vkdoom_m/src/g_statusbar/shared_sbar.cpp
nashmuhandes 896102c179 Change more default settings
- Show item counter on automap
- Enable thicker automap lines and anti-aliased lines for better visibility with high res displays
- Enable textured automap
- HUD border scaling factor to better match default status bar scaling
- Enable subtitles
- Set render quality to "quality" to fix level mesh seams (gl_seamless)
- Enable mouse in menus by default (instead of touchscreen-like)
- Don't show ENDDOOM when quitting the app
- Enable the first crosshair, and set its scale slightly smaller
- Grow crosshair when picking up items
- Set autoaim slider to 0
- Show nametags when switching items and weapons
- Always run enabled
- Disable save/load confirmation dialog
- Enable quicksave rotation
- Enable additively-translucent Doom rocket explosion
- Increase default particles to 10k, and increase the slider to 65k (engine limit)
- Disable night vision effect
- Set sprite clipping to "Always" as this looks better than having sprites sink into the geometry
- Set particle style to round as it matches the pixelated aesthetics better
2023-03-19 04:35:27 +08:00

1480 lines
39 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 "sbar.h"
#include "c_cvars.h"
#include "c_dispatch.h"
#include "c_console.h"
#include "v_video.h"
#include "filesystem.h"
#include "s_sound.h"
#include "gi.h"
#include "doomstat.h"
#include "g_level.h"
#include "d_net.h"
#include "d_player.h"
#include "serializer.h"
#include "serialize_obj.h"
#include "r_utility.h"
#include "cmdlib.h"
#include "g_levellocals.h"
#include "vm.h"
#include "p_acs.h"
#include "sbarinfo.h"
#include "gstrings.h"
#include "events.h"
#include "g_game.h"
#include "utf8.h"
#include "texturemanager.h"
#include "v_palette.h"
#include "v_draw.h"
#include "m_fixed.h"
#include "../version.h"
#define XHAIRSHRINKSIZE (1./18)
#define XHAIRPICKUPSIZE (2+XHAIRSHRINKSIZE)
#define POWERUPICONSIZE 32
IMPLEMENT_CLASS(DBaseStatusBar, false, true)
IMPLEMENT_POINTERS_START(DBaseStatusBar)
IMPLEMENT_POINTER(Messages[0])
IMPLEMENT_POINTER(Messages[1])
IMPLEMENT_POINTER(Messages[2])
IMPLEMENT_POINTER(AltHud)
IMPLEMENT_POINTERS_END
EXTERN_CVAR (Bool, am_showmonsters)
EXTERN_CVAR (Bool, am_showsecrets)
EXTERN_CVAR (Bool, am_showitems)
EXTERN_CVAR (Bool, am_showtime)
EXTERN_CVAR (Bool, am_showtotaltime)
EXTERN_CVAR(Bool, inter_subtitles)
EXTERN_CVAR(Bool, ui_screenborder_classic_scaling)
CVAR(Int, hud_scale, 0, CVAR_ARCHIVE);
CVAR(Bool, log_vgafont, false, CVAR_ARCHIVE)
CVAR(Bool, hud_oldscale, true, CVAR_ARCHIVE)
DBaseStatusBar *StatusBar;
extern int setblocks;
CVAR (Int, paletteflash, 0, CVAR_ARCHIVE)
CVAR (Flag, pf_hexenweaps, paletteflash, PF_HEXENWEAPONS)
CVAR (Flag, pf_poison, paletteflash, PF_POISON)
CVAR (Flag, pf_ice, paletteflash, PF_ICE)
CVAR (Flag, pf_hazard, paletteflash, PF_HAZARD)
// Stretch status bar to full screen width?
CUSTOM_CVAR (Int, st_scale, 0, CVAR_ARCHIVE)
{
if (self < -1)
{
self = -1;
return;
}
if (StatusBar)
{
StatusBar->SetScale();
setsizeneeded = true;
}
}
EXTERN_CVAR(Float, hud_scalefactor)
EXTERN_CVAR(Bool, hud_aspectscale)
CVAR (Bool, crosshairon, true, CVAR_ARCHIVE);
CVAR (Int, crosshair, 1, CVAR_ARCHIVE)
CVAR (Bool, crosshairforce, false, CVAR_ARCHIVE)
CUSTOM_CVAR(Int, am_showmaplabel, 2, CVAR_ARCHIVE)
{
if (self < 0 || self > 2) self = 2;
}
CVAR (Bool, idmypos, false, 0);
//==========================================================================
//
// V_DrawFrame
//
// Draw a frame around the specified area using the view border
// frame graphics. The border is drawn outside the area, not in it.
//
//==========================================================================
void V_DrawFrame(F2DDrawer* drawer, int left, int top, int width, int height, bool scalemode)
{
FGameTexture* p;
const gameborder_t* border = &gameinfo.Border;
// Sanity check for incomplete gameinfo
if (border == NULL)
return;
int offset = border->offset;
int right = left + width;
int bottom = top + height;
float sw = drawer->GetClassicFlatScalarWidth();
float sh = drawer->GetClassicFlatScalarHeight();
if (!scalemode)
{
// Draw top and bottom sides.
p = TexMan.GetGameTextureByName(border->t);
drawer->AddFlatFill(left, top - (int)p->GetDisplayHeight(), right, top, p, true);
p = TexMan.GetGameTextureByName(border->b);
drawer->AddFlatFill(left, bottom, right, bottom + (int)p->GetDisplayHeight(), p, true);
// Draw left and right sides.
p = TexMan.GetGameTextureByName(border->l);
drawer->AddFlatFill(left - (int)p->GetDisplayWidth(), top, left, bottom, p, true);
p = TexMan.GetGameTextureByName(border->r);
drawer->AddFlatFill(right, top, right + (int)p->GetDisplayWidth(), bottom, p, true);
// Draw beveled corners.
