raze/source/common/statusbar/base_sbar.cpp
sinisterseed 34dfb6c5fc - fixed crosshair scaling in Exhumed & the other games.
The problem was that the CVARs operating the scale were different between Exhumed and the other titles, meaning that "crosshairscale" worked in one, but not the others. They have now been split.
Also lowered the default crosshair size as it was too much for Exhumed.
Fixes #180.
2020-11-13 18:33:18 +02:00

868 lines
23 KiB
C++

/*
** base_sbar.cpp
** Base status bar implementation
**
**---------------------------------------------------------------------------
** Copyright 1998-2016 Randy Heit
** Copyright 2017-2020 Christoph Oelckers
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include <assert.h>
#include "templates.h"
#include "base_sbar.h"
#include "printf.h"
#include "v_draw.h"
#include "cmdlib.h"
#include "texturemanager.h"
#include "c_cvars.h"
#include "v_font.h"
#include "utf8.h"
#include "v_text.h"
#include "vm.h"
FGameTexture* CrosshairImage;
static int CrosshairNum;
IMPLEMENT_CLASS(DStatusBarCore, true, false)
IMPLEMENT_CLASS(DHUDFont, false, false);
CVAR(Color, crosshaircolor, 0xff0000, CVAR_ARCHIVE);
CVAR(Int, crosshairhealth, 2, CVAR_ARCHIVE);
CVARD(Float, crosshairscale, 0.3, CVAR_ARCHIVE, "changes the size of the crosshair");
CVAR(Bool, crosshairgrow, false, CVAR_ARCHIVE);
EXTERN_CVAR(Bool, vid_fps)
EXTERN_CVAR(Float, hud_scalefactor)
void ST_LoadCrosshair(int num, bool alwaysload)
{
char name[16];
char size;
if (!alwaysload && CrosshairNum == num && CrosshairImage != NULL)
{ // No change.
return;
}
if (num == 0)
{
CrosshairNum = 0;
CrosshairImage = NULL;
return;
}
if (num < 0)
{
num = -num;
}
size = (twod->GetWidth() < 640) ? 'S' : 'B';
mysnprintf(name, countof(name), "XHAIR%c%d", size, num);
FTextureID texid = TexMan.CheckForTexture(name, ETextureType::MiscPatch, FTextureManager::TEXMAN_TryAny | FTextureManager::TEXMAN_ShortNameOnly);
if (!texid.isValid())
{
mysnprintf(name, countof(name), "XHAIR%c1", size);
texid = TexMan.CheckForTexture(name, ETextureType::MiscPatch, FTextureManager::TEXMAN_TryAny | FTextureManager::TEXMAN_ShortNameOnly);
if (!texid.isValid())
{
texid = TexMan.CheckForTexture("XHAIRS1", ETextureType::MiscPatch, FTextureManager::TEXMAN_TryAny | FTextureManager::TEXMAN_ShortNameOnly);
}
}
CrosshairNum = num;
CrosshairImage = TexMan.GetGameTexture(texid);
}
void ST_UnloadCrosshair()
{
CrosshairImage = NULL;
CrosshairNum = 0;
}
//---------------------------------------------------------------------------
//
// DrawCrosshair
//
//---------------------------------------------------------------------------
void ST_DrawCrosshair(int phealth, double xpos, double ypos, double scale)
{
uint32_t color;
double size;
int w, h;
// Don't draw the crosshair if there is none
if (CrosshairImage == NULL)
{
return;
}
if (crosshairscale > 0.0f)
{
size = twod->GetHeight() * crosshairscale * 0.005;
}
else
{
size = 1.;
}
if (crosshairgrow)
{
size *= scale;
}
w = int(CrosshairImage->GetDisplayWidth() * size);
h = int(CrosshairImage->GetDisplayHeight() * size);
if (crosshairhealth == 1)
{
// "Standard" crosshair health (green-red)
int health = phealth;
if (health >= 85)
{
color = 0x00ff00;
}
else
{
int red, green;
health -= 25;
if (health < 0)
{
health = 0;
}
if (health < 30)
{
red = 255;
