gzdoom-gles/wadsrc/static/zscript/statusbar/strife_sbar.txt
Christoph Oelckers 08b3c38304 - simplified the parameters of the HUD draw functions by moving all booleans into one flags word and ordering them so that the less likely ones to be used can be made optional.
- got rid of the image list in the Doom status bar. The cost of the texture lookup is mostly irrelevant here so clearer and shorter code is preferrable.
- moved the box fitting code from DrawTexture into the native function to have all coordinate calculations in one place which is necessary to implement proper alignment default handling. Without higher level functions altering positioning the default can be set to automatic alignment determination, i.e. the value's sign decides where something is placed. Of course for special cases this can be overridden.
- use ANIMDEFS to animate the inventory arrow,
2017-03-26 18:41:24 +02:00

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Text

class StrifeStatusBar : BaseStatusBar
{
// Number of tics to move the popscreen up and down.
const POP_TIME = (Thinker.TICRATE/8);
// Popscreen height when fully extended
const POP_HEIGHT = 104;
// Number of tics to scroll keys left
const KEY_TIME = (Thinker.TICRATE/3);
enum eImg
{
imgINVCURS,
imgCURSOR01,
imgINVPOP,
imgINVPOP2,
imgINVPBAK,
imgINVPBAK2,
imgFONY0,
imgFONY1,
imgFONY2,
imgFONY3,
imgFONY4,
imgFONY5,
imgFONY6,
imgFONY7,
imgFONY8,
imgFONY9,
imgFONY_PERCENT,
imgNEGATIVE,
};
TextureID Images[imgNEGATIVE + 1];
int CursorImage;
int CurrentPop, PendingPop, PopHeight, PopHeightChange;
int KeyPopPos, KeyPopScroll;
double ItemFlash;
HUDFont mYelFont, mGrnFont, mBigFont;
override void Init()
{
static const Name strifeLumpNames[] =
{
"INVCURS", "CURSOR01", "INVPOP", "INVPOP2",
"INVPBAK", "INVPBAK2",
"INVFONY0", "INVFONY1", "INVFONY2", "INVFONY3", "INVFONY4",
"INVFONY5", "INVFONY6", "INVFONY7", "INVFONY8", "INVFONY9",
"INVFONY%", ""
};
Super.Init();
SetSize(32, 320, 200);
Reset();
for(int i = 0; i <= imgNEGATIVE; i++)
{
Images[i] = TexMan.CheckForTexture(strifeLumpNames[i], TexMan.TYPE_MiscPatch);
}
CursorImage = Images[imgINVCURS].IsValid() ? imgINVCURS : imgCURSOR01;
mYelFont = HUDFont.Create("Indexfont_Strife_Yellow", 7, true, 1, 1);
mGrnFont = HUDFont.Create("Indexfont_Strife_Green", 7, true, 1, 1);
mBigFont = HUDFont.Create("BigFont", 0, false, 2, 2);
}
override void NewGame ()
{
Reset ();
if (CPlayer != NULL)
{
AttachToPlayer (CPlayer);
}
}
override void Draw (int state, double TicFrac)
{
Super.Draw (state, TicFrac);
if (state == HUD_StatusBar)
{
BeginStatusBar(320, 200, 32);
DrawMainBar (TicFrac);
}
else
{
if (state == HUD_Fullscreen)
{
BeginHUD(320, 200, 1., false);
DrawFullScreenStuff ();
}
// Draw pop screen (log, keys, and status)
if (CurrentPop != POP_None && PopHeight < 0)
{
// This uses direct low level draw commands and would otherwise require calling
// BeginStatusBar(320, 200, false, true);
DrawPopScreen (screen.GetHeight(), TicFrac);
}
}
}
override void ShowPop (int popnum)
{
Super.ShowPop(popnum);
if (popnum == CurrentPop)
{
if (popnum == POP_Keys)
{
Inventory item;
KeyPopPos += 10;
KeyPopScroll = 280;
int i = 0;
for (item = CPlayer.mo.Inv; item != NULL; item = item.Inv)
{
if (item is "Key")
{
if (i == KeyPopPos)
{
return;
}
i++;
}
}
}
PendingPop = POP_None;
// Do not scroll keys horizontally when dropping the popscreen
KeyPopScroll = 0;
KeyPopPos -= 10;
}
else
{
KeyPopPos = 0;
PendingPop = popnum;
}
}
override bool MustDrawLog(int state)
{
// Tell the base class to draw the log if the pop screen won't be displayed.
