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https://github.com/ZDoom/gzdoom.git
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4e052f2857
UI always runs on the primary level, so this does not need the ability to operate on multiple levels. Additionally, this can later be set to null when running play code so that scope violations result in an abort.
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() && !currentUILevel.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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