green = health * 255 / 30;
}
else
{
red = (60 - health) * 255 / 30;
green = 255;
}
color = (red << 16) | (green << 8);
}
}
else if (crosshairhealth == 2)
{
// "Enhanced" crosshair health (blue-green-yellow-red)
int health = clamp(phealth, 0, 200);
float rr, gg, bb;
float saturation = health < 150 ? 1.f : 1.f - (health - 150) / 100.f;
HSVtoRGB(&rr, &gg, &bb, health * 1.2f, saturation, 1);
int red = int(rr * 255);
int green = int(gg * 255);
int blue = int(bb * 255);
color = (red << 16) | (green << 8) | blue;
}
else
{
color = crosshaircolor;
}
DrawTexture(twod, CrosshairImage,
xpos, ypos,
DTA_DestWidth, w,
DTA_DestHeight, h,
DTA_AlphaChannel, true,
DTA_FillColor, color & 0xFFFFFF,
TAG_DONE);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
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 DStatusBarCore::ValidateResolution(int& hres, int& vres) const
{
if (hres == 0)
{
static const int HORIZONTAL_RESOLUTION_DEFAULT = 320;
hres = HORIZONTAL_RESOLUTION_DEFAULT;
}
if (vres == 0)
{
static const int VERTICAL_RESOLUTION_DEFAULT = 200;
vres = VERTICAL_RESOLUTION_DEFAULT;
}
}
//============================================================================
//
//
//
//============================================================================
void DStatusBarCore::SetSize(int reltop, int hres, int vres, int hhres, int hvres)
{
ValidateResolution(hres, vres);
BaseRelTop = reltop;
BaseSBarHorizontalResolution = hres;
BaseSBarVerticalResolution = vres;
BaseHUDHorizontalResolution = hhres < 0 ? hres : hhres;
BaseHUDVerticalResolution = hvres < 0 ? vres : hvres;
SetDrawSize(reltop, hres, vres);
}
//============================================================================
//
// calculates a clean scale for the status bar
//
//============================================================================
static void ST_CalcCleanFacs(int designwidth, int designheight, int realwidth, int realheight, int* cleanx, int* cleany)
{
float ratio;
int cwidth;
int cheight;
int cx1, cy1, cx2, cy2;
ratio = ActiveRatio(realwidth, realheight);
if (AspectTallerThanWide(ratio))
{
cwidth = realwidth;
cheight = realheight * AspectMultiplier(ratio) / 48;
}
else
{
cwidth = realwidth * AspectMultiplier(ratio) / 48;
cheight = realheight;
}
// Use whichever pair of cwidth/cheight or width/height that produces less difference
// between CleanXfac and CleanYfac.
cx1 = MAX(cwidth / designwidth, 1);
cy1 = MAX(cheight / designheight, 1);
cx2 = MAX(realwidth / designwidth, 1);
cy2 = MAX(realheight / designheight, 1);
if (abs(cx1 - cy1) <= abs(cx2 - cy2) || MAX(cx1, cx2) >= 4)
{ // e.g. 640x360 looks better with this.
*cleanx = cx1;
*cleany = cy1;
}
else
{ // e.g. 720x480 looks better with this.
*cleanx = cx2;
*cleany = cy2;
}
if (*cleanx < *cleany)
*cleany = *cleanx;
else
*cleanx = *cleany;
}
//============================================================================
//
//
//
//============================================================================
void DStatusBarCore::SetDrawSize(int reltop, int hres, int vres)
{
ValidateResolution(hres, vres);
RelTop = reltop;
HorizontalResolution = hres;
VerticalResolution = vres;
int x, y;
ST_CalcCleanFacs(hres, vres, twod->GetWidth(), twod->GetHeight(), &x, &y);
defaultScale = { (double)x, (double)y };
SetScale(); // recalculate positioning info.
