
struct MugShot
{
	enum StateFlags
	{
		STANDARD = 0x0,

		XDEATHFACE = 0x1,
		ANIMATEDGODMODE = 0x2,
		DISABLEGRIN = 0x4,
		DISABLEOUCH = 0x8,
		DISABLEPAIN = 0x10,
		DISABLERAMPAGE = 0x20,
		CUSTOM = 0x40,
	}
}

class HUDFont native ui
{
	native Font mFont;
	native static HUDFont Create(Font fnt, int spacing = 0, bool monospaced = false, int shadowx = 0, int shadowy = 0);
}

class InventoryBarState ui
{
	TextureID box;
	TextureID selector;
	Vector2 boxsize;
	Vector2 boxofs;
	Vector2 selectofs;
	Vector2 innersize;
		
	TextureID left;
	TextureID right;
	Vector2 arrowoffset;

	double itemalpha;
	
	HUDFont amountfont;
	int cr;
	int flags;

	private static void Init(InventoryBarState me, HUDFont indexfont, int cr, double itemalpha, Vector2 innersize,	String leftgfx, String rightgfx, Vector2 arrowoffs, int flags)
	{
		me.itemalpha = itemalpha;
		if (innersize == (0, 0))
		{
			me.boxofs = (2, 2);
			me.innersize = me.boxsize - (4, 4);	// Default is based on Heretic's and Hexens icons.
		}
		else
		{
			me.innersize = innersize;
			me.boxofs = (me.boxsize - me.innersize) / 2;
		}
		if (me.selector.IsValid())
		{
			Vector2 sel = TexMan.GetScaledSize(me.selector);
			me.selectofs = (me.boxsize - sel) / 2;
		}
		me.left = TexMan.CheckForTexture(leftgfx, TexMan.TYPE_MiscPatch);
		me.right = TexMan.CheckForTexture(rightgfx, TexMan.TYPE_MiscPatch);
		me.arrowoffset = arrowoffs;
		me.arrowoffset.Y += me.boxsize.Y/2;	// default is centered to the side of the box.
		if (indexfont == null) 
		{
			me.amountfont = HUDFont.Create("INDEXFONT");
			if (cr == Font.CR_UNTRANSLATED) cr = Font.CR_GOLD;
		}
		else me.amountfont = indexfont;
		me.cr = cr;
		me.flags = flags;
	}

	// The default settings here are what SBARINFO is using.
	static InventoryBarState Create(HUDFont indexfont = null, int cr = Font.CR_UNTRANSLATED, double itemalpha = 1.,
							String boxgfx = "ARTIBOX", String selgfx = "SELECTBO", Vector2 innersize = (0, 0),
							String leftgfx = "INVGEML1", String rightgfx = "INVGEMR1", Vector2 arrowoffs = (0, 0), int flags = 0)
	{
		let me = new ("InventoryBarState");
		me.box = TexMan.CheckForTexture(boxgfx, TexMan.TYPE_MiscPatch);
		me.selector = TexMan.CheckForTexture(selgfx, TexMan.TYPE_MiscPatch);
		if (me.box.IsValid() || me.selector.IsValid()) me.boxsize = TexMan.GetScaledSize(me.box.IsValid()? me.box : me.selector);
		else me.boxsize = (32., 32.);
		Init(me, indexfont, cr, itemalpha, innersize, leftgfx, rightgfx, arrowoffs, flags);
		return me;
	}
	
	// The default settings here are what SBARINFO is using.
	static InventoryBarState CreateNoBox(HUDFont indexfont = null, int cr = Font.CR_UNTRANSLATED, double itemalpha = 1.,
							Vector2 boxsize = (32, 32), String selgfx = "SELECTBO", Vector2 innersize = (0, 0),
							String leftgfx = "INVGEML1", String rightgfx = "INVGEMR1", Vector2 arrowoffs = (0, 0), int flags = 0)
	{
		let me = new ("InventoryBarState");
		me.box.SetInvalid();
		me.selector = TexMan.CheckForTexture(selgfx, TexMan.TYPE_MiscPatch);
		me.boxsize = boxsize;
		Init(me, indexfont, cr, itemalpha, innersize, leftgfx, rightgfx, arrowoffs, flags);
		return me;
	}
	
}


class BaseStatusBar native ui
{
	enum EPop
	{
		POP_NoChange = -1,
		POP_None,
		POP_Log,
		POP_Keys,
		POP_Status
	}

	// Status face stuff
	enum EMug
	{
		ST_NUMPAINFACES		= 5,
		ST_NUMSTRAIGHTFACES	= 3,
		ST_NUMTURNFACES		= 2,
		ST_NUMSPECIALFACES	= 3,
		ST_NUMEXTRAFACES	= 2,
		ST_FACESTRIDE		= ST_NUMSTRAIGHTFACES+ST_NUMTURNFACES+ST_NUMSPECIALFACES,
		ST_NUMFACES			= ST_FACESTRIDE*ST_NUMPAINFACES+ST_NUMEXTRAFACES,