DrawTexture(drawer, TexMan.GetGameTextureByName(border->tl), left - offset, top - offset, TAG_DONE);
DrawTexture(drawer, TexMan.GetGameTextureByName(border->tr), left + width, top - offset, TAG_DONE);
DrawTexture(drawer, TexMan.GetGameTextureByName(border->bl), left - offset, top + height, TAG_DONE);
DrawTexture(drawer, TexMan.GetGameTextureByName(border->br), left + width, top + height, TAG_DONE);
}
else
{
// Draw top and bottom sides.
p = TexMan.GetGameTextureByName(border->t);
drawer->AddFlatFill(left, top - (int)(p->GetDisplayHeight() / sh), right, top, p, -2);
p = TexMan.GetGameTextureByName(border->b);
drawer->AddFlatFill(left, bottom, right, bottom + (int)(p->GetDisplayHeight() / sh), p, -2);
// Draw left and right sides.
p = TexMan.GetGameTextureByName(border->l);
drawer->AddFlatFill(left - (int)(p->GetDisplayWidth() / sw), top, left, bottom, p, -2);
p = TexMan.GetGameTextureByName(border->r);
drawer->AddFlatFill(right, top, right + (int)(p->GetDisplayWidth() / sw), bottom, p, -2);
// Draw beveled corners.
p = TexMan.GetGameTextureByName(border->tl);
drawer->AddFlatFill(left - (int)(p->GetDisplayWidth() / sw), top - (int)(p->GetDisplayHeight() / sh), left, top, p, -2);
p = TexMan.GetGameTextureByName(border->tr);
drawer->AddFlatFill(right, top - (int)(p->GetDisplayHeight() / sh), right + (int)(p->GetDisplayWidth() / sw), top, p, -2);
p = TexMan.GetGameTextureByName(border->bl);
drawer->AddFlatFill(left - (int)(p->GetDisplayWidth() / sw), bottom, left, bottom + (int)(p->GetDisplayHeight() / sh), p, -2);
p = TexMan.GetGameTextureByName(border->br);
drawer->AddFlatFill(right, bottom, right + (int)(p->GetDisplayWidth() / sw), bottom + (int)(p->GetDisplayHeight() / sh), p, -2);
}
}
DEFINE_ACTION_FUNCTION(_Screen, DrawFrame)
{
PARAM_PROLOGUE;
PARAM_INT(x);
PARAM_INT(y);
PARAM_INT(w);
PARAM_INT(h);
if (!twod->HasBegun2D()) ThrowAbortException(X_OTHER, "Attempt to draw to screen outside a draw function");
V_DrawFrame(twod, x, y, w, h, false);
return 0;
}
//---------------------------------------------------------------------------
//
// Load crosshair definitions
//
//---------------------------------------------------------------------------
void ST_LoadCrosshair(bool alwaysload)
{
int num = 0;
if (!crosshairforce &&
players[consoleplayer].camera != NULL &&
players[consoleplayer].camera->player != NULL &&
players[consoleplayer].camera->player->ReadyWeapon != NULL)
{
num = players[consoleplayer].camera->player->ReadyWeapon->IntVar(NAME_Crosshair);
}
if (num == 0)
{
num = crosshair;
}
ST_LoadCrosshair(num, alwaysload);
}
//---------------------------------------------------------------------------
//
// ST_Clear
//
//---------------------------------------------------------------------------
void ST_Clear()
{
if (StatusBar != NULL)
{
StatusBar->Destroy();
StatusBar = NULL;
}
ST_UnloadCrosshair();
}
//---------------------------------------------------------------------------
//
// create a new status bar
//
//---------------------------------------------------------------------------
static void CreateBaseStatusBar()
{
assert(nullptr == StatusBar);
PClass* const statusBarClass = PClass::FindClass("BaseStatusBar");
assert(nullptr != statusBarClass);
StatusBar = static_cast<DBaseStatusBar*>(statusBarClass->CreateNew());
StatusBar->SetSize(0);
}
static void CreateGameInfoStatusBar(bool &shouldWarn)
{
auto cls = PClass::FindClass(gameinfo.statusbarclass);
if (cls == nullptr)
{
if (shouldWarn)
{
Printf(TEXTCOLOR_RED "Unknown status bar class \"%s\"\n", gameinfo.statusbarclass.GetChars());
shouldWarn = false;
}
}
else
{
if (cls->IsDescendantOf(RUNTIME_CLASS(DBaseStatusBar)))
{
StatusBar = (DBaseStatusBar *)cls->CreateNew();
}
else if (shouldWarn)
{
Printf(TEXTCOLOR_RED "Status bar class \"%s\" is not derived from BaseStatusBar\n", gameinfo.statusbarclass.GetChars());
shouldWarn = false;
}
}
}
void ST_CreateStatusBar(bool bTitleLevel)
{
if (StatusBar != NULL)
{
StatusBar->Destroy();
StatusBar = NULL;
}
GC::AddMarkerFunc([]() { GC::Mark(StatusBar); });
bool shouldWarn = true;
if (bTitleLevel)
{
CreateBaseStatusBar();
}
else
{
// The old rule of 'what came last wins' goes here, as well.
