mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-12-15 06:51:36 +00:00
c3e3fda94a
This depended on order of execution, taking the health values to compare from variables which were not synchronized properly. Now both the last and current health being used here are being retrieved in the same place so that further changes cannot break this again.
609 lines
17 KiB
C++
609 lines
17 KiB
C++
/*
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** sbar.h
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** Base status bar definition
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2006 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#ifndef __SBAR_H__
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#define __SBAR_H__
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#include "dobject.h"
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#include "v_collection.h"
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#include "v_text.h"
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#include "r_data/renderstyle.h"
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class player_t;
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struct FRemapTable;
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enum EHudState
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{
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HUD_StatusBar,
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HUD_Fullscreen,
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HUD_None,
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HUD_AltHud // Used for passing through popups to the alt hud
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};
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enum EMonospacing : int;
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// HUD Message base object --------------------------------------------------
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// This is a mo-op base class to allow derived ZScript message types that can be managed by the status bar.
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class DHUDMessageBase : public DObject
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{
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DECLARE_CLASS(DHUDMessageBase, DObject)
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HAS_OBJECT_POINTERS
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public:
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virtual void Serialize(FSerializer &arc);
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virtual bool Tick() { return true; } // Returns true to indicate time for removal
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virtual void ScreenSizeChanged() {}
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virtual void Draw(int bottom, int visibility) {}
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bool CallTick(); // Returns true to indicate time for removal
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void CallScreenSizeChanged();
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void CallDraw(int bottom, int visibility);
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private:
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TObjPtr<DHUDMessageBase*> Next = nullptr;
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uint32_t SBarID = 0;
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friend class DBaseStatusBar;
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};
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// HUD Message --------------------------------------------------
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class DHUDMessage : public DHUDMessageBase
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{
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DECLARE_CLASS (DHUDMessage, DHUDMessageBase)
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public:
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DHUDMessage (FFont *font, const char *text, float x, float y, int hudwidth, int hudheight,
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EColorRange textColor, float holdTime);
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virtual void OnDestroy () override;
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virtual void Serialize(FSerializer &arc);
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virtual void Draw (int bottom, int visibility) override;
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virtual void ResetText (const char *text);
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virtual void DrawSetup ();
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virtual void DoDraw (int linenum, int x, int y, bool clean, int hudheight);
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virtual bool Tick () override;
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virtual void ScreenSizeChanged () override;
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void SetVisibility(int vis)
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{
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VisibilityFlags = vis;
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}
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void SetRenderStyle(ERenderStyle style)
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{
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Style = style;
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}
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void SetAlpha(float alpha)
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{
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Alpha = alpha;
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}
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void SetNoWrap(bool nowrap)
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{
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NoWrap = nowrap;
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ResetText(SourceText);
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}
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void SetClipRect(int x, int y, int width, int height, bool aspect)
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{
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ClipX = x;
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ClipY = y;
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ClipWidth = width;
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ClipHeight = height;
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HandleAspect = aspect;
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}
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void SetWrapWidth(int wrap)
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{
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WrapWidth = wrap;
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ResetText(SourceText);
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}
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protected:
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TArray<FBrokenLines> Lines;
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int Width, Height, NumLines;
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float Left, Top;
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bool CenterX, NoWrap;
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int HoldTics;
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int Tics;
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int State;
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int VisibilityFlags;
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int HUDWidth, HUDHeight;
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int ClipX, ClipY, ClipWidth, ClipHeight, WrapWidth; // in HUD coords
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int ClipLeft, ClipTop, ClipRight, ClipBot; // in screen coords
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bool HandleAspect;
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EColorRange TextColor;
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FFont *Font;
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FRenderStyle Style;
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double Alpha;
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void CalcClipCoords(int hudheight);
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DHUDMessage () : SourceText(NULL) {}
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private:
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char *SourceText;
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};
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// HUD message visibility flags
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enum
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{
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HUDMSG_NotWith3DView = 1,
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HUDMSG_NotWithFullMap = 2,
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HUDMSG_NotWithOverlayMap = 4,
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};
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// HUD Message; appear instantly, then fade out type ------------------------
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class DHUDMessageFadeOut : public DHUDMessage
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{
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DECLARE_CLASS (DHUDMessageFadeOut, DHUDMessage)
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public:
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DHUDMessageFadeOut (FFont *font, const char *text, float x, float y, int hudwidth, int hudheight,
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EColorRange textColor, float holdTime, float fadeOutTime);
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virtual void Serialize(FSerializer &arc);
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virtual void DoDraw (int linenum, int x, int y, bool clean, int hudheight);
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virtual bool Tick ();
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protected:
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int FadeOutTics;