		ST_TURNOFFSET		= ST_NUMSTRAIGHTFACES,
		ST_OUCHOFFSET		= ST_TURNOFFSET + ST_NUMTURNFACES,
		ST_EVILGRINOFFSET	= ST_OUCHOFFSET + 1,
		ST_RAMPAGEOFFSET	= ST_EVILGRINOFFSET + 1,
		ST_GODFACE			= ST_NUMPAINFACES*ST_FACESTRIDE,
		ST_DEADFACE			= ST_GODFACE + 1
	}
	
	enum EHudState
	{
		HUD_StatusBar,
		HUD_Fullscreen,
		HUD_None,

		HUD_AltHud // Used for passing through popups to the alt hud
	}
	
	enum DI_Flags
	{
		DI_SKIPICON = 0x1,
		DI_SKIPALTICON = 0x2,
		DI_SKIPSPAWN = 0x4,
		DI_SKIPREADY = 0x8,
		DI_ALTICONFIRST = 0x10,
		DI_TRANSLATABLE = 0x20,
		DI_FORCESCALE = 0x40,
		DI_DIM = 0x80,
		DI_DRAWCURSORFIRST = 0x100,	// only for DrawInventoryBar.
		DI_ALWAYSSHOWCOUNT = 0x200,	// only for DrawInventoryBar.
		DI_DIMDEPLETED = 0x400,
		DI_DONTANIMATE = 0x800,		// do not animate the texture
			
		DI_SCREEN_AUTO = 0,					// decide based on given offsets.
		DI_SCREEN_MANUAL_ALIGN = 0x4000,	// If this is on, the following flags will have an effect
			
		DI_SCREEN_TOP = DI_SCREEN_MANUAL_ALIGN,
		DI_SCREEN_VCENTER = 0x8000 | DI_SCREEN_MANUAL_ALIGN,
		DI_SCREEN_BOTTOM = 0x10000 | DI_SCREEN_MANUAL_ALIGN,
		DI_SCREEN_VOFFSET = 0x18000 | DI_SCREEN_MANUAL_ALIGN,
		DI_SCREEN_VMASK = 0x18000 | DI_SCREEN_MANUAL_ALIGN,
			
		DI_SCREEN_LEFT = DI_SCREEN_MANUAL_ALIGN,
		DI_SCREEN_HCENTER = 0x20000 | DI_SCREEN_MANUAL_ALIGN,
		DI_SCREEN_RIGHT = 0x40000 | DI_SCREEN_MANUAL_ALIGN,
		DI_SCREEN_HOFFSET = 0x60000 | DI_SCREEN_MANUAL_ALIGN,
		DI_SCREEN_HMASK = 0x60000 | DI_SCREEN_MANUAL_ALIGN,
			
		DI_SCREEN_LEFT_TOP = DI_SCREEN_TOP|DI_SCREEN_LEFT,
		DI_SCREEN_RIGHT_TOP = DI_SCREEN_TOP|DI_SCREEN_RIGHT,
		DI_SCREEN_LEFT_BOTTOM = DI_SCREEN_BOTTOM|DI_SCREEN_LEFT,
		DI_SCREEN_RIGHT_BOTTOM = DI_SCREEN_BOTTOM|DI_SCREEN_RIGHT,
		DI_SCREEN_CENTER = DI_SCREEN_VCENTER|DI_SCREEN_HCENTER,
		DI_SCREEN_CENTER_BOTTOM = DI_SCREEN_BOTTOM|DI_SCREEN_HCENTER,
		DI_SCREEN_OFFSETS = DI_SCREEN_HOFFSET|DI_SCREEN_VOFFSET,
			
		DI_ITEM_AUTO = 0,		// equivalent with bottom center, which is the default alignment.
			
		DI_ITEM_TOP = 0x80000,
		DI_ITEM_VCENTER = 0x100000,
		DI_ITEM_BOTTOM = 0,		// this is the default vertical alignment
		DI_ITEM_VOFFSET = 0x180000,
		DI_ITEM_VMASK = 0x180000,
			
		DI_ITEM_LEFT = 0x200000,
		DI_ITEM_HCENTER = 0,	// this is the deafault horizontal alignment
		DI_ITEM_RIGHT = 0x400000,
		DI_ITEM_HOFFSET = 0x600000,
		DI_ITEM_HMASK = 0x600000,
			
		DI_ITEM_LEFT_TOP = DI_ITEM_TOP|DI_ITEM_LEFT,
		DI_ITEM_RIGHT_TOP = DI_ITEM_TOP|DI_ITEM_RIGHT,
		DI_ITEM_LEFT_BOTTOM = DI_ITEM_BOTTOM|DI_ITEM_LEFT,
		DI_ITEM_RIGHT_BOTTOM = DI_ITEM_BOTTOM|DI_ITEM_RIGHT,
		DI_ITEM_CENTER = DI_ITEM_VCENTER|DI_ITEM_HCENTER,
		DI_ITEM_CENTER_BOTTOM = DI_ITEM_BOTTOM|DI_ITEM_HCENTER,
		DI_ITEM_OFFSETS = DI_ITEM_HOFFSET|DI_ITEM_VOFFSET,
			
		DI_TEXT_ALIGN_LEFT = 0,
		DI_TEXT_ALIGN_RIGHT = 0x800000,
		DI_TEXT_ALIGN_CENTER = 0x1000000,
		DI_TEXT_ALIGN = 0x1800000,

		DI_ALPHAMAPPED = 0x2000000,
		DI_NOSHADOW = 0x4000000,
		DI_ALWAYSSHOWCOUNTERS = 0x8000000,
		DI_ARTIFLASH = 0x10000000,
		DI_FORCEFILL = 0x20000000,

		// These 2 flags are only used by SBARINFO so these duplicate other flags not used by SBARINFO
		DI_DRAWINBOX = DI_TEXT_ALIGN_RIGHT,
		DI_ALTERNATEONFAIL = DI_TEXT_ALIGN_CENTER,