return false;
}
void Reset ()
{
CurrentPop = POP_None;
PendingPop = POP_NoChange;
PopHeight = 0;
KeyPopPos = 0;
KeyPopScroll = 0;
ItemFlash = 0;
}
override void Tick ()
{
Super.Tick ();
if (ItemFlash > 0)
{
ItemFlash -= 1/14.;
if (ItemFlash < 0)
{
ItemFlash = 0;
}
}
PopHeightChange = 0;
if (PendingPop != POP_NoChange)
{
if (PopHeight < 0)
{
PopHeightChange = POP_HEIGHT / POP_TIME;
PopHeight += POP_HEIGHT / POP_TIME;
}
else
{
CurrentPop = PendingPop;
PendingPop = POP_NoChange;
}
}
else
{
if (CurrentPop == POP_None)
{
PopHeight = 0;
}
else if (PopHeight > -POP_HEIGHT)
{
PopHeight -= POP_HEIGHT / POP_TIME;
if (PopHeight < -POP_HEIGHT)
{
PopHeight = -POP_HEIGHT;
}
else
{
PopHeightChange = -POP_HEIGHT / POP_TIME;
}
}
if (KeyPopScroll > 0)
{
KeyPopScroll -= 280 / KEY_TIME;
if (KeyPopScroll < 0)
{
KeyPopScroll = 0;
}
}
}
}
override void FlashItem (Class<Inventory> itemtype)
{
ItemFlash = 0.75;
}
private void FillBar(double x, double y, double start, double stopp, Color color1, Color color2)
{
Vector2 virt = Scaled? (320., 200.) : (screen.GetWidth(), screen.GetHeight());
Vector2 pos, sizev;
start *=2;
stopp *=2;
[pos, sizev] = screen.VirtualToRealCoords((ST_X + x + start, ST_Y + y), (stopp - start, 1), virt, true, Scaled);
screen.Dim(color1, 1.0, pos.X + 0.5, pos.Y + 0.5, sizev.X + 0.5, sizev.Y + 0.5);
[pos, sizev] = screen.VirtualToRealCoords((ST_X + x + start, ST_Y + y + 1), (stopp - start, 1), virt, true, Scaled);
screen.Dim(color2, 1.0, pos.X + 0.5, pos.Y + 0.5, sizev.X + 0.5, sizev.Y + 0.5);
}
protected void DrawHealthBar(int health, int x, int y)
{
Color green1 = Color(180, 228, 128); // light green
Color green2 = Color(128, 180, 80); // dark green
Color blue1 = Color(196, 204, 252); // light blue
Color blue2 = Color(148, 152, 200); // dark blue
Color gold1 = Color(224, 188, 0); // light gold
Color gold2 = Color(208, 128, 0); // dark gold
Color red1 = Color(216, 44, 44); // light red
Color red2 = Color(172, 28, 28); // dark red
if (health == 999)
{
FillBar (x, y, 0, 100, gold1, gold2);
}
else
{
if (health <= 100)
{
if (health <= 10)
{
FillBar (x, y, 0, health, red1, red2);
}
else if (health <= 20)
{
FillBar (x, y, 0, health, gold1, gold2);
}
else
{
FillBar (x, y, 0, health, green1, green2);
}
//FillBar (x, y, health, 100, 0, 0);
}
else
{
int stopp = 200 - health;
FillBar (x, y, 0, stopp, green1, green2);
FillBar (x, y, stopp, 100, blue1, blue2);
}
}
}
protected void DrawMainBar (double TicFrac)
{
Inventory item;
int i;
// Pop screen (log, keys, and status)
if (CurrentPop != POP_None && PopHeight < 0)
{
DrawPopScreen (Scaled ? (ST_Y - 8) * screen.GetHeight() / 200 : ST_Y - 8, TicFrac);
}
DrawImage("INVBACK", (0, 0), DI_ITEM_OFFSETS);
DrawImage("INVTOP", (0, -8), DI_ITEM_OFFSETS);
// Health
DrawString(mGrnFont, FormatNumber(CPlayer.health, 3, 5), (79, -6), DI_TEXT_ALIGN_RIGHT);
int points;
