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https://github.com/ZDoom/gzdoom.git
synced 2024-11-11 07:12:02 +00:00
- change statusbar drawers to use the top left of the virtual screen as origin, not the top left of the actual status bar, to bring this in line with SBARINFO.
The Strife status bar which was still native code had it differently and that was used as the initial guideline.
This commit is contained in:
parent
bc95e5180d
commit
0fdd118906
4 changed files with 51 additions and 60 deletions
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@ -1620,7 +1620,7 @@ void DBaseStatusBar::DrawGraphic(FTextureID texture, double x, double y, int fla
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if (!fullscreenOffsets)
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{
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x += ST_X;
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y += ST_Y;
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//y += ST_Y;
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// Todo: Allow other scaling values, too.
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if (Scaled)
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@ -1835,7 +1835,7 @@ void DBaseStatusBar::DrawString(FFont *font, const FString &cstring, double x, d
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if (!fullscreenOffsets)
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{
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rx += ST_X;
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ry += ST_Y;
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//ry += ST_Y;
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// Todo: Allow other scaling values, too.
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if (Scaled)
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@ -20,14 +20,6 @@ class DoomStatusBar : BaseStatusBar
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diparms = InventoryBarState.Create();
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}
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override void NewGame ()
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{
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if (CPlayer != NULL)
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{
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AttachToPlayer (CPlayer);
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}
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}
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override void Draw (int state, double TicFrac)
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{
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Super.Draw (state, TicFrac);
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@ -46,16 +38,16 @@ class DoomStatusBar : BaseStatusBar
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protected void DrawMainBar (double TicFrac)
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{
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DrawImage("STBAR", (0, 0), DI_ITEM_OFFSETS);
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DrawImage("STTPRCNT", (90, 3), DI_ITEM_OFFSETS);
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DrawImage("STTPRCNT", (221, 3), DI_ITEM_OFFSETS);
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DrawImage("STBAR", (0, 168), DI_ITEM_OFFSETS);
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DrawImage("STTPRCNT", (90, 171), DI_ITEM_OFFSETS);
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DrawImage("STTPRCNT", (221, 171), DI_ITEM_OFFSETS);
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Inventory a1, a2;
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int amt1;
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[a1, a2, amt1] = GetCurrentAmmo();
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DrawString(mHUDFont, FormatNumber(amt1, 3), (44, 3), DI_TEXT_ALIGN_RIGHT|DI_NOSHADOW);
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DrawString(mHUDFont, FormatNumber(CPlayer.health, 3), (90, 3), DI_TEXT_ALIGN_RIGHT|DI_NOSHADOW);
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DrawString(mHUDFont, FormatNumber(GetArmorAmount(), 3), (221, 3), DI_TEXT_ALIGN_RIGHT|DI_NOSHADOW);
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DrawString(mHUDFont, FormatNumber(amt1, 3), (44, 171), DI_TEXT_ALIGN_RIGHT|DI_NOSHADOW);
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DrawString(mHUDFont, FormatNumber(CPlayer.health, 3), (90, 171), DI_TEXT_ALIGN_RIGHT|DI_NOSHADOW);
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DrawString(mHUDFont, FormatNumber(GetArmorAmount(), 3), (221, 171), DI_TEXT_ALIGN_RIGHT|DI_NOSHADOW);
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bool locks[6];
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String image;
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@ -64,72 +56,72 @@ class DoomStatusBar : BaseStatusBar
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if (locks[1] && locks[4]) image = "STKEYS6";
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else if (locks[1]) image = "STKEYS0";
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else if (locks[4]) image = "STKEYS3";
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DrawImage(image, (239, 3), DI_ITEM_OFFSETS);
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DrawImage(image, (239, 171), DI_ITEM_OFFSETS);
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// key 2
