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- Fixed: Popups weren't shown on the alt hud.
SVN r4030 (trunk)
This commit is contained in:
parent
76b5757dab
commit
e86f27a7a6
4 changed files with 52 additions and 42 deletions
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@ -803,9 +803,10 @@ void D_Display ()
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if (hud_althud && viewheight == SCREENHEIGHT && screenblocks > 10)
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{
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StatusBar->DrawBottomStuff (HUD_None);
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StatusBar->DrawBottomStuff (HUD_AltHud);
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if (DrawFSHUD || automapactive) DrawHUD();
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StatusBar->DrawTopStuff (HUD_None);
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StatusBar->Draw (HUD_AltHud);
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StatusBar->DrawTopStuff (HUD_AltHud);
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}
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else
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if (viewheight == SCREENHEIGHT && viewactive && screenblocks > 10)
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@ -48,7 +48,9 @@ enum EHudState
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{
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HUD_StatusBar,
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HUD_Fullscreen,
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HUD_None
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HUD_None,
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HUD_AltHud // Used for passing through popups to the alt hud
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};
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class AWeapon;
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@ -1040,37 +1040,41 @@ public:
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//prepare ammo counts
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GetCurrentAmmo(ammo1, ammo2, ammocount1, ammocount2);
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armor = CPlayer->mo->FindInventory<ABasicArmor>();
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if(hud != lastHud)
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{
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script->huds[hud]->Tick(NULL, this, true);
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// Restore scaling if need be.
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if(scalingWasForced)
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if(state != HUD_AltHud)
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{
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if(hud != lastHud)
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{
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scalingWasForced = false;
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SetScaled(false);
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setsizeneeded = true;
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script->huds[hud]->Tick(NULL, this, true);
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// Restore scaling if need be.
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if(scalingWasForced)
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{
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scalingWasForced = false;
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SetScaled(false);
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setsizeneeded = true;
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}
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}
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}
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if(currentPopup != POP_None && !script->huds[hud]->FullScreenOffsets())
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script->huds[hud]->Draw(NULL, this, script->popups[currentPopup-1].getXDisplacement(), script->popups[currentPopup-1].getYDisplacement(), FRACUNIT);
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else
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script->huds[hud]->Draw(NULL, this, 0, 0, FRACUNIT);
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lastHud = hud;
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// Handle inventory bar drawing
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if(CPlayer->inventorytics > 0 && !(level.flags & LEVEL_NOINVENTORYBAR) && (state == HUD_StatusBar || state == HUD_Fullscreen))
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{
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SBarInfoMainBlock *inventoryBar = state == HUD_StatusBar ? script->huds[STBAR_INVENTORY] : script->huds[STBAR_INVENTORYFULLSCREEN];
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if(inventoryBar != lastInventoryBar)
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inventoryBar->Tick(NULL, this, true);
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// No overlay? Lets cancel it.
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if(inventoryBar->NumCommands() == 0)
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CPlayer->inventorytics = 0;
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if(currentPopup != POP_None && !script->huds[hud]->FullScreenOffsets())
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script->huds[hud]->Draw(NULL, this, script->popups[currentPopup-1].getXDisplacement(), script->popups[currentPopup-1].getYDisplacement(), FRACUNIT);
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else
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inventoryBar->DrawAux(NULL, this, 0, 0, FRACUNIT);
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script->huds[hud]->Draw(NULL, this, 0, 0, FRACUNIT);
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lastHud = hud;
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// Handle inventory bar drawing
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if(CPlayer->inventorytics > 0 && !(level.flags & LEVEL_NOINVENTORYBAR) && (state == HUD_StatusBar || state == HUD_Fullscreen))
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{
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SBarInfoMainBlock *inventoryBar = state == HUD_StatusBar ? script->huds[STBAR_INVENTORY] : script->huds[STBAR_INVENTORYFULLSCREEN];
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if(inventoryBar != lastInventoryBar)
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inventoryBar->Tick(NULL, this, true);
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// No overlay? Lets cancel it.
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if(inventoryBar->NumCommands() == 0)
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CPlayer->inventorytics = 0;
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else
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inventoryBar->DrawAux(NULL, this, 0, 0, FRACUNIT);
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}
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}
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// Handle popups
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@ -222,12 +222,7 @@ public:
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{
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DBaseStatusBar::Draw (state);
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if (state == HUD_Fullscreen)
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{
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SB_state = screen->GetPageCount ();
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DrawFullScreenStuff ();
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}
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else if (state == HUD_StatusBar)
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if (state == HUD_StatusBar)
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{
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if (SB_state != 0)
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{
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@ -235,6 +230,20 @@ public:
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}
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DrawMainBar ();
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}
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else
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{
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if (state == HUD_Fullscreen)
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{
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SB_state = screen->GetPageCount ();
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DrawFullScreenStuff ();
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}
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// Draw pop screen (log, keys, and status)
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if (CurrentPop != POP_None && PopHeight < 0)
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{
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DrawPopScreen (screen->GetHeight());
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}
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}
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}
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void ShowPop (int popnum)
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@ -279,7 +288,7 @@ public:
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bool MustDrawLog(EHudState state)
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{
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// Tell the base class to draw the log if the pop screen won't be displayed.
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return (state == HUD_None);
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return false;
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}
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private:
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@ -554,12 +563,6 @@ private:
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}
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}
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}
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// Draw pop screen (log, keys, and status)
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if (CurrentPop != POP_None && PopHeight < 0)
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{
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DrawPopScreen (screen->GetHeight());
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}
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}
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void DrawPopScreen (int bottom)
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