mirror of
https://github.com/ZDoom/gzdoom.git
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8d5d742287
SVN r1013 (trunk)
374 lines
9.5 KiB
C++
374 lines
9.5 KiB
C++
/*
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** sbarinfo.h
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**
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** Header for custom status bar definitions.
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**
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**---------------------------------------------------------------------------
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** Copyright 2008 Braden Obrzut
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#ifndef __SBarInfo_SBAR_H__
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#define __SBarInfo_SBAR_H__
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#include "tarray.h"
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#include "v_collection.h"
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#define NUMHUDS 9
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#define NUMPOPUPS 3
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class FBarTexture;
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class FScanner;
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struct SBarInfoCommand; //we need to be able to use this before it is defined.
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struct MugShotState;
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//Popups!
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enum PopupTransition
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{
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TRANSITION_NONE,
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TRANSITION_SLIDEINBOTTOM,
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TRANSITION_FADE,
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};
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struct Popup
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{
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PopupTransition transition;
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bool opened;
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bool moving;
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int height;
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int width;
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int speed;
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int speed2;
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int alpha;
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int x;
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int y;
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Popup();
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void init();
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void tick();
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void open();
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void close();
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bool isDoneMoving();
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int getXOffset();
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int getYOffset();
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int getAlpha(int maxAlpha=FRACUNIT);
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};
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//SBarInfo
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struct SBarInfoBlock
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{
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TArray<SBarInfoCommand> commands;
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bool forceScaled;
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int alpha;
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SBarInfoBlock();
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};
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struct SBarInfoCommand
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{
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SBarInfoCommand();
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~SBarInfoCommand();
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void setString(FScanner &sc, const char* source, int strnum, int maxlength=-1, bool exact=false);
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int type;
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int special;
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int special2;
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int special3;
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int special4;
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int flags;
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int x;
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int y;
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int value;
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int sprite;
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FString string[2];
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FFont *font;
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EColorRange translation;
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EColorRange translation2;
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EColorRange translation3;
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SBarInfoBlock subBlock; //for type SBarInfo_CMD_GAMEMODE
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};
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struct SBarInfo
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{
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TArray<FString> Images;
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SBarInfoBlock huds[NUMHUDS];
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Popup popups[NUMPOPUPS];
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bool automapbar;
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bool interpolateHealth;
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bool interpolateArmor;
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bool completeBorder;
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bool lowerHealthCap;
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char spacingCharacter;
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int interpolationSpeed;
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int armorInterpolationSpeed;
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int height;
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int gameType;
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int GetGameType() { return gameType; }
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void ParseSBarInfo(int lump);
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void ParseSBarInfoBlock(FScanner &sc, SBarInfoBlock &block);
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void ParseMugShotBlock(FScanner &sc, FMugShotState &state);
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void getCoordinates(FScanner &sc, SBarInfoCommand &cmd); //retrieves the next two arguments as x and y.
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int getSignedInteger(FScanner &sc); //returns a signed integer.
