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32ec9ff369
For Exhumed this is the default, for the other games it is an option. Fixes #269.
860 lines
25 KiB
C++
860 lines
25 KiB
C++
/*
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** shared_sbar.cpp
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** Base status bar implementation
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2006 Randy Heit
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** Copyright 2017 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 "build.h"
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#include "templates.h"
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#include "statusbar.h"
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#include "c_cvars.h"
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#include "c_dispatch.h"
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#include "c_console.h"
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#include "v_video.h"
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#include "filesystem.h"
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#include "s_soundinternal.h"
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#include "serializer.h"
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#include "serialize_obj.h"
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#include "cmdlib.h"
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#include "vm.h"
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#include "gstrings.h"
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#include "utf8.h"
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#include "texturemanager.h"
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#include "cmdlib.h"
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#include "v_draw.h"
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#include "v_font.h"
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#include "v_draw.h"
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#include "gamecvars.h"
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#include "m_fixed.h"
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#include "gamecontrol.h"
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#include "gamestruct.h"
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#include "menu.h"
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#include "mapinfo.h"
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#include "../version.h"
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#define XHAIRSHRINKSIZE (1./18)
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#define XHAIRPICKUPSIZE (2+XHAIRSHRINKSIZE)
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#define POWERUPICONSIZE 32
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//IMPLEMENT_CLASS(DHUDFont, true, false);
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EXTERN_CVAR (Bool, am_showmonsters)
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EXTERN_CVAR (Bool, am_showsecrets)
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EXTERN_CVAR (Bool, am_showtime)
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EXTERN_CVAR (Bool, am_showtotaltime)
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EXTERN_CVAR (Bool, noisedebug)
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EXTERN_CVAR(Bool, vid_fps)
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EXTERN_CVAR(Bool, inter_subtitles)
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CVAR(Bool, log_vgafont, false, CVAR_ARCHIVE)
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DBaseStatusBar *StatusBar;
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extern int setblocks;
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CVAR (Bool, idmypos, false, 0);
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//---------------------------------------------------------------------------
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// ST_Clear
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//
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//---------------------------------------------------------------------------
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void ST_Clear()
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{
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if (StatusBar != NULL)
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{
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delete StatusBar;
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StatusBar = NULL;
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}
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}
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//---------------------------------------------------------------------------
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//
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// Constructor
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//
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//---------------------------------------------------------------------------
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DBaseStatusBar::DBaseStatusBar ()
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{
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CompleteBorder = false;
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Centering = false;
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FixedOrigin = false;
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CrosshairSize = 1.;
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Displacement = 0;
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ShowLog = false;
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SetSize(0);
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}
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static void ValidateResolution(int &hres, int &vres)
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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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void DBaseStatusBar::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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void DBaseStatusBar::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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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 DBaseStatusBar::SetScale ()
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{
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ValidateResolution(HorizontalResolution, VerticalResolution);
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double w = SCREENWIDTH;
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double h = SCREENHEIGHT;
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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_scale;
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refh *= hud_scale;
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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 DBaseStatusBar::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 DBaseStatusBar::BeginStatusBar(int resW, int resH, int relTop)
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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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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 DBaseStatusBar::BeginHUD(int resW, int resH, double Alpha)
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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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CompleteBorder = false;
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fullscreenOffsets = true;
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}
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//---------------------------------------------------------------------------
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//
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// PROC Tick
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//
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//---------------------------------------------------------------------------
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void DBaseStatusBar::Tick ()
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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 DBaseStatusBar::StatusbarToRealCoords(double &x, double &y, double &w, double &h) const
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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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// draw stuff
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//
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//============================================================================
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void DBaseStatusBar::DrawGraphic(FTextureID texture, double x, double y, int flags, double Alpha, double boxwidth, double boxheight, double scaleX, double scaleY, PalEntry color, int translation, double rotate, ERenderStyle style)
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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, color, translation, rotate, style);
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}
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void DBaseStatusBar::DrawGraphic(FGameTexture* tex, double x, double y, int flags, double Alpha, double boxwidth, double boxheight, double scaleX, double scaleY, PalEntry color, int translation, double rotate, ERenderStyle style)