// If the most recent SBARINFO definition comes before a status bar class definition it will be picked,
// if the class is defined later, this will be picked. If both come from the same file, the class definition will win.
int sbarinfolump = fileSystem.CheckNumForName("SBARINFO");
int sbarinfofile = fileSystem.GetFileContainer(sbarinfolump);
if (gameinfo.statusbarclassfile >= gameinfo.statusbarfile && gameinfo.statusbarclassfile >= sbarinfofile)
{
CreateGameInfoStatusBar(shouldWarn);
}
}
if (StatusBar == nullptr && SBarInfoScript[SCRIPT_CUSTOM] != nullptr)
{
int cstype = SBarInfoScript[SCRIPT_CUSTOM]->GetGameType();
//Did the user specify a "base"
if (cstype == GAME_Any) //Use the default, empty or custom.
{
StatusBar = CreateCustomStatusBar(SCRIPT_CUSTOM);
}
else
{
StatusBar = CreateCustomStatusBar(SCRIPT_DEFAULT);
}
// SBARINFO failed so try the current statusbarclass again.
if (StatusBar == nullptr)
{
CreateGameInfoStatusBar(shouldWarn);
}
}
if (StatusBar == nullptr)
{
FName defname = NAME_None;
if (gameinfo.gametype & GAME_DoomChex) defname = "DoomStatusBar";
else if (gameinfo.gametype == GAME_Heretic) defname = "HereticStatusBar";
else if (gameinfo.gametype == GAME_Hexen) defname = "HexenStatusBar";
else if (gameinfo.gametype == GAME_Strife) defname = "StrifeStatusBar";
if (defname != NAME_None)
{
auto cls = PClass::FindClass(defname);
if (cls != nullptr)
{
assert(cls->IsDescendantOf(RUNTIME_CLASS(DBaseStatusBar)));
StatusBar = (DBaseStatusBar *)cls->CreateNew();
}
}
}
if (StatusBar == nullptr)
{
CreateBaseStatusBar();
}
IFVIRTUALPTR(StatusBar, DBaseStatusBar, Init)
{
VMValue params[] = { StatusBar };
VMCall(func, params, 1, nullptr, 0);
}
GC::WriteBarrier(StatusBar);
StatusBar->AttachToPlayer(&players[consoleplayer]);
StatusBar->NewGame();
}
//---------------------------------------------------------------------------
//
// Constructor
//
//---------------------------------------------------------------------------
DBaseStatusBar::DBaseStatusBar ()
{
CompleteBorder = false;
Centering = false;
FixedOrigin = false;
CrosshairSize = 1.;
memset(Messages, 0, sizeof(Messages));
Displacement = 0;
CPlayer = NULL;
ShowLog = false;
defaultScale = { (double)CleanXfac, (double)CleanYfac };
SetSize(0);
CreateAltHUD();
}
//---------------------------------------------------------------------------
//
// PROP Destroy
//
//---------------------------------------------------------------------------
void DBaseStatusBar::OnDestroy ()
{
for (size_t i = 0; i < countof(Messages); ++i)
{
DHUDMessageBase *msg = Messages[i];
while (msg)
{
DHUDMessageBase *next = msg->Next;
msg->Next = nullptr;
msg->Destroy();
msg = next;
}
Messages[i] = nullptr;
}
if (AltHud) AltHud->Destroy();
Super::OnDestroy();
}
//---------------------------------------------------------------------------
//
// PROC SetScaled
//
//---------------------------------------------------------------------------
void DBaseStatusBar::SetScale ()
{
if (!hud_oldscale)
{
Super::SetScale();
return;
}
ValidateResolution(HorizontalResolution, VerticalResolution);
int w = twod->GetWidth();
int h = twod->GetHeight();
if (st_scale < 0 || ForcedScale)
{
// This is the classic fullscreen scale with aspect ratio compensation.
int sby = VerticalResolution - RelTop;
float aspect = ActiveRatio(w, h);
if (!AspectTallerThanWide(aspect))
{
// Wider or equal than 4:3
SBarTop = Scale(sby, h, VerticalResolution);
double width4_3 = w * 1.333 / aspect;
ST_X = int((w - width4_3) / 2);
}
else
{ // 5:4 resolution
ST_X = 0;
// this was far more obtuse before...
double height4_3 = h * aspect / 1.333;
SBarTop = int(h - height4_3 + sby * height4_3 / VerticalResolution);
}
Displacement = 0;
SBarScale.X = -1;
ST_Y = 0;
}
else
{
// Since status bars and HUDs can be designed for non 320x200 screens this needs to be factored in here.
// The global scaling factors are for resources at 320x200, so if the actual ones are higher resolution
// the resulting scaling factor needs to be reduced accordingly.
int realscale = clamp((320 * GetUIScale(twod, st_scale)) / HorizontalResolution, 1, w / HorizontalResolution);
double realscaley = realscale * (hud_aspectscale ? 1.2 : 1.);
ST_X = (w - HorizontalResolution * realscale) / 2;
SBarTop = int(h - RelTop * realscaley);
if (RelTop > 0)
{
Displacement = double((SBarTop * VerticalResolution / h) - (VerticalResolution - RelTop))/RelTop/realscaley;
}
else
{
Displacement = 0;
}
SBarScale.X = realscale;
SBarScale.Y = realscaley;
ST_Y = int(h - VerticalResolution * realscaley);
}
}
//---------------------------------------------------------------------------
//
// PROC GetHUDScale
//
//---------------------------------------------------------------------------
DVector2 DBaseStatusBar::GetHUDScale() const
{
if (!hud_oldscale)
{
return Super::GetHUDScale();
}
int scale;
if (hud_scale < 0 || ForcedScale) // a negative value is the equivalent to the old boolean hud_scale. This can yield different values for x and y for higher resolutions.
{
return defaultScale;
}
scale = GetUIScale(twod, hud_scale);
int hres = HorizontalResolution;
int vres = VerticalResolution;
ValidateResolution(hres, vres);
// Since status bars and HUDs can be designed for non 320x200 screens this needs to be factored in here.