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if (locks[2] && locks[5]) image = "STKEYS7";
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else if (locks[2]) image = "STKEYS1";
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else if (locks[5]) image = "STKEYS4";
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else image = "";
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DrawImage(image, (239, 13), DI_ITEM_OFFSETS);
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DrawImage(image, (239, 181), DI_ITEM_OFFSETS);
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// key 3
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if (locks[0] && locks[3]) image = "STKEYS8";
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else if (locks[0]) image = "STKEYS2";
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else if (locks[3]) image = "STKEYS5";
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else image = "";
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DrawImage(image, (239, 23), DI_ITEM_OFFSETS);
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DrawImage(image, (239, 191), DI_ITEM_OFFSETS);
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int maxamt;
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[amt1, maxamt] = GetAmount("Clip");
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DrawString(mIndexFont, FormatNumber(amt1, 3), (288, 5), DI_TEXT_ALIGN_RIGHT);
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DrawString(mIndexFont, FormatNumber(maxamt, 3), (314, 5), DI_TEXT_ALIGN_RIGHT);
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DrawString(mIndexFont, FormatNumber(amt1, 3), (288, 173), DI_TEXT_ALIGN_RIGHT);
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DrawString(mIndexFont, FormatNumber(maxamt, 3), (314, 173), DI_TEXT_ALIGN_RIGHT);
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[amt1, maxamt] = GetAmount("Shell");
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DrawString(mIndexFont, FormatNumber(amt1, 3), (288, 11), DI_TEXT_ALIGN_RIGHT);
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DrawString(mIndexFont, FormatNumber(maxamt, 3), (314, 11), DI_TEXT_ALIGN_RIGHT);
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DrawString(mIndexFont, FormatNumber(amt1, 3), (288, 179), DI_TEXT_ALIGN_RIGHT);
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DrawString(mIndexFont, FormatNumber(maxamt, 3), (314, 179), DI_TEXT_ALIGN_RIGHT);
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[amt1, maxamt] = GetAmount("RocketAmmo");
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DrawString(mIndexFont, FormatNumber(amt1, 3), (288, 17), DI_TEXT_ALIGN_RIGHT);
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DrawString(mIndexFont, FormatNumber(maxamt, 3), (314, 17), DI_TEXT_ALIGN_RIGHT);
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DrawString(mIndexFont, FormatNumber(amt1, 3), (288, 185), DI_TEXT_ALIGN_RIGHT);
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DrawString(mIndexFont, FormatNumber(maxamt, 3), (314, 185), DI_TEXT_ALIGN_RIGHT);
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[amt1, maxamt] = GetAmount("Cell");
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DrawString(mIndexFont, FormatNumber(amt1, 3), (288, 23), DI_TEXT_ALIGN_RIGHT);
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DrawString(mIndexFont, FormatNumber(maxamt, 3), (314, 23), DI_TEXT_ALIGN_RIGHT);
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DrawString(mIndexFont, FormatNumber(amt1, 3), (288, 191), DI_TEXT_ALIGN_RIGHT);
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DrawString(mIndexFont, FormatNumber(maxamt, 3), (314, 191), DI_TEXT_ALIGN_RIGHT);
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if (deathmatch || teamplay)
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{
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DrawString(mHUDFont, FormatNumber(CPlayer.FragCount, 3), (138, 3), DI_TEXT_ALIGN_RIGHT);
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DrawString(mHUDFont, FormatNumber(CPlayer.FragCount, 3), (138, 171), DI_TEXT_ALIGN_RIGHT);
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}
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else
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{
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DrawImage("STARMS", (104, 0), DI_ITEM_OFFSETS);
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DrawImage(CPlayer.HasWeaponsInSlot(2)? "STYSNUM2" : "STGNUM2", (111, 3), DI_ITEM_OFFSETS);
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DrawImage(CPlayer.HasWeaponsInSlot(3)? "STYSNUM3" : "STGNUM3", (123, 3), DI_ITEM_OFFSETS);
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DrawImage(CPlayer.HasWeaponsInSlot(4)? "STYSNUM4" : "STGNUM4", (135, 3), DI_ITEM_OFFSETS);
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DrawImage(CPlayer.HasWeaponsInSlot(5)? "STYSNUM5" : "STGNUM5", (111, 13), DI_ITEM_OFFSETS);
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DrawImage(CPlayer.HasWeaponsInSlot(6)? "STYSNUM6" : "STGNUM6", (123, 13), DI_ITEM_OFFSETS);
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DrawImage(CPlayer.HasWeaponsInSlot(7)? "STYSNUM7" : "STGNUM7", (135, 13), DI_ITEM_OFFSETS);
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DrawImage("STARMS", (104, 168), DI_ITEM_OFFSETS);
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DrawImage(CPlayer.HasWeaponsInSlot(2)? "STYSNUM2" : "STGNUM2", (111, 171), DI_ITEM_OFFSETS);