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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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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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}
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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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}
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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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double xo = 0, yo = 0;
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if (flags & DI_ITEM_RELCENTER)
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{
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xo = tex->GetDisplayWidth() / 2 + tex->GetDisplayLeftOffset();
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yo = tex->GetDisplayHeight() / 2 + tex->GetDisplayTopOffset();
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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: xo = tex->GetDisplayWidth() / 2; break;
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case DI_ITEM_RIGHT: xo = tex->GetDisplayWidth(); break;
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case DI_ITEM_HOFFSET: xo = tex->GetDisplayLeftOffset(); 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: yo = tex->GetDisplayHeight() / 2; break;
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case DI_ITEM_BOTTOM: yo = tex->GetDisplayHeight(); break;
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case DI_ITEM_VOFFSET: yo = tex->GetDisplayTopOffset(); break;
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}
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}
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//xo *= scaleX;
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//yo *= scaleY;
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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
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{
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double orgx, orgy;
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switch (flags & DI_SCREEN_HMASK)
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{
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default: orgx = 0; break;
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case DI_SCREEN_HCENTER: orgx = screen->GetWidth() / 2; break;
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case DI_SCREEN_RIGHT: orgx = screen->GetWidth(); break;
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}
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switch (flags & DI_SCREEN_VMASK)
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{
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default: orgy = 0; break;
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case DI_SCREEN_VCENTER: orgy = screen->GetHeight() / 2; break;
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case DI_SCREEN_BOTTOM: orgy = screen->GetHeight(); break;
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}
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// move stuff in the top right corner a bit down if the fps counter is on.
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if ((flags & (DI_SCREEN_HMASK|DI_SCREEN_VMASK)) == DI_SCREEN_RIGHT_TOP && vid_fps) y += 10;
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DVector2 Scale = GetHUDScale();
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x *= Scale.X;
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y *= Scale.Y;
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boxwidth *= Scale.X;
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boxheight *= Scale.Y;
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x += orgx;
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y += orgy;
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}
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// Now reapply the texture offsets. We will need them
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DrawTexture(twod, tex, x, y,
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DTA_TopOffsetF, yo,
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DTA_LeftOffsetF, xo,
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DTA_DestWidthF, boxwidth,
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DTA_DestHeightF, boxheight,
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DTA_Color, color,
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DTA_TranslationIndex, translation, // (flags & DI_TRANSLATABLE) ? GetTranslation() : 0,
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DTA_ColorOverlay, (flags & DI_DIM) ? MAKEARGB(170, 0, 0, 0) : 0,
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DTA_Alpha, Alpha,
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DTA_AlphaChannel, !!(flags & DI_ALPHAMAPPED),
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DTA_FillColor, (flags & DI_ALPHAMAPPED) ? 0 : -1,
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DTA_FlipX, !!(flags & DI_MIRROR),
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DTA_FlipY, !!(flags& DI_MIRRORY),
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DTA_Rotate, rotate,
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DTA_FlipOffsets, true,
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DTA_LegacyRenderStyle, style,
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TAG_DONE);
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}
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//============================================================================
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//
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// draw a string
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//
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//============================================================================
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void DBaseStatusBar::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)
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{
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bool monospaced = monospacing != EMonospacing::Off;
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double dx = 0;
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switch (flags & DI_TEXT_ALIGN)
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{
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default:
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break;
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case DI_TEXT_ALIGN_RIGHT:
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dx = monospaced
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? static_cast<int> ((spacing)*cstring.CharacterCount()) //monospaced, so just multiply the character size
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: static_cast<int> (font->StringWidth(cstring) + (spacing * cstring.CharacterCount()));
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break;
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case DI_TEXT_ALIGN_CENTER:
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dx = monospaced
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? static_cast<int> ((spacing)*cstring.CharacterCount()) / 2 //monospaced, so just multiply the character size
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: static_cast<int> (font->StringWidth(cstring) + (spacing * cstring.CharacterCount())) / 2;
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break;
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}
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// Take text scale into account
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x -= dx * scaleX;
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const uint8_t* str = (const uint8_t*)cstring.GetChars();
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const EColorRange boldTranslation = EColorRange(translation ? translation - 1 : NumTextColors - 1);
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int fontcolor = translation;
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double orgx = 0, orgy = 0;
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DVector2 Scale;
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if (fullscreenOffsets)
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{
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Scale = GetHUDScale();
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shadowX *= (int)Scale.X;
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shadowY *= (int)Scale.Y;
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switch (flags & DI_SCREEN_HMASK)
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{
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default: orgx = 0; break;
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case DI_SCREEN_HCENTER: orgx = screen->GetWidth() / 2; break;
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case DI_SCREEN_RIGHT: orgx = screen->GetWidth(); break;
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}
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switch (flags & DI_SCREEN_VMASK)
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{
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default: orgy = 0; break;
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case DI_SCREEN_VCENTER: orgy = screen->GetHeight() / 2; break;
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case DI_SCREEN_BOTTOM: orgy = screen->GetHeight(); break;
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}
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// move stuff in the top right corner a bit down if the fps counter is on.