	};
	
	enum IconType
	{
		ITYPE_PLAYERICON = 1000,
		ITYPE_AMMO1,
		ITYPE_AMMO2,
		ITYPE_ARMOR,
		ITYPE_WEAPON,
		ITYPE_SIGIL,
		ITYPE_WEAPONSLOT,
		ITYPE_SELECTEDINVENTORY,
	}
	
	enum HexArmorType
	{
		HEXENARMOR_ARMOR,
		HEXENARMOR_SHIELD,
		HEXENARMOR_HELM,
		HEXENARMOR_AMULET,
	};
	
	enum AmmoModes
	{
		AMMO_PRIMARY,
		AMMO_SECONDARY,
		AMMO_ANY,
		AMMO_BOTH
	};
	
	enum EHudDraw
	{
		HUD_Normal,
		HUD_HorizCenter
	}
	
	enum ENumFlags
	{
		FNF_FILLZEROS,
		FNF_WHENNOTZERO,
	}
	
	enum EShade
	{
		SHADER_HORZ = 0,
		SHADER_VERT = 2,
		SHADER_REVERSE = 1
	}
	
	const XHAIRSHRINKSIZE =(1./18);
	const XHAIRPICKUPSIZE = (2+XHAIRSHRINKSIZE);
	const POWERUPICONSIZE = 32;
	

	native int RelTop;
	native int HorizontalResolution, VerticalResolution;
	native bool Centering;
	native bool FixedOrigin;
	native bool CompleteBorder;
	native double CrosshairSize;
	native double Displacement;
	native PlayerInfo CPlayer;
	native bool ShowLog;
	native Vector2 defaultScale;	// factor for fully scaled fullscreen display.
	native int artiflashTick;
	native double itemflashFade;

	// These are block properties for the drawers. A child class can set them to have a block of items use the same settings.
	native double Alpha;
	native Vector2 drawOffset;		// can be set by subclasses to offset drawing operations
	native double drawClip[4];		// defines a clipping rectangle (not used yet)
	native bool fullscreenOffsets;	// current screen is displayed with fullscreen behavior.
	
	private HUDFont mSmallFont;
	
	
	native void SetSize(int height, int vwidth, int vheight, int hwidth = -1, int hheight = -1);
	native Vector2 GetHUDScale();
	native void BeginStatusBar(bool forceScaled = false, int resW = -1, int resH = -1, int rel = -1);
	native void BeginHUD(double Alpha = 1., bool forcescaled = false, int resW = -1, int resH = -1);
	
	virtual void Init() 
	{
		mSmallFont = HUDFont.Create("SmallFont");
	}

	native virtual void Tick ();
	native virtual void Draw (int state, double TicFrac);
	native virtual void ScreenSizeChanged ();
	native virtual clearscope void ReceivedWeapon (Weapon weapn);
	native virtual clearscope void SetMugShotState (String state_name, bool wait_till_done=false, bool reset=false);

	virtual void FlashItem (class<Inventory> itemtype) { artiflashTick = 4; itemflashFade = 0.75; }
	virtual void AttachToPlayer (PlayerInfo player) { CPlayer = player; }
	virtual void FlashCrosshair () { CrosshairSize = XHAIRPICKUPSIZE; }
	virtual void NewGame () { if (CPlayer != null) AttachToPlayer(CPlayer); }
	virtual void ShowPop (int popnum) { ShowLog = (popnum == POP_Log && !ShowLog); }
	virtual bool MustDrawLog(int state) { return true; }
	
	native TextureID GetMugshot(int accuracy, int stateflags=MugShot.STANDARD, String default_face = "STF");
	
	// These functions are kept native solely for performance reasons. They get called repeatedly and can drag down performance easily if they get too slow.
	native Inventory ValidateInvFirst (int numVisible) const;
	native static TextureID, bool GetInventoryIcon(Inventory item, int flags);
	native void DrawTexture(TextureID texture, Vector2 pos, int flags = 0, double Alpha = 1., Vector2 box = (-1, -1), Vector2 scale = (1, 1));
	native void DrawImage(String texture, Vector2 pos, int flags = 0, double Alpha = 1., Vector2 box = (-1, -1), Vector2 scale = (1, 1));
	native void DrawString(HUDFont font, String string, Vector2 pos, int flags = 0, int translation = Font.CR_UNTRANSLATED, double Alpha = 1., int wrapwidth = -1, int linespacing = 4);
	native double, double, double, double TransformRect(double x, double y, double w, double h, int flags = 0);
	native void Fill(Color col, double x, double y, double w, double h, int flags = 0);
	native static String FormatNumber(int number, int minsize = 0, int maxsize = 0, int format = 0, String prefix = "");
	native double, double, double, double StatusbarToRealCoords(double x, double y=0, double w=0, double h=0);
	native int GetTopOfStatusBar();
	native void SetClipRect(double x, double y, double w, double h, int flags = 0);
	
	void ClearClipRect()
	{
		screen.ClearClipRect();
	}
	
	//============================================================================
	//
	// DBaseStatusBar :: GetCurrentAmmo
	//
	// Returns the types and amounts of ammo used by the current weapon. If the
	// weapon only uses one type of ammo, it is always returned as ammo1.
	//
	//============================================================================