// The global scaling factors are for resources at 320x200, so if the actual ones are higher resolution
// the resulting scaling factor needs to be reduced accordingly.
int realscale = max<int>(1, (320 * scale) / hres);
return{ double(realscale), double(realscale * (hud_aspectscale ? 1.2 : 1.)) };
}
//============================================================================
//
// automap HUD common drawer
// This is not called directly to give a status bar the opportunity to
// change the text colors. If you want to do something different,
// override DrawAutomap directly.
//
//============================================================================
void FormatMapName(FLevelLocals *self, int cr, FString *result);
void DBaseStatusBar::DoDrawAutomapHUD(int crdefault, int highlight)
{
auto scalev = GetHUDScale();
int vwidth = int(twod->GetWidth() / scalev.X);
int vheight = int(twod->GetHeight() / scalev.Y);
auto font = generic_ui ? NewSmallFont : SmallFont;
auto font2 = font;
auto fheight = font->GetHeight();
FString textbuffer;
int sec;
int y = 0;
int textdist = 4;
int zerowidth = font->GetCharWidth('0');
if (!generic_ui)
{
// If the original font does not have accents this will strip them - but a fallback to the VGA font is not desirable here for such cases.
if (!font->CanPrint(GStrings("AM_MONSTERS")) || !font->CanPrint(GStrings("AM_SECRETS")) || !font->CanPrint(GStrings("AM_ITEMS"))) font2 = OriginalSmallFont;
}
if (am_showtime)
{
sec = Tics2Seconds(primaryLevel->time);
textbuffer.Format("%02d:%02d:%02d", sec / 3600, (sec % 3600) / 60, sec % 60);
DrawText(twod, font, crdefault, vwidth - zerowidth * 8 - textdist, y, textbuffer, DTA_VirtualWidth, vwidth, DTA_VirtualHeight, vheight,
DTA_Monospace, EMonospacing::CellCenter, DTA_Spacing, zerowidth, DTA_KeepRatio, true, TAG_END);
y += fheight;
}
if (am_showtotaltime)
{
sec = Tics2Seconds(primaryLevel->totaltime);
textbuffer.Format("%02d:%02d:%02d", sec / 3600, (sec % 3600) / 60, sec % 60);
DrawText(twod, font, crdefault, vwidth - zerowidth * 8 - textdist, y, textbuffer, DTA_VirtualWidth, vwidth, DTA_VirtualHeight, vheight,
DTA_Monospace, EMonospacing::CellCenter, DTA_Spacing, zerowidth, DTA_KeepRatio, true, TAG_END);
}
if (!deathmatch)
{
y = 0;
if (am_showmonsters)
{
textbuffer.Format("%s\34%c %d/%d", GStrings("AM_MONSTERS"), crdefault + 65, primaryLevel->killed_monsters, primaryLevel->total_monsters);
DrawText(twod, font2, highlight, textdist, y, textbuffer, DTA_KeepRatio, true, DTA_VirtualWidth, vwidth, DTA_VirtualHeight, vheight, TAG_DONE);
y += fheight;
}
if (am_showsecrets)
{
textbuffer.Format("%s\34%c %d/%d", GStrings("AM_SECRETS"), crdefault + 65, primaryLevel->found_secrets, primaryLevel->total_secrets);
DrawText(twod, font2, highlight, textdist, y, textbuffer, DTA_KeepRatio, true, DTA_VirtualWidth, vwidth, DTA_VirtualHeight, vheight, TAG_DONE);
y += fheight;
}
// Draw item count
if (am_showitems)
{
textbuffer.Format("%s\34%c %d/%d", GStrings("AM_ITEMS"), crdefault + 65, primaryLevel->found_items, primaryLevel->total_items);
DrawText(twod, font2, highlight, textdist, y, textbuffer, DTA_KeepRatio, true, DTA_VirtualWidth, vwidth, DTA_VirtualHeight, vheight, TAG_DONE);
y += fheight;
}
}
FormatMapName(primaryLevel, crdefault, &textbuffer);
if (!generic_ui)
{
if (!font->CanPrint(textbuffer)) font = OriginalSmallFont;
}
auto lines = V_BreakLines(font, vwidth - 32, textbuffer, true);
auto numlines = lines.Size();
auto finalwidth = lines.Last().Width;
// calculate the top of the statusbar including any protrusion and transform it from status bar to screen space.
double x = 0, yy = 0, w = HorizontalResolution, h = 0;
StatusbarToRealCoords(x, yy, w, h);
IFVIRTUAL(DStatusBarCore, GetProtrusion)
{
int prot = 0;
VMValue params[] = { this, double(finalwidth * scalev.X / w) };
VMReturn ret(&prot);
VMCall(func, params, 2, &ret, 1);
h = prot;
}
StatusbarToRealCoords(x, yy, w, h);
// Get the y coordinate for the first line of the map name text.
y = Scale(GetTopOfStatusbar() - int(h), vheight, twod->GetHeight()) - fheight * numlines;
// Draw the texts centered above the status bar.
