raze/source/core/gamehud.cpp
Christoph Oelckers 43f4962561 - got rid of the global compatibility modes and made 'precise' a parameter for clipmove.
This better reflects how this stuff gets used.
2023-11-12 14:45:24 +01:00

141 lines
4.7 KiB
C++

/*
** gamehud.cpp
**
** Management of HUD elements
**
**---------------------------------------------------------------------------
** Copyright 2019-2021 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 <memory>
#include <assert.h>
#include "gamehud.h"
#include "textures.h"
#include "palette.h"
#include "gamecontrol.h"
#include "v_2ddrawer.h"
#include "v_video.h"
#include "buildtiles.h"
#include "v_draw.h"
#include "v_font.h"
#include "gamestruct.h"
#include "gamefuncs.h"
#include "texinfo.h"
#include "buildtiles.h"
F2DDrawer twodpsp;
void hud_drawsprite(double sx, double sy, double sz, double a, FTextureID texid, int dashade, int dapalnum, int dastat, double alpha)
{
alpha *= (dastat & RS_TRANS1)? glblend[0].def[!!(dastat & RS_TRANS2)].alpha : 1.;
int palid = TRANSLATION(Translation_Remap + curbasepal, dapalnum).index();
auto tex = TexMan.GetGameTexture(texid, true);
DrawTexture(&twodpsp, tex, sx, sy,
DTA_ScaleX, sz, DTA_ScaleY, sz,
DTA_Color, shadeToLight(dashade),
DTA_TranslationIndex, palid,
DTA_ViewportX, viewport3d.Left(), DTA_ViewportY, viewport3d.Top(),
DTA_ViewportWidth, viewport3d.Width(), DTA_ViewportHeight, viewport3d.Height(),
DTA_FullscreenScale, (dastat & RS_STRETCH)? FSMode_ScaleToScreen: FSMode_ScaleToHeight, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200,
DTA_CenterOffsetRel, (dastat & (RS_TOPLEFT | RS_CENTER))? 0:2,
DTA_TopLeft, !!(dastat & RS_TOPLEFT),
DTA_CenterOffset, !!(dastat & RS_CENTER),
DTA_FlipX, !!(dastat & RS_XFLIPHUD),
DTA_FlipY, !!(dastat & RS_YFLIPHUD),
DTA_Pin, (dastat & RS_ALIGN_R) ? 1 : (dastat & RS_ALIGN_L) ? -1 : 0,
DTA_Rotate, a,
DTA_FlipOffsets, !(dastat & (/*RS_TOPLEFT |*/ RS_CENTER)),
DTA_Alpha, alpha,
TAG_DONE);
}
//==========================================================================
//
// DFrameBuffer :: DrawRateStuff
//
// Draws the fps counter, dot ticker, and palette debug.
//
//==========================================================================
EXTERN_CVAR(Bool, vid_fps)
static FString statFPS()
{
static int32_t frameCount;
static double lastFrameTime;
static double cumulativeFrameDelay;
static double lastFPS;
FString output;
double frameTime = I_msTimeF();
double frameDelay = frameTime - lastFrameTime;
cumulativeFrameDelay += frameDelay;
frameCount++;
if (frameDelay >= 0)
{
output.AppendFormat("%5.1f fps", lastFPS);
if (frameDelay < 10) output.AppendFormat(" ");
output.AppendFormat(" (%.1f ms)\n", frameDelay);
if (cumulativeFrameDelay >= 1000.0)
{
lastFPS = 1000. * frameCount / cumulativeFrameDelay;
frameCount = 0;
cumulativeFrameDelay = 0.0;
}
}
lastFrameTime = frameTime;
return output;
}
void DrawRateStuff()
{
// Draws frame time and cumulative fps
if (vid_fps)
{
FString fpsbuff = statFPS();
int textScale = active_con_scale(twod);
int rate_x = screen->GetWidth() / textScale - NewConsoleFont->StringWidth(&fpsbuff[0]);
twod->AddColorOnlyQuad(rate_x * textScale, 0, screen->GetWidth(), NewConsoleFont->GetHeight() * textScale, MAKEARGB(255, 0, 0, 0));
DrawText(twod, NewConsoleFont, CR_WHITE, rate_x, 0, (char*)&fpsbuff[0],
DTA_VirtualWidth, screen->GetWidth() / textScale,
DTA_VirtualHeight, screen->GetHeight() / textScale,
DTA_KeepRatio, true, TAG_DONE);
}
}