gzdoom/wadsrc/static/zscript/statusbar/heretic_sbar.txt
Christoph Oelckers 2f06c09681 - fixed map name display on the automap HUD
This would cut off overlong names and the handling for status bars with protruding elements was far too simplistic and worse, making assumptions based on game mode.
It now uses a virtual function to query the status bar itself for returning this information so it can be overridden and uses V_BreakLines to split the text if it is wider than the display.
2017-03-29 10:36:16 +02:00

213 lines
6.3 KiB
Text

class HereticStatusBar : BaseStatusBar
{
DynamicValueInterpolator mHealthInterpolator;
HUDFont mHUDFont;
HUDFont mIndexFont;
HUDFont mBigFont;
InventoryBarState diparms;
InventoryBarState diparms_sbar;
override void Init()
{
Super.Init();
SetSize(42, 320, 200);
// Create the font used for the fullscreen HUD
Font fnt = "HUDFONT_RAVEN";
mHUDFont = HUDFont.Create(fnt, fnt.GetCharWidth("0") + 1, true, 1, 1);
fnt = "INDEXFONT_RAVEN";
mIndexFont = HUDFont.Create(fnt, fnt.GetCharWidth("0"), true);
fnt = "BIGFONT";
mBigFont = HUDFont.Create(fnt, fnt.GetCharWidth("0"), true, 2, 2);
diparms = InventoryBarState.Create(mIndexFont);
diparms_sbar = InventoryBarState.CreateNoBox(mIndexFont, boxsize:(31, 31), arrowoffs:(0,-10));
mHealthInterpolator = DynamicValueInterpolator.Create(0, 0.25, 1, 8);
}
override int GetProtrusion(double scaleratio) const
{
return scaleratio > 0.7? 8 : 0;
}
override void NewGame ()
{
Super.NewGame();
mHealthInterpolator.Reset (0);
}
override void Tick()
{
Super.Tick();
mHealthInterpolator.Update(CPlayer.health);
}
override void Draw (int state, double TicFrac)
{
Super.Draw (state, TicFrac);
if (state == HUD_StatusBar)
{
BeginStatusBar(320, 200, 42);
DrawMainBar (TicFrac);
}
else if (state == HUD_Fullscreen)
{
BeginHUD(320, 200, 1., false);
DrawFullScreenStuff ();
}
}
protected void DrawMainBar (double TicFrac)
{
DrawImage("BARBACK", (0, 158), DI_ITEM_OFFSETS);
DrawImage("LTFCTOP", (0, 148), DI_ITEM_OFFSETS);
DrawImage("RTFCTOP", (290, 148), DI_ITEM_OFFSETS);
if (isInvulnerable())
{
//god mode
DrawImage("GOD1", (16, 167), DI_ITEM_OFFSETS);
DrawImage("GOD2", (287, 167), DI_ITEM_OFFSETS);
}
//health
DrawImage("CHAINCAC", (0, 190), DI_ITEM_OFFSETS);
// wiggle the chain if it moves
int inthealth = mHealthInterpolator.GetValue();
int wiggle = (inthealth != CPlayer.health) && Random[ChainWiggle](0, 1);
DrawGem("CHAIN", "LIFEGEM2",inthealth, CPlayer.mo.GetMaxHealth(true), (2, 191 + wiggle), 15, 25, 16, (multiplayer? DI_TRANSLATABLE : 0) | DI_ITEM_LEFT_TOP);
DrawImage("LTFACE", (0, 190), DI_ITEM_OFFSETS);
DrawImage("RTFACE", (276, 190), DI_ITEM_OFFSETS);
DrawShader(SHADER_HORZ, (19, 190), (16, 10));
DrawShader(SHADER_HORZ|SHADER_REVERSE, (278, 190), (16, 10));
if (!isInventoryBarVisible())
{
//statbar
if (!deathmatch)
{
DrawImage("LIFEBAR", (34, 160), DI_ITEM_OFFSETS);
DrawImage("ARMCLEAR", (57, 171), DI_ITEM_OFFSETS);
DrawString(mHUDFont, FormatNumber(mHealthInterpolator.GetValue(), 3), (88, 170), DI_TEXT_ALIGN_RIGHT);
}
else
{
DrawImage("STATBAR", (34, 160), DI_ITEM_OFFSETS);
DrawImage("ARMCLEAR", (57, 171), DI_ITEM_OFFSETS);
DrawString(mHUDFont, FormatNumber(CPlayer.FragCount, 3), (88, 170), DI_TEXT_ALIGN_RIGHT);
