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https://github.com/ZDoom/Raze.git
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4c2ff2950a
This essentially removes the tiny font which is simply too small to ever be able to receive a proper international extension from the equation for localization because the level name display was the only remaining relevant content using this font. The only other screen where this font is still being used to draw text requiring translated content is the multiplayer summary which will have to be redesigned anyway if multiplayer becomes functional again.
355 lines
11 KiB
C++
355 lines
11 KiB
C++
/*
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** sbar.h
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** Base status bar definition
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2006 Randy Heit
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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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#ifndef __SBAR_H__
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#define __SBAR_H__
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#include "dobject.h"
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#include "v_text.h"
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#include "renderstyle.h"
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class player_t;
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struct FRemapTable;
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#if 0
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enum EHudState
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{
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HUD_StatusBar,
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HUD_Fullscreen,
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HUD_None,
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HUD_AltHud // Used for passing through popups to the alt hud
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};
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#endif
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enum EMonospacing : int;
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// Base Status Bar ----------------------------------------------------------
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class FGameTexture;
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enum
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{
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HUDMSGLayer_OverHUD,
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HUDMSGLayer_UnderHUD,
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HUDMSGLayer_OverMap,
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NUM_HUDMSGLAYERS,
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HUDMSGLayer_Default = HUDMSGLayer_OverHUD,
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};
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struct FLevelStats
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{
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int screenbottomspace;
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int time; // in milliseconds
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int frags;
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int kills, maxkills; // set maxkills to -1 to ignore, or to -2 to only print kills
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int secrets, maxsecrets; // set maxsecrets to -1 to ignore
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int spacing; // uses fontheight if 0 or less.
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EColorRange letterColor, standardColor, completeColor;
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double fontscale;
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FFont* font;
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};
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//============================================================================
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//
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// encapsulates all settings a HUD font may need
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//
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//============================================================================
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class DHUDFont //: public DObject
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{
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// this blocks CreateNew on this class which is the intent here.
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//DECLARE_ABSTRACT_CLASS(DHUDFont, DObject);
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public:
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FFont *mFont;
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int mSpacing;
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EMonospacing mMonospacing;
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int mShadowX;
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int mShadowY;
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DHUDFont() = default;
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DHUDFont(FFont *f, int sp, EMonospacing ms, int sx, int sy)
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: mFont(f), mSpacing(sp), mMonospacing(ms), mShadowX(sx), mShadowY(sy)
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{}
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};
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class DBaseStatusBar //: public DObject
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{
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//DECLARE_CLASS (DBaseStatusBar, DObject)
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//HAS_OBJECT_POINTERS
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public:
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// Popup screens for Strife's status bar
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enum
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{
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POP_NoChange = -1,
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POP_None,
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POP_Log,
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POP_Keys,
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POP_Status
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};
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// Status face stuff
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enum
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{
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ST_NUMPAINFACES = 5,
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ST_NUMSTRAIGHTFACES = 3,
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ST_NUMTURNFACES = 2,
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ST_NUMSPECIALFACES = 3,
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ST_NUMEXTRAFACES = 2,
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ST_FACESTRIDE = ST_NUMSTRAIGHTFACES+ST_NUMTURNFACES+ST_NUMSPECIALFACES,
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ST_NUMFACES = ST_FACESTRIDE*ST_NUMPAINFACES+ST_NUMEXTRAFACES,
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ST_TURNOFFSET = ST_NUMSTRAIGHTFACES,
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ST_OUCHOFFSET = ST_TURNOFFSET + ST_NUMTURNFACES,
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ST_EVILGRINOFFSET = ST_OUCHOFFSET + 1,
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ST_RAMPAGEOFFSET = ST_EVILGRINOFFSET + 1,
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ST_GODFACE = ST_NUMPAINFACES*ST_FACESTRIDE,
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ST_DEADFACE = ST_GODFACE + 1
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};
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enum EAlign
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{
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TOP = 0,
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VCENTER = 1,
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BOTTOM = 2,
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VOFFSET = 3,
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VMASK = 3,
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LEFT = 0,
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HCENTER = 4,
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RIGHT = 8,
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HOFFSET = 12,
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HMASK = 12,
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CENTER = VCENTER | HCENTER,
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CENTER_BOTTOM = BOTTOM | HCENTER
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};
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DBaseStatusBar ();
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virtual ~DBaseStatusBar() = default;
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void SetSize(int reltop = 32, int hres = 320, int vres = 200, int hhres = -1, int hvres = -1);
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void ShowPlayerName ();
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double GetDisplacement() { return Displacement; }
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int GetPlayer ();
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static void AddBlend (float r, float g, float b, float a, float v_blend[4]);
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// do not make this a DObject Serialize function because it's not used like one!
