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https://github.com/ZDoom/gzdoom-gles.git
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Automatic layout for ammo images in alternative HUD
When ammo icon is displayed before text its position depends on number of digits in current and maximum amounts
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parent
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commit
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1 changed files with 40 additions and 2 deletions
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@ -539,6 +539,38 @@ static void AddAmmoToList(AWeapon * weapdef)
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}
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}
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static int GetDigitCount(int value)
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{
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int digits = 0;
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do
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{
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value /= 10;
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++digits;
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}
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while (0 != value);
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return digits;
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}
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static void GetAmmoTextLengths(player_t *CPlayer, int& ammocur, int& ammomax)
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{
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for (auto type : orderedammos)
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{
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AAmmo * ammoitem = static_cast<AAmmo*>(CPlayer->mo->FindInventory(type));
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AAmmo * inv = nullptr == ammoitem
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? static_cast<AAmmo*>(GetDefaultByType(type))
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: ammoitem;
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assert(nullptr != inv);
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ammocur = MAX(ammocur, nullptr == ammoitem ? 0 : ammoitem->Amount);
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ammomax = MAX(ammomax, inv->MaxAmount);
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}
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ammocur = GetDigitCount(ammocur);
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ammomax = GetDigitCount(ammomax);
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}
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static int DrawAmmo(player_t *CPlayer, int x, int y)
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{
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@ -586,7 +618,13 @@ static int DrawAmmo(player_t *CPlayer, int x, int y)
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// ok, we got all ammo types. Now draw the list back to front (bottom to top)
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int def_width = ConFont->StringWidth("000/000");
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int ammocurlen = 0;
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int ammomaxlen = 0;
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GetAmmoTextLengths(CPlayer, ammocurlen, ammomaxlen);
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mysnprintf(buf, countof(buf), "%0*d/%0*d", ammocurlen, 0, ammomaxlen, 0);
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int def_width = ConFont->StringWidth(buf);
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int yadd = ConFont->GetHeight();
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int xtext = x - def_width;
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@ -618,7 +656,7 @@ static int DrawAmmo(player_t *CPlayer, int x, int y)
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int maxammo = inv->MaxAmount;
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int ammo = ammoitem? ammoitem->Amount : 0;
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mysnprintf(buf, countof(buf), "%3d/%3d", ammo, maxammo);
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mysnprintf(buf, countof(buf), "%*d/%*d", ammocurlen, ammo, ammomaxlen, maxammo);
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int tex_width= clamp<int>(ConFont->StringWidth(buf)-def_width, 0, 1000);
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