for (unsigned i = 0; i < numlines; i++)
{
int x = (vwidth - font->StringWidth(lines[i].Text)) / 2;
DrawText(twod, font, highlight, x, y, lines[i].Text, DTA_KeepRatio, true, DTA_VirtualWidth, vwidth, DTA_VirtualHeight, vheight, TAG_DONE);
y += fheight;
}
}
DEFINE_ACTION_FUNCTION(DBaseStatusBar, DoDrawAutomapHUD)
{
PARAM_SELF_PROLOGUE(DBaseStatusBar);
PARAM_INT(crdefault);
PARAM_INT(highlight);
self->DoDrawAutomapHUD(crdefault, highlight);
return 0;
}
//---------------------------------------------------------------------------
//
// PROC AttachToPlayer
//
//---------------------------------------------------------------------------
void DBaseStatusBar::AttachToPlayer(player_t *player)
{
IFVIRTUAL(DBaseStatusBar, AttachToPlayer)
{
VMValue params[] = { (DObject*)this, player };
VMCall(func, params, countof(params), nullptr, 0);
}
}
//---------------------------------------------------------------------------
//
// PROC GetPlayer
//
//---------------------------------------------------------------------------
int DBaseStatusBar::GetPlayer ()
{
return int(CPlayer - players);
}
//---------------------------------------------------------------------------
//
// PROC Tick
//
//---------------------------------------------------------------------------
void DBaseStatusBar::Tick ()
{
for (size_t i = 0; i < countof(Messages); ++i)
{
DHUDMessageBase *msg = Messages[i];
while (msg)
{
DHUDMessageBase *next = msg->Next;
if (msg->CallTick ())
{
DetachMessage(msg);
msg->Destroy();
}
msg = next;
}
// If the crosshair has been enlarged, shrink it.
if (CrosshairSize > 1.)
{
CrosshairSize -= XHAIRSHRINKSIZE;
if (CrosshairSize < 1.)
{
CrosshairSize = 1.;
}
}
}
if (artiflashTick > 0)
artiflashTick--;
if (itemflashFade > 0)
{
itemflashFade -= 1 / 14.;
if (itemflashFade < 0)
{
itemflashFade = 0;
}
}
}
void DBaseStatusBar::CallTick()
{
IFVIRTUAL(DBaseStatusBar, Tick)
{
VMValue params[] = { (DObject*)this };
VMCall(func, params, countof(params), nullptr, 0);
}
else Tick();
mugshot.Tick(CPlayer);
}
//---------------------------------------------------------------------------
//
// PROC AttachMessage
//
//---------------------------------------------------------------------------
void DBaseStatusBar::AttachMessage (DHUDMessageBase *msg, uint32_t id, int layer)
{
DHUDMessageBase *old = NULL;
DObject* pointing;
TObjPtr<DHUDMessageBase *>*prevp;
DHUDMessageBase* prev;
old = (id == 0 || id == 0xFFFFFFFF) ? NULL : DetachMessage (id);
if (old != NULL)
{
old->Destroy();
}
// Merge unknown layers into the default layer.
if ((size_t)layer >= countof(Messages))
{
layer = HUDMSGLayer_Default;
}
pointing = this;
prevp = &Messages[layer];
prev = *prevp;
// The ID serves as a priority, where lower numbers appear in front of
// higher numbers. (i.e. The list is sorted in descending order, since
// it gets drawn back to front.)
while (prev != NULL && prev->SBarID > id)
{
pointing = prev;
prevp = &prev->Next;
prev = *prevp;
}
msg->Next = prev;
msg->SBarID = id;
*prevp = msg;
GC::WriteBarrier(msg, prev);
GC::WriteBarrier(pointing, msg);
}
//---------------------------------------------------------------------------
//
// PROC DetachMessage
//
//---------------------------------------------------------------------------
DHUDMessageBase *DBaseStatusBar::DetachMessage (DHUDMessageBase *msg)
{
for (size_t i = 0; i < countof(Messages); ++i)
{
DHUDMessageBase *probe = Messages[i];
DObject* pointing = this;
TObjPtr<DHUDMessageBase *>*prev = &Messages[i];
while (probe && probe != msg)
{
pointing = probe;
prev = &probe->Next;
probe = probe->Next;
}
if (probe != NULL)
{
GC::WriteBarrier(pointing, probe->Next);
*prev = probe->Next;
probe->Next = nullptr;
return probe;
}
}
return NULL;
}
DHUDMessageBase *DBaseStatusBar::DetachMessage (uint32_t id)
{
for (size_t i = 0; i < countof(Messages); ++i)
{
DObject* pointing = this;
DHUDMessageBase *probe = Messages[i];
TObjPtr<DHUDMessageBase *>*prev = &Messages[i];
while (probe && probe->SBarID != id)
{
pointing = probe;
prev = &probe->Next;
probe = probe->Next;
}
if (probe != NULL)
{
GC::WriteBarrier(pointing, probe->Next);
*prev = probe->Next;
probe->Next = nullptr;
return probe;
}
}
return NULL;
}
//---------------------------------------------------------------------------
//
// PROC DetachAllMessages
//
//---------------------------------------------------------------------------
void DBaseStatusBar::DetachAllMessages ()
{
for (size_t i = 0; i < countof(Messages); ++i)
{
DHUDMessageBase *probe = Messages[i];
Messages[i] = nullptr;
while (probe != NULL)
{
DHUDMessageBase *next = probe->Next;
probe->Destroy();
probe = next;
}
}
}
//---------------------------------------------------------------------------
//
// PROC ShowPlayerName
//
//---------------------------------------------------------------------------
void DBaseStatusBar::ShowPlayerName ()
{
EColorRange color;
color = (CPlayer == &players[consoleplayer]) ? CR_GOLD : CR_GREEN;
AttachMessage (Create<DHUDMessageFadeOut> (nullptr, CPlayer->userinfo.GetName(),
1.5f, 0.92f, 0, 0, color, 2.f, 0.35f), MAKE_ID('P','N','A','M'));
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static FTextureID GetBorderTexture(FLevelLocals *Level)
{
if (Level != nullptr && Level->info != nullptr && Level->info->BorderTexture.Len() != 0)
{
auto picnum = TexMan.CheckForTexture (Level->info->BorderTexture, ETextureType::Flat);
if (picnum.isValid()) return picnum;
}
return TexMan.CheckForTexture (gameinfo.BorderFlat, ETextureType::Flat);
}
//==========================================================================
//
// R_RefreshViewBorder
//
// Draws the border around the player view, if needed.
