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45dc9a7b47
currentUILevel is now primaryLevel. For ZScript, currentVMLevel was added. This is also exported as 'level' and will change as needed. This also means that no breaking deprecations will be needed in the future, because in order to sandbox a level only 4 variables need to be handled: level, players, playeringame and consoleplayer. The remaining global variables are not relevant for the level state. The static 'level' has been mostly removed from the code except some places that still need work.
100 lines
2.9 KiB
Text
100 lines
2.9 KiB
Text
class HarmonyStatusBar : DoomStatusBar
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{
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double scaleFactor;
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override void Init()
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{
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Super.Init();
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// This is for detecting the DECORATEd version of the mod which sets proper scaling for the HUD related textures.
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let tex = TexMan.CheckForTexture("MEDIA0", TexMan.Type_Sprite);
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if (tex.isValid())
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{
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Vector2 ssize = TexMan.GetScaledSize(tex);
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Vector2 facs = (ssize.X / 31, ssize.Y / 18);
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scaleFactor = min(facs.X, facs.Y, 1);
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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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BaseStatusBar.Draw (state, TicFrac);
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if (state == HUD_StatusBar)
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{
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BeginStatusBar();
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DrawMainBar (TicFrac);
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}
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else if (state == HUD_Fullscreen)
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{
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BeginHUD();
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DrawFullScreenStuff ();
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}
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}
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protected void DrawFullScreenStuff ()
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{
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Vector2 iconbox = (40, 20);
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// Draw health
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DrawImage("MEDIA0", (20, -2), scale:(scaleFactor, scaleFactor));
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DrawString(mHUDFont, FormatNumber(CPlayer.health, 3), (44, -20));
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let armor = CPlayer.mo.FindInventory("BasicArmor");
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if (armor != null && armor.Amount > 0)
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{
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DrawInventoryIcon(armor, (20, -22), scale:(scaleFactor, scaleFactor));
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DrawString(mHUDFont, FormatNumber(armor.Amount, 3), (44, -40));
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}
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Inventory ammotype1, ammotype2;
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[ammotype1, ammotype2] = GetCurrentAmmo();
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int invY = -20;
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if (ammotype1 != null)
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{
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DrawInventoryIcon(ammotype1, (-14, -4), scale:(scaleFactor, scaleFactor));
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DrawString(mHUDFont, FormatNumber(ammotype1.Amount, 3), (-30, -20), DI_TEXT_ALIGN_RIGHT);
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invY -= 20;
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}
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if (ammotype2 != null && ammotype2 != ammotype1)
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{
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DrawInventoryIcon(ammotype2, (-14, invY + 17), scale:(scaleFactor, scaleFactor));
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DrawString(mHUDFont, FormatNumber(ammotype2.Amount, 3), (-30, invY), DI_TEXT_ALIGN_RIGHT);
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invY -= 20;
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}
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if (!isInventoryBarVisible() && !Level.NoInventoryBar && CPlayer.mo.InvSel != null)
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{
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DrawInventoryIcon(CPlayer.mo.InvSel, (-14, invY + 17));
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DrawString(mHUDFont, FormatNumber(CPlayer.mo.InvSel.Amount, 3), (-30, invY), DI_TEXT_ALIGN_RIGHT);
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}
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if (deathmatch)
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{
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DrawString(mHUDFont, FormatNumber(CPlayer.FragCount, 3), (-3, 1), DI_TEXT_ALIGN_RIGHT, Font.CR_GOLD);
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}
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// Draw the keys. This does not use a special draw function like SBARINFO because the specifics will be different for each mod
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// so it's easier to copy or reimplement the following piece of code instead of trying to write a complicated all-encompassing solution.
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Vector2 keypos = (-10, 2);
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int rowc = 0;
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double roww = 0;
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for(let i = CPlayer.mo.Inv; i != null; i = i.Inv)
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{
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if (i is "Key" && i.Icon.IsValid())
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{
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DrawTexture(i.Icon, keypos, DI_SCREEN_RIGHT_TOP|DI_ITEM_LEFT_TOP);
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Vector2 size = TexMan.GetScaledSize(i.Icon);
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keypos.Y += size.Y + 2;
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roww = max(roww, size.X);
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if (++rowc == 3)
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{
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keypos.Y = 2;
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keypos.X -= roww + 2;
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roww = 0;
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rowc = 0;
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}
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}
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}
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if (isInventoryBarVisible())
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{
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DrawInventoryBar(diparms, (0, 0), 7, DI_SCREEN_CENTER_BOTTOM, HX_SHADOW);
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}
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}
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}
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