raze/source/core/statusbar.cpp
Christoph Oelckers 6672b8af99 - generalized the automap label code.
Using proper scaling and should be reusable from all games now.
2020-08-24 23:14:55 +02:00

833 lines
24 KiB
C++

/*
** shared_sbar.cpp
** Base status bar implementation
**
**---------------------------------------------------------------------------
** Copyright 1998-2006 Randy Heit
** Copyright 2017 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 "build.h"
#include "templates.h"
#include "statusbar.h"
#include "c_cvars.h"
#include "c_dispatch.h"
#include "c_console.h"
#include "v_video.h"
#include "filesystem.h"
#include "s_soundinternal.h"
#include "serializer.h"
#include "serialize_obj.h"
#include "cmdlib.h"
#include "vm.h"
#include "gstrings.h"
#include "utf8.h"
#include "texturemanager.h"
#include "cmdlib.h"
#include "v_draw.h"
#include "v_font.h"
#include "v_draw.h"
#include "gamecvars.h"
#include "m_fixed.h"
#include "gamecontrol.h"
#include "gamestruct.h"
#include "menu.h"
#include "mapinfo.h"
#include "../version.h"
#define XHAIRSHRINKSIZE (1./18)
#define XHAIRPICKUPSIZE (2+XHAIRSHRINKSIZE)
#define POWERUPICONSIZE 32
//IMPLEMENT_CLASS(DHUDFont, true, false);
EXTERN_CVAR (Bool, am_showmonsters)
EXTERN_CVAR (Bool, am_showsecrets)
EXTERN_CVAR (Bool, am_showtime)
EXTERN_CVAR (Bool, am_showtotaltime)
EXTERN_CVAR (Bool, noisedebug)
EXTERN_CVAR (Int, con_scaletext)
EXTERN_CVAR(Bool, vid_fps)
EXTERN_CVAR(Bool, inter_subtitles)
CVAR(Bool, log_vgafont, false, CVAR_ARCHIVE)
DBaseStatusBar *StatusBar;
extern int setblocks;
FGameTexture *CrosshairImage;
static int CrosshairNum;
CVAR (Bool, crosshairon, true, CVAR_ARCHIVE);
CVAR (Int, crosshair, 0, CVAR_ARCHIVE)
CVAR (Bool, crosshairforce, false, CVAR_ARCHIVE)
CVAR (Color, crosshaircolor, 0xff0000, CVAR_ARCHIVE);
CVAR (Int, crosshairhealth, 1, CVAR_ARCHIVE);
CVAR (Float, crosshairscale, 1.0, CVAR_ARCHIVE);
CVAR (Bool, crosshairgrow, false, CVAR_ARCHIVE);
CVAR (Bool, idmypos, false, 0);
//---------------------------------------------------------------------------
//
// ST_Clear
//
//---------------------------------------------------------------------------
void ST_Clear()
{
if (StatusBar != NULL)
{
delete StatusBar;
StatusBar = NULL;
}
CrosshairImage = NULL;
CrosshairNum = 0;
}
//---------------------------------------------------------------------------
//
// Constructor
//
//---------------------------------------------------------------------------
DBaseStatusBar::DBaseStatusBar ()
{
CompleteBorder = false;
Centering = false;
FixedOrigin = false;
CrosshairSize = 1.;
Displacement = 0;
ShowLog = false;
SetSize(0);
}
static void ValidateResolution(int &hres, int &vres)
{
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 DBaseStatusBar::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);
}
void DBaseStatusBar::SetDrawSize(int reltop, int hres, int vres)
{
ValidateResolution(hres, vres);
RelTop = reltop;
HorizontalResolution = hres;
VerticalResolution = vres;
SetScale(); // recalculate positioning info.