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if ((flags & (DI_SCREEN_HMASK | DI_SCREEN_VMASK)) == DI_SCREEN_RIGHT_TOP && vid_fps) y += 10;
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}
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else
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{
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Scale = { 1.,1. };
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}
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int ch;
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while (ch = GetCharFromString(str), ch != '\0')
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{
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if (ch == ' ')
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{
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x += monospaced ? spacing : font->GetSpaceWidth() + spacing;
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continue;
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}
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else if (ch == TEXTCOLOR_ESCAPE)
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{
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EColorRange newColor = V_ParseFontColor(str, translation, boldTranslation);
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if (newColor != CR_UNDEFINED)
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fontcolor = newColor;
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continue;
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}
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int width;
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FGameTexture* c = font->GetChar(ch, fontcolor, &width);
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if (c == NULL) //missing character.
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{
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continue;
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}
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width += font->GetDefaultKerning();
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if (!monospaced) //If we are monospaced lets use the offset
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x += (c->GetDisplayLeftOffset() + 1); //ignore x offsets since we adapt to character size
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double rx, ry, rw, rh;
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rx = x + drawOffset.X;
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ry = y + drawOffset.Y;
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rw = c->GetDisplayWidth();
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rh = c->GetDisplayHeight();
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if (monospacing == EMonospacing::CellCenter)
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rx += (spacing - rw) / 2;
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else if (monospacing == EMonospacing::CellRight)
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rx += (spacing - rw);
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if (!fullscreenOffsets)
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{
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StatusbarToRealCoords(rx, ry, rw, rh);
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}
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else
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{
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rx *= Scale.X;
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ry *= Scale.Y;
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rw *= Scale.X;
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rh *= Scale.Y;
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rx += orgx;
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ry += orgy;
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}
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// Apply text scale
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rw *= scaleX;
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rh *= scaleY;
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// This is not really such a great way to draw shadows because they can overlap with previously drawn characters.
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// This may have to be changed to draw the shadow text up front separately.
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if ((shadowX != 0 || shadowY != 0) && !(flags & DI_NOSHADOW))
|
|
{
|
|
#if 0
|
|
// This doesn't work with the limited backend the engine currently uses.