	Ammo, Ammo, int, int GetCurrentAmmo () const
	{
		Ammo ammo1, ammo2;
		if (CPlayer.ReadyWeapon != NULL)
		{
			ammo1 = CPlayer.ReadyWeapon.Ammo1;
			ammo2 = CPlayer.ReadyWeapon.Ammo2;
			if (ammo1 == NULL)
			{
				ammo1 = ammo2;
				ammo2 = NULL;
			}
		}
		else
		{
			ammo1 = ammo2 = NULL;
		}
		let ammocount1 = ammo1 != NULL ? ammo1.Amount : 0;
		let ammocount2 = ammo2 != NULL ? ammo2.Amount : 0;
		return ammo1, ammo2, ammocount1, ammocount2;
	}

	//============================================================================
	//
	// Get an icon
	//
	//============================================================================

	TextureID, Vector2 GetIcon(Inventory item, int flags, bool showdepleted = true)
	{
		TextureID icon;
		Vector2 scale = (1,1);
		icon.SetInvalid();
		if (item != null)
		{
			bool applyscale;
			[icon, applyscale] = GetInventoryIcon(item, flags);
			
			if (item.Amount == 0 && !showdepleted) return icon, scale;
			
			if (applyscale)
				scale = item.Scale;
		}
		return icon, scale;
	}
	
	//============================================================================
	//
	// Returns how much the status bar's graphics extend into the view
	// Used for automap text positioning
	// The parameter specifies how much of the status bar area will be covered
	// by the element requesting this information.
	//
	//============================================================================
	
	virtual int GetProtrusion(double scaleratio) const
	{
		return 0;
	}

	//============================================================================
	//
	// Convenience functions to retrieve item tags
	//
	//============================================================================

	String GetAmmoTag(bool secondary = false)
	{
		let w = CPlayer.ReadyWeapon;
		if (w == null) return "";
		let ammo = secondary? w.ammo2 : w.ammo1;
		return ammo.GetTag();
	}	

	String GetWeaponTag()
	{
		let w = CPlayer.ReadyWeapon;
		if (w == null) return "";
		return w.GetTag();
	}	

	String GetSelectedInventoryTag()
	{
		let w = CPlayer.mo.InvSel;
		if (w == null) return "";
		return w.GetTag();
	}	

	// These cannot be done in ZScript.
	native static String GetGlobalACSString(int index);
	native static String GetGlobalACSArrayString(int arrayno, int index);
	native static int GetGlobalACSValue(int index);
	native static int GetGlobalACSArrayValue(int arrayno, int index);
	
	//============================================================================
	//
	// Convenience functions to retrieve some numbers
	//
	//============================================================================
	
	int GetArmorAmount()
	{
		let armor = CPlayer.mo.FindInventory("BasicArmor");
		return armor? armor.Amount : 0;
	}
	
	int, int GetAmount(class<Inventory> item)
	{
		let it = CPlayer.mo.FindInventory(item);
		int ret1 = it? it.Amount : 0;
		int ret2 = it? it.MaxAmount : GetDefaultByType(item).MaxAmount;
		return ret1, ret2;
	}

	int GetMaxAmount(class<Inventory> item)
	{
		let it = CPlayer.mo.FindInventory(item);
		return it? it.MaxAmount : GetDefaultByType(item).MaxAmount;
	}

	int GetArmorSavePercent()
	{
		double add = 0;
		let harmor = HexenArmor(CPlayer.mo.FindInventory("HexenArmor"));
		if(harmor != NULL)
		{
			add = harmor.Slots[0] + harmor.Slots[1] + harmor.Slots[2] + harmor.Slots[3] + harmor.Slots[4];
		}
		//Hexen counts basic armor also so we should too.
		let armor = BasicArmor(CPlayer.mo.FindInventory("BasicArmor"));
		if(armor != NULL)
		{
			add += armor.SavePercent * 100;
		}
		return int(add);
	}
	
	// Note that this retrieves the value in tics, not seconds like the equivalent SBARINFO function.
	// The idea is to let the caller decide what to do with it instead of destroying accuracy here.
	int GetAirTime()
	{
		if(CPlayer.mo.waterlevel < 3)
			return level.airsupply;
		else
			return max(CPlayer.air_finished - level.time, 0);
	}
	
	int GetSelectedInventoryAmount()
	{
		if(CPlayer.mo.InvSel != NULL) return CPlayer.mo.InvSel.Amount;
		return 0;
	}
	
	int GetKeyCount()
	{
		int num = 0;
		for(Inventory item = CPlayer.mo.Inv;item != NULL;item = item.Inv)
		{
			if(item is "Key") num++;
		}
		return num;
	}
	
	//============================================================================
	//
	// various checker functions, based on SBARINFOs condition nodes.
	//
	//============================================================================

	//============================================================================
	//
	// checks ammo use of current weapon
	//
	//============================================================================

	bool WeaponUsesAmmo(int ValidModes)
	{
		if (CPlayer == null) return false;
		let w = CPlayer.ReadyWeapon;
		if (w == null) return false;
		bool usesammo1 = w.AmmoType1 != NULL;
		bool usesammo2 = w.AmmoType2 != NULL;
		
		if (ValidModes == AMMO_PRIMARY) return usesammo1;
		if (ValidModes == AMMO_SECONDARY) return usesammo2;
		if (ValidModes == AMMO_ANY) return (usesammo1 || usesammo2);
		if (ValidModes == AMMO_BOTH) return (usesammo1 && usesammo2);
		return false;
	}

	//============================================================================
	//
	// checks if inventory bar is visible
	//
	//============================================================================

	bool isInventoryBarVisible()
	{
		if (CPlayer == null) return false;
		return (CPlayer.inventorytics > 0 && !level.NoInventoryBar);
	}
	
