- fixed: Harmony requires special scaling treatment for the fullscreen HUD's icons.

This commit is contained in:
Christoph Oelckers 2017-05-21 21:30:46 +02:00
parent 7bc5573baa
commit 42e62d9005
5 changed files with 120 additions and 3 deletions

View file

@ -39,7 +39,7 @@ IWad
Autoname = "harmony" Autoname = "harmony"
Game = "Doom" Game = "Doom"
Config = "Harmony" Config = "Harmony"
Mapinfo = "mapinfo/hacxharm.txt" Mapinfo = "mapinfo/harmony.txt"
MustContain = "MAP01", "0HAWK01", "0CARA3", "0NOSE1" MustContain = "MAP01", "0HAWK01", "0CARA3", "0NOSE1"
BannerColors = "6e b4 d6", "45 4f 7e" BannerColors = "6e b4 d6", "45 4f 7e"
} }
@ -50,7 +50,7 @@ IWad
Game = "Doom" Game = "Doom"
Config = "Hacx" Config = "Hacx"
Autoname = "hacx.hacx2" Autoname = "hacx.hacx2"
Mapinfo = "mapinfo/hacxharm.txt" Mapinfo = "mapinfo/hacx.txt"
MustContain = "MAP01", "HACX-E" MustContain = "MAP01", "HACX-E"
BannerColors = "ff ff ff", "00 88 22" BannerColors = "ff ff ff", "00 88 22"
} }
@ -61,7 +61,7 @@ IWad
Game = "Doom" Game = "Doom"
Config = "Hacx" Config = "Hacx"
Autoname = "hacx.hacx1" Autoname = "hacx.hacx1"
Mapinfo = "mapinfo/hacxharm.txt" Mapinfo = "mapinfo/hacx.txt"
MustContain = "MAP01", "HACX-R" MustContain = "MAP01", "HACX-R"
BannerColors = "00 00 a8", "a8 a8 a8" BannerColors = "00 00 a8", "a8 a8 a8"
} }

View file

@ -0,0 +1,8 @@
include "mapinfo/doom2.txt"
gameinfo
{
cursorpic = "cursor"
statusbarclass = "HarmonyStatusBar"
}

View file

@ -37,6 +37,7 @@ version "2.5"
#include "zscript/statusbar/heretic_sbar.txt" #include "zscript/statusbar/heretic_sbar.txt"
#include "zscript/statusbar/hexen_sbar.txt" #include "zscript/statusbar/hexen_sbar.txt"
#include "zscript/statusbar/strife_sbar.txt" #include "zscript/statusbar/strife_sbar.txt"
#include "zscript/statusbar/harm_sbar.txt"
#include "zscript/statusbar/sbarinfowrapper.txt" #include "zscript/statusbar/sbarinfowrapper.txt"
#include "zscript/inventory/inventory.txt" #include "zscript/inventory/inventory.txt"

View file

@ -0,0 +1,108 @@
class HarmonyStatusBar : DoomStatusBar
{
int scalestate;
override void Init()
{
Super.Init();
// This is for detecting the DECORATEd version of the mod which sets proper scaling for the HUD related textures.
let tex = TexMan.CheckForTexture("MEDIA0", TexMan.Type_Sprite);
if (tex.isValid())
{
int size = TexMan.GetSize(tex);
Vector2 ssize = TexMan.GetScaledSize(tex);
if (ssize.X ~== size) scalestate = 1;
else scalestate = 0;
}
else scalestate = 1;
}
override void Draw (int state, double TicFrac)
{
if (!scalestate)
{
Super.Draw(state, TicFrac);
return;
}
BaseStatusBar.Draw (state, TicFrac);
if (state == HUD_StatusBar)
{
BeginStatusBar();
DrawMainBar (TicFrac);
}
else if (state == HUD_Fullscreen)
{
BeginHUD();
DrawFullScreenStuff ();
}
}
protected void DrawFullScreenStuff ()
{
Vector2 iconbox = (40, 20);
// Draw health
DrawImage("MEDIA0", (20, -2), scale:(0.3, 0.3));
DrawString(mHUDFont, FormatNumber(CPlayer.health, 3), (44, -20));
let armor = CPlayer.mo.FindInventory("BasicArmor");
if (armor != null && armor.Amount > 0)
{
DrawInventoryIcon(armor, (20, -22), scale:(0.3, 0.3));
DrawString(mHUDFont, FormatNumber(armor.Amount, 3), (44, -40));
}
Inventory ammotype1, ammotype2;
[ammotype1, ammotype2] = GetCurrentAmmo();
int invY = -20;
if (ammotype1 != null)
{
DrawInventoryIcon(ammotype1, (-14, -4), scale:(0.3, 0.3));
DrawString(mHUDFont, FormatNumber(ammotype1.Amount, 3), (-30, -20), DI_TEXT_ALIGN_RIGHT);
invY -= 20;
}
if (ammotype2 != null && ammotype2 != ammotype1)
{
DrawInventoryIcon(ammotype2, (-14, invY + 17), scale:(0.3, 0.3));
DrawString(mHUDFont, FormatNumber(ammotype2.Amount, 3), (-30, invY), DI_TEXT_ALIGN_RIGHT);
invY -= 20;
}
if (!isInventoryBarVisible() && !level.NoInventoryBar && CPlayer.mo.InvSel != null)
{
DrawInventoryIcon(CPlayer.mo.InvSel, (-14, invY + 17));
DrawString(mHUDFont, FormatNumber(CPlayer.mo.InvSel.Amount, 3), (-30, invY), DI_TEXT_ALIGN_RIGHT);
}
if (deathmatch)
{
DrawString(mHUDFont, FormatNumber(CPlayer.FragCount, 3), (-3, 1), DI_TEXT_ALIGN_RIGHT, Font.CR_GOLD);
}
// Draw the keys. This does not use a special draw function like SBARINFO because the specifics will be different for each mod
// so it's easier to copy or reimplement the following piece of code instead of trying to write a complicated all-encompassing solution.
Vector2 keypos = (-10, 2);
int rowc = 0;
double roww = 0;
for(let i = CPlayer.mo.Inv; i != null; i = i.Inv)
{
if (i is "Key" && i.Icon.IsValid())
{
DrawTexture(i.Icon, keypos, DI_SCREEN_RIGHT_TOP|DI_ITEM_LEFT_TOP);
Vector2 size = TexMan.GetScaledSize(i.Icon);
keypos.Y += size.Y + 2;
roww = max(roww, size.X);
if (++rowc == 3)
{
keypos.Y = 2;
keypos.X -= roww + 2;
roww = 0;
rowc = 0;
}
}
}
if (isInventoryBarVisible())
{
DrawInventoryBar(diparms, (0, 0), 7, DI_SCREEN_CENTER_BOTTOM, HX_SHADOW);
}
}
}