|
|
DrawChar(twod, font, CR_UNTRANSLATED, rx + shadowX, ry + shadowY, ch,
|
|
DTA_DestWidthF, rw,
|
|
DTA_DestHeightF, rh,
|
|
DTA_Alpha, (Alpha * 0.33),
|
|
DTA_FillColor, 0,
|
|
TAG_DONE);
|
|
#endif
|
|
}
|
|
DrawChar(twod, font, fontcolor, rx, ry, ch,
|
|
DTA_DestWidthF, rw,
|
|
DTA_DestHeightF, rh,
|
|
DTA_Alpha, Alpha,
|
|
TAG_DONE);
|
|
|
|
dx = monospaced
|
|
? spacing
|
|
: width + spacing - (c->GetDisplayLeftOffset() + 1);
|
|
|
|
// Take text scale into account
|
|
x += dx * scaleX;
|
|
}
|
|
}
|
|
|
|
void SBar_DrawString(DBaseStatusBar *self, DHUDFont *font, const FString &string, double x, double y, int flags, int trans, double alpha, int wrapwidth, int linespacing, double scaleX, double scaleY)
|
|
{
|
|
//if (font == nullptr) ThrowAbortException(X_READ_NIL, nullptr);
|
|
//if (!screen->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);
|
|
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);
|
|
}
|
|
}
|
|
|
|
|
|
//============================================================================
|
|
//
|
|
// draw stuff
|
|
//
|
|
//============================================================================
|
|
|
|
void DBaseStatusBar::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 = screen->GetWidth() / 2; break;
|
|
case DI_SCREEN_RIGHT: orgx = screen->GetWidth(); break;
|
|
}
|
|
|
|
switch (flags & DI_SCREEN_VMASK)
|
|
{
|
|
default: orgy = 0; break;
|
|
case DI_SCREEN_VCENTER: orgy = screen->GetHeight() / 2; break;
|
|
case DI_SCREEN_BOTTOM: orgy = screen->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;
|
|
}
|
|
}
|
|
|
|
|
|
static DObject *InitObject(PClass *type, int paramnum, VM_ARGS)
|
|
{
|
|
auto obj = type->CreateNew();
|
|
// Todo: init
|
|
return obj;
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
//
|
|
//
|
|
//============================================================================
|
|
|
|
enum ENumFlags
|
|
{
|
|
FNF_WHENNOTZERO = 0x1,
|
|
FNF_FILLZEROS = 0x2,
|
|
};
|
|
|
|
void FormatNumber(int number, int minsize, int maxsize, int flags, const FString &prefix, FString *result)
|
|
{
|
|
static int maxvals[] = { 1, 9, 99, 999, 9999, 99999, 999999, 9999999, 99999999, 999999999 };
|
|
|
|
if (number == 0 && (flags & FNF_WHENNOTZERO))
|
|
{
|
|
*result = "";
|
|
return;
|
|
}
|
|
if (maxsize > 0 && maxsize < 10)
|
|
{
|
|
number = clamp(number, -maxvals[maxsize - 1], maxvals[maxsize]);
|
|
}
|
|
FString &fmt = *result;
|
|
if (minsize <= 1) fmt.Format("%s%d", prefix.GetChars(), number);
|
|
else if (flags & FNF_FILLZEROS) fmt.Format("%s%0*d", prefix.GetChars(), minsize, number);
|
|
else fmt.Format("%s%*d", prefix.GetChars(), minsize, number);
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
//
|
|
//
|
|
//============================================================================
|
|
|
|
void DBaseStatusBar::PrintLevelStats(FLevelStats &stats)
|
|
{
|
|
double y;
|
|
double scale = stats.fontscale * hud_statscale;
|
|
if (stats.spacing <= 0) stats.spacing = stats.font->GetHeight() * stats.fontscale;
|
|
double spacing = stats.spacing * hud_statscale;
|
|
if (stats.screenbottomspace < 0)
|
|
{
|
|
y = 200 - RelTop - spacing;
|
|
}
|
|
else
|
|
{
|
|
y = 200 - stats.screenbottomspace - spacing;
|
|
}
|
|
|
|
double y1, y2, y3;
|
|
|
|
if (stats.maxsecrets > 0) // don't bother if there are no secrets.
