gzdoom/wadsrc/static/zscript/statusbar/harm_sbar.txt
Christoph Oelckers 9b1870f71f - capitalization of 'level' in all places where no changes will be needed.
Mainly done so that searching for 'level.' returns less noise.
2019-01-06 14:38:51 +01:00

100 lines
2.9 KiB
Text

class HarmonyStatusBar : DoomStatusBar
{
double scaleFactor;
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())
{
Vector2 ssize = TexMan.GetScaledSize(tex);
Vector2 facs = (ssize.X / 31, ssize.Y / 18);
scaleFactor = min(facs.X, facs.Y, 1);
}
}
override void Draw (int state, double TicFrac)
{
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:(scaleFactor, scaleFactor));
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:(scaleFactor, scaleFactor));
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:(scaleFactor, scaleFactor));
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:(scaleFactor, scaleFactor));
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);
}
}
}