if (CPlayer.cheats & CF_GODMODE)
{
points = 999;
}
else
{
points = min(CPlayer.health, 200);
}
DrawHealthBar (points, 49, 4);
DrawHealthBar (points, 49, 7);
// Armor
item = CPlayer.mo.FindInventory('BasicArmor');
if (item != NULL && item.Amount > 0)
{
DrawInventoryIcon(item, (2, 9), DI_ITEM_OFFSETS);
DrawString(mYelFont, FormatNumber(item.Amount, 3, 5), (27, 23), DI_TEXT_ALIGN_RIGHT);
}
// Ammo
Inventory ammo1 = GetCurrentAmmo ();
if (ammo1 != NULL)
{
DrawString(mGrnFont, FormatNumber(ammo1.Amount, 3, 5), (311, -6), DI_TEXT_ALIGN_RIGHT);
DrawInventoryIcon (ammo1, (290, 13), DI_ITEM_OFFSETS);
}
// Sigil
item = CPlayer.mo.FindInventory('Sigil');
if (item != NULL)
{
DrawInventoryIcon (item, (253, 7), DI_ITEM_OFFSETS);
}
// Inventory
CPlayer.inventorytics = 0;
CPlayer.mo.InvFirst = ValidateInvFirst (6);
i = 0;
for (item = CPlayer.mo.InvFirst; item != NULL && i < 6; item = item.NextInv())
{
int flags = item.Amount <= 0? DI_ITEM_OFFSETS|DI_DIM : DI_ITEM_OFFSETS;
if (item == CPlayer.mo.InvSel)
{
DrawTexture (Images[CursorImage], (42 + 35*i, 12), flags, 1. - ItemFlash);
}
DrawInventoryIcon (item, (48 + 35*i, 14), flags);
DrawString(mYelFont, FormatNumber(item.Amount, 3, 5), (75 + 35*i, 23), DI_TEXT_ALIGN_RIGHT);
i++;
}
}
protected void DrawFullScreenStuff ()
{
// Draw health (use red color if health is below the run health threashold.)
DrawString(mGrnFont, FormatNumber(CPlayer.health, 3), (4, -10), DI_TEXT_ALIGN_LEFT, (CPlayer.health < CPlayer.mo.RunHealth)? Font.CR_BRICK : Font.CR_UNTRANSLATED);
DrawImage("I_MDKT", (14, -17));
// Draw armor
let armor = CPlayer.mo.FindInventory('BasicArmor');
if (armor != NULL && armor.Amount != 0)
{
DrawString(mYelFont, FormatNumber(armor.Amount, 3), (35, -10));
DrawInventoryIcon(armor, (45, -17));
}
// Draw ammo
Inventory ammo1, ammo2;
int ammocount1, ammocount2;
[ammo1, ammo2, ammocount1, ammocount2] = GetCurrentAmmo ();
if (ammo1 != NULL)
{
// Draw primary ammo in the bottom-right corner
DrawString(mGrnFont, FormatNumber(ammo1.Amount, 3), (-23, -10));
DrawInventoryIcon(ammo1, (-14, -17));
if (ammo2 != NULL && ammo1!=ammo2)
{
// Draw secondary ammo just above the primary ammo
DrawString(mGrnFont, FormatNumber(ammo1.Amount, 3), (-23, -48));
DrawInventoryIcon(ammo1, (-14, -55));
}
}
if (deathmatch)
{ // Draw frags (in DM)
DrawString(mBigFont, FormatNumber(CPlayer.FragCount, 3), (4, 1));
}
// Draw inventory
if (CPlayer.inventorytics == 0)
{
if (CPlayer.mo.InvSel != null)
{
if (ItemFlash > 0)
{
DrawTexture(Images[CursorImage], (-42, -15));
}
DrawString(mYelFont, FormatNumber(CPlayer.mo.InvSel.Amount, 3, 5), (-30, -10), DI_TEXT_ALIGN_RIGHT);
DrawInventoryIcon(CPlayer.mo.InvSel, (-42, -17), DI_DIMDEPLETED);
}
}
else
{
CPlayer.mo.InvFirst = ValidateInvFirst (6);
int i = 0;
Inventory item;
Vector2 box = TexMan.GetScaledSize(Images[CursorImage]) - (4, 4); // Fit oversized icons into the box.