|
|
{
|
|
y1 = y;
|
|
y -= spacing;
|
|
}
|
|
if (stats.frags >= 0 || stats.maxkills != -1)
|
|
{
|
|
y2 = y;
|
|
y -= spacing;
|
|
}
|
|
y3 = y;
|
|
|
|
|
|
FString text;
|
|
int black = 0x80000000;
|
|
|
|
text.Format(TEXTCOLOR_ESCAPESTR "%cT: " TEXTCOLOR_ESCAPESTR "%c%d:%02d", stats.letterColor + 'A', stats.standardColor + 'A', stats.time / 60000, (stats.time % 60000) / 1000);
|
|
DrawText(twod, stats.font, CR_UNTRANSLATED, 2 * hud_statscale + scale, y3 + scale, text, DTA_FullscreenScale, FSMode_ScaleToHeight, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200,
|
|
DTA_KeepRatio, true, DTA_ScaleX, scale, DTA_ScaleY, scale, DTA_LegacyRenderStyle, STYLE_TranslucentStencil, DTA_Color, black, TAG_DONE);
|
|
DrawText(twod, stats.font, CR_UNTRANSLATED, 2 * hud_statscale, y3, text, DTA_FullscreenScale, FSMode_ScaleToHeight, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200,
|
|
DTA_KeepRatio, true, DTA_ScaleX, scale, DTA_ScaleY, scale, TAG_DONE);
|
|
|
|
text = "";
|
|
if (stats.frags > -1) text.Format(TEXTCOLOR_ESCAPESTR "%cF: " TEXTCOLOR_ESCAPESTR "%c%d", stats.letterColor + 'A', stats.standardColor + 'A', stats.frags);
|
|
else if (stats.maxkills == -2) text.Format(TEXTCOLOR_ESCAPESTR "%cK: " TEXTCOLOR_ESCAPESTR "%c%d", stats.letterColor + 'A', stats.standardColor + 'A', stats.kills);
|
|
else if (stats.maxkills != -1) text.Format(TEXTCOLOR_ESCAPESTR "%cK: " TEXTCOLOR_ESCAPESTR "%c%d/%d",
|
|
stats.letterColor + 'A', stats.kills == stats.maxkills ? stats.completeColor + 'A' : stats.standardColor + 'A', stats.kills, stats.maxkills);
|
|
|
|
if (text.IsNotEmpty())
|
|
{
|
|
DrawText(twod, stats.font, CR_UNTRANSLATED, 2 * hud_statscale+scale, y2+scale, text, DTA_FullscreenScale, FSMode_ScaleToHeight, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200,
|
|
DTA_KeepRatio, true, DTA_ScaleX, scale, DTA_ScaleY, scale, DTA_LegacyRenderStyle, STYLE_TranslucentStencil, DTA_Color, black, TAG_DONE);
|
|
|
|
DrawText(twod, stats.font, CR_UNTRANSLATED, 2 * hud_statscale, y2, text, DTA_FullscreenScale, FSMode_ScaleToHeight, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200,
|
|
DTA_KeepRatio, true, DTA_ScaleX, scale, DTA_ScaleY, scale, TAG_DONE);
|
|
}
|
|
|
|
if (stats.maxsecrets > 0) // don't bother if there are no secrets.
|
|
{
|
|
text.Format(TEXTCOLOR_ESCAPESTR "%cS: " TEXTCOLOR_ESCAPESTR "%c%d/%d",
|
|
stats.letterColor + 'A', stats.secrets == stats.maxsecrets ? stats.completeColor + 'A' : stats.standardColor + 'A', stats.secrets, stats.maxsecrets);
|
|
|
|
DrawText(twod, stats.font, CR_UNTRANSLATED, 2 * hud_statscale + scale, y1 + scale, text, DTA_FullscreenScale, FSMode_ScaleToHeight, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200,
|
|
DTA_KeepRatio, true, DTA_ScaleX, scale, DTA_ScaleY, scale, DTA_LegacyRenderStyle, STYLE_TranslucentStencil, DTA_Color, black, TAG_DONE);
|
|
|
|
DrawText(twod, stats.font, CR_UNTRANSLATED, 2 * hud_statscale, y1, text, DTA_FullscreenScale, FSMode_ScaleToHeight, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200,
|
|
DTA_KeepRatio, true, DTA_ScaleX, scale, DTA_ScaleY, scale, TAG_DONE);
|
|
}
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
//
|
|
//
|
|
//============================================================================
|
|
|
|
void DBaseStatusBar::PrintAutomapInfo(FLevelStats& stats)
|
|
{
|
|
FString mapname;
|
|
if (am_showlabel)
|
|
mapname.Format(TEXTCOLOR_ESCAPESTR "%c%s: " TEXTCOLOR_ESCAPESTR "%c%s", stats.letterColor+'A', currentLevel->LabelName(), stats.standardColor+'A', currentLevel->DisplayName());
|
|
else
|
|
mapname = currentLevel->DisplayName();
|
|
|
|
double y;
|
|
double scale = stats.fontscale * (am_textfont? *hud_statscale : 1); // the tiny default font used by all games here cannot be scaled for readability purposes.
