qzdoom/wadsrc/static/zscript/statusbar/statusbar.txt
Christoph Oelckers b17b8d32ad completely redid the active powerup drawer for the HUD
- replaced Inventory.DrawPowerup with a GetPowerupIcon method so that the calling code can handle the drawing and apply its own rules. This was a major design flaw of allowing the inventory items to handle the drawing themselves, because they were unable to adjust to different HUD frontends. Note that any mod that overrides DrawPowerup will not draw any icon that expects to be handled that way!
- the alternative HUD now has its own, separate drawer that obeys the AltHUD's rules, and not the ones of the normal fullscreen HUD.
- the standard drawer has been scriptified as a virtual function.
- Both drawers now handle positioning of the icon inside its assigned box themselves instead of trusting the powerup item to do it correctly.
- DTA_HUDRules and Screen.DrawHUDTexture are to be considered deprecated because both do not integrate into the redesigned HUD code.
2017-03-24 22:58:16 +01:00

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Text

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,
};
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 EAlign
{
ALIGN_TOP = 0,
ALIGN_VCENTER = 1,
ALIGN_BOTTOM = 2,
ALIGN_VOFFSET = 3,
ALIGN_VMASK = 3,
ALIGN_LEFT = 0,
ALIGN_HCENTER = 4,
ALIGN_RIGHT = 8,
ALIGN_HOFFSET = 12,
ALIGN_HMASK = 12,
ALIGN_CENTER = ALIGN_VCENTER|ALIGN_HCENTER,
ALIGN_CENTER_BOTTOM = ALIGN_BOTTOM|ALIGN_HCENTER,
ALIGN_OFFSETS = ALIGN_HOFFSET|ALIGN_VOFFSET
};
enum ETextAlign
{
TEXT_LEFT = 0,
TEXT_CENTER = 1,
TEXT_RIGHT = 2
};
enum SBGameModes
{
GAMEMODE_SINGLEPLAYER = 0x1,
GAMEMODE_COOPERATIVE = 0x2,
GAMEMODE_DEATHMATCH = 0x4,
GAMEMODE_TEAMGAME = 0x8
};
enum AmmoModes
{
AMMO_PRIMARY,
AMMO_SECONDARY,
AMMO_ANY,
AMMO_BOTH
};
enum EHudDraw
{
HUD_Normal,
HUD_HorizCenter
}
enum ENumFlags
{
FNF_FILLZEROS,
FNF_WHENNOTZERO,
}
const XHAIRSHRINKSIZE =(1./18);
const XHAIRPICKUPSIZE = (2+XHAIRSHRINKSIZE);
const POWERUPICONSIZE = 32;
native int ST_X, ST_Y;
native int RelTop;
native int HorizontalResolution, VerticalResolution;
native bool Scaled;
native bool Centering;
native bool FixedOrigin;
native bool CompleteBorder;
native double CrosshairSize;
native double Displacement;
native PlayerInfo CPlayer;
native bool ShowLog;
// 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.
native Vector2 cleanScale; // factor for scaled fullscreen display.
native void SetSize(int height, int vwidth, int vheight);
virtual void Init() {}
native virtual void SetScaled(bool scale, bool force = false);
native virtual void Tick ();
native virtual void Draw (int state, double TicFrac);
native virtual void ScreenSizeChanged ();
virtual void FlashItem (class<Inventory> itemtype) {}
virtual void AttachToPlayer (PlayerInfo player) { CPlayer = player; }
virtual void FlashCrosshair () { CrosshairSize = XHAIRPICKUPSIZE; }
virtual void NewGame () {}
virtual void ShowPop (int popnum) { ShowLog = (popnum == POP_Log && !ShowLog); }
virtual clearscope void ReceivedWeapon (Weapon weapn) {}
virtual bool MustDrawLog(int state) { return true; }
virtual void SetMugShotState (String state_name, bool wait_till_done=false, bool reset=false) {}
native void RefreshBackground () const;
// 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 DrawGraphic(TextureID texture, bool animate, Vector2 pos, double Alpha, bool translatable, bool dim, int imgAlign, int screenalign, bool alphamap, Vector2 box);
native void DrawString(Font font, String string, Vector2 pos , double Alpha, int translation, int align, int screenalign, int spacing=0, bool monospaced = false, int shadowX=0, int shadowY=0, int wrapwidth = -1, int linespacing = 4);
native static String FormatNumber(int number, int minsize, int maxsize, int format, String prefix = "");
//============================================================================
//
// 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.