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DHUDMessageFadeOut() {}
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};
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// HUD Message; fade in, then fade out type ---------------------------------
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class DHUDMessageFadeInOut : public DHUDMessageFadeOut
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{
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DECLARE_CLASS (DHUDMessageFadeInOut, DHUDMessageFadeOut)
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public:
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DHUDMessageFadeInOut (FFont *font, const char *text, float x, float y, int hudwidth, int hudheight,
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EColorRange textColor, float holdTime, float fadeInTime, float fadeOutTime);
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virtual void Serialize(FSerializer &arc);
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virtual void DoDraw (int linenum, int x, int y, bool clean, int hudheight);
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virtual bool Tick ();
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protected:
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int FadeInTics;
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DHUDMessageFadeInOut() {}
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};
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// HUD Message; type on, then fade out type ---------------------------------
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class DHUDMessageTypeOnFadeOut : public DHUDMessageFadeOut
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{
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DECLARE_CLASS (DHUDMessageTypeOnFadeOut, DHUDMessageFadeOut)
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public:
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DHUDMessageTypeOnFadeOut (FFont *font, const char *text, float x, float y, int hudwidth, int hudheight,
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EColorRange textColor, float typeTime, float holdTime, float fadeOutTimee);
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virtual void Serialize(FSerializer &arc);
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virtual void DoDraw (int linenum, int x, int y, bool clean, int hudheight);
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virtual bool Tick ();
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virtual void ScreenSizeChanged ();
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protected:
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float TypeOnTime;
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int CurrLine;
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int LineVisible;
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int LineLen;
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DHUDMessageTypeOnFadeOut() {}
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};
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// Mug shots ----------------------------------------------------------------
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struct FMugShotFrame
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{
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TArray<FString> Graphic;
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int Delay;
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FMugShotFrame();
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~FMugShotFrame();
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FTexture *GetTexture(const char *default_face, const char *skin_face, int random, int level=0,
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int direction=0, bool usesLevels=false, bool health2=false, bool healthspecial=false,
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bool directional=false);
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};
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struct FMugShotState
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{
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uint8_t bUsesLevels:1;
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uint8_t bHealth2:1; // Health level is the 2nd character from the end.
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uint8_t bHealthSpecial:1; // Like health2 only the 2nd frame gets the normal health type.
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uint8_t bDirectional:1; // Faces direction of damage.
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uint8_t bFinished:1;
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unsigned int Position;
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int Time;
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int Random;
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FName State = NAME_None;
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TArray<FMugShotFrame> Frames;
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FMugShotState(FName name);
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void Tick();
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void Reset();
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FMugShotFrame &GetCurrentFrame() { return Frames[Position]; }
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FTexture *GetCurrentFrameTexture(const char *default_face, const char *skin_face, int level=0, int direction=0)
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{
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return GetCurrentFrame().GetTexture(default_face, skin_face, Random, level, direction, bUsesLevels, bHealth2, bHealthSpecial, bDirectional);
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}
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private:
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FMugShotState();
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};
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class player_t;
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class FMugShot
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{
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public:
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enum StateFlags
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{
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STANDARD = 0x0,
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XDEATHFACE = 0x1,
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ANIMATEDGODMODE = 0x2,
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DISABLEGRIN = 0x4,
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DISABLEOUCH = 0x8,
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DISABLEPAIN = 0x10,
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DISABLERAMPAGE = 0x20,
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CUSTOM = 0x40,
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};
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FMugShot();
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void Grin(bool grin=true) { bEvilGrin = grin; }
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void Reset();
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void Tick(player_t *player);
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bool SetState(const char *state_name, bool wait_till_done=false, bool reset=false);
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int UpdateState(player_t *player, StateFlags stateflags=STANDARD);
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FTexture *GetFace(player_t *player, const char *default_face, int accuracy, StateFlags stateflags=STANDARD);
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private:
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FMugShotState *CurrentState;
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int RampageTimer;
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int LastDamageAngle;
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int FaceHealthNow;
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int FaceHealthLast;
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bool bEvilGrin;
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bool bDamageFaceActive;
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bool bNormal;
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bool bOuchActive;
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};
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extern TArray<FMugShotState> MugShotStates;
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FMugShotState *FindMugShotState(FName state);
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int FindMugShotStateIndex(FName state);
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// Base Status Bar ----------------------------------------------------------
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class FTexture;
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enum
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{
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HUDMSGLayer_OverHUD,
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HUDMSGLayer_UnderHUD,
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HUDMSGLayer_OverMap,
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NUM_HUDMSGLAYERS,
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HUDMSGLayer_Default = HUDMSGLayer_OverHUD,
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};
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//============================================================================
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//
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// encapsulates all settings a HUD font may need
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//
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//============================================================================
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class DHUDFont : public DObject
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{
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// this blocks CreateNew on this class which is the intent here.