//
//==========================================================================
void DBaseStatusBar::RefreshViewBorder ()
{
if (setblocks < 10)
{
int Width = twod->GetWidth();
if (viewwidth == Width)
{
return;
}
auto tex = GetBorderTexture(primaryLevel);
DrawBorder(twod, tex, 0, 0, Width, viewwindowy);
DrawBorder(twod, tex, 0, viewwindowy, viewwindowx, viewheight + viewwindowy);
DrawBorder(twod, tex, viewwindowx + viewwidth, viewwindowy, Width, viewheight + viewwindowy);
DrawBorder(twod, tex, 0, viewwindowy + viewheight, Width, StatusBar->GetTopOfStatusbar());
V_DrawFrame(twod, viewwindowx, viewwindowy, viewwidth, viewheight, ui_screenborder_classic_scaling);
}
}
//---------------------------------------------------------------------------
//
// RefreshBackground
//
//---------------------------------------------------------------------------
void DBaseStatusBar::RefreshBackground () const
{
int x, x2, y;
float ratio = ActiveRatio (twod->GetWidth(), twod->GetHeight());
x = ST_X;
y = SBarTop;
if (x == 0 && y == twod->GetHeight()) return;
auto tex = GetBorderTexture(primaryLevel);
float sh = twod->GetClassicFlatScalarHeight();
if(!CompleteBorder)
{
if(y < twod->GetHeight())
{
DrawBorder(twod, tex, x+1, y, twod->GetWidth(), y+1);
DrawBorder(twod, tex, x+1, twod->GetHeight()-1, twod->GetWidth(), twod->GetHeight());
}
}
else
{
x = twod->GetWidth();
}
if (x > 0)
{
if(!CompleteBorder)
{
x2 = twod->GetWidth() - ST_X;
}
else
{
x2 = twod->GetWidth();
}
DrawBorder(twod, tex, 0, y, x+1, twod->GetHeight());
DrawBorder(twod, tex, x2-1, y, twod->GetWidth(), twod->GetHeight());
if (setblocks >= 10)
{
FGameTexture *p = TexMan.GetGameTextureByName(gameinfo.Border.b);
if (p != NULL)
{
if (!ui_screenborder_classic_scaling)
{
int h = int(0.5 + p->GetDisplayHeight());
twod->AddFlatFill(0, y, x, y + h, p, true);
twod->AddFlatFill(x2, y, twod->GetWidth(), y + h, p, true);
}
else
{
int h = (int)((0.5f + p->GetDisplayHeight()) / sh);
twod->AddFlatFill(0, y, x, y + h, p, -2);
twod->AddFlatFill(x2, y, twod->GetWidth(), y + h, p, -2);
}
}
}
}
}
//---------------------------------------------------------------------------
//
// DrawCrosshair
//
//---------------------------------------------------------------------------
void DBaseStatusBar::DrawCrosshair ()
{
if (!crosshairon)
{
return;
}
// Don't draw the crosshair in chasecam mode
if (players[consoleplayer].cheats & CF_CHASECAM)
{
return;
}
ST_LoadCrosshair();
// Don't draw the crosshair if there is none
if (gamestate == GS_TITLELEVEL || r_viewpoint.camera->health <= 0)
{
return;
}
int health = Scale(CPlayer->health, 100, CPlayer->mo->GetDefault()->health);
ST_DrawCrosshair(health, viewwidth / 2 + viewwindowx, viewheight / 2 + viewwindowy, CrosshairSize);
}
//---------------------------------------------------------------------------
//
// FlashCrosshair
//
//---------------------------------------------------------------------------
void DBaseStatusBar::FlashCrosshair ()
{
CrosshairSize = XHAIRPICKUPSIZE;
}
//---------------------------------------------------------------------------
//
// DrawMessages
//
//---------------------------------------------------------------------------
void DBaseStatusBar::DrawMessages (int layer, int bottom)
{
DHUDMessageBase *msg = Messages[layer];
int visibility = 0;
if (viewactive)
{
visibility |= HUDMSG_NotWith3DView;
}
if (automapactive)
{
visibility |= viewactive ? HUDMSG_NotWithOverlayMap : HUDMSG_NotWithFullMap;
}
while (msg)
{
DHUDMessageBase *next = msg->Next;
msg->CallDraw (bottom, visibility);
msg = next;
}
}
//---------------------------------------------------------------------------
//
// Draw
//
//---------------------------------------------------------------------------
void DBaseStatusBar::Draw (EHudState state, double ticFrac)
{
// HUD_AltHud state is for popups only
if (state == HUD_AltHud)
return;
if (state == HUD_StatusBar)
{
RefreshBackground ();
}
if (idmypos)
{
// Draw current coordinates
IFVIRTUAL(DBaseStatusBar, DrawMyPos)
{
VMValue params[] = { (DObject*)this };
VMCall(func, params, countof(params), nullptr, 0);
}
}
if (viewactive)
{
if (CPlayer && CPlayer->camera && CPlayer->camera->player)
{
DrawCrosshair ();
}
}
else if (automapactive)
{
IFVIRTUAL(DBaseStatusBar, DrawAutomapHUD)
{
VMValue params[] = { (DObject*)this, r_viewpoint.TicFrac };
VMCall(func, params, countof(params), nullptr, 0);
}
}
}
void DBaseStatusBar::CallDraw(EHudState state, double ticFrac)
{
IFVIRTUAL(DBaseStatusBar, Draw)
{
VMValue params[] = { (DObject*)this, state, ticFrac };
VMCall(func, params, countof(params), nullptr, 0);
}
else Draw(state, ticFrac);
twod->ClearClipRect(); // make sure the scripts don't leave a valid clipping rect behind.
