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1423d5f42a
This serves no purpose in itself but it removes a native side class from the status bar class hierarchy which allows for better editing options later.
99 lines
No EOL
2 KiB
Text
99 lines
No EOL
2 KiB
Text
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struct SBarInfo native ui
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{
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native void SetScaled(bool scaled);
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native void Destroy();
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native void AttachToPlayer(PlayerInfo player);
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native void ScreenSizeChanged();
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native void Draw(int state);
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native void NewGame();
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native bool MustDrawLog(int state);
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native void SetMugShotState(String state_name, bool wait_till_done, bool reset);
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native void Tick();
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native clearscope void ReceivedWeapon(Weapon weapon);
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native void FlashItem(class<Inventory> itemtype);
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native void ShowPop(int popnum);
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}
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// The sole purpose of this wrapper is to elimintate the native dependencies of the status bar object
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// because those would seriously impede the script conversion of the base class.
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class SBarInfoWrapper : BaseStatusBar
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{
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private clearscope SBarInfo core;
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override void OnDestroy()
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{
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if (core != null) core.Destroy(); // note that the core is not a GC'd object!
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Super.OnDestroy();
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}
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override void SetScaled(bool scale, bool force)
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{
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Super.SetScaled(scale, force);
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core.SetScaled(Scaled);
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}
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override void AttachToPlayer(PlayerInfo player)
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{
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Super.AttachToPlayer(player);
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core.AttachToPlayer(player);
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}
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override void ScreenSizeChanged()
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{
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Super.ScreenSizeChanged();
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core.ScreenSizeChanged();
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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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core.Draw(state);
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}
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override void NewGame()
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{
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Super.NewGame();
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if (CPlayer != NULL)
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{
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AttachToPlayer(CPlayer);
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core.NewGame();
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}
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}
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override bool MustDrawLog(int state)
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{
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return core.MustDrawLog(state);
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}
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override void SetMugShotState(String state_name, bool wait_till_done, bool reset)
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{
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core.SetMugShotState(state_name, wait_till_done, reset);
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}
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override void Tick()
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{
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Super.Tick();
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core.Tick();
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}
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override void ReceivedWeapon(Weapon weapon)
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{
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core.ReceivedWeapon(weapon);
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}
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override void FlashItem(class<Inventory> itemtype)
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{
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core.FlashItem(itemtype);
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}
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override void ShowPop(int popnum)
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{
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Super.ShowPop(popnum);
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core.ShowPop(popnum);
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}
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} |