}
//---------------------------------------------------------------------------
//
// PROC SetScaled
//
//---------------------------------------------------------------------------
void DBaseStatusBar::SetScale ()
{
ValidateResolution(HorizontalResolution, VerticalResolution);
double w = SCREENWIDTH;
double h = SCREENHEIGHT;
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_scale;
refh *= hud_scale;
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 DBaseStatusBar::GetHUDScale() const
{
return SBarScale;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void DBaseStatusBar::BeginStatusBar(int resW, int resH, int relTop)
{
SetDrawSize(relTop < 0? BaseRelTop : relTop, resW < 0? BaseSBarHorizontalResolution : resW, resH < 0? BaseSBarVerticalResolution : resH);
fullscreenOffsets = false;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void DBaseStatusBar::BeginHUD(int resW, int resH, double Alpha)
{
SetDrawSize(RelTop, resW < 0? BaseHUDHorizontalResolution : resW, resH < 0? BaseHUDVerticalResolution : resH);
this->Alpha = Alpha;
CompleteBorder = false;
fullscreenOffsets = true;
}
//---------------------------------------------------------------------------
//
// PROC Tick
//
//---------------------------------------------------------------------------
void DBaseStatusBar::Tick ()
{
}
//============================================================================
//
// draw stuff
//
//============================================================================
void DBaseStatusBar::StatusbarToRealCoords(double &x, double &y, double &w, double &h) const
{
x = ST_X + x * SBarScale.X;
y = ST_Y + y * SBarScale.Y;
w *= SBarScale.X;
h *= SBarScale.Y;
}
//============================================================================
//
// draw stuff
//
//============================================================================
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)
{
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 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)
{
double texwidth = tex->GetDisplayWidth() * scaleX;
double texheight = tex->GetDisplayHeight() * scaleY;
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;
}
}
else
{
boxwidth = texwidth;
boxheight = texheight;
}
// 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;
double xo = 0, yo = 0;
if (flags & DI_ITEM_RELCENTER)
{
xo = tex->GetDisplayWidth() / 2 + tex->GetDisplayLeftOffset();
yo = tex->GetDisplayHeight() / 2 + tex->GetDisplayTopOffset();
}
else
{
switch (flags & DI_ITEM_HMASK)
{
case DI_ITEM_HCENTER: xo = tex->GetDisplayWidth() / 2; break;
case DI_ITEM_RIGHT: xo = tex->GetDisplayWidth(); break;
case DI_ITEM_HOFFSET: xo = tex->GetDisplayLeftOffset(); break;
}
switch (flags & DI_ITEM_VMASK)
{
case DI_ITEM_VCENTER: yo = tex->GetDisplayHeight() / 2; break;
case DI_ITEM_BOTTOM: yo = tex->GetDisplayHeight(); break;
case DI_ITEM_VOFFSET: yo = tex->GetDisplayTopOffset(); break;
}
}
//xo *= scaleX;
//yo *= scaleY;
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 = 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;
boxwidth *= Scale.X;
boxheight *= Scale.Y;
x += orgx;
y += orgy;
}
// Now reapply the texture offsets. We will need them
DrawTexture(twod, tex, x, y,
DTA_TopOffsetF, yo,
DTA_LeftOffsetF, xo,
DTA_DestWidthF, boxwidth,
DTA_DestHeightF, boxheight,
DTA_Color, color,
DTA_TranslationIndex, 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_FlipOffsets, true,
DTA_LegacyRenderStyle, style,
TAG_DONE);
}
//============================================================================
//
// draw a string
//
//============================================================================
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)
{
bool monospaced = monospacing != EMonospacing::Off;
double dx = 0;
switch (flags & DI_TEXT_ALIGN)
{
default:
break;
case DI_TEXT_ALIGN_RIGHT:
dx = monospaced
? static_cast<int> ((spacing)*cstring.CharacterCount()) //monospaced, so just multiply the character size
: static_cast<int> (font->StringWidth(cstring) + (spacing * cstring.CharacterCount()));
break;
case DI_TEXT_ALIGN_CENTER:
dx = monospaced
? static_cast<int> ((spacing)*cstring.CharacterCount()) / 2 //monospaced, so just multiply the character size
: static_cast<int> (font->StringWidth(cstring) + (spacing * cstring.CharacterCount())) / 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 = 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;
}
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))
{
#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;
}
FString text;
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, y, text, DTA_FullscreenScale, FSMode_ScaleToHeight, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200,
DTA_KeepRatio, true, DTA_ScaleX, scale, DTA_ScaleY, scale, TAG_DONE);
y -= spacing;
}
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, y, text, DTA_FullscreenScale, FSMode_ScaleToHeight, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200,
DTA_KeepRatio, true, DTA_ScaleX, scale, DTA_ScaleY, scale, TAG_DONE);
y -= spacing;
}
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, y, 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;
}
else if (stats.screenbottomspace < 0)
{
y = 200 - RelTop - spacing;
}
else
{
y = 200 - stats.screenbottomspace - spacing;
}
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))
DrawText(twod, stats.font, stats.standardColor, 2 * hud_statscale, y, GStrings.localize(gVolumeNames[volfromlevelnum(currentLevel->levelNumber)]),
DTA_FullscreenScale, FSMode_ScaleToHeight, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200,
DTA_ScaleX, scale, DTA_ScaleY, scale, DTA_KeepRatio, true, TAG_DONE);
}
//============================================================================
//
//
//
//============================================================================
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);
}