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DECLARE_ABSTRACT_CLASS(DHUDFont, DObject);
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public:
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FFont *mFont;
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int mSpacing;
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EMonospacing mMonospacing;
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int mShadowX;
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int mShadowY;
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DHUDFont(FFont *f, int sp, EMonospacing ms, int sx, int sy)
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: mFont(f), mSpacing(sp), mMonospacing(ms), mShadowX(sx), mShadowY(sy)
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{}
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};
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class DBaseStatusBar : public DObject
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{
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friend class DSBarInfo;
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DECLARE_CLASS (DBaseStatusBar, DObject)
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HAS_OBJECT_POINTERS
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public:
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// Popup screens for Strife's status bar
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enum
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{
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POP_NoChange = -1,
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POP_None,
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POP_Log,
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POP_Keys,
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POP_Status
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};
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// Status face stuff
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enum
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{
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ST_NUMPAINFACES = 5,
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ST_NUMSTRAIGHTFACES = 3,
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ST_NUMTURNFACES = 2,
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ST_NUMSPECIALFACES = 3,
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ST_NUMEXTRAFACES = 2,
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ST_FACESTRIDE = ST_NUMSTRAIGHTFACES+ST_NUMTURNFACES+ST_NUMSPECIALFACES,
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ST_NUMFACES = ST_FACESTRIDE*ST_NUMPAINFACES+ST_NUMEXTRAFACES,
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ST_TURNOFFSET = ST_NUMSTRAIGHTFACES,
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ST_OUCHOFFSET = ST_TURNOFFSET + ST_NUMTURNFACES,
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ST_EVILGRINOFFSET = ST_OUCHOFFSET + 1,
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ST_RAMPAGEOFFSET = ST_EVILGRINOFFSET + 1,
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ST_GODFACE = ST_NUMPAINFACES*ST_FACESTRIDE,
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ST_DEADFACE = ST_GODFACE + 1
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};
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enum EAlign
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{
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TOP = 0,
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VCENTER = 1,
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BOTTOM = 2,
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VOFFSET = 3,
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VMASK = 3,
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LEFT = 0,
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HCENTER = 4,
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RIGHT = 8,
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HOFFSET = 12,
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HMASK = 12,
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CENTER = VCENTER | HCENTER,
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CENTER_BOTTOM = BOTTOM | HCENTER
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};
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DBaseStatusBar ();
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void SetSize(int reltop = 32, int hres = 320, int vres = 200, int hhres = -1, int hvres = -1);
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void OnDestroy() override;
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void AttachMessage (DHUDMessageBase *msg, uint32_t id=0, int layer=HUDMSGLayer_Default);
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DHUDMessageBase *DetachMessage (DHUDMessageBase *msg);
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DHUDMessageBase *DetachMessage (uint32_t id);
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void DetachAllMessages ();
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void ShowPlayerName ();
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double GetDisplacement() { return Displacement; }
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int GetPlayer ();
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static void AddBlend (float r, float g, float b, float a, float v_blend[4]);
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// do not make this a DObject Serialize function because it's not used like one!
