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https://github.com/ZDoom/qzdoom.git
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100 lines
2.9 KiB
Text
100 lines
2.9 KiB
Text
class HarmonyStatusBar : DoomStatusBar
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{
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double scaleFactor;
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override void Init()
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{
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Super.Init();
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// This is for detecting the DECORATEd version of the mod which sets proper scaling for the HUD related textures.
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let tex = TexMan.CheckForTexture("MEDIA0", TexMan.Type_Sprite);
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if (tex.isValid())
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{
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Vector2 ssize = TexMan.GetScaledSize(tex);
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Vector2 facs = (ssize.X / 31, ssize.Y / 18);
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scaleFactor = min(facs.X, facs.Y, 1);
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}
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}
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override void Draw (int state, double TicFrac)
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{
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BaseStatusBar.Draw (state, TicFrac);
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if (state == HUD_StatusBar)
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{
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BeginStatusBar();
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DrawMainBar (TicFrac);
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}
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else if (state == HUD_Fullscreen)
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{
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BeginHUD();
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DrawFullScreenStuff ();
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}
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}
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protected void DrawFullScreenStuff ()
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{
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Vector2 iconbox = (40, 20);
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// Draw health
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DrawImage("MEDIA0", (20, -2), scale:(scaleFactor, scaleFactor));
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DrawString(mHUDFont, FormatNumber(CPlayer.health, 3), (44, -20));
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let armor = CPlayer.mo.FindInventory("BasicArmor");
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if (armor != null && armor.Amount > 0)
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{
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DrawInventoryIcon(armor, (20, -22), scale:(scaleFactor, scaleFactor));
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DrawString(mHUDFont, FormatNumber(armor.Amount, 3), (44, -40));
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}
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Inventory ammotype1, ammotype2;
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[ammotype1, ammotype2] = GetCurrentAmmo();
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int invY = -20;
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if (ammotype1 != null)
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{
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DrawInventoryIcon(ammotype1, (-14, -4), scale:(scaleFactor, scaleFactor));
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DrawString(mHUDFont, FormatNumber(ammotype1.Amount, 3), (-30, -20), DI_TEXT_ALIGN_RIGHT);
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invY -= 20;
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}
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if (ammotype2 != null && ammotype2 != ammotype1)
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{
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DrawInventoryIcon(ammotype2, (-14, invY + 17), scale:(scaleFactor, scaleFactor));
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DrawString(mHUDFont, FormatNumber(ammotype2.Amount, 3), (-30, invY), DI_TEXT_ALIGN_RIGHT);
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invY -= 20;
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}
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if (!isInventoryBarVisible() && !level.NoInventoryBar && CPlayer.mo.InvSel != null)
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{
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DrawInventoryIcon(CPlayer.mo.InvSel, (-14, invY + 17));
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DrawString(mHUDFont, FormatNumber(CPlayer.mo.InvSel.Amount, 3), (-30, invY), DI_TEXT_ALIGN_RIGHT);
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}
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if (deathmatch)
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{
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DrawString(mHUDFont, FormatNumber(CPlayer.FragCount, 3), (-3, 1), DI_TEXT_ALIGN_RIGHT, Font.CR_GOLD);
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}
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// Draw the keys. This does not use a special draw function like SBARINFO because the specifics will be different for each mod
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// so it's easier to copy or reimplement the following piece of code instead of trying to write a complicated all-encompassing solution.
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Vector2 keypos = (-10, 2);
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int rowc = 0;
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double roww = 0;
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for(let i = CPlayer.mo.Inv; i != null; i = i.Inv)
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{
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if (i is "Key" && i.Icon.IsValid())
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{
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DrawTexture(i.Icon, keypos, DI_SCREEN_RIGHT_TOP|DI_ITEM_LEFT_TOP);
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Vector2 size = TexMan.GetScaledSize(i.Icon);
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keypos.Y += size.Y + 2;
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roww = max(roww, size.X);
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if (++rowc == 3)
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{
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keypos.Y = 2;
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keypos.X -= roww + 2;
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roww = 0;
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rowc = 0;
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}
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}
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}
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if (isInventoryBarVisible())
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{
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DrawInventoryBar(diparms, (0, 0), 7, DI_SCREEN_CENTER_BOTTOM, HX_SHADOW);
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}
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}
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}
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