Commit graph

140 commits

Author SHA1 Message Date
Christoph Oelckers
ddef3f7b98 - made video base code game independent 2020-04-28 22:54:53 +02:00
Christoph Oelckers
9e7094848c - transitioned the 2D drawer to FGameTexture. 2020-04-19 10:57:45 +02:00
Christoph Oelckers
c7db5b932e - switched the entire status bar code to use FGameTexture.
- scale the automap parchment to clean 320x200 dimensions.
2020-04-19 10:57:45 +02:00
Christoph Oelckers
9a3b663e04 - fixed text size calculations in the status bar.
To avoid errors, all spacing calculations have been added to FFont::StringWidth which already performs proper escape filtering.
2020-04-13 12:11:14 +02:00
Christoph Oelckers
ce4c2be3c7 - use the 2d drawer's size where appropriate. 2020-04-11 20:20:58 +02:00
Christoph Oelckers
b18faacab0 - 2D drawer cleanup. 2020-04-11 20:20:58 +02:00
Christoph Oelckers
f74efcf721 - split the TObjPtr serializers into a separate file to avoid polluting everything that needs to use the serializer.
To use these it is necessary to include dobject.h and all its dependencies, so this should not be done unless necessary.
2020-04-11 20:20:53 +02:00
Christoph Oelckers
74c5f83658 - moved most of the root marking out of the garbage collector, replacing it with callbacks.
Yet another place where low level code was tied too tightly to the game instead of providing a proper interface.
2020-04-11 20:20:52 +02:00
Christoph Oelckers
f8e9cb8fbc - major dependency reduction of the texture system. 2020-04-11 20:20:37 +02:00
Christoph Oelckers
05d8856fe0 - moved file system implementation to 'common'. 2020-04-11 14:00:20 +02:00
Christoph Oelckers
80c6d5b276 - renamed more stuff and also moved the Strife teaser voice handling out of the file system. 2020-04-11 14:00:19 +02:00
Christoph Oelckers
6bccde3b51 - renamed the file system related classes to actually use the term "FileSystem". 2020-04-11 14:00:18 +02:00
Rachael Alexanderson
5e262c6145 -- revert last 2 commits 2020-03-22 07:29:22 -04:00
Rachael Alexanderson
442bead31b - undo the change from last commit for 5:4 monitors - turns out the scale is calculated differently for 1280x1024 and needs the buggy version to work correctly. 2020-03-22 07:23:13 -04:00
Rachael Alexanderson
e7bad7218f - fix status bar scaling: use a fractional that takes full advantage of the precision type, rather than a static numerical constant. (this fixes rendering in very odd resolutions such as 1440x847) 2020-03-22 07:12:08 -04:00
alexey.lysiuk
59f09d4893 - move setting status bar defaults to proper location
BaseStatusBar.Init() method isn't suitable for this because it will override SBarInfoWrapper setup done in native code

https://forum.zdoom.org/viewtopic.php?t=66676
https://forum.zdoom.org/viewtopic.php?t=66339
2019-12-18 15:40:39 +02:00
alexey.lysiuk
fdd17403e5 - added ability to force internal alternative HUD
Set hud_althud_forceinternal CVAR to disable unwanted HUD customizations
2019-11-26 15:45:18 +02:00
alexey.lysiuk
a7f2df4fef - added ability to set custom alternative HUD
Use GAMEINFO key 'althudclass' to specify own class derived from AltHud

https://forum.zdoom.org/viewtopic.php?t=66422
2019-11-26 15:45:18 +02:00
Player701
db1359f98e - Implemented scale parameter for BaseStatusBar::DrawString 2019-11-24 10:45:07 +01:00
Christoph Oelckers
1a94e169ff - changed colors for crosshair health display to keep this in line with other health indicators on the HUD.
Use green for 100% health, not 200% and move toward blue for higher health.
2019-08-18 19:28:40 +02:00
Hugo Locurcio
61badfd694 Improve crosshair health color to be more informative
With `crosshairhealth 2`, the crosshair will now
go from white to yellow, then yellow to red as the player's health
decreases. As the player's health increases up to 200, the crosshair
will also go from white to green to indicate overheal.
This is similar to the implementation in games like Xonotic.