|
|
if (stats.spacing <= 0) stats.spacing = stats.font->GetHeight() * stats.fontscale;
|
|
double spacing = stats.spacing * (am_textfont ? *hud_statscale : 1);
|
|
if (am_nameontop)
|
|
{
|
|
y = spacing + 1;
|
|
}
|
|
else if (stats.screenbottomspace < 0)
|
|
{
|
|
y = 200 - RelTop - spacing;
|
|
}
|
|
else
|
|
{
|
|
y = 200 - stats.screenbottomspace - spacing;
|
|
}
|
|
const auto &volname = gVolumeNames[volfromlevelnum(currentLevel->levelNumber)];
|
|
if (volname.IsEmpty() && am_nameontop) y = 1;
|
|
|
|
DrawText(twod, stats.font, stats.standardColor, 2 * hud_statscale, y, mapname, DTA_FullscreenScale, FSMode_ScaleToHeight, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200,
|
|
DTA_ScaleX, scale, DTA_ScaleY, scale, DTA_KeepRatio, true, TAG_DONE);
|
|
y -= spacing;
|
|
if (!(currentLevel->flags & MI_USERMAP) && !(g_gameType & GAMEFLAG_PSEXHUMED) && volname.IsNotEmpty())
|
|
DrawText(twod, stats.font, stats.standardColor, 2 * hud_statscale, y, GStrings.localize(volname),
|
|
DTA_FullscreenScale, FSMode_ScaleToHeight, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200,
|
|
DTA_ScaleX, scale, DTA_ScaleY, scale, DTA_KeepRatio, true, TAG_DONE);
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
//
|
|
//
|
|
//============================================================================
|
|
|
|
short DBaseStatusBar::CalcMagazineAmount(short ammo_remaining, short clip_capacity, bool reloading)
|
|
{
|
|
// Determine amount in clip.
|
|
short clip_amount = ammo_remaining % clip_capacity;
|
|
|
|
// Set current clip value to clip capacity if wrapped around to zero, otherwise use determined value.
|
|
short clip_current = ammo_remaining != 0 && clip_amount == 0 ? clip_capacity : clip_amount;
|
|
|
|
// Return current clip value if weapon has rounds or is not on a reload cycle.
|
|
return ammo_remaining == 0 || (reloading && clip_amount == 0) ? 0 : clip_current;
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
//
|
|
//
|
|
//============================================================================
|
|
|
|
void setViewport(int viewSize)
|
|
{
|
|
int x0, y0, x1, y1;
|
|
if (screen == nullptr) return;
|
|
int xdim = screen->GetWidth();
|
|
int ydim = screen->GetHeight();
|
|
if (xdim == 0 || ydim == 0) return;
|
|
auto reserved = gi->GetReservedScreenSpace(viewSize);
|
|
reserved.top = xs_CRoundToInt((reserved.top * hud_scale * ydim) / 200);
|
|
reserved.statusbar = xs_CRoundToInt((reserved.statusbar * hud_scale * ydim) / 200);
|
|
|
|
int xdimcorrect = std::min(Scale(ydim, 4, 3), xdim);
|
|
if (viewSize > Hud_Stbar)
|
|
{
|
|
x0 = 0;
|
|
x1 = xdim - 1;
|
|
y0 = reserved.top;
|
|
y1 = ydim - 1;
|
|
}
|
|
else
|
|
{
|
|
x0 = 0;
|
|
y0 = reserved.top;
|
|
x1 = xdim - 1;
|
|
y1 = ydim - 1 - reserved.statusbar;
|
|
|
|
int height = y1 - y0;
|
|
int frameheight = (height * (5 - viewSize) / 20);
|
|
int framewidth = Scale(frameheight, xdim, y1+1);
|
|
x0 += framewidth;
|
|
x1 -= framewidth;
|
|
y0 += frameheight;
|
|
y1 -= frameheight;
|
|
}
|
|
videoSetViewableArea(x0, y0, x1, y1);
|
|
}
|
|
|
|
|