	//============================================================================
	//
	// checks if aspect ratio is in a given range
	//
	//============================================================================
	
	bool CheckAspectRatio(double min, double max)
	{
		if (CPlayer == null) return false;
		double aspect = screen.GetAspectRatio();
		return (aspect >= min && aspect < max);
	}

	//============================================================================
	//
	// checks if weapon is selected.
	//
	//============================================================================

	bool CheckWeaponSelected(class<Weapon> weap, bool checksister = true)
	{
		if (CPlayer == null) return false;
		let w = CPlayer.ReadyWeapon;
		if (w == null) return false;
		if (w.GetClass() == weap) return true;
		if (checksister && w.SisterWeapon != null && w.SisterWeapon.GetClass() == weap) return true;
		return false;
	}

	//============================================================================
	//
	// checks if player has the given display name
	//
	//============================================================================

	bool CheckDisplayName(String displayname)
	{
		if (CPlayer == null) return false;
		return displayname == PlayerPawn.GetPrintableDisplayName(CPlayer.mo.GetClass());
	}

	//============================================================================
	//
	// checks if player has the given weapon piece
	//
	//============================================================================

	int CheckWeaponPiece(class<Weapon> weap, int piecenum)
	{
		if (CPlayer == null) return false;
		for(let inv = CPlayer.mo.Inv; inv != NULL; inv = inv.Inv)
		{
			let wh = WeaponHolder(inv);
			if (wh != null && wh.PieceWeapon == weap)
			{
				return (!!(wh.PieceMask & (1 << (PieceNum-1))));
			}
		}
		return false;
	}

	//============================================================================
	//
	// checks if player has the given weapon piece
	//
	//============================================================================

	int GetWeaponPieceMask(class<Weapon> weap)
	{
		if (CPlayer == null) return false;
		for(let inv = CPlayer.mo.Inv; inv != NULL; inv = inv.Inv)
		{
			let wh = WeaponHolder(inv);
			if (wh != null && wh.PieceWeapon == weap)
			{
				return wh.PieceMask;
			}
		}
		return 0;
	}

	//============================================================================
	//
	// checks if player has the given weapon piece
	//
	//============================================================================

	bool WeaponUsesAmmoType(class<Ammo> ammotype)
	{
		if (CPlayer == null) return false;
		let w = CPlayer.ReadyWeapon;
		if (w == NULL) return false;
		return w.AmmoType1 == ammotype || w.AmmoType2 == ammotype;
	}

	//============================================================================
	//
	// checks if player has the required health
	//
	//============================================================================

	bool CheckHealth(int Amount, bool percentage = false)
	{
		if (CPlayer == null) return false;
		
		int phealth = percentage ? CPlayer.mo.health * 100 / CPlayer.mo.GetMaxHealth() : CPlayer.mo.health;
		return (phealth >= Amount);
	}
	
	//============================================================================
	//
	// checks if player is invulnerable
	//
	//============================================================================

	bool isInvulnerable()
	{
		if (CPlayer == null) return false;
		return ((CPlayer.mo.bInvulnerable) || (CPlayer.cheats & (CF_GODMODE | CF_GODMODE2)));
	}

	//============================================================================
	//
	// checks if player owns enough of the item
	//
	//============================================================================

	bool CheckInventory(class<Inventory> item, int amount = 1)
	{
		if (CPlayer == null) return false;

		let it = CPlayer.mo.FindInventory(item);
		return it != null && it.Amount >= amount;
	}

	//============================================================================
	//
	// mypos cheat
	//
	//============================================================================

	virtual void DrawMyPos()
	{
		int height = SmallFont.GetHeight();
		int i;

		int vwidth;
		int vheight;
		int xpos;
		int y;
		let scalevec = GetHUDScale();
		int scale = int(scalevec.X);

		vwidth = screen.GetWidth() / scale;
		vheight = screen.GetHeight() / scale;
		xpos = vwidth - SmallFont.StringWidth("X: -00000")-6;
		y = GetTopOfStatusBar() / (3*scale) - height;

		Vector3 pos = CPlayer.mo.Pos;
		
		for (i = 0; i < 3; y += height, ++i)
		{
			double v = i == 0? pos.X : i == 1? pos.Y : pos.Z;
			String line = String.Format("%c: %d", int("X") + i, v);
			screen.DrawText (SmallFont, Font.CR_GREEN, xpos, y, line, DTA_KeepRatio, true,
				DTA_VirtualWidth, vwidth, DTA_VirtualHeight, vheight);
		}
	}
	
	//============================================================================
	//
	// automap HUD common drawer
	// This is not called directly to give a status bar the opportunity to
	// change the text colors. If you want to do something different,
	// override DrawAutomap directly.
	//
	//============================================================================

	protected void DoDrawAutomapHUD(int crdefault, int highlight)
	{
		let scale = GetHUDScale();
		double textdist = 8. / scale.Y;
		int height = SmallFont.GetHeight();
		String printtext;
		int SCREENWIDTH = screen.GetWidth();

		BeginHUD();
		
		// Draw timer
		let y = textdist;
		let width = SmallFont.StringWidth("00:00:00");
		if (am_showtime)
		{
			printtext = level.TimeFormatted();
			DrawString(mSmallFont, level.TimeFormatted(), (-textdist-width, y), 0, crdefault);
			y += height;
		}
		if (am_showtotaltime)
		{
			DrawString(mSmallFont, level.TimeFormatted(true), (-textdist-width, y), 0, crdefault);
		}

		if (!deathmatch)
		{
			y = textdist;