if (CPlayer.mo.InvFirst != NULL)
{
for (item = CPlayer.mo.InvFirst; item != NULL && i < 6; item = item.NextInv())
{
if (item == CPlayer.mo.InvSel)
{
DrawTexture(Images[CursorImage], (-90+i*35, -3), DI_SCREEN_CENTER_BOTTOM, 0.75);
}
if (item.Icon.isValid())
{
DrawInventoryIcon(item, (-90+i*35, -5), DI_SCREEN_CENTER_BOTTOM|DI_DIMDEPLETED, 0.75);
}
DrawString(mYelFont, FormatNumber(item.Amount, 3, 5), (-72 + i*35, -8), DI_TEXT_ALIGN_RIGHT|DI_SCREEN_CENTER_BOTTOM);
++i;
}
}
}
}
protected void DrawPopScreen (int bottom, double TicFrac)
{
String buff;
String label;
int i;
Inventory item;
int xscale, yscale, left, top;
int bars = (CurrentPop == POP_Status) ? imgINVPOP : imgINVPOP2;
int back = (CurrentPop == POP_Status) ? imgINVPBAK : imgINVPBAK2;
// Extrapolate the height of the popscreen for smoother movement
int height = clamp (PopHeight + int(TicFrac * PopHeightChange), -POP_HEIGHT, 0);
xscale = CleanXfac;
yscale = CleanYfac;
left = screen.GetWidth()/2 - 160*CleanXfac;
top = bottom + height * yscale;
screen.DrawTexture (Images[back], true, left, top, DTA_CleanNoMove, true, DTA_Alpha, 0.75);
screen.DrawTexture (Images[bars], true, left, top, DTA_CleanNoMove, true);
switch (CurrentPop)
{
case POP_Log:
{
// Draw the latest log message.
screen.DrawText(SmallFont2, Font.CR_UNTRANSLATED, left + 210 * xscale, top + 8 * yscale, Level.TimeFormatted(),
DTA_CleanNoMove, true);
if (CPlayer.LogText.Length() > 0)
{
BrokenLines lines = SmallFont2.BreakLines(CPlayer.LogText, 272);
for (i = 0; i < lines.Count(); ++i)
{
screen.DrawText(SmallFont2, Font.CR_UNTRANSLATED, left + 24 * xscale, top + (18 + i * 12)*yscale,
lines.StringAt(i), DTA_CleanNoMove, true);
}
}
break;
}
case POP_Keys:
// List the keys the player has.
