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- add an option to print the kill, item and secret stats on the alternative HUD with the NewSmallFont.
This has to be set in the console, the default is still the regular small font. Mainly added because some mods have really hard to read fonts where it is not easy to decipher the numbers.
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2 changed files with 24 additions and 7 deletions
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@ -55,6 +55,7 @@
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CVAR(Int,hud_althudscale, 0, CVAR_ARCHIVE) // Scale the hud to 640x400?
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CVAR(Bool,hud_althud, false, CVAR_ARCHIVE) // Enable/Disable the alternate HUD
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CVAR(Bool, hud_althudfont, false, CVAR_ARCHIVE) // Enable/Disable the alternate HUD
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// These are intentionally not the same as in the automap!
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CVAR (Bool, hud_showsecrets, true,CVAR_ARCHIVE); // Show secrets on HUD
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CVAR (Bool, hud_showmonsters, true,CVAR_ARCHIVE); // Show monster stats on HUD
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@ -170,14 +170,30 @@ class AltHud ui
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void DrawStatLine(int x, in out int y, String prefix, String text)
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{
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y -= SmallFont.GetHeight()-1;
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screen.DrawText(SmallFont, hudcolor_statnames, x, y, prefix,
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DTA_KeepRatio, true,
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DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, DTA_Alpha, 0.75);
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if (!hud_althudfont)
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{
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y -= SmallFont.GetHeight()-1;
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screen.DrawText(SmallFont, hudcolor_statnames, x, y, prefix,
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DTA_KeepRatio, true,
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DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, DTA_Alpha, 0.75);
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screen.DrawText(SmallFont, hudcolor_stats, x+statspace, y, text,
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DTA_KeepRatio, true,
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DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, DTA_Alpha, 0.75);
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screen.DrawText(SmallFont, hudcolor_stats, x+statspace, y, text,
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DTA_KeepRatio, true,
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DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, DTA_Alpha, 0.75);
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}
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else
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{
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double horzscale = 1.5;
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int downscale = 2;
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y -= NewSmallFont.GetHeight() / downscale;
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screen.DrawText(NewSmallFont, hudcolor_statnames, x * horzscale, y * downscale, prefix,
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DTA_KeepRatio, true,
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DTA_VirtualWidthF, hudwidth * horzscale, DTA_VirtualHeight, hudheight * downscale, DTA_Alpha, 0.75);
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screen.DrawText(NewSmallFont, hudcolor_stats, (x+statspace) * horzscale, y * downscale, text,
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DTA_KeepRatio, true,
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DTA_VirtualWidthF, hudwidth * horzscale, DTA_VirtualHeight, hudheight * downscale, DTA_Alpha, 0.75);
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}
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}
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void DrawStatus(PlayerInfo CPlayer, int x, int y)
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