			// Draw monster count
			if (am_showmonsters)
			{
				DrawString(mSmallFont, String.Format("%s\34%c %d/%d", Stringtable.Localize("$AM_MONSTERS"), crdefault+65, level.killed_monsters, level.total_monsters), (textdist, y), 0, highlight);
				y += height;
			}

			// Draw secret count
			if (am_showsecrets)
			{
				DrawString(mSmallFont, String.Format("%s\34%c %d/%d", Stringtable.Localize("$AM_SECRETS"), crdefault+65, level.found_secrets, level.total_secrets), (textdist, y), 0, highlight);
				y += height;
			}

			// Draw item count
			if (am_showitems)
			{
				DrawString(mSmallFont, String.Format("%s\34%c %d/%d", Stringtable.Localize("$AM_ITEMS"), crdefault+65, level.found_items, level.total_items), (1, y), 0, highlight);
			}
		}

		String mapname = level.FormatMapName(crdefault);
		BrokenLines lines = SmallFont.BreakLines(mapname, SCREENWIDTH / scale.X);
		int numlines = lines.Count();
		int finalwidth = SmallFont.StringWidth(lines.StringAt(numlines-1)) * scale.X;
		
		// calculate the top of the statusbar including any protrusion and transform it from status bar to screen space.
		double tmp, hres;
		[tmp, tmp, hres] = StatusbarToRealCoords(0, 0, HorizontalResolution);
		int protrusion = GetProtrusion(finalwidth / hres);
		[tmp, tmp, tmp, hres] = StatusbarToRealCoords(0, 0, 0, protrusion);
	

		// transform the top of the status bar position from screen to HUD space (a direct transformation from status bar to HUD space does not exist.)
		y = (GetTopOfStatusBar() - hres) / scale.Y - height * numlines;

		// Draw the texts centered above the status bar.
		for(int i = 0; i < numlines; i++)
		{
			DrawString(mSmallFont, lines.StringAt(i), (0, y), DI_TEXT_ALIGN_CENTER|DI_SCREEN_HCENTER|DI_SCREEN_TOP, highlight);
			y += height;
		}
	}
	
	virtual void DrawAutomapHUD(double ticFrac)
	{
		DoDrawAutomapHUD(Font.CR_GREY, Font.CR_YELLOW);
	}
	
	//---------------------------------------------------------------------------
	//
	// DrawPowerups
	//
	//---------------------------------------------------------------------------

	virtual void DrawPowerups ()
	{
		// The AltHUD specific adjustments have been removed here, because the AltHUD uses its own variant of this function
		// that can obey AltHUD rules - which this cannot.
		Vector2 pos = (-20, POWERUPICONSIZE * 5 / 4);
		double maxpos = screen.GetWidth() / 2;
		for (let item = CPlayer.mo.Inv; item != NULL; item = item.Inv)
		{
			let icon = item.GetPowerupIcon();
			if (icon.IsValid())
			{
				// Each icon gets a 32x32 block.
				DrawTexture(icon, pos, DI_SCREEN_RIGHT_TOP, 1.0, (POWERUPICONSIZE, POWERUPICONSIZE));
				pos.x -= POWERUPICONSIZE;
				if (pos.x < -maxpos)
				{
					pos.x = -20;
					pos.y += POWERUPICONSIZE * 3 / 2;
				}
			}
		}
	}
	
	//============================================================================
	//
	// draw stuff
	//
	//============================================================================
	
	int GetTranslation() const
	{
		if(gameinfo.gametype & GAME_Raven)
			return Translation.MakeID(TRANSLATION_PlayersExtra, CPlayer.mo.PlayerNumber());
		else
			return Translation.MakeID(TRANSLATION_Players, CPlayer.mo.PlayerNumber());
	}
	
	//============================================================================
	//
	//
	//
	//============================================================================

	void DrawHexenArmor(int armortype, String image, Vector2 pos, int flags = 0, double alpha = 1.0, Vector2 boxsize = (-1, -1), Vector2 scale = (1.,1.))
	{
		let harmor = HexenArmor(statusBar.CPlayer.mo.FindInventory("HexenArmor"));
		if (harmor != NULL)
		{
			let slotval = harmor.Slots[armorType];
			let slotincr = harmor.SlotsIncrement[armorType];
			
			if (slotval > 0 && slotincr > 0)
			{
				//combine the alpha values
				alpha *= MIN(1., slotval / slotincr);
			}
			else return;
		}
		DrawImage(image, pos, flags, alpha, boxsize, scale);
	}
	
	//============================================================================
	//
	//
	//
	//============================================================================

	void DrawInventoryIcon(Inventory item, Vector2 pos, int flags = 0, double alpha = 1.0, Vector2 boxsize = (-1, -1), Vector2 scale = (1.,1.))
	{
		static const String flashimgs[]= { "USEARTID", "USEARTIC", "USEARTIB", "USEARTIA" };
		TextureID texture;
		Vector2 applyscale;
		[texture, applyscale] = GetIcon(item, flags, false);
		
		if((flags & DI_ARTIFLASH) && artiflashTick > 0)
		{
			DrawImage(flashimgs[artiflashTick-1], pos, flags | DI_TRANSLATABLE, alpha, boxsize);
		}
		else if (texture.IsValid())
		{
			if ((flags & DI_DIMDEPLETED) && item.Amount <= 0) flags |= DI_DIM;
			applyscale.X *= scale.X;
			applyscale.Y *= scale.Y;
			DrawTexture(texture, pos, flags, alpha, boxsize, applyscale);
		}
	}
	