The old behavior (`crosshairhealth 1`) is still the default.
2019-08-18 19:09:52 +02:00
Christoph Oelckers
8447525019 - fixed: Takedown of an expired HUD message did not properly detach it from the list. 2019-08-09 08:32:23 +02:00
Christoph Oelckers
154af34cd9 - added an option to always display the log and the subtitles with the generic font.
If this is on it will disable the status bar's pop screen for the log and always use the HUD overlay instead.
2019-07-31 17:02:39 +02:00
3saster
5eb2a6b681 FPS counter no longer blocks level time on automap
Respects HUD & Console scaling
2019-07-18 10:41:23 +02:00
Christoph Oelckers
95349822c4 - for the map name on the automap, fall back to the original SmallFont if the actual one cannot print it.
This is mainly for mods which provide a new font but do not alter the automap texts, a good example is Hell Revealed 2.
2019-07-17 20:28:07 +02:00
alexey.lysiuk
b935218dc2 - fixed: subtitles background renains visible on new game
https://forum.zdoom.org/viewtopic.php?t=65366
2019-07-16 11:37:41 +03:00
Major Cooke
b4cfea4e4d Re-ordered drawing a little. 2019-07-03 18:01:45 +02:00
Major Cooke
7b698b4a0e Added RenderUnderlay.
- Works exactly like RenderOverlay, but is drawn behind the status bar/huds instead.
2019-07-03 18:01:45 +02:00
Christoph Oelckers
5b32c5b150 - fixed the write barriers for the HUD message linked list.
To ensure that no broken relations occur, any change in the list must be handled by a write barrier, not just the single message that gets added.
2019-06-05 20:58:59 +02:00
Christoph Oelckers
04334aa0fe - implemented subtitle display for Blackbird's voiceover messages. 2019-05-19 12:16:42 +02:00
Alexander
7540de4027 added a crosshair on/off toggle 2019-05-18 11:32:48 +02:00
Christoph Oelckers
6f3982865f - refinement of font substitution logic. 2019-04-22 10:23:28 +02:00
Christoph Oelckers
e0a0be4f7b - added a CanPrint function to FFont and used that to handle the statistics display on the automap HUD to only replace the font when actually needed, not based on the language. 2019-04-22 09:08:43 +02:00
Christoph Oelckers
cd929e0c76 - reinstated the old clean scaling factor calculation just for the status bar.
Some mods took the lack of validation in this code for granted.
2019-04-19 09:33:04 +02:00
Player701
747906730c Added support for monospacing alignment modes to HUDFont / BaseStatusBar.DrawString (#810)
* - Added support for monospacing alignment modes to HUDFont / BaseStatusBar.DrawString

* - added underlying type declaration for EMonospacing

* - replaced "#include v_video.h" with a declaration of EMonospacing
2019-04-13 18:10:58 +02:00
Christoph Oelckers
d73f8faafa - added monospacing support to Screen.DrawText and its native counterparts. 2019-04-13 12:17:38 +02:00
Christoph Oelckers
c0b322c51a - make the switch between game and generic fonts automatic by adding a key value to the language table 2019-04-12 00:20:42 +02:00
Christoph Oelckers
9e096c62fd - allow the automap HUD to use the VGA font. 2019-04-10 20:39:15 +02:00
Christoph Oelckers
f1105f2e13 - further work on generic HUD
Some reorganization to avoid code duplication plus making the log screen capable of using the generic font. This also means that the popup for the log in Strife's status bar will be disabled when in generic mode - this popup with its special font would be a bit problematic.
2019-04-10 00:45:32 +02:00
Christoph Oelckers
fe37c3bc4f - allow all DHUDMessage calls to substitute SmallFont
This is a preparation for setting a generic HUD mode where all these should be able to use the VGA font instead, and not just C_MidPrint.
2019-04-10 00:28:40 +02:00
Christoph Oelckers
eb4eb1ac00 - use a wide string for the console input buffer.
Since this needs to do cursor positioning calculations it's the one spot in the entire engine where UTF-8 would simply be to messy, especially when having to deal with double wide characters.
2019-03-10 17:54:03 +01:00
Christoph Oelckers
bae0094039 - fixed the status bar string drawers which weren't UTF-8 capable yet. 2019-02-23 19:44:00 +01:00
Christoph Oelckers
1dbbb56a1b Merge branch 'master' into new_level_refactor
# Conflicts:
#	src/p_user.cpp
2019-02-02 16:58:30 +01:00
Christoph Oelckers
235c4c0499 - allow localization of Strife's log text. 2019-02-02 16:56:58 +01:00
Christoph Oelckers
66eb4e5048 - separation of static and map-local event handlers into separate lists.
Having everything lumped together made this a maintenance hassle because it affected how the level has to be stored.
This hasn't been tested yet, so it may not work as intended!
2019-02-02 16:43:11 +01:00
Christoph Oelckers
484485f3cf - made the event manager an object so it can be instantiated multiple times. 2019-02-02 10:46:34 +01:00
Christoph Oelckers
45dc9a7b47 - renamed the level variables.
currentUILevel is now primaryLevel.
For ZScript, currentVMLevel was added. This is also exported as 'level' and will change as needed.
This also means that no breaking deprecations will be needed in the future, because in order to sandbox a level only 4 variables need to be handled: level, players, playeringame and consoleplayer.
The remaining global variables are not relevant for the level state.

The static 'level' has been mostly removed from the code except some places that still need work.
2019-02-02 00:25:51 +01:00
Christoph Oelckers
fa3312e2a9 - moved gamestate_t to g_game.h.
This made reviewing the code for accessing the global state hard, because the doomdef.h contains mainly constants, this particular item was the only thing in there that represents actual engine state.
2019-01-31 00:28:43 +01:00
Christoph Oelckers
648e472744 - handled approx. half of all cases where the address of level is taken. 2019-01-28 00:55:21 +01:00
Christoph Oelckers
4e052f2857 - use a separate variable pointing to the current level for the UI code.
UI always runs on the primary level, so this does not need the ability to operate on multiple levels. Additionally, this can later be set to null when running play code so that scope violations result in an abort.
2019-01-25 18:31:40 +01:00