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int newImage(const char* patchname);
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void Init();
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EColorRange GetTranslation(FScanner &sc, char* translation);
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SBarInfo();
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SBarInfo(int lumpnum);
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~SBarInfo();
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static void Load();
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};
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extern SBarInfo *SBarInfoScript;
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// Enums used between the parser and the display
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enum //statusbar flags
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{
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STATUSBARFLAG_FORCESCALED = 1,
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};
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enum //gametype flags
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{
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GAMETYPE_SINGLEPLAYER = 1,
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GAMETYPE_COOPERATIVE = 2,
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GAMETYPE_DEATHMATCH = 4,
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GAMETYPE_TEAMGAME = 8,
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};
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enum //drawimage flags
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{
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DRAWIMAGE_PLAYERICON = 1,
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DRAWIMAGE_AMMO1 = 2,
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DRAWIMAGE_AMMO2 = 4,
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DRAWIMAGE_INVENTORYICON = 8,
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DRAWIMAGE_TRANSLATABLE = 16,
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DRAWIMAGE_WEAPONSLOT = 32,
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DRAWIMAGE_SWITCHABLE_AND = 64,
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DRAWIMAGE_INVULNERABILITY = 128,
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DRAWIMAGE_OFFSET_CENTER = 256,
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DRAWIMAGE_ARMOR = 512,
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DRAWIMAGE_WEAPONICON = 1024,
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DRAWIMAGE_SIGIL = 2048,
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};
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enum //drawnumber flags
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{
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DRAWNUMBER_HEALTH = 0x1,
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DRAWNUMBER_ARMOR = 0x2,
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DRAWNUMBER_AMMO1 = 0x4,
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DRAWNUMBER_AMMO2 = 0x8,
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DRAWNUMBER_AMMO = 0x10,
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DRAWNUMBER_AMMOCAPACITY = 0x20,
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DRAWNUMBER_FRAGS = 0x40,
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DRAWNUMBER_INVENTORY = 0x80,
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DRAWNUMBER_KILLS = 0x100,
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DRAWNUMBER_MONSTERS = 0x200,
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DRAWNUMBER_ITEMS = 0x400,
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DRAWNUMBER_TOTALITEMS = 0x800,
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DRAWNUMBER_SECRETS = 0x1000,
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DRAWNUMBER_TOTALSECRETS = 0x2000,
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DRAWNUMBER_ARMORCLASS = 0x4000,
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DRAWNUMBER_GLOBALVAR = 0x8000,
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DRAWNUMBER_GLOBALARRAY = 0x10000,
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DRAWNUMBER_FILLZEROS = 0x20000,
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DRAWNUMBER_WHENNOTZERO = 0x40000,
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};
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enum //drawbar flags (will go into special2)
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{
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DRAWBAR_HORIZONTAL = 1,
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DRAWBAR_REVERSE = 2,
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DRAWBAR_COMPAREDEFAULTS = 4,
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};
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enum //drawselectedinventory flags
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{
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DRAWSELECTEDINVENTORY_ALTERNATEONEMPTY = 1,
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DRAWSELECTEDINVENTORY_ARTIFLASH = 2,
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DRAWSELECTEDINVENTORY_ALWAYSSHOWCOUNTER = 4,
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};
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enum //drawinventorybar flags
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{
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DRAWINVENTORYBAR_ALWAYSSHOW = 1,
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DRAWINVENTORYBAR_NOARTIBOX = 2,
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DRAWINVENTORYBAR_NOARROWS = 4,
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DRAWINVENTORYBAR_ALWAYSSHOWCOUNTER = 8,
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};
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enum //drawgem flags
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{
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DRAWGEM_WIGGLE = 1,
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DRAWGEM_TRANSLATABLE = 2,
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DRAWGEM_ARMOR = 4,
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DRAWGEM_REVERSE = 8,
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};
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enum //drawshader flags
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{
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DRAWSHADER_VERTICAL = 1,
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DRAWSHADER_REVERSE = 2,
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};
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enum //drawmugshot flags
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{
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DRAWMUGSHOT_XDEATHFACE = 1,
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DRAWMUGSHOT_ANIMATEDGODMODE = 2,
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};
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enum //drawkeybar flags
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{
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DRAWKEYBAR_VERTICAL = 1,
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};
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enum //event flags
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{
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SBARINFOEVENT_NOT = 1,
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SBARINFOEVENT_OR = 2,
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SBARINFOEVENT_AND = 4,
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};
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enum //aspect ratios
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{
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ASPECTRATIO_4_3 = 0,
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ASPECTRATIO_16_9 = 1,
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ASPECTRATIO_16_10 = 2,
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ASPECTRATIO_5_4 = 3,
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};
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enum //Key words
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{
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SBARINFO_BASE,