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DrawImage(CPlayer.HasWeaponsInSlot(3)? "STYSNUM3" : "STGNUM3", (123, 171), DI_ITEM_OFFSETS);
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DrawImage(CPlayer.HasWeaponsInSlot(4)? "STYSNUM4" : "STGNUM4", (135, 171), DI_ITEM_OFFSETS);
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DrawImage(CPlayer.HasWeaponsInSlot(5)? "STYSNUM5" : "STGNUM5", (111, 181), DI_ITEM_OFFSETS);
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DrawImage(CPlayer.HasWeaponsInSlot(6)? "STYSNUM6" : "STGNUM6", (123, 181), DI_ITEM_OFFSETS);
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DrawImage(CPlayer.HasWeaponsInSlot(7)? "STYSNUM7" : "STGNUM7", (135, 181), DI_ITEM_OFFSETS);
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}
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if (multiplayer)
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{
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DrawImage("STFBANY", (143, 0), DI_ITEM_OFFSETS|DI_TRANSLATABLE);
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DrawImage("STFBANY", (143, 168), DI_ITEM_OFFSETS|DI_TRANSLATABLE);
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}
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if (CPlayer.mo.InvSel != null && !level.NoInventoryBar)
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{
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DrawInventoryIcon(CPlayer.mo.InvSel, (160, 30));
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DrawInventoryIcon(CPlayer.mo.InvSel, (160, 198));
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if (CPlayer.mo.InvSel.Amount > 0)
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{
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DrawString(mAmountFont, FormatNumber(CPlayer.mo.InvSel.Amount), (175, 30-mIndexFont.mFont.GetHeight()), DI_TEXT_ALIGN_RIGHT, Font.CR_GOLD);
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DrawString(mAmountFont, FormatNumber(CPlayer.mo.InvSel.Amount), (175, 198-mIndexFont.mFont.GetHeight()), DI_TEXT_ALIGN_RIGHT, Font.CR_GOLD);
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}
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}
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else
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{
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DrawTexture(GetMugShot(5), (143, 0), DI_ITEM_OFFSETS);
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DrawTexture(GetMugShot(5), (143, 168), DI_ITEM_OFFSETS);
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}
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if (CPlayer.inventorytics != 0 && !level.NoInventoryBar)
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{
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DrawInventoryBar(diparms, (48, 1), 7, DI_ITEM_LEFT_TOP);
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DrawInventoryBar(diparms, (48, 169), 7, DI_ITEM_LEFT_TOP);
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}
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}
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@ -262,7 +262,7 @@ class BaseStatusBar native ui
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virtual void FlashItem (class<Inventory> itemtype) {}
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virtual void AttachToPlayer (PlayerInfo player) { CPlayer = player; }
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virtual void FlashCrosshair () { CrosshairSize = XHAIRPICKUPSIZE; }
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virtual void NewGame () {}
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virtual void NewGame () { if (CPlayer != null) AttachToPlayer(CPlayer); }
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virtual void ShowPop (int popnum) { ShowLog = (popnum == POP_Log && !ShowLog); }
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virtual bool MustDrawLog(int state) { return true; }
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@ -805,14 +805,16 @@ class DynamicValueInterpolator : Object
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{
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int mCurrentValue;
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int mMinChange;
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int mMaxChange;
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double mChangeFactor;
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static DynamicValueInterpolator Create(int startval, double changefactor, int minchange)
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static DynamicValueInterpolator Create(int startval, double changefactor, int minchange, int maxchange)
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{
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let v = new("DynamicValueInterpolator");
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v.mCurrentValue = startval;
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v.mMinChange = minchange;
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v.mMaxChange = maxchange;
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v.mChangeFactor = changefactor;
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return v;
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}
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@ -821,7 +823,7 @@ class DynamicValueInterpolator : Object
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// Do not call this in the Draw function because that may skip some frames!