}
//---------------------------------------------------------------------------
//
// PROC SetScaled
//
//---------------------------------------------------------------------------
void DStatusBarCore::SetScale()
{
ValidateResolution(HorizontalResolution, VerticalResolution);
int w = twod->GetWidth();
int h = twod->GetHeight();
double refw, refh;
int horz = HorizontalResolution;
int vert = VerticalResolution;
double refaspect = horz / double(vert);
double screenaspect = w / double(h);
if ((horz == 320 && vert == 200) || (horz == 640 && vert == 400))
{
refaspect = 1.333;
}
if (screenaspect < refaspect)
{
refw = w;
refh = w / refaspect;
}
else
{
refh = h;
refw = h * refaspect;
}
refw *= hud_scalefactor;
refh *= hud_scalefactor;
int sby = VerticalResolution - RelTop;
// Use full pixels for destination size.
ST_X = xs_CRoundToInt((w - refw) / 2);
ST_Y = xs_CRoundToInt(h - refh);
SBarTop = Scale(sby, h, VerticalResolution);
SBarScale.X = refw / horz;
SBarScale.Y = refh / vert;
}
//---------------------------------------------------------------------------
//
// PROC GetHUDScale
//
//---------------------------------------------------------------------------
DVector2 DStatusBarCore::GetHUDScale() const
{
return SBarScale;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void DStatusBarCore::BeginStatusBar(int resW, int resH, int relTop, bool forceScaled)
{
SetDrawSize(relTop < 0 ? BaseRelTop : relTop, resW < 0 ? BaseSBarHorizontalResolution : resW, resH < 0 ? BaseSBarVerticalResolution : resH);
ForcedScale = forceScaled;
fullscreenOffsets = false;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void DStatusBarCore::BeginHUD(int resW, int resH, double Alpha, bool forcescaled)
{
SetDrawSize(RelTop, resW < 0 ? BaseHUDHorizontalResolution : resW, resH < 0 ? BaseHUDVerticalResolution : resH);
this->Alpha = Alpha;
ForcedScale = forcescaled;
CompleteBorder = false;
fullscreenOffsets = true;
}
//============================================================================
//
// draw stuff
//
//============================================================================
void DStatusBarCore::StatusbarToRealCoords(double& x, double& y, double& w, double& h) const
{
if (SBarScale.X == -1 || ForcedScale)
{
int hres = HorizontalResolution;
int vres = VerticalResolution;
ValidateResolution(hres, vres);
VirtualToRealCoords(twod, x, y, w, h, hres, vres, true, true);
}
else
{
x = ST_X + x * SBarScale.X;
y = ST_Y + y * SBarScale.Y;
w *= SBarScale.X;
h *= SBarScale.Y;
}
}
//============================================================================
//
// draw stuff
//
//============================================================================
void DStatusBarCore::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)
{
if (!texture.isValid())
return;
FGameTexture* tex = TexMan.GetGameTexture(texture, !(flags & DI_DONTANIMATE));
DrawGraphic(tex, x, y, flags, Alpha, boxwidth, boxheight, scaleX, scaleY, color, translation, rotate, style);
}
void DStatusBarCore::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)
{
double texwidth = tex->GetDisplayWidth() * scaleX;
double texheight = tex->GetDisplayHeight() * scaleY;
double texleftoffs = tex->GetDisplayLeftOffset() * scaleY;
double textopoffs = tex->GetDisplayTopOffset() * scaleY;
double boxleftoffs, boxtopoffs;
if (boxwidth > 0 || boxheight > 0)
{
if (!(flags & DI_FORCEFILL))
{
double scale1 = 1., scale2 = 1.;
if (boxwidth > 0 && (boxwidth < texwidth || (flags & DI_FORCESCALE)))
{
scale1 = boxwidth / texwidth;
}
if (boxheight != -1 && (boxheight < texheight || (flags & DI_FORCESCALE)))
{
scale2 = boxheight / texheight;
}
if (flags & DI_FORCESCALE)
{
if (boxwidth <= 0 || (boxheight > 0 && scale2 < scale1))
scale1 = scale2;
}
else scale1 = MIN(scale1, scale2);
boxwidth = texwidth * scale1;
boxheight = texheight * scale1;
boxleftoffs = texleftoffs * scale1;
boxtopoffs = textopoffs * scale1;
}
}
else
{
boxwidth = texwidth;
boxheight = texheight;
boxleftoffs = texleftoffs;
boxtopoffs = textopoffs;
}
// resolve auto-alignment before making any adjustments to the position values.
