gzdoom/wadsrc/static/zscript/statusbar/doom_sbar.txt
Christoph Oelckers 1d4ab0cc2a - implemented proper scaling for the status bar itself.
This allows using the UI scale or its own value, like all other scaling values.
In addition there is a choice between preserving equal pixel size or aspect ratio because the squashed non-corrected versions tend to look odd, but since proper scaling requires ununiform pixel sizes it is an option.

- changed how status bar sizes are being handled.

This has to recalculate all scaling and positioning factors, which can cause problems if the drawer leaves with some temporary values that do not reflect the status bar as a whole.
Changed it so that the status bar stores the base values and restores them after drawing is complete.
2017-03-29 19:23:40 +02:00

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6.5 KiB
Text

class DoomStatusBar : BaseStatusBar
{
HUDFont mHUDFont;
HUDFont mIndexFont;
HUDFont mAmountFont;
InventoryBarState diparms;
override void Init()
{
Super.Init();
SetSize(32, 320, 200);
// Create the font used for the fullscreen HUD
Font fnt = "HUDFONT_DOOM";
mHUDFont = HUDFont.Create(fnt, fnt.GetCharWidth("0"), true, 1, 1);
fnt = "INDEXFONT_DOOM";
mIndexFont = HUDFont.Create(fnt, fnt.GetCharWidth("0"), true);
mAmountFont = HUDFont.Create("INDEXFONT");
diparms = InventoryBarState.Create();
}
override void DrawAutomapHUD(double ticFrac)
{
// This uses the normal automap HUD but just changes the highlight color.
DoDrawAutomapHUD(Font.CR_GREY, Font.CR_UNTRANSLATED);
}
override void Draw (int state, double TicFrac)
{
Super.Draw (state, TicFrac);
if (state == HUD_StatusBar)
{
BeginStatusBar();
DrawMainBar (TicFrac);
}
else if (state == HUD_Fullscreen)
{
BeginHUD();
DrawFullScreenStuff ();
}
}
protected void DrawMainBar (double TicFrac)
{
DrawImage("STBAR", (0, 168), DI_ITEM_OFFSETS);
DrawImage("STTPRCNT", (90, 171), DI_ITEM_OFFSETS);
DrawImage("STTPRCNT", (221, 171), DI_ITEM_OFFSETS);
Inventory a1, a2;
int amt1;
[a1, a2, amt1] = GetCurrentAmmo();
DrawString(mHUDFont, FormatNumber(amt1, 3), (44, 171), DI_TEXT_ALIGN_RIGHT|DI_NOSHADOW);
DrawString(mHUDFont, FormatNumber(CPlayer.health, 3), (90, 171), DI_TEXT_ALIGN_RIGHT|DI_NOSHADOW);
DrawString(mHUDFont, FormatNumber(GetArmorAmount(), 3), (221, 171), DI_TEXT_ALIGN_RIGHT|DI_NOSHADOW);
bool locks[6];
String image;
for(int i = 0; i < 6; i++) locks[i] = CPlayer.mo.CheckKeys(i + 1, false, true);
// key 1
if (locks[1] && locks[4]) image = "STKEYS6";
else if (locks[1]) image = "STKEYS0";
else if (locks[4]) image = "STKEYS3";
DrawImage(image, (239, 171), DI_ITEM_OFFSETS);
// key 2
if (locks[2] && locks[5]) image = "STKEYS7";
else if (locks[2]) image = "STKEYS1";
else if (locks[5]) image = "STKEYS4";
else image = "";
DrawImage(image, (239, 181), DI_ITEM_OFFSETS);
// key 3
if (locks[0] && locks[3]) image = "STKEYS8";
else if (locks[0]) image = "STKEYS2";
else if (locks[3]) image = "STKEYS5";
else image = "";
DrawImage(image, (239, 191), DI_ITEM_OFFSETS);
int maxamt;
[amt1, maxamt] = GetAmount("Clip");
DrawString(mIndexFont, FormatNumber(amt1, 3), (288, 173), DI_TEXT_ALIGN_RIGHT);
DrawString(mIndexFont, FormatNumber(maxamt, 3), (314, 173), DI_TEXT_ALIGN_RIGHT);
[amt1, maxamt] = GetAmount("Shell");
DrawString(mIndexFont, FormatNumber(amt1, 3), (288, 179), DI_TEXT_ALIGN_RIGHT);
DrawString(mIndexFont, FormatNumber(maxamt, 3), (314, 179), DI_TEXT_ALIGN_RIGHT);
[amt1, maxamt] = GetAmount("RocketAmmo");
DrawString(mIndexFont, FormatNumber(amt1, 3), (288, 185), DI_TEXT_ALIGN_RIGHT);
