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- Fixed: The alpha property of status bars didn't work anymore.
- Added: alpha command to SBarInfo which allows you to increase the translucency for certain parts of the status bar. - Added: reverse flag for drawkeybar which reverses the order in which rows are filled with keys. - Changed a gamemode statement to an else in the Doom hud since the frag count and keys should never be shown at the same time. SVN r2351 (trunk)
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eadc539bc6
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b8cb1f0cfb
3 changed files with 46 additions and 12 deletions
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@ -293,17 +293,18 @@ class SBarInfoMainBlock : public SBarInfoCommandFlowControl
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{
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public:
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SBarInfoMainBlock(SBarInfo *script) : SBarInfoCommandFlowControl(script),
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alpha(FRACUNIT), forceScaled(false), fullScreenOffsets(false)
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alpha(FRACUNIT), currentAlpha(FRACUNIT), forceScaled(false),
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fullScreenOffsets(false)
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{
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SetTruth(true, NULL, NULL);
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}
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int Alpha() const { return alpha; }
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int Alpha() const { return currentAlpha; }
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void Draw(const SBarInfoMainBlock *block, const DSBarInfo *statusBar, int xOffset, int yOffset, int alpha)
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{
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this->xOffset = xOffset;
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this->yOffset = yOffset;
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this->alpha = alpha;
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this->currentAlpha = fixed_t((((double) this->alpha / (double) FRACUNIT) * ((double) alpha / (double) FRACUNIT)) * FRACUNIT);
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SBarInfoCommandFlowControl::Draw(this, statusBar);
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}
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bool ForceScaled() const { return forceScaled; }
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@ -336,8 +337,9 @@ class SBarInfoMainBlock : public SBarInfoCommandFlowControl
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int XOffset() const { return xOffset; }
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int YOffset() const { return yOffset; }
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private:
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protected:
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int alpha;
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int currentAlpha;
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bool forceScaled;
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bool fullScreenOffsets;
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int xOffset;
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@ -1795,8 +1795,8 @@ class CommandDrawKeyBar : public SBarInfoCommand
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{
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public:
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CommandDrawKeyBar(SBarInfo *script) : SBarInfoCommand(script),
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number(3), vertical(false), reverseRows(false), iconSize(-1),
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rowIconSize(-1), keyOffset(0), rowSize(0)
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number(3), vertical(false), reverse(false), reverseRows(false),
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iconSize(-1), rowIconSize(-1), keyOffset(0), rowSize(0)
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{
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}
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@ -1833,12 +1833,12 @@ class CommandDrawKeyBar : public SBarInfoCommand
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if(iconSize == -1)
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{
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if(!vertical)
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slotOffset += TexMan[item->Icon]->GetScaledWidth() + 2;
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slotOffset += (reverse ? -1 : 1) * (TexMan[item->Icon]->GetScaledWidth() + 2);
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else
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slotOffset += TexMan[item->Icon]->GetScaledHeight() + 2;
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slotOffset += (reverse ? -1 : 1) * (TexMan[item->Icon]->GetScaledHeight() + 2);
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}
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else
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slotOffset += iconSize;
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slotOffset += (reverse ? -iconSize : iconSize);
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if(rowSize > 0 && (i % rowSize == rowSize-1))
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{
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@ -1871,6 +1871,8 @@ class CommandDrawKeyBar : public SBarInfoCommand
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{
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if(sc.Compare("reverserows"))
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reverseRows = true;
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else if(sc.Compare("reverse"))
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reverse = true;
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else
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sc.ScriptError("Unknown flag '%s'.", sc.String);
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if(!sc.CheckToken('|'))
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@ -1911,6 +1913,7 @@ class CommandDrawKeyBar : public SBarInfoCommand
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protected:
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unsigned int number;
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bool vertical;
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bool reverse;
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bool reverseRows;
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int iconSize;
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int rowIconSize;
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@ -2757,6 +2760,34 @@ class CommandInInventory : public SBarInfoCommandFlowControl
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////////////////////////////////////////////////////////////////////////////////
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class CommandAlpha : public SBarInfoMainBlock
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{
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public:
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CommandAlpha(SBarInfo *script) : SBarInfoMainBlock(script)
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{
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}
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void Draw(const SBarInfoMainBlock *block, const DSBarInfo *statusBar)
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{
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forceScaled = block->ForceScaled();
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fullScreenOffsets = block->FullScreenOffsets();
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SBarInfoMainBlock::Draw(block, statusBar, block->XOffset(), block->YOffset(), block->Alpha());
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}
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void Parse(FScanner &sc, bool fullScreenOffsets)
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{
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sc.MustGetToken(TK_FloatConst);
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alpha = fixed_t(FRACUNIT * sc.Float);
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// We don't want to allow all the options of a regular main block
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// so skip to the SBarInfoCommandFlowControl.
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SBarInfoCommandFlowControl::Parse(sc, fullScreenOffsets);
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}
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};
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////////////////////////////////////////////////////////////////////////////////
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static const char *SBarInfoCommandNames[] =
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{
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"drawimage", "drawnumber", "drawswitchableimage",
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@ -2766,7 +2797,7 @@ static const char *SBarInfoCommandNames[] =
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"gamemode", "playerclass", "aspectratio",
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"isselected", "usesammo", "usessecondaryammo",
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"hasweaponpiece", "inventorybarnotvisible",
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"weaponammo", "ininventory",
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"weaponammo", "ininventory", "alpha",
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NULL
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};
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@ -2779,7 +2810,7 @@ enum SBarInfoCommands
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SBARINFO_GAMEMODE, SBARINFO_PLAYERCLASS, SBARINFO_ASPECTRATIO,
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SBARINFO_ISSELECTED, SBARINFO_USESAMMO, SBARINFO_USESSECONDARYAMMO,
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SBARINFO_HASWEAPONPIECE, SBARINFO_INVENTORYBARNOTVISIBLE,
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SBARINFO_WEAPONAMMO, SBARINFO_ININVENTORY,
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SBARINFO_WEAPONAMMO, SBARINFO_ININVENTORY, SBARINFO_ALPHA,
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};
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SBarInfoCommand *SBarInfoCommandFlowControl::NextCommand(FScanner &sc)
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@ -2810,6 +2841,7 @@ SBarInfoCommand *SBarInfoCommandFlowControl::NextCommand(FScanner &sc)
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case SBARINFO_HASWEAPONPIECE: return new CommandHasWeaponPiece(script);
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case SBARINFO_WEAPONAMMO: return new CommandWeaponAmmo(script);
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case SBARINFO_ININVENTORY: return new CommandInInventory(script);
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case SBARINFO_ALPHA: return new CommandAlpha(script);
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}
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sc.ScriptError("Unknown command '%s'.\n", sc.String);
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@ -58,7 +58,7 @@ statusbar fullscreen, fullscreenoffsets // ZDoom HUD
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{
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drawnumber 2147483647, HUDFONT_DOOM, untranslated, frags, drawshadow, -3, 1;
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}
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gamemode singleplayer, cooperative, teamgame
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else
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{
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// let's hope no mod ever uses 100 keys...
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drawkeybar 100, vertical, reverserows, auto, -10, 2, 0, 3, auto;
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