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void SerializeMessages(FSerializer &arc);
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void SetScale();
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virtual void Tick ();
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void AttachToPlayer(player_t *player);
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DVector2 GetHUDScale() const;
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void NewGame ();
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void DrawGraphic(FGameTexture *texture, double x, double y, int flags, double Alpha, double boxwidth, double boxheight, double scaleX, double scaleY, PalEntry color = 0xffffffff, int translation = 0, double rotate = 0, ERenderStyle style = STYLE_Translucent);
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void DrawGraphic(FTextureID texture, double x, double y, int flags, double Alpha, double boxwidth, double boxheight, double scaleX, double scaleY, PalEntry color = 0xffffffff, int translation = 0, double rotate = 0, ERenderStyle style = STYLE_Translucent);
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void 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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void TransformRect(double &x, double &y, double &w, double &h, int flags = 0);
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void Fill(PalEntry color, double x, double y, double w, double h, int flags = 0);
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void BeginStatusBar(int resW, int resH, int relTop);
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void BeginHUD(int resW, int resH, double Alpha);
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void StatusbarToRealCoords(double &x, double &y, double &w, double &h) const;
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void PrintLevelStats(FLevelStats& stats);
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void PrintAutomapInfo(FLevelStats& stats, bool forcetextfont = false);
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int GetTopOfStatusbar() const
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{
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return SBarTop;
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}
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void DoDrawAutomapHUD(int crdefault, int highlight);
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short CalcMagazineAmount(short ammo_remaining, short clip_capacity, bool reloading);
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void Set43ClipRect();
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//protected:
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void DrawPowerups ();
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void RefreshBackground () const;
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void RefreshViewBorder ();
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private:
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DObject *AltHud = nullptr;
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public:
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void DrawCrosshair ();
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// Sizing info for ths status bar.
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int ST_X;
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int ST_Y;
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int SBarTop;
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DVector2 SBarScale;
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int RelTop;
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int HorizontalResolution, VerticalResolution;
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bool Scaled; // This needs to go away.
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bool Centering;
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bool FixedOrigin;
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bool CompleteBorder;
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double CrosshairSize;
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double Displacement;
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bool ShowLog;
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double Alpha = 1.;
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DVector2 drawOffset = { 0,0 }; // can be set by subclasses to offset drawing operations
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double drawClip[4] = { 0,0,0,0 }; // defines a clipping rectangle (not used yet)
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bool fullscreenOffsets = false; // current screen is displayed with fullscreen behavior.
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private:
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void SetDrawSize(int reltop, int hres, int vres);
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int BaseRelTop;
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int BaseSBarHorizontalResolution;
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int BaseSBarVerticalResolution;
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int BaseHUDHorizontalResolution;
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int BaseHUDVerticalResolution;
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};
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extern DBaseStatusBar *StatusBar;
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// Status bar factories -----------------------------------------------------
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DBaseStatusBar *CreateCustomStatusBar(int script=0);
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// Crosshair stuff ----------------------------------------------------------
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void ST_Clear();
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void ST_CreateStatusBar(bool bTitleLevel);
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extern FGameTexture *CrosshairImage;
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int GetInventoryIcon(AActor *item, uint32_t flags, int *applyscale = nullptr);
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enum DI_Flags
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{
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DI_SKIPICON = 0x1,
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DI_SKIPALTICON = 0x2,
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DI_SKIPSPAWN = 0x4,
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DI_SKIPREADY = 0x8,
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DI_ALTICONFIRST = 0x10,
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DI_TRANSLATABLE = 0x20,
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DI_FORCESCALE = 0x40,
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DI_DIM = 0x80,
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DI_DRAWCURSORFIRST = 0x100, // only for DrawInventoryBar.
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DI_ALWAYSSHOWCOUNT = 0x200, // only for DrawInventoryBar.
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DI_DIMDEPLETED = 0x400,
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DI_DONTANIMATE = 0x800, // do not animate the texture
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DI_MIRROR = 0x1000, // flip the texture horizontally, like a mirror
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DI_ITEM_RELCENTER = 0x2000,
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DI_MIRRORY = 0x40000000,
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DI_SCREEN_AUTO = 0, // decide based on given offsets.