BeginStatusBar(BaseSBarHorizontalResolution, BaseSBarVerticalResolution, BaseRelTop, false);
}
void DBaseStatusBar::DrawLog ()
{
int hudwidth, hudheight;
const FString & text = (inter_subtitles && CPlayer->SubtitleCounter) ? CPlayer->SubtitleText : CPlayer->LogText;
if (text.IsNotEmpty())
{
// This uses the same scaling as regular HUD messages
auto scale = active_con_scaletext(twod, generic_ui || log_vgafont);
hudwidth = twod->GetWidth() / scale;
hudheight = twod->GetHeight() / scale;
FFont *font = (generic_ui || log_vgafont)? NewSmallFont : SmallFont;
int linelen = hudwidth<640? Scale(hudwidth,9,10)-40 : 560;
auto lines = V_BreakLines (font, linelen, text[0] == '$'? GStrings(text.GetChars()+1) : text.GetChars());
int height = 20;
for (unsigned i = 0; i < lines.Size(); i++) height += font->GetHeight ();
int x,y,w;
if (linelen<560)
{
x=hudwidth/20;
y=hudheight/8;
w=hudwidth-2*x;
}
else
{
x=(hudwidth>>1)-300;
y=hudheight/8-(height>>1);
if (y<0) y=0;
w=600;
}
Dim(twod, 0, 0.5f, Scale(x, twod->GetWidth(), hudwidth), Scale(y, twod->GetHeight(), hudheight),
Scale(w, twod->GetWidth(), hudwidth), Scale(height, twod->GetHeight(), hudheight));
x+=20;
y+=10;
for (const FBrokenLines &line : lines)
{
DrawText(twod, font, CPlayer->SubtitleCounter? CR_CYAN : CR_UNTRANSLATED, x, y, line.Text,
DTA_KeepRatio, true,
DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, TAG_DONE);
y += font->GetHeight ();
}
}
}
bool DBaseStatusBar::MustDrawLog(EHudState state)
{
IFVIRTUAL(DBaseStatusBar, MustDrawLog)
{
VMValue params[] = { (DObject*)this, int(state) };
int rv;
VMReturn ret(&rv);
VMCall(func, params, countof(params), &ret, 1);
return !!rv;
}
return true;
}
void DBaseStatusBar::SetMugShotState(const char *stateName, bool waitTillDone, bool reset)
{
IFVIRTUAL(DBaseStatusBar, SetMugShotState)
{
FString statestring = stateName;
VMValue params[] = { (DObject*)this, &statestring, waitTillDone, reset };
VMCall(func, params, countof(params), nullptr, 0);
}
}
//---------------------------------------------------------------------------
//
// DrawBottomStuff
//
//---------------------------------------------------------------------------
void DBaseStatusBar::DrawBottomStuff (EHudState state)
{
primaryLevel->localEventManager->RenderUnderlay(state);
DrawMessages (HUDMSGLayer_UnderHUD, (state == HUD_StatusBar) ? GetTopOfStatusbar() : twod->GetHeight());
}
//---------------------------------------------------------------------------
//
// DrawTopStuff
//
//---------------------------------------------------------------------------
void DBaseStatusBar::DrawTopStuff (EHudState state)
{
if (demoplayback && demover != DEMOGAMEVERSION)
{
DrawText(twod, SmallFont, CR_TAN, 0, GetTopOfStatusbar() - 40 * CleanYfac,
"Demo was recorded with a different version\n"
"of " GAMENAME ". Expect it to go out of sync.",
DTA_CleanNoMove, true, TAG_DONE);
}
if (state != HUD_AltHud)
{
auto saved = fullscreenOffsets;
fullscreenOffsets = true;
IFVIRTUAL(DBaseStatusBar, DrawPowerups)
{
VMValue params[] = { (DObject*)this };
VMCall(func, params, 1, nullptr, 0);
}
fullscreenOffsets = saved;
}
if (automapactive && !viewactive)
{
DrawMessages (HUDMSGLayer_OverMap, (state == HUD_StatusBar) ? GetTopOfStatusbar() : twod->GetHeight());
}
DrawMessages (HUDMSGLayer_OverHUD, (state == HUD_StatusBar) ? GetTopOfStatusbar() : twod->GetHeight());
primaryLevel->localEventManager->RenderOverlay(state);
DrawConsistancy ();
DrawWaiting ();
if ((ShowLog && MustDrawLog(state)) || (inter_subtitles && CPlayer->SubtitleCounter > 0)) DrawLog ();
}
void DBaseStatusBar::DrawConsistancy () const
{
static bool firsttime = true;
int i;
char conbuff[64], *buff_p;
if (!netgame)
return;
buff_p = NULL;
for (i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i] && players[i].inconsistant)
{
if (buff_p == NULL)
{
strcpy (conbuff, "Out of sync with:");
buff_p = conbuff + 17;
}
*buff_p++ = ' ';
*buff_p++ = '1' + i;
*buff_p = 0;
}
}
if (buff_p != NULL)
{
if (firsttime)
{
firsttime = false;
if (debugfile)
{
fprintf (debugfile, "%s as of tic %d (%d)\n", conbuff,
players[1-consoleplayer].inconsistant,
players[1-consoleplayer].inconsistant/ticdup);
}
}
DrawText(twod, SmallFont, CR_GREEN,
(twod->GetWidth() - SmallFont->StringWidth (conbuff)*CleanXfac) / 2,
0, conbuff, DTA_CleanNoMove, true, TAG_DONE);
}
}
void DBaseStatusBar::DrawWaiting () const
{
int i;
char conbuff[64], *buff_p;
if (!netgame)