if (!(flags & DI_SCREEN_MANUAL_ALIGN))
{
if (x < 0) flags |= DI_SCREEN_RIGHT;
else flags |= DI_SCREEN_LEFT;
if (y < 0) flags |= DI_SCREEN_BOTTOM;
else flags |= DI_SCREEN_TOP;
}
Alpha *= this->Alpha;
if (Alpha <= 0) return;
x += drawOffset.X;
y += drawOffset.Y;
if (flags & DI_ITEM_RELCENTER)
{
if (flags & DI_MIRROR) boxleftoffs = -boxleftoffs;
if (flags & DI_MIRRORY) boxtopoffs = -boxtopoffs;
x -= boxwidth / 2 + boxleftoffs;
y -= boxheight / 2 + boxtopoffs;
}
else
{
switch (flags & DI_ITEM_HMASK)
{
case DI_ITEM_HCENTER: x -= boxwidth / 2; break;
case DI_ITEM_RIGHT: x -= boxwidth; break;
case DI_ITEM_HOFFSET: x -= boxleftoffs; break;
}
switch (flags & DI_ITEM_VMASK)
{
case DI_ITEM_VCENTER: y -= boxheight / 2; break;
case DI_ITEM_BOTTOM: y -= boxheight; break;
case DI_ITEM_VOFFSET: y -= boxtopoffs; break;
}
}
if (!fullscreenOffsets)
{
StatusbarToRealCoords(x, y, boxwidth, boxheight);
}
else
{
double orgx, orgy;
switch (flags & DI_SCREEN_HMASK)
{
default: orgx = 0; break;
case DI_SCREEN_HCENTER: orgx = twod->GetWidth() / 2; break;
case DI_SCREEN_RIGHT: orgx = twod->GetWidth(); break;
}
switch (flags & DI_SCREEN_VMASK)
{
default: orgy = 0; break;
case DI_SCREEN_VCENTER: orgy = twod->GetHeight() / 2; break;
case DI_SCREEN_BOTTOM: orgy = twod->GetHeight(); break;
}
// move stuff in the top right corner a bit down if the fps counter is on.
if ((flags & (DI_SCREEN_HMASK | DI_SCREEN_VMASK)) == DI_SCREEN_RIGHT_TOP && vid_fps) y += 10;
DVector2 Scale = GetHUDScale();
x *= Scale.X;
y *= Scale.Y;
boxwidth *= Scale.X;
boxheight *= Scale.Y;
x += orgx;
y += orgy;
}
DrawTexture(twod, tex, x, y,
DTA_TopOffset, 0,
DTA_LeftOffset, 0,
DTA_DestWidthF, boxwidth,
DTA_DestHeightF, boxheight,
DTA_Color, color,
DTA_TranslationIndex, translation? translation : (flags & DI_TRANSLATABLE) ? GetTranslation() : 0,
DTA_ColorOverlay, (flags & DI_DIM) ? MAKEARGB(170, 0, 0, 0) : 0,
DTA_Alpha, Alpha,
DTA_AlphaChannel, !!(flags & DI_ALPHAMAPPED),
DTA_FillColor, (flags & DI_ALPHAMAPPED) ? 0 : -1,
DTA_FlipX, !!(flags & DI_MIRROR),
DTA_FlipY, !!(flags& DI_MIRRORY),
DTA_Rotate, rotate,
DTA_LegacyRenderStyle, style,
TAG_DONE);
}
//============================================================================
//
// draw a string
//
//============================================================================
void DStatusBarCore::DrawString(FFont* font, const FString& cstring, double x, double y, int flags, double Alpha, int translation, int spacing, EMonospacing monospacing, int shadowX, int shadowY, double scaleX, double scaleY, int pt)
{
bool monospaced = monospacing != EMonospacing::Off;
double dx = 0;
int spacingparm = monospaced ? -spacing : spacing;
switch (flags & DI_TEXT_ALIGN)
{
default:
break;
case DI_TEXT_ALIGN_RIGHT:
dx = font->StringWidth(cstring, spacingparm);
break;
case DI_TEXT_ALIGN_CENTER:
dx = font->StringWidth(cstring, spacingparm) / 2;
break;
}
// Take text scale into account
x -= dx * scaleX;
const uint8_t* str = (const uint8_t*)cstring.GetChars();
const EColorRange boldTranslation = EColorRange(translation ? translation - 1 : NumTextColors - 1);
int fontcolor = translation;
double orgx = 0, orgy = 0;
DVector2 Scale;
if (fullscreenOffsets)
{
Scale = GetHUDScale();
shadowX *= (int)Scale.X;
shadowY *= (int)Scale.Y;
switch (flags & DI_SCREEN_HMASK)
{
default: orgx = 0; break;
case DI_SCREEN_HCENTER: orgx = twod->GetWidth() / 2; break;
case DI_SCREEN_RIGHT: orgx = twod->GetWidth(); break;
}
switch (flags & DI_SCREEN_VMASK)
{
default: orgy = 0; break;
case DI_SCREEN_VCENTER: orgy = twod->GetHeight() / 2; break;
case DI_SCREEN_BOTTOM: orgy = twod->GetHeight(); break;
}
// move stuff in the top right corner a bit down if the fps counter is on.
