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https://github.com/ZDoom/raze-gles.git
synced 2024-11-10 14:52:01 +00:00
- ported the BaseStatusBar class to ZScript.
Not hooked up yet, but it compiles.
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parent
cb2bc7967a
commit
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5 changed files with 182 additions and 6 deletions
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@ -85,7 +85,7 @@ struct FLevelStats
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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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//============================================================================
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@ -379,5 +379,3 @@ void drawMapTitle()
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}
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}
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@ -13,7 +13,6 @@ episode LEV0
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cluster 1
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{
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name = "Exhumed"
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gameover
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{
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function = ExhumedCutscenes.BuildGameoverScene
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@ -22,12 +21,10 @@ cluster 1
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cluster 2
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{
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name = "$TXT_EX_MAP00"
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}
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cluster 3
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{
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name = "Multiplayer"
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}
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cluster 4
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@ -29,6 +29,7 @@ version "4.3"
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#include "zscript/constants.zs"
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#include "zscript/razebase.zs"
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#include "zscript/screenjob.zs"
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#include "zscript/statusbar.zs"
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#include "zscript/games/duke/dukegame.zs"
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#include "zscript/games/duke/ui/screens.zs"
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#include "zscript/games/duke/ui/cutscenes.zs"
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180
wadsrc/static/zscript/statusbar.zs
Normal file
180
wadsrc/static/zscript/statusbar.zs
Normal file
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@ -0,0 +1,180 @@
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struct StatsPrintInfo
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{
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int screenbottomspace;
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int spacing; // uses fontheight if 0 or less.
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String letterColor, standardColor, completeColor;
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double fontscale;
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Font statfont;
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};
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//============================================================================
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//
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//
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//
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//============================================================================
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class RazeStatusBar : StatusBarCore
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{
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void Init()
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{
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SetSize(0, 320, 200);
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}
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virtual void Tick() {}
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virtual void UpdateStatusBar(SummaryInfo info) {}
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void drawStatText(Font statFont, int x, int y, String text, double scale)
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{
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Screen.DrawText(statfont, Font.CR_UNTRANSLATED, x + scale, y + scale, text, DTA_FullscreenScale, FSMode_ScaleToHeight, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200,
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DTA_KeepRatio, true, DTA_ScaleX, scale, DTA_ScaleY, scale, DTA_LegacyRenderStyle, STYLE_TranslucentStencil, DTA_Color, 0);
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Screen.DrawText(statfont, Font.CR_UNTRANSLATED, x, y, text, DTA_FullscreenScale, FSMode_ScaleToHeight, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200,
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DTA_KeepRatio, true, DTA_ScaleX, scale, DTA_ScaleY, scale);
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}
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//============================================================================
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//
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// Prints the current level statistics
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// hud_statscale is the desired display scale for the stat display
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// hud_scalefactor is the desired display scale for the actual status bar / HUD
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//
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//============================================================================
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void PrintLevelStats(StatsPrintInfo info, SummaryInfo stats)
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{
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double y;
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double scale = info.fontscale * hud_statscale;
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if (info.spacing <= 0) info.spacing = info.statfont.GetHeight() * info.fontscale;
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double spacing = info.spacing * hud_statscale;
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if (info.screenbottomspace < 0)
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{
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y = 200 - (RelTop - info.screenbottomspace) * hud_scalefactor - spacing;
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}
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else
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{
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y = 200 - info.screenbottomspace * hud_scalefactor - spacing;
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}
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double y1, y2, y3;
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if (stats.maxsecrets > 0) // don't bother if there are no secrets.