}
DrawString(mHUDFont, FormatNumber(GetArmorAmount(), 3), (255, 170), DI_TEXT_ALIGN_RIGHT);
//ammo
Ammo ammo1, ammo2;
[ammo1, ammo2] = GetCurrentAmmo();
if (ammo1 != null && ammo2 == null)
{
DrawString(mHUDFont, FormatNumber(ammo1.Amount, 3), (136, 162), DI_TEXT_ALIGN_RIGHT);
DrawTexture(ammo1.icon, (123, 180), DI_ITEM_CENTER);
}
else if (ammo2 != null)
{
DrawString(mIndexFont, FormatNumber(ammo1.Amount, 3), (137, 165), DI_TEXT_ALIGN_RIGHT);
DrawString(mIndexFont, FormatNumber(ammo2.Amount, 3), (137, 177), DI_TEXT_ALIGN_RIGHT);
DrawTexture(ammo1.icon, (115, 169), DI_ITEM_CENTER);
DrawTexture(ammo2.icon, (115, 180), DI_ITEM_CENTER);
}
//keys
if (CPlayer.mo.CheckKeys(3, false, true)) DrawImage("YKEYICON", (153, 164), DI_ITEM_OFFSETS);
if (CPlayer.mo.CheckKeys(1, false, true)) DrawImage("GKEYICON", (153, 172), DI_ITEM_OFFSETS);
if (CPlayer.mo.CheckKeys(2, false, true)) DrawImage("BKEYICON", (153, 180), DI_ITEM_OFFSETS);
//inventory box
if (CPlayer.mo.InvSel != null)
{
DrawInventoryIcon(CPlayer.mo.InvSel, (194, 175), DI_ARTIFLASH|DI_ITEM_CENTER, boxsize:(28, 28));
if (CPlayer.mo.InvSel.Amount > 1)
{
DrawString(mIndexFont, FormatNumber(CPlayer.mo.InvSel.Amount, 3), (209, 182), DI_TEXT_ALIGN_RIGHT);
}
}
}
else
{
DrawImage("INVBAR", (34, 160), DI_ITEM_OFFSETS);
DrawInventoryBar(diparms_sbar, (49, 160), 7, DI_ITEM_LEFT_TOP, HX_SHADOW);
}
}
protected void DrawFullScreenStuff ()
{
//health
DrawImage("PTN1A0", (51, -3));
DrawString(mBigFont, FormatNumber(mHealthInterpolator.GetValue()), (41, -21), DI_TEXT_ALIGN_RIGHT);
//armor
let armor = CPlayer.mo.FindInventory("BasicArmor");
if (armor != null)
{
DrawInventoryIcon(armor, (58, -24));
DrawString(mBigFont, FormatNumber(armor.Amount, 3), (41, -43), DI_TEXT_ALIGN_RIGHT);
}
//frags/keys
if (deathmatch)
{
DrawString(mHUDFont, FormatNumber(CPlayer.FragCount, 3), (70, -16));
}
else
{
Vector2 keypos = (60, -1);
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_ITEM_LEFT_BOTTOM);
Vector2 size = TexMan.GetScaledSize(i.Icon);
keypos.Y -= size.Y + 2;
roww = max(roww, size.X);
if (++rowc == 3)
{
keypos.Y = -1;
keypos.X += roww + 2;
roww = 0;
rowc = 0;
}
}
}
}
//ammo
Ammo ammo1, ammo2;
[ammo1, ammo2] = GetCurrentAmmo();
int y = -22;
if (ammo1 != null)
{
DrawTexture(ammo1.Icon, (-17, y));
DrawString(mHUDFont, FormatNumber(ammo1.Amount, 3), (-3, y+7), DI_TEXT_ALIGN_RIGHT);
y -= 40;
}
if (ammo2 != null)
{
DrawTexture(ammo2.Icon, (-14, y));
DrawString(mHUDFont, FormatNumber(ammo2.Amount, 3), (-3, y+7), DI_TEXT_ALIGN_RIGHT);
y -= 40;
}
if (!isInventoryBarVisible() && !level.NoInventoryBar && CPlayer.mo.InvSel != null)
{
// This code was changed to always fit the item into the box, regardless of alignment or sprite size.
// Heretic's ARTIBOX is 30x30 pixels.
DrawImage("ARTIBOX", (-46, -1), 0, HX_SHADOW);
DrawInventoryIcon(CPlayer.mo.InvSel, (-46, -15), DI_ARTIFLASH|DI_ITEM_CENTER, boxsize:(28, 28));
if (CPlayer.mo.InvSel.Amount > 1)
{
DrawString(mIndexFont, FormatNumber(CPlayer.mo.InvSel.Amount, 3), (-32, -2 - mIndexFont.mFont.GetHeight()), DI_TEXT_ALIGN_RIGHT);
}
}
if (isInventoryBarVisible())
{
DrawInventoryBar(diparms, (0, 0), 7, DI_SCREEN_CENTER_BOTTOM, HX_SHADOW);
}
}
}