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SBARINFO_HEIGHT,
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SBARINFO_INTERPOLATEHEALTH,
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SBARINFO_INTERPOLATEARMOR,
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SBARINFO_COMPLETEBORDER,
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SBARINFO_MONOSPACEFONTS,
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SBARINFO_LOWERHEALTHCAP,
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SBARINFO_STATUSBAR,
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SBARINFO_MUGSHOT,
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SBARINFO_CREATEPOPUP,
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};
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enum //Bar types
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{
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STBAR_NONE,
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STBAR_FULLSCREEN,
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STBAR_NORMAL,
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STBAR_AUTOMAP,
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STBAR_INVENTORY,
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STBAR_INVENTORYFULLSCREEN,
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STBAR_POPUPLOG,
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STBAR_POPUPKEYS,
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STBAR_POPUPSTATUS,
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};
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enum //Bar key words
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{
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SBARINFO_DRAWIMAGE,
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SBARINFO_DRAWNUMBER,
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SBARINFO_DRAWSWITCHABLEIMAGE,
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SBARINFO_DRAWMUGSHOT,
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SBARINFO_DRAWSELECTEDINVENTORY,
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SBARINFO_DRAWINVENTORYBAR,
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SBARINFO_DRAWBAR,
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SBARINFO_DRAWGEM,
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SBARINFO_DRAWSHADER,
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SBARINFO_DRAWSTRING,
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SBARINFO_DRAWKEYBAR,
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SBARINFO_GAMEMODE,
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SBARINFO_PLAYERCLASS,
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SBARINFO_ASPECTRATIO,
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SBARINFO_ISSELECTED,
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SBARINFO_USESSECONDARYAMMO,
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SBARINFO_HASWEAPONPIECE,
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SBARINFO_WEAPONAMMO,
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SBARINFO_ININVENTORY,
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};
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//All this so I can change the mugshot state in ACS...
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class FBarShader : public FTexture
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{
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public:
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FBarShader(bool vertical, bool reverse);
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const BYTE *GetColumn(unsigned int column, const Span **spans_out);
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const BYTE *GetPixels();
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void Unload();
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private:
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BYTE Pixels[512];
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Span DummySpan[2];
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};
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class DSBarInfo : public DBaseStatusBar
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{
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DECLARE_CLASS(DSBarInfo, DBaseStatusBar)
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public:
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DSBarInfo();
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~DSBarInfo();
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void Draw(EHudState state);
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void NewGame();
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void AttachToPlayer(player_t *player);
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void Tick();
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void ReceivedWeapon (AWeapon *weapon);
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void FlashItem(const PClass *itemtype);
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void ShowPop(int popnum);
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void SetMugShotState(const char* stateName, bool waitTillDone=false, bool reset=false);
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private:
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void doCommands(SBarInfoBlock &block, int xOffset=0, int yOffset=0, int alpha=FRACUNIT);
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void DrawGraphic(FTexture* texture, int x, int y, int xOffset, int yOffset, int alpha, bool translate=false, bool dim=false, bool center=false);
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void DrawString(const char* str, int x, int y, int xOffset, int yOffset, int alpha, EColorRange translation, int spacing=0);
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void DrawNumber(int num, int len, int x, int y, int xOffset, int yOffset, int alpha, EColorRange translation, int spacing=0, bool fillzeros=false);
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void DrawFace(const char *defaultFace, int accuracy, bool xdth, bool animatedgodmode, int x, int y, int xOffset, int yOffset, int alpha);
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int updateState(bool xdth, bool animatedgodmode);
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void DrawInventoryBar(int type, int num, int x, int y, int xOffset, int yOffset, int alpha, bool alwaysshow,
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int counterx, int countery, EColorRange translation, bool drawArtiboxes, bool noArrows, bool alwaysshowcounter);
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void DrawGem(FTexture* chain, FTexture* gem, int value, int x, int y, int xOffset, int yOffset, int alpha, int padleft, int padright, int chainsize,
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bool wiggle, bool translate);
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FRemapTable* getTranslation();
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FImageCollection Images;
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FPlayerSkin *oldSkin;
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FFont *drawingFont;
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int oldHealth;
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int oldArmor;
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int mugshotHealth;
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int chainWiggle;
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int artiflash;
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int pendingPopup;
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int currentPopup;
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unsigned int invBarOffset;
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FBarShader shader_horz_normal;
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FBarShader shader_horz_reverse;
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FBarShader shader_vert_normal;
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FBarShader shader_vert_reverse;
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FMugShot MugShot;
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};
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#endif //__SBarInfo_SBAR_H__
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