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{
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y1 = y;
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y -= spacing;
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}
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if (stats.maxkills != -1)
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{
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y2 = y;
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y -= spacing;
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}
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y3 = y;
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String text;
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text = String.Format("%sT: %s%d:%02d", info.letterColor, info.standardColor, stats.time / 60000, (stats.time % 60000) / 1000);
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drawStatText(info.statFont, 2 * hud_statscale, y3, text, scale);
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if (stats.maxkills != -1)
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{
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if (stats.maxkills == -3) text.Format("%sF: %s%d", info.letterColor, info.standardColor, stats.kills);
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else if (stats.maxkills == -2) text.Format("%sK: %s%d", info.letterColor, info.standardColor, stats.kills);
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else text.Format("%sK: %s%d/%d", info.letterColor,
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stats.kills == stats.maxkills ? info.completeColor : info.standardColor, stats.kills, stats.maxkills);
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drawStatText(info.statFont, 2 * hud_statscale, y2, text, scale);
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}
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if (stats.maxsecrets > 0) // don't bother if there are no secrets.
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{
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text.Format("%sS: %s%d/%d", info.letterColor, stats.secrets >= stats.maxsecrets ? info.completeColor : info.standardColor, stats.secrets, stats.maxsecrets);
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if (stats.supersecrets > 0) text.AppendFormat("+%d", stats.supersecrets);
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drawStatText(info.statFont, 2 * hud_statscale, y1, text, scale);
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}
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}
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//============================================================================
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//
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// Prints the automap label
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// hud_statscale is the desired display scale for the stat display
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// hud_scalefactor is the desired display scale for the actual status bar / HUD
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//
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//============================================================================
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void PrintAutomapInfo(StatsPrintInfo info, bool forcetextfont = false)
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{
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let TEXTCOLOR_ESCAPESTR= "\034";
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let lev = currentLevel;
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String mapname;
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if (am_showlabel)
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mapname.Format("%s%s: %s%s", info.letterColor, lev.GetLabelName(), info.standardColor, lev.DisplayName());
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else
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mapname.Format("%s%s", info.standardColor, lev.DisplayName());
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forcetextfont |= am_textfont;
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double y;
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double scale = info.fontScale * (forcetextfont ? hud_statscale : 1); // the tiny default font used by all games here cannot be scaled for readability purposes.
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if (info.spacing <= 0) info.spacing = info.statfont.GetHeight() * info.fontScale;
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double spacing = info.spacing * (forcetextfont ? hud_statscale : 1);
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if (am_nameontop)
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{
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y = spacing + 1;
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}
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else if (info.screenbottomspace < 0)
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{
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y = 200 - RelTop - spacing;
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}
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else
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{
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y = 200 - info.screenbottomspace - spacing;
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}
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let cluster = lev.GetCluster();
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String volname;
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if (cluster) volname = cluster.name;
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if (volname.length() == 0 && am_nameontop) y = 1;
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Screen.DrawText(info.statfont, Font.CR_UNTRANSLATED, 2 * hud_statscale, y, mapname, DTA_FullscreenScale, FSMode_ScaleToHeight, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200,
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DTA_ScaleX, scale, DTA_ScaleY, scale, DTA_KeepRatio, true);
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y -= spacing;
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if (volname.length() > 0)
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Screen.DrawText(info.statfont, Font.CR_UNTRANSLATED, 2 * hud_statscale, y, volname, DTA_FullscreenScale, FSMode_ScaleToHeight, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200,
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DTA_ScaleX, scale, DTA_ScaleY, scale, DTA_KeepRatio, true);
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}
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//============================================================================
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//
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//
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//
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//============================================================================
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int CalcMagazineAmount(int ammo_remaining, int clip_capacity, bool reloading)
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{
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// Determine amount in clip.
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int clip_amount = ammo_remaining % clip_capacity;
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// Set current clip value to clip capacity if wrapped around to zero, otherwise use determined value.
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int clip_current = ammo_remaining != 0 && clip_amount == 0 ? clip_capacity : clip_amount;
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// Return current clip value if weapon has rounds or is not on a reload cycle.
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return ammo_remaining == 0 || (reloading && clip_amount == 0) ? 0 : clip_current;
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}
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//============================================================================
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//
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//
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//
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//============================================================================
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void Set43ClipRect()
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{
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let screenratio = screen.GetAspectRatio();
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if (screenratio < 1.34) return;
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int width = int(screen.GetWidth() * 1.333 / screenratio);
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int left = (screen.GetWidth() - width) / 2;
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screen.SetClipRect(left, 0, width, screen.GetHeight());
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}
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}
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