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void SerializeMessages(FSerializer &arc);
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void SetScale();
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virtual void Tick ();
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void CallTick();
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virtual void Draw (EHudState state, double ticFrac);
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void CallDraw(EHudState state, double ticFrac);
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void DrawBottomStuff (EHudState state);
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void DrawTopStuff (EHudState state);
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void AttachToPlayer(player_t *player);
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DVector2 GetHUDScale() const;
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virtual void FlashCrosshair ();
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void NewGame ();
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virtual void ScreenSizeChanged ();
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void CallScreenSizeChanged();
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void ShowPop (int popnum);
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virtual bool MustDrawLog(EHudState state);
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virtual void SetMugShotState (const char *state_name, bool wait_till_done=false, bool reset=false);
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void DrawLog();
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uint32_t GetTranslation() const;
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void DrawAltHUD();
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void DrawGraphic(FTextureID texture, double x, double y, int flags, double Alpha, double boxwidth, double boxheight, double scaleX, double scaleY);
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void DrawString(FFont *font, const FString &cstring, double x, double y, int flags, double Alpha, int translation, int spacing, EMonospacing monospacing, int shadowX, int shadowY);
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void TransformRect(double &x, double &y, double &w, double &h, int flags = 0);
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void Fill(PalEntry color, double x, double y, double w, double h, int flags = 0);
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void SetClipRect(double x, double y, double w, double h, int flags = 0);
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void BeginStatusBar(int resW, int resH, int relTop, bool forceScaled);
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void BeginHUD(int resW, int resH, double Alpha, bool forceScaled = false);
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bool ForceHUDScale(bool on) { std::swap(ForcedScale, on); return on; } // This is for SBARINFO which should not use BeginStatusBar or BeginHUD.
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void StatusbarToRealCoords(double &x, double &y, double &w, double &h) const;
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int GetTopOfStatusbar() const
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{
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return SBarTop;
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}
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void DoDrawAutomapHUD(int crdefault, int highlight);
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//protected:
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void DrawPowerups ();
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void RefreshBackground () const;
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void RefreshViewBorder ();
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private:
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DObject *AltHud = nullptr;
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public:
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AActor *ValidateInvFirst (int numVisible) const;
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void DrawCrosshair ();
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// Sizing info for ths status bar.
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int ST_X;
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int ST_Y;
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int SBarTop;
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DVector2 SBarScale;
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int RelTop;
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int HorizontalResolution, VerticalResolution;
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bool Scaled; // This needs to go away.
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DVector2 defaultScale; // factor for fully scaled fullscreen display.
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bool ForcedScale = false;
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bool Centering;
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bool FixedOrigin;
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bool CompleteBorder;
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double CrosshairSize;
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double Displacement;
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bool ShowLog;
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int artiflashTick = 0;
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double itemflashFade = 0.75;
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player_t *CPlayer;
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double Alpha = 1.;
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DVector2 drawOffset = { 0,0 }; // can be set by subclasses to offset drawing operations
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double drawClip[4] = { 0,0,0,0 }; // defines a clipping rectangle (not used yet)
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bool fullscreenOffsets = false; // current screen is displayed with fullscreen behavior.
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FMugShot mugshot;
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private:
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bool RepositionCoords (int &x, int &y, int xo, int yo, const int w, const int h) const;
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void DrawMessages (int layer, int bottom);
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void DrawConsistancy () const;
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void DrawWaiting () const;
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void SetDrawSize(int reltop, int hres, int vres);
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TObjPtr<DHUDMessageBase*> Messages[NUM_HUDMSGLAYERS];
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int BaseRelTop;
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int BaseSBarHorizontalResolution;
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int BaseSBarVerticalResolution;
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int BaseHUDHorizontalResolution;
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int BaseHUDVerticalResolution;
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};
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extern DBaseStatusBar *StatusBar;
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// Status bar factories -----------------------------------------------------
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DBaseStatusBar *CreateCustomStatusBar(int script=0);
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// Crosshair stuff ----------------------------------------------------------
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void ST_LoadCrosshair(bool alwaysload=false);
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void ST_Clear();
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void ST_CreateStatusBar(bool bTitleLevel);
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extern FTexture *CrosshairImage;
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int GetInventoryIcon(AActor *item, uint32_t flags, int *applyscale = nullptr);
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enum DI_Flags
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{
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DI_SKIPICON = 0x1,
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DI_SKIPALTICON = 0x2,
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DI_SKIPSPAWN = 0x4,
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DI_SKIPREADY = 0x8,
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DI_ALTICONFIRST = 0x10,
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DI_TRANSLATABLE = 0x20,
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DI_FORCESCALE = 0x40,
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DI_DIM = 0x80,
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DI_DRAWCURSORFIRST = 0x100, // only for DrawInventoryBar.
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DI_ALWAYSSHOWCOUNT = 0x200, // only for DrawInventoryBar.
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DI_DIMDEPLETED = 0x400,
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DI_DONTANIMATE = 0x800, // do not animate the texture
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DI_MIRROR = 0x1000, // flip the texture horizontally, like a mirror
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DI_SCREEN_AUTO = 0, // decide based on given offsets.
