
|
if (mTicker < mTextDelay + (mTextLen * mTextSpeed))
|
|
{
|
|
mTicker = mTextDelay + (mTextLen * mTextSpeed);
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void Drawer ()
|
|
{
|
|
if (mTicker >= mTextDelay)
|
|
{
|
|
int w;
|
|
int count;
|
|
int c;
|
|
let width = Screen.GetWidth();
|
|
let height = Screen.GetHeight();
|
|
|
|
// Count number of rows in this text. Since it does not word-wrap, we just count
|
|
// line feed characters.
|
|
let font = generic_ui ? NewSmallFont : SmallFont;
|
|
let fontscale = MAX(generic_ui ? MIN(width / 640, height / 400) : MIN(width / 400, height / 250), 1);
|
|
int cleanwidth = width / fontscale;
|
|
int cleanheight = height / fontscale;
|
|
int refwidth = generic_ui ? 640 : 320;
|
|
int refheight = generic_ui ? 400 : 200;
|
|
int kerning = font.GetDefaultKerning();
|
|
|
|
|
|
int rowheight = font.GetHeight() * fontscale;
|
|
int rowpadding = mRowPadding;
|
|
|
|
int cx = (mTextX - refwidth/2) * fontscale + width / 2;
|
|
int cy = (mTextY - refheight/2) * fontscale + height / 2;
|
|
cx = MAX(0, cx);
|
|
int startx = cx;
|
|
|
|
if (usesDefault)
|
|
{
|
|
int allheight;
|
|
while ((allheight = mLineCount * (rowheight + rowpadding)) > height && rowpadding > 0)
|
|
{
|
|
rowpadding--;
|
|
}
|
|
allheight = mLineCount * (rowheight + rowpadding);
|
|
if (height - cy - allheight < cy)
|
|
{
|
|
cy = (height - allheight) / 2;
|
|
if (cy < 0) cy = 0;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Does this text fall off the end of the screen? If so, try to eliminate some margins first.
|
|
while (rowpadding > 0 && cy + mLineCount * (rowheight + rowpadding) - rowpadding > height)
|
|
{
|
|
rowpadding--;
|
|
}
|
|
// If it's still off the bottom, you are screwed if the origin is fixed.
|
|
}
|
|
rowheight += rowpadding;
|
|
|
|
// draw some of the text onto the screen
|
|
int curpos = 0;
|
|
for (count = (mTicker - mTextDelay) / mTextSpeed; count > 0 ; count-- )
|
|
{
|
|
[c, curpos] = mText.GetNextCodePoint(curpos);
|
|
if (!c)
|
|
break;
|
|
if (c == "\n")
|
|
{
|
|
cx = startx;
|
|
cy += rowheight;
|
|
continue;
|
|
}
|
|
|
|
w = font.GetCharWidth(c);
|
|
w += kerning;
|
|
w *= fontscale;
|
|
if (cx + w > width)
|
|
continue;
|
|
|
|
Screen.DrawChar(font, mTextColor, cx/fontscale, cy/fontscale, c, DTA_KeepRatio, true, DTA_VirtualWidth, cleanwidth, DTA_VirtualHeight, cleanheight);
|
|
cx += w;
|
|
}
|
|
}
|
|
}
|
|
} |