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void Update(int destvalue)
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{
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int diff = int(max(abs(destvalue - mCurrentValue) * mChangeFactor, mMinChange));
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int diff = int(clamp(abs(destvalue - mCurrentValue) * mChangeFactor, mMinChange, mMaxChange));
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if (mCurrentValue > destvalue)
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{
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mCurrentValue = max(destvalue, mCurrentValue - diff);
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@ -71,11 +71,8 @@ class StrifeStatusBar : BaseStatusBar
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override void NewGame ()
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{
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Super.NewGame();
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Reset ();
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if (CPlayer != NULL)
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{
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AttachToPlayer (CPlayer);
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}
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}
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override void Draw (int state, double TicFrac)
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@ -290,11 +287,11 @@ class StrifeStatusBar : BaseStatusBar
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DrawPopScreen (Scaled ? (ST_Y - 8) * screen.GetHeight() / 200 : ST_Y - 8, TicFrac);
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}
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DrawImage("INVBACK", (0, 0), DI_ITEM_OFFSETS);
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DrawImage("INVTOP", (0, -8), DI_ITEM_OFFSETS);
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DrawImage("INVBACK", (0, 168), DI_ITEM_OFFSETS);
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DrawImage("INVTOP", (0, 160), DI_ITEM_OFFSETS);
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// Health
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DrawString(mGrnFont, FormatNumber(CPlayer.health, 3, 5), (79, -6), DI_TEXT_ALIGN_RIGHT);
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DrawString(mGrnFont, FormatNumber(CPlayer.health, 3, 5), (79, 162), DI_TEXT_ALIGN_RIGHT);
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int points;
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if (CPlayer.cheats & CF_GODMODE)
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{
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@ -304,30 +301,30 @@ class StrifeStatusBar : BaseStatusBar
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{
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points = min(CPlayer.health, 200);
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}
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DrawHealthBar (points, 49, 4);
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DrawHealthBar (points, 49, 7);
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DrawHealthBar (points, 49, 172);
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DrawHealthBar (points, 49, 175);
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// Armor
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item = CPlayer.mo.FindInventory('BasicArmor');
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if (item != NULL && item.Amount > 0)
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{
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DrawInventoryIcon(item, (2, 9), DI_ITEM_OFFSETS);
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DrawString(mYelFont, FormatNumber(item.Amount, 3, 5), (27, 23), DI_TEXT_ALIGN_RIGHT);
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DrawInventoryIcon(item, (2, 177), DI_ITEM_OFFSETS);
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DrawString(mYelFont, FormatNumber(item.Amount, 3, 5), (27, 191), DI_TEXT_ALIGN_RIGHT);
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}
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// Ammo
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Inventory ammo1 = GetCurrentAmmo ();
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if (ammo1 != NULL)
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{
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DrawString(mGrnFont, FormatNumber(ammo1.Amount, 3, 5), (311, -6), DI_TEXT_ALIGN_RIGHT);
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DrawInventoryIcon (ammo1, (290, 13), DI_ITEM_OFFSETS);
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DrawString(mGrnFont, FormatNumber(ammo1.Amount, 3, 5), (311, 162), DI_TEXT_ALIGN_RIGHT);
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DrawInventoryIcon (ammo1, (290, 181), DI_ITEM_OFFSETS);
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}
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// Sigil
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item = CPlayer.mo.FindInventory('Sigil');
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if (item != NULL)
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{
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DrawInventoryIcon (item, (253, 7), DI_ITEM_OFFSETS);
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DrawInventoryIcon (item, (253, 175), DI_ITEM_OFFSETS);
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}
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// Inventory
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@ -339,10 +336,10 @@ class StrifeStatusBar : BaseStatusBar
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int flags = item.Amount <= 0? DI_ITEM_OFFSETS|DI_DIM : DI_ITEM_OFFSETS;
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if (item == CPlayer.mo.InvSel)
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{
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DrawTexture (Images[CursorImage], (42 + 35*i, 12), flags, 1. - ItemFlash);
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DrawTexture (Images[CursorImage], (42 + 35*i, 180), flags, 1. - ItemFlash);
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}
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DrawInventoryIcon (item, (48 + 35*i, 14), flags);
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DrawString(mYelFont, FormatNumber(item.Amount, 3, 5), (75 + 35*i, 23), DI_TEXT_ALIGN_RIGHT);
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DrawInventoryIcon (item, (48 + 35*i, 182), flags);
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DrawString(mYelFont, FormatNumber(item.Amount, 3, 5), (75 + 35*i, 191), DI_TEXT_ALIGN_RIGHT);
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i++;
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}
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}
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