qzdoom/wadsrc/static/zscript/statusbar/heretic_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

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();
DrawMainBar (TicFrac);
}
else if (state == HUD_Fullscreen)
{
BeginHUD();
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);
}
}
}