if ((flags & (DI_SCREEN_HMASK | DI_SCREEN_VMASK)) == DI_SCREEN_RIGHT_TOP && vid_fps) y += 10;
}
else
{
Scale = { 1.,1. };
}
int ch;
while (ch = GetCharFromString(str), ch != '\0')
{
if (ch == ' ')
{
x += monospaced ? spacing : font->GetSpaceWidth() + spacing;
continue;
}
else if (ch == TEXTCOLOR_ESCAPE)
{
EColorRange newColor = V_ParseFontColor(str, translation, boldTranslation);
if (newColor != CR_UNDEFINED)
fontcolor = newColor;
continue;
}
int width;
FGameTexture* c = font->GetChar(ch, fontcolor, &width);
if (c == NULL) //missing character.
{
continue;
}
width += font->GetDefaultKerning();
if (!monospaced) //If we are monospaced lets use the offset
x += (c->GetDisplayLeftOffset() + 1); //ignore x offsets since we adapt to character size
double rx, ry, rw, rh;
rx = x + drawOffset.X;
ry = y + drawOffset.Y;
rw = c->GetDisplayWidth();
rh = c->GetDisplayHeight();
if (monospacing == EMonospacing::CellCenter)
rx += (spacing - rw) / 2;
else if (monospacing == EMonospacing::CellRight)
rx += (spacing - rw);
if (!fullscreenOffsets)
{
StatusbarToRealCoords(rx, ry, rw, rh);
}
else
{
rx *= Scale.X;
ry *= Scale.Y;
rw *= Scale.X;
rh *= Scale.Y;
rx += orgx;
ry += orgy;
}
// Apply text scale
rw *= scaleX;
rh *= scaleY;
// This is not really such a great way to draw shadows because they can overlap with previously drawn characters.
// This may have to be changed to draw the shadow text up front separately.
if ((shadowX != 0 || shadowY != 0) && !(flags & DI_NOSHADOW))
{
DrawChar(twod, font, CR_UNTRANSLATED, rx + shadowX, ry + shadowY, ch,
DTA_DestWidthF, rw,
DTA_DestHeightF, rh,
DTA_Alpha, (Alpha * 0.4),
DTA_FillColor, 0,
TAG_DONE);
}
DrawChar(twod, font, pt == 0? fontcolor : CR_UNDEFINED, rx, ry, ch,
DTA_DestWidthF, rw,
DTA_DestHeightF, rh,
DTA_Alpha, Alpha,
DTA_TranslationIndex, pt,
TAG_DONE);
dx = monospaced
? spacing
: width + spacing - (c->GetDisplayLeftOffset() + 1);
// Take text scale into account
x += dx * scaleX;
}
}
void SBar_DrawString(DStatusBarCore* self, DHUDFont* font, const FString& string, double x, double y, int flags, int trans, double alpha, int wrapwidth, int linespacing, double scaleX, double scaleY, int pt)
{
if (font == nullptr) ThrowAbortException(X_READ_NIL, nullptr);
if (!twod->HasBegun2D()) ThrowAbortException(X_OTHER, "Attempt to draw to screen outside a draw function");
// resolve auto-alignment before making any adjustments to the position values.