	//============================================================================
	//
	//
	//
	//============================================================================
	
	void DrawShader(int which, Vector2 pos, Vector2 size, int flags = 0, double alpha = 1.)
	{
		static const String texnames[] = {"BarShaderHF", "BarShaderHR", "BarShaderVF", "BarShaderVR" };
		DrawImage(texnames[which], pos, DI_ITEM_LEFT_TOP|DI_ALPHAMAPPED|DI_FORCEFILL | (flags & ~(DI_ITEM_HMASK|DI_ITEM_VMASK)), alpha, size);
	}
	
	//============================================================================
	//
	//
	//
	//============================================================================
	
	Vector2, int AdjustPosition(Vector2 position, int flags, double width, double height)
	{
		// This must be done here, before altered coordinates get sent to the draw functions.
		if (!(flags & DI_SCREEN_MANUAL_ALIGN))
		{
			if (position.x < 0) flags |= DI_SCREEN_RIGHT;
			else flags |= DI_SCREEN_LEFT;
			if (position.y < 0) flags |= DI_SCREEN_BOTTOM;
			else flags |= DI_SCREEN_TOP;
		}

		// placement by offset is not supported because the inventory bar is a composite.
		switch (flags & DI_ITEM_HMASK)
		{
		case DI_ITEM_HCENTER:	position.x -= width / 2; break;
		case DI_ITEM_RIGHT:		position.x -= width; break;
		}

		switch (flags & DI_ITEM_VMASK)
		{
		case DI_ITEM_VCENTER: position.y -= height / 2; break;
		case DI_ITEM_BOTTOM:  position.y -= height; break;
		}
		
		// clear all alignment flags so that the following code only passes on the rest
		flags &= ~(DI_ITEM_VMASK|DI_ITEM_HMASK);
		return position, flags;
	}	
	
	//============================================================================
	//
	// note that this does not implement chain wiggling, this is because
	// it would severely complicate the parameter list. The calling code is 
	// normally in a better position to do the needed calculations anyway.
	//
	//============================================================================
	
	void DrawGem(String chain, String gem, int displayvalue, int maxrange, Vector2 pos, int leftpadding, int rightpadding, int chainmod, int flags = 0)
	{
		TextureID chaintex = TexMan.CheckForTexture(chain, TexMan.TYPE_MiscPatch);
		if (!chaintex.IsValid()) return;
		Vector2 chainsize = TexMan.GetScaledSize(chaintex);
		[pos, flags] = AdjustPosition(pos, flags, chainsize.X, chainsize.Y);

		displayvalue = clamp(displayvalue, 0, maxrange);
		int offset = int(double(chainsize.X - leftpadding - rightpadding) * displayvalue / maxrange);
	
		DrawTexture(chaintex, pos + (offset % chainmod, 0), flags | DI_ITEM_LEFT_TOP);
		DrawImage(gem, pos + (offset + leftPadding, 0), flags | DI_ITEM_LEFT_TOP);
	}
	
	//============================================================================
	//
	// DrawBar
	//
	//============================================================================

	void DrawBar(String ongfx, String offgfx, double curval, double maxval, Vector2 position, int border, int vertical, int flags = 0, double alpha = 1.)
	{
		let ontex = TexMan.CheckForTexture(ongfx, TexMan.TYPE_MiscPatch);
		if (!ontex.IsValid()) return;
		let offtex = TexMan.CheckForTexture(offgfx, TexMan.TYPE_MiscPatch);

		Vector2 texsize = TexMan.GetScaledSize(ontex);
		[position, flags] = AdjustPosition(position, flags, texsize.X, texsize.Y);
		
		double value = clamp(curval / maxval, 0, 1);
		if(border != 0) value = 1. - value; //invert since the new drawing method requires drawing the bg on the fg.
		
		
		// {cx, cb, cr, cy}
		double Clip[4];
		Clip[0] = Clip[1] = Clip[2] = Clip[3] = 0;
		
		bool horizontal = !(vertical & SHADER_VERT);
		bool reverse = !!(vertical & SHADER_REVERSE);
		double sizeOfImage = (horizontal ? texsize.X - border*2 : texsize.Y - border*2);
		Clip[(!horizontal) | ((!reverse)<<1)] = sizeOfImage - sizeOfImage *value;
		
		// preserve the active clipping rectangle
		int cx, cy, cw, ch;
		[cx, cy, cw, ch] = screen.GetClipRect();

		if(border != 0)
		{
			for(int i = 0; i < 4; i++) Clip[i] += border;

			//Draw the whole foreground
			DrawTexture(ontex, position, flags | DI_ITEM_LEFT_TOP);
			SetClipRect(position.X + Clip[0], position.Y + Clip[1], texsize.X - Clip[0] - Clip[2], texsize.Y - Clip[1] - Clip[3], flags);
		}
		
		if (offtex.IsValid() && TexMan.GetScaledSize(offtex) == texsize) DrawTexture(offtex, position, flags | DI_ITEM_LEFT_TOP);
		else Fill(color(255,0,0,0), position.X + Clip[0], position.Y + Clip[1], texsize.X - Clip[0] - Clip[2], texsize.Y - Clip[1] - Clip[3]);
		
		if (border == 0) 
		{
			SetClipRect(position.X + Clip[0], position.Y + Clip[1], texsize.X - Clip[0] - Clip[2], texsize.Y - Clip[1] - Clip[3], flags);
			DrawTexture(ontex, position, flags | DI_ITEM_LEFT_TOP);
		}
		// restore the previous clipping rectangle
		screen.SetClipRect(cx, cy, cw, ch);
	}
	
