mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-12-15 14:51:13 +00:00
109 lines
3 KiB
Text
109 lines
3 KiB
Text
|
class HarmonyStatusBar : DoomStatusBar
|
||
|
{
|
||
|
int scalestate;
|
||
|
|
||
|
override void Init()
|
||
|
{
|
||
|
Super.Init();
|
||
|
|
||
|
// This is for detecting the DECORATEd version of the mod which sets proper scaling for the HUD related textures.
|
||
|
let tex = TexMan.CheckForTexture("MEDIA0", TexMan.Type_Sprite);
|
||
|
if (tex.isValid())
|
||
|
{
|
||
|
int size = TexMan.GetSize(tex);
|
||
|
Vector2 ssize = TexMan.GetScaledSize(tex);
|
||
|
if (ssize.X ~== size) scalestate = 1;
|
||
|
else scalestate = 0;
|
||
|
}
|
||
|
else scalestate = 1;
|
||
|
}
|
||
|
|
||
|
override void Draw (int state, double TicFrac)
|
||
|
{
|
||
|
if (!scalestate)
|
||
|
{
|
||
|
Super.Draw(state, TicFrac);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
BaseStatusBar.Draw (state, TicFrac);
|
||
|
|
||
|
if (state == HUD_StatusBar)
|
||
|
{
|
||
|
BeginStatusBar();
|
||
|
DrawMainBar (TicFrac);
|
||
|
}
|
||
|
else if (state == HUD_Fullscreen)
|
||
|
{
|
||
|
BeginHUD();
|
||
|
DrawFullScreenStuff ();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
protected void DrawFullScreenStuff ()
|
||
|
{
|
||
|
Vector2 iconbox = (40, 20);
|
||
|
// Draw health
|
||
|
DrawImage("MEDIA0", (20, -2), scale:(0.3, 0.3));
|
||
|
DrawString(mHUDFont, FormatNumber(CPlayer.health, 3), (44, -20));
|
||
|
|
||
|
let armor = CPlayer.mo.FindInventory("BasicArmor");
|
||
|
if (armor != null && armor.Amount > 0)
|
||
|
{
|
||
|
DrawInventoryIcon(armor, (20, -22), scale:(0.3, 0.3));
|
||
|
DrawString(mHUDFont, FormatNumber(armor.Amount, 3), (44, -40));
|
||
|
}
|
||
|
Inventory ammotype1, ammotype2;
|
||
|
[ammotype1, ammotype2] = GetCurrentAmmo();
|
||
|
int invY = -20;
|
||
|
if (ammotype1 != null)
|
||
|
{
|
||
|
DrawInventoryIcon(ammotype1, (-14, -4), scale:(0.3, 0.3));
|
||
|
DrawString(mHUDFont, FormatNumber(ammotype1.Amount, 3), (-30, -20), DI_TEXT_ALIGN_RIGHT);
|
||
|
invY -= 20;
|
||
|
}
|
||
|
if (ammotype2 != null && ammotype2 != ammotype1)
|
||
|
{
|
||
|
DrawInventoryIcon(ammotype2, (-14, invY + 17), scale:(0.3, 0.3));
|
||
|
DrawString(mHUDFont, FormatNumber(ammotype2.Amount, 3), (-30, invY), DI_TEXT_ALIGN_RIGHT);
|
||
|
invY -= 20;
|
||
|
}
|
||
|
if (!isInventoryBarVisible() && !level.NoInventoryBar && CPlayer.mo.InvSel != null)
|
||
|
{
|
||
|
DrawInventoryIcon(CPlayer.mo.InvSel, (-14, invY + 17));
|
||
|
DrawString(mHUDFont, FormatNumber(CPlayer.mo.InvSel.Amount, 3), (-30, invY), DI_TEXT_ALIGN_RIGHT);
|
||
|
}
|
||
|
if (deathmatch)
|
||
|
{
|
||
|
DrawString(mHUDFont, FormatNumber(CPlayer.FragCount, 3), (-3, 1), DI_TEXT_ALIGN_RIGHT, Font.CR_GOLD);
|
||
|
}
|
||
|
|
||
|
// Draw the keys. This does not use a special draw function like SBARINFO because the specifics will be different for each mod
|
||
|
// so it's easier to copy or reimplement the following piece of code instead of trying to write a complicated all-encompassing solution.
|
||
|
Vector2 keypos = (-10, 2);
|
||
|
int rowc = 0;
|
||
|
double roww = 0;
|
||
|
for(let i = CPlayer.mo.Inv; i != null; i = i.Inv)
|
||
|
{
|
||
|
if (i is "Key" && i.Icon.IsValid())
|
||
|
{
|
||
|
DrawTexture(i.Icon, keypos, DI_SCREEN_RIGHT_TOP|DI_ITEM_LEFT_TOP);
|
||
|
Vector2 size = TexMan.GetScaledSize(i.Icon);
|
||
|
keypos.Y += size.Y + 2;
|
||
|
roww = max(roww, size.X);
|
||
|
if (++rowc == 3)
|
||
|
{
|
||
|
keypos.Y = 2;
|
||
|
keypos.X -= roww + 2;
|
||
|
roww = 0;
|
||
|
rowc = 0;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
if (isInventoryBarVisible())
|
||
|
{
|
||
|
DrawInventoryBar(diparms, (0, 0), 7, DI_SCREEN_CENTER_BOTTOM, HX_SHADOW);
|
||
|
}
|
||
|
}
|
||
|
}
|