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DI_SCREEN_MANUAL_ALIGN = 0x4000, // If this is on, the following flags will have an effect
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DI_SCREEN_TOP = DI_SCREEN_MANUAL_ALIGN,
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DI_SCREEN_VCENTER = 0x8000 | DI_SCREEN_MANUAL_ALIGN,
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DI_SCREEN_BOTTOM = 0x10000 | DI_SCREEN_MANUAL_ALIGN,
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DI_SCREEN_VOFFSET = 0x18000 | DI_SCREEN_MANUAL_ALIGN,
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DI_SCREEN_VMASK = 0x18000 | DI_SCREEN_MANUAL_ALIGN,
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DI_SCREEN_LEFT = DI_SCREEN_MANUAL_ALIGN,
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DI_SCREEN_HCENTER = 0x20000 | DI_SCREEN_MANUAL_ALIGN,
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DI_SCREEN_RIGHT = 0x40000 | DI_SCREEN_MANUAL_ALIGN,
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DI_SCREEN_HOFFSET = 0x60000 | DI_SCREEN_MANUAL_ALIGN,
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DI_SCREEN_HMASK = 0x60000 | DI_SCREEN_MANUAL_ALIGN,
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DI_SCREEN_LEFT_TOP = DI_SCREEN_TOP|DI_SCREEN_LEFT,
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DI_SCREEN_RIGHT_TOP = DI_SCREEN_TOP|DI_SCREEN_RIGHT,
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DI_SCREEN_LEFT_BOTTOM = DI_SCREEN_BOTTOM|DI_SCREEN_LEFT,
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DI_SCREEN_RIGHT_BOTTOM = DI_SCREEN_BOTTOM|DI_SCREEN_RIGHT,
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DI_SCREEN_CENTER = DI_SCREEN_VCENTER|DI_SCREEN_HCENTER,
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DI_SCREEN_CENTER_BOTTOM = DI_SCREEN_BOTTOM|DI_SCREEN_HCENTER,
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DI_SCREEN_OFFSETS = DI_SCREEN_HOFFSET|DI_SCREEN_VOFFSET,
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DI_ITEM_AUTO = 0, // equivalent with bottom center, which is the default alignment.
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DI_ITEM_TOP = 0x80000,
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DI_ITEM_VCENTER = 0x100000,
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DI_ITEM_BOTTOM = 0, // this is the default vertical alignment
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DI_ITEM_VOFFSET = 0x180000,
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DI_ITEM_VMASK = 0x180000,
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DI_ITEM_LEFT = 0x200000,
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DI_ITEM_HCENTER = 0, // this is the deafault horizontal alignment
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DI_ITEM_RIGHT = 0x400000,
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DI_ITEM_HOFFSET = 0x600000,
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DI_ITEM_HMASK = 0x600000,
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DI_ITEM_LEFT_TOP = DI_ITEM_TOP|DI_ITEM_LEFT,
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DI_ITEM_RIGHT_TOP = DI_ITEM_TOP|DI_ITEM_RIGHT,
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DI_ITEM_LEFT_BOTTOM = DI_ITEM_BOTTOM|DI_ITEM_LEFT,
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DI_ITEM_RIGHT_BOTTOM = DI_ITEM_BOTTOM|DI_ITEM_RIGHT,
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DI_ITEM_CENTER = DI_ITEM_VCENTER|DI_ITEM_HCENTER,
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DI_ITEM_CENTER_BOTTOM = DI_ITEM_BOTTOM|DI_ITEM_HCENTER,
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DI_ITEM_OFFSETS = DI_ITEM_HOFFSET|DI_ITEM_VOFFSET,
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DI_TEXT_ALIGN_LEFT = 0,
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DI_TEXT_ALIGN_RIGHT = 0x800000,
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DI_TEXT_ALIGN_CENTER = 0x1000000,
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DI_TEXT_ALIGN = 0x1800000,
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DI_ALPHAMAPPED = 0x2000000,
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DI_NOSHADOW = 0x4000000,
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DI_ALWAYSSHOWCOUNTERS = 0x8000000,
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DI_ARTIFLASH = 0x10000000,
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DI_FORCEFILL = 0x20000000,
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// These 2 flags are only used by SBARINFO so these duplicate other flags not used by SBARINFO
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DI_DRAWINBOX = DI_TEXT_ALIGN_RIGHT,
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DI_ALTERNATEONFAIL = DI_TEXT_ALIGN_CENTER,
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};
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#endif /* __SBAR_H__ */
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