//
//============================================================================
Inventory, Inventory, 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 = false)
{
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;
if (applyscale)
scale = item.Scale;
}
return icon;
}
//============================================================================
//
// 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 String GetGlobalACSString(int index);
native String GetGlobalACSArrayString(int arrayno, int index);
native int GetGlobalACSValue(int index);
native 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 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 current game mode against a flag mask
//
//============================================================================
bool CheckGameMode(int ValidModes)
{
return (!multiplayer && (ValidModes & GAMEMODE_SINGLEPLAYER)) ||
(deathmatch && (ValidModes & GAMEMODE_DEATHMATCH)) ||
(multiplayer && !deathmatch && (ValidModes & GAMEMODE_COOPERATIVE)) ||
(teamplay && (ValidModes & GAMEMODE_TEAMGAME));
}
//============================================================================
//
// 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 CheckDiplayName(String displayname)
{
if (CPlayer == null) return false;
return displayname == PlayerPawn.GetPrintableDisplayName(CPlayer.mo.GetClass());
}
//============================================================================
//
// checks if player has the given weapon piece
//
//============================================================================
bool 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
//
//============================================================================
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;
}
//---------------------------------------------------------------------------
//
// 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, true, 1.0, ALIGN_TOP|ALIGN_RIGHT, (POWERUPICONSIZE, POWERUPICONSIZE), ALIGN_CENTER_BOTTOM);
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());
}
//============================================================================
//
// draw stuff
//
//============================================================================
void DrawTexture(TextureID texture, Vector2 pos, bool animated = false, double alpha = 1.0, int screenalign = ALIGN_TOP|ALIGN_LEFT, Vector2 boxsize = (-1, -1), int itemAlign = ALIGN_TOP|ALIGN_LEFT, int flags = 0, Vector2 scale = (1., 1.) )
{
if (!texture.IsValid()) return; // nothing to draw
alpha *= self.alpha;
if (alpha <= 0) return; // invisible
Vector2 texsize = TexMan.GetScaledSize(texture);
texsize.X *= scale.X;
texsize.Y *= scale.Y;
if (boxsize.X > 0 || boxsize.Y > 0)
{
double scale1 = 1., scale2 = 1.;
if (boxsize.X != -1 && (boxsize.X < texsize.X || (flags & DI_FORCESCALE)))
{
scale1 = boxsize.X / texsize.X;
}
if (boxsize.Y != -1 && (boxsize.Y < texsize.Y || (flags & DI_FORCESCALE)))
{
scale2 = boxsize.Y / texsize.Y;
}
if (flags & DI_FORCESCALE)
{
if (boxsize.X == -1 || (boxsize.Y != -1 && scale2 < scale1))
scale1 = scale2;
}
else scale1 = min(scale1, scale2);
boxsize = texsize * scale1;
}
else
{
boxsize = texsize;
}
DrawGraphic(texture, animated, pos, Alpha, !!(flags & DI_TRANSLATABLE), !!(flags & DI_DIM), itemAlign, screenAlign, false, boxsize);
}
//============================================================================
//
//
//
//============================================================================
void DrawImage(String imagename, Vector2 pos, bool animated = false, double alpha = 1.0, int screenalign = ALIGN_TOP|ALIGN_LEFT, Vector2 boxsize = (-1, -1), int itemAlign = ALIGN_TOP|ALIGN_LEFT, int flags = 0, Vector2 scale = (1., 1.) )
{
let tex = TexMan.CheckForTexture(imagename, TexMan.TYPE_MiscPatch);
DrawTexture(tex, pos, animated, screenalign, alpha, boxsize, itemAlign, flags, scale);
}
//============================================================================
//
//
//
//============================================================================
void DrawIcon(int icontype, Vector2 pos, bool animated = false, double alpha = 1.0, int screenalign = ALIGN_TOP|ALIGN_LEFT, Vector2 boxsize = (-1, -1), int itemAlign = ALIGN_TOP|ALIGN_LEFT, int flags = 0)
{
TextureID texture;
Vector2 applyscale = (1, 1);
Inventory atype1, atype2;
switch (icontype)
{
case ITYPE_PLAYERICON:
texture = CPlayer.mo.ScoreIcon;
break;
case ITYPE_AMMO1:
case ITYPE_AMMO2:
[atype1, atype2] = GetCurrentAmmo();
[texture, applyscale] = GetIcon(icontype == ITYPE_AMMO1? atype1 : atype2, flags, true);
break;
case ITYPE_ARMOR:
[texture, applyscale] = GetIcon(CPlayer.mo.FindInventory("BasicArmor"), flags, false);
break;
case ITYPE_WEAPON:
[texture, applyscale] = GetIcon(CPlayer.ReadyWeapon, flags, false);
break;
case ITYPE_SIGIL:
[texture, applyscale] = GetIcon(CPlayer.mo.FindInventory("Sigil"), flags, false);
break;
case ITYPE_SELECTEDINVENTORY:
if (CPlayer.mo.InvSel != NULL)
texture = CPlayer.mo.InvSel.Icon;
break;
}
DrawTexture(texture, pos, animated, screenalign, alpha, boxsize, itemAlign, flags, applyscale);
}
//============================================================================
//
//
//
//============================================================================
void DrawHexenArmor(int armortype, String image, Vector2 pos, bool animated = false, double alpha = 1.0, int screenalign = ALIGN_TOP|ALIGN_LEFT, Vector2 boxsize = (-1, -1), int itemAlign = ALIGN_TOP|ALIGN_LEFT, int flags = 0)
{
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, animated, screenalign, alpha, boxsize, itemAlign, flags);
}
//============================================================================
//
//
//
//============================================================================
void DrawInventoryIcon(class<Inventory> item, String image, Vector2 pos, bool animated = false, double alpha = 1.0, int screenalign = ALIGN_TOP|ALIGN_LEFT, Vector2 boxsize = (-1, -1), int itemAlign = ALIGN_TOP|ALIGN_LEFT, int flags = 0)
{
let texture = GetDefaultByType(item).Icon;
if (texture.IsValid())
{
DrawTexture(texture, pos, animated, screenalign, alpha, boxsize, itemAlign, flags);
}
}
}
//============================================================================
//
// 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;
}
// 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;
double mChangeFactor;
static DynamicValueInterpolator Create(int startval, double changefactor, int minchange)
{
let v = new("DynamicValueInterpolator");
v.mCurrentValue = startval;
v.mMinChange = minchange;
v.mChangeFactor = changefactor;
return v;
}
// 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(max(abs(destvalue - mCurrentValue) * mChangeFactor, mMinChange));
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;
}
}