DrawString(mIndexFont, FormatNumber(maxamt, 3), (314, 185), DI_TEXT_ALIGN_RIGHT);
[amt1, maxamt] = GetAmount("Cell");
DrawString(mIndexFont, FormatNumber(amt1, 3), (288, 191), DI_TEXT_ALIGN_RIGHT);
DrawString(mIndexFont, FormatNumber(maxamt, 3), (314, 191), DI_TEXT_ALIGN_RIGHT);
if (deathmatch || teamplay)
{
DrawString(mHUDFont, FormatNumber(CPlayer.FragCount, 3), (138, 171), DI_TEXT_ALIGN_RIGHT);
}
else
{
DrawImage("STARMS", (104, 168), DI_ITEM_OFFSETS);
DrawImage(CPlayer.HasWeaponsInSlot(2)? "STYSNUM2" : "STGNUM2", (111, 171), DI_ITEM_OFFSETS);
DrawImage(CPlayer.HasWeaponsInSlot(3)? "STYSNUM3" : "STGNUM3", (123, 171), DI_ITEM_OFFSETS);
DrawImage(CPlayer.HasWeaponsInSlot(4)? "STYSNUM4" : "STGNUM4", (135, 171), DI_ITEM_OFFSETS);
DrawImage(CPlayer.HasWeaponsInSlot(5)? "STYSNUM5" : "STGNUM5", (111, 181), DI_ITEM_OFFSETS);
DrawImage(CPlayer.HasWeaponsInSlot(6)? "STYSNUM6" : "STGNUM6", (123, 181), DI_ITEM_OFFSETS);
DrawImage(CPlayer.HasWeaponsInSlot(7)? "STYSNUM7" : "STGNUM7", (135, 181), DI_ITEM_OFFSETS);
}
if (multiplayer)
{
DrawImage("STFBANY", (143, 168), DI_ITEM_OFFSETS|DI_TRANSLATABLE);
}
if (CPlayer.mo.InvSel != null && !level.NoInventoryBar)
{
DrawInventoryIcon(CPlayer.mo.InvSel, (160, 198));
if (CPlayer.mo.InvSel.Amount > 1)
{
DrawString(mAmountFont, FormatNumber(CPlayer.mo.InvSel.Amount), (175, 198-mIndexFont.mFont.GetHeight()), DI_TEXT_ALIGN_RIGHT, Font.CR_GOLD);
}
}
else
{
DrawTexture(GetMugShot(5), (143, 168), DI_ITEM_OFFSETS);
}
if (isInventoryBarVisible())
{
DrawInventoryBar(diparms, (48, 169), 7, DI_ITEM_LEFT_TOP);
}
}
protected void DrawFullScreenStuff ()
{
Vector2 iconbox = (40, 20);
// Draw health
let berserk = CPlayer.mo.FindInventory("PowerStrength");
DrawImage(berserk? "PSTRA0" : "MEDIA0", (20, -2));
DrawString(mHUDFont, FormatNumber(CPlayer.health, 3), (44, -20));
let armor = CPlayer.mo.FindInventory("BasicArmor");
if (armor != null)
{
DrawInventoryIcon(armor, (20, -22));
DrawString(mHUDFont, FormatNumber(armor.Amount, 3), (44, -40));
}
Inventory ammotype1, ammotype2;
[ammotype1, ammotype2] = GetCurrentAmmo();
int invY = -20;
if (ammotype1 != null)
{
DrawInventoryIcon(ammotype1, (-14, -4));
DrawString(mHUDFont, FormatNumber(ammotype1.Amount, 3), (-30, -20), DI_TEXT_ALIGN_RIGHT);
invY -= 20;
}
if (ammotype2 != null && ammotype2 != ammotype1)
{
DrawInventoryIcon(ammotype2, (-14, invY + 17));
DrawString(mHUDFont, FormatNumber(ammotype2.Amount, 3), (-30, invY), DI_TEXT_ALIGN_RIGHT);
invY -= 20;
}
if (!isInventoryBarVisible() && !level.NoInventoryBar && CPlayer.mo.InvSel != null)
{
DrawInventoryIcon(CPlayer.mo.InvSel, (-14, invY + 17));
DrawString(mHUDFont, FormatNumber(CPlayer.mo.InvSel.Amount, 3), (-30, invY), DI_TEXT_ALIGN_RIGHT);
}
if (deathmatch)
{
DrawString(mHUDFont, FormatNumber(CPlayer.FragCount, 3), (-3, 1), DI_TEXT_ALIGN_RIGHT, Font.CR_GOLD);
}
// Draw the keys. This does not use a special draw function like SBARINFO because the specifics will be different for each mod
// so it's easier to copy or reimplement the following piece of code instead of trying to write a complicated all-encompassing solution.
Vector2 keypos = (-10, 2);
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_SCREEN_RIGHT_TOP|DI_ITEM_LEFT_TOP);
Vector2 size = TexMan.GetScaledSize(i.Icon);
keypos.Y += size.Y + 2;
roww = max(roww, size.X);
if (++rowc == 3)
{
keypos.Y = 2;
keypos.X -= roww + 2;
roww = 0;
rowc = 0;
}
}
}
if (isInventoryBarVisible())
{
DrawInventoryBar(diparms, (0, 0), 7, DI_SCREEN_CENTER_BOTTOM, HX_SHADOW);
}
}
}