if (!(flags & DI_SCREEN_MANUAL_ALIGN))
{
if (x < 0) flags |= DI_SCREEN_RIGHT;
else flags |= DI_SCREEN_LEFT;
if (y < 0) flags |= DI_SCREEN_BOTTOM;
else flags |= DI_SCREEN_TOP;
}
if (wrapwidth > 0)
{
auto brk = V_BreakLines(font->mFont, int(wrapwidth * scaleX), string, true);
for (auto& line : brk)
{
self->DrawString(font->mFont, line.Text, x, y, flags, alpha, trans, font->mSpacing, font->mMonospacing, font->mShadowX, font->mShadowY, scaleX, scaleY, pt);
y += (font->mFont->GetHeight() + linespacing) * scaleY;
}
}
else
{
self->DrawString(font->mFont, string, x, y, flags, alpha, trans, font->mSpacing, font->mMonospacing, font->mShadowX, font->mShadowY, scaleX, scaleY, pt);
}
}
//============================================================================
//
// draw stuff
//
//============================================================================
void DStatusBarCore::TransformRect(double& x, double& y, double& w, double& h, int flags)
{
// resolve auto-alignment before making any adjustments to the position values.
if (!(flags & DI_SCREEN_MANUAL_ALIGN))
{
if (x < 0) flags |= DI_SCREEN_RIGHT;
else flags |= DI_SCREEN_LEFT;
if (y < 0) flags |= DI_SCREEN_BOTTOM;
else flags |= DI_SCREEN_TOP;
}
x += drawOffset.X;
y += drawOffset.Y;
if (!fullscreenOffsets)
{
StatusbarToRealCoords(x, y, w, h);
}
else
{
double orgx, orgy;
switch (flags & DI_SCREEN_HMASK)
{
default: orgx = 0; break;
case DI_SCREEN_HCENTER: orgx = twod->GetWidth() / 2; break;
case DI_SCREEN_RIGHT: orgx = twod->GetWidth(); break;
}
switch (flags & DI_SCREEN_VMASK)
{
default: orgy = 0; break;
case DI_SCREEN_VCENTER: orgy = twod->GetHeight() / 2; break;
case DI_SCREEN_BOTTOM: orgy = twod->GetHeight(); break;
}
// move stuff in the top right corner a bit down if the fps counter is on.
if ((flags & (DI_SCREEN_HMASK | DI_SCREEN_VMASK)) == DI_SCREEN_RIGHT_TOP && vid_fps) y += 10;
DVector2 Scale = GetHUDScale();
x *= Scale.X;
y *= Scale.Y;
w *= Scale.X;
h *= Scale.Y;
x += orgx;
y += orgy;
}
}
//============================================================================
//
// draw stuff
//
//============================================================================
void DStatusBarCore::Fill(PalEntry color, double x, double y, double w, double h, int flags)
{
double Alpha = color.a * this->Alpha / 255;
if (Alpha <= 0) return;
TransformRect(x, y, w, h, flags);
int x1 = int(x);
int y1 = int(y);
int ww = int(x + w - x1); // account for scaling to non-integers. Truncating the values separately would fail for cases like
int hh = int(y + h - y1); // y=3.5, height = 5.5 where adding both values gives a larger integer than adding the two integers.
Dim(twod, color, float(Alpha), x1, y1, ww, hh);
}
//============================================================================
//
// draw stuff
//
//============================================================================
void DStatusBarCore::SetClipRect(double x, double y, double w, double h, int flags)
{
TransformRect(x, y, w, h, flags);
int x1 = int(x);
int y1 = int(y);
int ww = int(x + w - x1); // account for scaling to non-integers. Truncating the values separately would fail for cases like
int hh = int(y + h - y1); // y=3.5, height = 5.5 where adding both values gives a larger integer than adding the two integers.
twod->SetClipRect(x1, y1, ww, hh);
}