int pos, endpos, leftcol;
int clipleft, clipright;
pos = KeyPopPos;
endpos = pos + 10;
leftcol = 20;
clipleft = left + 17*xscale;
clipright = left + (320-17)*xscale;
if (KeyPopScroll > 0)
{
// Extrapolate the scroll position for smoother scrolling
int scroll = MAX (0, KeyPopScroll - int(TicFrac * (280./KEY_TIME)));
pos -= 10;
leftcol = leftcol - 280 + scroll;
}
i = 0;
for (item = CPlayer.mo.Inv; i < endpos && item != NULL; item = item.Inv)
{
if (!(item is "Key"))
continue;
if (i < pos)
{
i++;
continue;
}
label = item.GetTag();
int colnum = ((i-pos) / 5) & (KeyPopScroll > 0 ? 3 : 1);
int rownum = (i % 5) * 18;
screen.DrawTexture (item.Icon, true,
left + (colnum * 140 + leftcol)*xscale,
top + (6 + rownum)*yscale,
DTA_CleanNoMove, true,
DTA_ClipLeft, clipleft,
DTA_ClipRight, clipright);
screen.DrawText (SmallFont2, Font.CR_UNTRANSLATED,
left + (colnum * 140 + leftcol + 17)*xscale,
top + (11 + rownum)*yscale,
label,
DTA_CleanNoMove, true,
DTA_ClipLeft, clipleft,
DTA_ClipRight, clipright);
i++;
}
break;
case POP_Status:
// Show miscellaneous status items.
// Print stats
DrINumber2 (CPlayer.mo.accuracy, left+268*xscale, top+28*yscale, 7*xscale, imgFONY0);
DrINumber2 (CPlayer.mo.stamina, left+268*xscale, top+52*yscale, 7*xscale, imgFONY0);
// How many keys does the player have?
i = 0;
for (item = CPlayer.mo.Inv; item != NULL; item = item.Inv)
{
if (item is "Key")
{
i++;
}
}
DrINumber2 (i, left+268*xscale, top+76*yscale, 7*xscale, imgFONY0);
// Does the player have a communicator?
item = CPlayer.mo.FindInventory ("Communicator");
if (item != NULL)
{
screen.DrawTexture (item.Icon, true,
left + 280*xscale,
top + 74*yscale,
DTA_CleanNoMove, true);
}
// How much ammo does the player have?
static const class<Ammo> AmmoList[] = {
"ClipOfBullets",
"PoisonBolts",
"ElectricBolts",
"HEGrenadeRounds",
"PhosphorusGrenadeRounds",
"MiniMissiles",
"EnergyPod"};
static const int AmmoY[] = {19, 35, 43, 59, 67, 75, 83};
for (i = 0; i < 7; ++i)
{
item = CPlayer.mo.FindInventory (AmmoList[i]);
if (item == NULL)
{
DrINumber2 (0, left+206*xscale, top+AmmoY[i] * yscale, 7*xscale, imgFONY0);
DrINumber2 (GetDefaultByType(AmmoList[i]).MaxAmount, left+239*xscale, top+AmmoY[i] * yscale, 7*xscale, imgFONY0);
}
else
{
DrINumber2 (item.Amount, left+206*xscale, top+AmmoY[i] * yscale, 7*xscale, imgFONY0);
DrINumber2 (item.MaxAmount, left+239*xscale, top+AmmoY[i] * yscale, 7*xscale, imgFONY0);
}
}
// What weapons does the player have?
static const class<Weapon> WeaponList[] =
{
"StrifeCrossbow",
"AssaultGun",
"FlameThrower",
"MiniMissileLauncher",
"StrifeGrenadeLauncher",
"Mauler"
};
static const int WeaponX[] = {23, 21, 57, 20, 55, 52};
static const int WeaponY[] = {19, 41, 50, 64, 20, 75};
for (i = 0; i < 6; ++i)
{
item = CPlayer.mo.FindInventory (WeaponList[i]);
if (item != NULL)
{
screen.DrawTexture (item.Icon, true,
left + WeaponX[i] * xscale,
top + WeaponY[i] * yscale,
DTA_CleanNoMove, true,
DTA_LeftOffset, 0,
DTA_TopOffset, 0);
}
}
break;
}
}
void DrINumber2 (int val, int x, int y, int width, int imgBase) const
{
x -= width;
if (val == 0)
{
screen.DrawTexture (Images[imgBase], true, x, y, DTA_CleanNoMove, true);
}
else
{
while (val != 0)
{
screen.DrawTexture (Images[imgBase+val%10], true, x, y, DTA_CleanNoMove, true);
val /= 10;
x -= width;
}
}
}
}