return;
buff_p = NULL;
for (i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i] && players[i].waiting)
{
if (buff_p == NULL)
{
strcpy (conbuff, "Waiting for:");
buff_p = conbuff + 12;
}
*buff_p++ = ' ';
*buff_p++ = '1' + i;
*buff_p = 0;
}
}
if (buff_p != NULL)
{
DrawText(twod, SmallFont, CR_ORANGE,
(twod->GetWidth() - SmallFont->StringWidth (conbuff)*CleanXfac) / 2,
SmallFont->GetHeight()*CleanYfac, conbuff, DTA_CleanNoMove, true, TAG_DONE);
}
}
void DBaseStatusBar::NewGame ()
{
IFVIRTUAL(DBaseStatusBar, NewGame)
{
VMValue params[] = { (DObject*)this };
VMCall(func, params, countof(params), nullptr, 0);
}
mugshot.Reset();
}
void DBaseStatusBar::ShowPop(int pop)
{
IFVIRTUAL(DBaseStatusBar, ShowPop)
{
VMValue params[] = { (DObject*)this, pop };
VMCall(func, params, countof(params), nullptr, 0);
}
}
void DBaseStatusBar::SerializeMessages(FSerializer &arc)
{
arc.Array("hudmessages", Messages, 3, true);
}
void DBaseStatusBar::ScreenSizeChanged ()
{
// We need to recalculate the sizing info
SetSize(RelTop, HorizontalResolution, VerticalResolution);
for (size_t i = 0; i < countof(Messages); ++i)
{
DHUDMessageBase *message = Messages[i];
while (message != NULL)
{
message->CallScreenSizeChanged ();
message = message->Next;
}
}
}
void DBaseStatusBar::CallScreenSizeChanged()
{
IFVIRTUAL(DBaseStatusBar, ScreenSizeChanged)
{
VMValue params[] = { (DObject*)this };
VMCall(func, params, countof(params), nullptr, 0);
}
else ScreenSizeChanged();
}
//---------------------------------------------------------------------------
//
// ValidateInvFirst
//
// Returns an inventory item that, when drawn as the first item, is sure to
// include the selected item in the inventory bar.
//
//---------------------------------------------------------------------------
AActor *DBaseStatusBar::ValidateInvFirst (int numVisible) const
{
IFVM(BaseStatusBar, ValidateInvFirst)
{
VMValue params[] = { const_cast<DBaseStatusBar*>(this), numVisible };
AActor *item;
VMReturn ret((void**)&item);
VMCall(func, params, 2, &ret, 1);
return item;
}
return nullptr;
}
uint32_t DBaseStatusBar::GetTranslation() const
{
if (gameinfo.gametype & GAME_Raven)
return TRANSLATION(TRANSLATION_PlayersExtra, int(CPlayer - players));
return TRANSLATION(TRANSLATION_Players, int(CPlayer - players));
}
//============================================================================
//
// CCMD showpop
//
// Asks the status bar to show a pop screen.
//
//============================================================================
CCMD (showpop)
{
if (argv.argc() != 2)
{
Printf ("Usage: showpop <popnumber>\n");
}
else if (StatusBar != NULL)
{
int popnum = atoi (argv[1]);
if (popnum < 0)
{
popnum = 0;
}
StatusBar->ShowPop (popnum);
}
}
static DObject *InitObject(PClass *type, int paramnum, VM_ARGS)
{
auto obj = type->CreateNew();
// Todo: init
return obj;
}
//---------------------------------------------------------------------------
//
// Weapons List
//
//---------------------------------------------------------------------------
int GetInventoryIcon(AActor *item, uint32_t flags, int *applyscale)
{
if (applyscale != NULL)
{
*applyscale = false;
}
if (item == nullptr) return 0;
FTextureID picnum, Icon = item->TextureIDVar(NAME_Icon), AltIcon = item->TextureIDVar(NAME_AltHUDIcon);
FState * state = NULL, *ReadyState;
picnum.SetNull();
if (flags & DI_ALTICONFIRST)
{
if (!(flags & DI_SKIPALTICON) && AltIcon.isValid())
picnum = AltIcon;
else if (!(flags & DI_SKIPICON))
picnum = Icon;
}
else
{
if (!(flags & DI_SKIPICON) && Icon.isValid())
picnum = Icon;
else if (!(flags & DI_SKIPALTICON))
picnum = AltIcon;
}
if (!picnum.isValid()) //isNull() is bad for checking, because picnum could be also invalid (-1)
{
if (!(flags & DI_SKIPSPAWN) && item->SpawnState && item->SpawnState->sprite != 0)
{
state = item->SpawnState;
if (applyscale != NULL && !(flags & DI_FORCESCALE))
{
*applyscale = true;
}
}
// no spawn state - now try the ready state if it's weapon
else if (!(flags & DI_SKIPREADY) && item->GetClass()->IsDescendantOf(NAME_Weapon) && (ReadyState = item->FindState(NAME_Ready)) && ReadyState->sprite != 0)
{
state = ReadyState;
}
if (state && (unsigned)state->sprite < (unsigned)sprites.Size())
{
spritedef_t * sprdef = &sprites[state->sprite];
spriteframe_t * sprframe = &SpriteFrames[sprdef->spriteframes + state->GetFrame()];
picnum = sprframe->Texture[0];
}
}
return picnum.GetIndex();
}