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DI_SCREEN_MANUAL_ALIGN = 0x4000, // If this is on, the following flags will have an effect
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DI_SCREEN_TOP = DI_SCREEN_MANUAL_ALIGN,
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DI_SCREEN_VCENTER = 0x8000 | DI_SCREEN_MANUAL_ALIGN,
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DI_SCREEN_BOTTOM = 0x10000 | DI_SCREEN_MANUAL_ALIGN,
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DI_SCREEN_VOFFSET = 0x18000 | DI_SCREEN_MANUAL_ALIGN,
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DI_SCREEN_VMASK = 0x18000 | DI_SCREEN_MANUAL_ALIGN,
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DI_SCREEN_LEFT = DI_SCREEN_MANUAL_ALIGN,
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DI_SCREEN_HCENTER = 0x20000 | DI_SCREEN_MANUAL_ALIGN,
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DI_SCREEN_RIGHT = 0x40000 | DI_SCREEN_MANUAL_ALIGN,
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DI_SCREEN_HOFFSET = 0x60000 | DI_SCREEN_MANUAL_ALIGN,
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DI_SCREEN_HMASK = 0x60000 | DI_SCREEN_MANUAL_ALIGN,
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DI_SCREEN_LEFT_TOP = DI_SCREEN_TOP|DI_SCREEN_LEFT,
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DI_SCREEN_RIGHT_TOP = DI_SCREEN_TOP|DI_SCREEN_RIGHT,
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DI_SCREEN_LEFT_BOTTOM = DI_SCREEN_BOTTOM|DI_SCREEN_LEFT,
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DI_SCREEN_LEFT_CENTER = DI_SCREEN_VCENTER | DI_SCREEN_LEFT,
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DI_SCREEN_RIGHT_BOTTOM = DI_SCREEN_BOTTOM|DI_SCREEN_RIGHT,
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DI_SCREEN_RIGHT_CENTER = DI_SCREEN_VCENTER | DI_SCREEN_RIGHT,
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DI_SCREEN_CENTER = DI_SCREEN_VCENTER|DI_SCREEN_HCENTER,
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DI_SCREEN_CENTER_TOP = DI_SCREEN_TOP | DI_SCREEN_HCENTER,
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DI_SCREEN_CENTER_BOTTOM = DI_SCREEN_BOTTOM|DI_SCREEN_HCENTER,
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DI_SCREEN_OFFSETS = DI_SCREEN_HOFFSET|DI_SCREEN_VOFFSET,
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DI_ITEM_AUTO = 0, // equivalent with bottom center, which is the default alignment.
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DI_ITEM_TOP = 0x80000,
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DI_ITEM_VCENTER = 0x100000,
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DI_ITEM_BOTTOM = 0, // this is the default vertical alignment
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DI_ITEM_VOFFSET = 0x180000,
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DI_ITEM_VMASK = 0x180000,
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DI_ITEM_LEFT = 0x200000,
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DI_ITEM_HCENTER = 0, // this is the deafault horizontal alignment
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DI_ITEM_RIGHT = 0x400000,
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DI_ITEM_HOFFSET = 0x600000,
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DI_ITEM_HMASK = 0x600000,
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DI_ITEM_LEFT_TOP = DI_ITEM_TOP|DI_ITEM_LEFT,
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DI_ITEM_RIGHT_TOP = DI_ITEM_TOP|DI_ITEM_RIGHT,
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DI_ITEM_LEFT_BOTTOM = DI_ITEM_BOTTOM|DI_ITEM_LEFT,
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DI_ITEM_RIGHT_BOTTOM = DI_ITEM_BOTTOM|DI_ITEM_RIGHT,
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DI_ITEM_CENTER = DI_ITEM_VCENTER|DI_ITEM_HCENTER,
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DI_ITEM_CENTER_BOTTOM = DI_ITEM_BOTTOM|DI_ITEM_HCENTER,
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DI_ITEM_OFFSETS = DI_ITEM_HOFFSET|DI_ITEM_VOFFSET,
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DI_TEXT_ALIGN_LEFT = 0,
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DI_TEXT_ALIGN_RIGHT = 0x800000,
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DI_TEXT_ALIGN_CENTER = 0x1000000,
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DI_TEXT_ALIGN = 0x1800000,
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DI_ALPHAMAPPED = 0x2000000,
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DI_NOSHADOW = 0x4000000,
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DI_ALWAYSSHOWCOUNTERS = 0x8000000,
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DI_ARTIFLASH = 0x10000000,
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DI_FORCEFILL = 0x20000000,
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// These 2 flags are only used by SBARINFO so these duplicate other flags not used by SBARINFO
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DI_DRAWINBOX = DI_TEXT_ALIGN_RIGHT,
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DI_ALTERNATEONFAIL = DI_TEXT_ALIGN_CENTER,
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};
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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);
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void setViewport(int viewSize);
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struct MapRecord;
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void setLevelStarted(MapRecord *);
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void drawMapTitle();
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class FSerializer;
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void SerializeHud(FSerializer &arc);
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extern int levelTextTime;
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#endif /* __SBAR_H__ */
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