75 lines
2.8 KiB
C
Executable file
75 lines
2.8 KiB
C
Executable file
/*
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Copyright 2016-2018 Marco "eukara" Hladik
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MIT LICENSE
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Permission is hereby granted, free of charge, to any person
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obtaining a copy of this software and associated documentation
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files (the "Software"), to deal in the Software without
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restriction, including without limitation the rights to use,
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copy, modify, merge, publish, distribute, sublicense, and/or
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sell copies of the Software, and to permit persons to whom the
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Software is furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be
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included in all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
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OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
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HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
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OTHER DEALINGS IN THE SOFTWARE.
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*/
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float fSBOffset;
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float fSBScale;
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/*
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=================
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HUD_DrawScope_Pic
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The scope borders are split up into multiple parts.
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We want to fill the screen, so we gotta do some hacking.
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=================
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*/
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void HUD_DrawScope_Pic( vector vPos, vector vSize, string sSprite ) {
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drawpic( ( vPos * fSBScale ) + [ fSBOffset, 0 ], sSprite, vSize * fSBScale, '1 1 1', 1.0f );
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}
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/*
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=================
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HUD_DrawScope
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Tries to draw a scope whenever viewzoom < 1.0f
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=================
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*/
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void HUD_DrawScope( void ) {
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static vector vScopePos;
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// Draw the scope in the middle, seperately from the border
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vScopePos = ( vVideoResolution / 2 ) + '-128 -128';
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drawpic( vScopePos, "sprites/sniper_scope.spr_0.tga", '256 256', '1 1 1', 1.0f, DRAWFLAG_NORMAL );
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// Border scale to fit the screen
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fSBScale = vVideoResolution_y / 480;
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fSBOffset = ( vVideoResolution_x / 2 ) - ( ( 640 * fSBScale ) / 2 );
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// Type 1 Border... more coming soon?
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HUD_DrawScope_Pic( '0 0', '192 112', "sprites/top_left.spr_0.tga" );
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HUD_DrawScope_Pic( '192 0', '256 112', "sprites/top.spr_0.tga" );
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HUD_DrawScope_Pic( '448 0', '192 112', "sprites/top_right.spr_0.tga" );
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HUD_DrawScope_Pic( '0 112', '192 256', "sprites/left.spr_0.tga" );
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HUD_DrawScope_Pic( '448 112', '192 256', "sprites/right.spr_0.tga" );
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HUD_DrawScope_Pic( '0 368', '192 112', "sprites/bottom_left.spr_0.tga" );
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HUD_DrawScope_Pic( '192 368', '256 112', "sprites/bottom.spr_0.tga" );
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HUD_DrawScope_Pic( '448 368', '192 112', "sprites/bottom_right.spr_0.tga" );
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// Rect borders left and right
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if ( fSBOffset > 0 ) {
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drawfill( '0 0', [ fSBOffset, vVideoResolution_y ], '0 0 0', 1.0f );
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drawfill( [ ( 640 * fSBScale ) + fSBOffset, 0 ], [ fSBOffset, vVideoResolution_y ], '0 0 0', 1.0f );
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}
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}
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