	//============================================================================
	//
	// DrawInventoryBar
	//
	// This function needs too many parameters, so most have been offloaded to
	// a struct to keep code readable and allow initialization somewhere outside
	// the actual drawing code.
	//
	//============================================================================
	
	// Except for the placement information this gets all info from the struct that gets passed in.
	void DrawInventoryBar(InventoryBarState parms, Vector2 position, int numfields, int flags = 0, double bgalpha = 1.)
	{
		double width = parms.boxsize.X * numfields;
		[position, flags] = AdjustPosition(position, flags, width, parms.boxsize.Y);
		
		CPlayer.mo.InvFirst = ValidateInvFirst(numfields);
		if (CPlayer.mo.InvFirst == null) return;	// Player has no listed inventory items.
		
		Vector2 boxsize = parms.boxsize;
		// First draw all the boxes
		for(int i = 0; i < numfields; i++)
		{
			DrawTexture(parms.box, position + (boxsize.X * i, 0), flags | DI_ITEM_LEFT_TOP, bgalpha);
		}
		
		// now the items and the rest
		
		Vector2 itempos = position + boxsize / 2;
		Vector2 textpos = position + boxsize - (1, 1 + parms.amountfont.mFont.GetHeight());

		int i = 0;
		Inventory item;
		for(item = CPlayer.mo.InvFirst; item != NULL && i < numfields; item = item.NextInv())
		{
			for(int j = 0; j < 2; j++)
			{
				if (j ^ !!(parms.flags & DI_DRAWCURSORFIRST)) 
				{
					if (item == CPlayer.mo.InvSel)
					{
						double flashAlpha = bgalpha;
						if (flags & DI_ARTIFLASH) flashAlpha *= itemflashFade;
						DrawTexture(parms.selector, position + parms.selectofs + (boxsize.X * i, 0), flags | DI_ITEM_LEFT_TOP, flashAlpha);
					}
				}
				else
				{
					DrawInventoryIcon(item, itempos + (boxsize.X * i, 0), flags | DI_ITEM_CENTER );
				}
			}
			
			if (parms.amountfont != null && (item.Amount > 1 || (parms.flags & DI_ALWAYSSHOWCOUNTERS)))
			{
				DrawString(parms.amountfont, FormatNumber(item.Amount, 0, 5), textpos + (boxsize.X * i, 0), flags | DI_TEXT_ALIGN_RIGHT, parms.cr, parms.itemalpha);
			}
			i++;
		}
		// Is there something to the left?
		if (CPlayer.mo.FirstInv() != CPlayer.mo.InvFirst)
		{
			DrawTexture(parms.left, position + (-parms.arrowoffset.X, parms.arrowoffset.Y), flags | DI_ITEM_RIGHT|DI_ITEM_VCENTER);
		}
		// Is there something to the right?
		if (item != NULL)
		{
			DrawTexture(parms.right, position + parms.arrowoffset + (width, 0), flags | DI_ITEM_LEFT|DI_ITEM_VCENTER);
		}
	}
}

//============================================================================
//
// a generic value interpolator for status bar elements that can change
// gradually to their new value.
//
//============================================================================

class LinearValueInterpolator : Object
{
	int mCurrentValue;
	int mMaxChange;
	
	static LinearValueInterpolator Create(int startval, int maxchange)
	{
		let v = new("LinearValueInterpolator");
		v.mCurrentValue = startval;
		v.mMaxChange = maxchange;
		return v;
	}
	
	void Reset(int value)
	{
		mCurrentValue = value;
	}
	
	// This must be called peroiodically in the status bar's Tick function.
	// Do not call this in the Draw function because that may skip some frames!
	void Update(int destvalue)
	{
		if (mCurrentValue > destvalue)
		{
			mCurrentValue = max(destvalue, mCurrentValue - mMaxChange);
		}
		else
		{
			mCurrentValue = min(destvalue, mCurrentValue + mMaxChange);
		}
	}
	
	// This must be called in the draw function to retrieve the value for output.
	int GetValue()
	{
		return mCurrentValue;
	}
}

class DynamicValueInterpolator : Object
{
	int mCurrentValue;
	int mMinChange;
	int mMaxChange;
	double mChangeFactor;
	
	
	static DynamicValueInterpolator Create(int startval, double changefactor, int minchange, int maxchange)
	{
		let v = new("DynamicValueInterpolator");
		v.mCurrentValue = startval;
		v.mMinChange = minchange;
		v.mMaxChange = maxchange;
		v.mChangeFactor = changefactor;
		return v;
	}
	
	void Reset(int value)
	{
		mCurrentValue = value;
	}
	
	// This must be called peroiodically in the status bar's Tick function.
	// Do not call this in the Draw function because that may skip some frames!
	void Update(int destvalue)
	{
		int diff = int(clamp(abs(destvalue - mCurrentValue) * mChangeFactor, mMinChange, mMaxChange));
		if (mCurrentValue > destvalue)
		{
			mCurrentValue = max(destvalue, mCurrentValue - diff);
		}
		else
		{
			mCurrentValue = min(destvalue, mCurrentValue + diff);
		}
	}
	
	// This must be called in the draw function to retrieve the value for output.
	int GetValue()
	{
		return mCurrentValue;
	}
}

