//------------------------------------------------------------------------- /* Copyright (C) 1997, 2005 - 3D Realms Entertainment This file is part of Shadow Warrior version 1.2 Shadow Warrior is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. Original Source: 1997 - Frank Maddin and Jim Norwood Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms */ //------------------------------------------------------------------------- #include "ns.h" #undef MAIN #include "build.h" #include "game.h" #include "names2.h" #include "panel.h" #include "pal.h" #include "misc.h" #include "player.h" #include "v_2ddrawer.h" #include "statusbar.h" #include "network.h" BEGIN_SW_NS enum { ID_PanelMedkit = 2396, ID_PanelRepairKit = 2399, ID_PanelCloak = 2397, //2400 ID_PanelNightVision = 2398, ID_PanelChemBomb = 2407, ID_PanelFlashBomb = 2408, ID_PanelCaltrops = 2409, }; static const short icons[] = { ID_PanelMedkit, ID_PanelRepairKit, ID_PanelCloak, ID_PanelNightVision, ID_PanelChemBomb, ID_PanelFlashBomb, ID_PanelCaltrops, }; class DSWStatusBar : public DBaseStatusBar { enum { PANEL_HEALTH_BOX_X = 20, PANEL_BOX_Y = (174 - 6), PANEL_HEALTH_XOFF = 2, PANEL_HEALTH_YOFF = 4, PANEL_AMMO_BOX_X = 197, PANEL_AMMO_XOFF = 1, PANEL_AMMO_YOFF = 4, WSUM_X = 93, WSUM_Y = PANEL_BOX_Y+1, WSUM_XOFF = 25, WSUM_YOFF = 6, PANEL_KEYS_BOX_X = 276, PANEL_KEYS_XOFF = 0, PANEL_KEYS_YOFF = 2, PANEL_ARMOR_BOX_X = 56, PANEL_ARMOR_XOFF = 2, PANEL_ARMOR_YOFF = 4, FRAG_YOFF = 2, INVENTORY_BOX_X = 231, INVENTORY_BOX_Y = (176-8), INVENTORY_PIC_XOFF = 1, INVENTORY_PIC_YOFF = 1, INVENTORY_PERCENT_XOFF = 19, INVENTORY_PERCENT_YOFF = 13, INVENTORY_STATE_XOFF = 19, INVENTORY_STATE_YOFF = 1, MINI_BAR_Y = 174 , MINI_BAR_HEALTH_BOX_X = 4, MINI_BAR_AMMO_BOX_X = 32, MINI_BAR_INVENTORY_BOX_X = 64, MINI_BAR_INVENTORY_BOX_Y = MINI_BAR_Y, }; enum { PANEL_FONT_G = 3636, PANEL_FONT_Y = 3646, PANEL_FONT_R = 3656, PANEL_SM_FONT_G = 3601, PANEL_SM_FONT_Y = 3613, PANEL_SM_FONT_R = 3625, PANEL_KEY_RED = 2392, PANEL_KEY_GREEN = 2393, PANEL_KEY_BLUE = 2394, PANEL_KEY_YELLOW = 2395, PANEL_SKELKEY_GOLD = 2448, PANEL_SKELKEY_SILVER= 2449, PANEL_SKELKEY_BRONZE= 2458, PANEL_SKELKEY_RED = 2459, MINI_BAR_HEALTH_BOX_PIC = 2437, MINI_BAR_AMMO_BOX_PIC = 2437, MINI_BAR_INVENTORY_BOX_PIC = 2438, ID_SelectionBox = 2435, }; //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void DisplayPanelNumber(double xs, double ys, int number) { char buffer[32]; char* ptr; double x; mysnprintf(buffer, 32, "%03d", number); for (ptr = buffer, x = xs; *ptr; ptr++) { if (!isdigit(*ptr)) { continue; } int tex = PANEL_FONT_G + (*ptr - '0'); DrawGraphic(tileGetTexture(tex), x, ys, DI_ITEM_LEFT_TOP, 1, -1, -1, 1, 1); x += tileWidth(tex) + 1; } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void DisplaySummaryString(double xs, double ys, int color, int shade, const char* buffer) { double x; const char* ptr; char ch; int font_pic; static const short font_base[] = { PANEL_SM_FONT_G, PANEL_SM_FONT_Y, PANEL_SM_FONT_R }; assert(color < 3); for (ptr = buffer, x = xs; *ptr; ptr++) { ch = *ptr; if (ch == ' ') { x += 4; continue; } switch (ch) { case '\\': ch = '0' - 1; // one pic before 0 break; case ':': ch = '9' + 1; // one pic after nine break; } font_pic = font_base[color] + (ch - '0'); DrawGraphic(tileGetTexture(font_pic), x, ys, DI_ITEM_LEFT_TOP, 1, -1, -1, 1, 1, shadeToLight(shade)); x += tilesiz[font_pic].x + 1; } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void DisplayTimeLimit(PLAYERp pp) { int seconds = gNet.TimeLimitClock / 120; sprintf(ds, "%03d:%02d", seconds / 60, seconds % 60); DisplaySummaryString(PANEL_KEYS_BOX_X + 1, PANEL_BOX_Y + 6, 0, 0, ds); } //--------------------------------------------------------------------------- // // todo: migrate to FFont to support localization // //--------------------------------------------------------------------------- void DisplayTinyString(double xs, double ys, const char* buffer, int pal) { double x; const char* ptr; const int FRAG_FIRST_ASCII = ('!'); const int FRAG_FIRST_TILE = 2930; for (ptr = buffer, x = xs; *ptr; ptr++) { if (*ptr == ' ') continue; assert(*ptr >= '!' && *ptr <= '}'); auto tex = tileGetTexture(FRAG_FIRST_TILE + (*ptr - FRAG_FIRST_ASCII)); DrawGraphic(tex, x, ys, DI_ITEM_LEFT_TOP, 1, -1, -1, 1, 1, 0xffffffff, TRANSLATION(Translation_Remap, pal)); x += 4; } } void DisplayFragString(PLAYERp pp, double xs, double ys, const char* buffer) { DisplayTinyString(xs, ys, buffer, User[pp->SpriteP - sprite]->spal); } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void DisplayFragNumbers() { for (int pnum = 0; pnum < 4; pnum++) { char buffer[32]; short xs, ys; short frag_bar; static int xoffs[] = { 69, 147, 225, 303 }; ys = FRAG_YOFF; // frag bar 0 or 1 frag_bar = ((pnum) / 4); // move y down according to frag bar number ys = ys + (tilesiz[FRAG_BAR].y - 2) * frag_bar; // move x over according to the number of players xs = xoffs[MOD4(pnum)]; mysnprintf(buffer, 32, "%03d", Player[pnum].Kills); DisplayFragString(&Player[pnum], xs, ys, buffer); } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void DisplayFragNames() { for (int pnum = 0; pnum < 4; pnum++) { short xs, ys; short frag_bar; static int xoffs[] = { 7, 85, 163, 241 }; ys = FRAG_YOFF; // frag bar 0 or 1 frag_bar = ((pnum) / 4); // move y down according to frag bar number ys = ys + (tilesiz[FRAG_BAR].y - 2) * frag_bar; // move x over according to the number of players xs = xoffs[MOD4(pnum)]; DisplayFragString(&Player[pnum], xs, ys, Player[pnum].PlayerName); } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void DisplayFragBar(PLAYERp pp) { // must draw this in HUD mode and align to the top center short i, num_frag_bars; int y; extern int16_t OrigCommPlayers; if (numplayers <= 1) return; if (gNet.MultiGameType == MULTI_GAME_COOPERATIVE) return; // if player sprite has not been initialized we have no business // sticking a frag bar up. Prevents processing from MenuLevel etc. if (!pp->SpriteP) return; //num_frag_bars = ((numplayers-1)/4)+1; num_frag_bars = ((OrigCommPlayers - 1) / 4) + 1; for (i = windowxy1.x; i <= windowxy2.x; i++) { y = (tilesiz[FRAG_BAR].y * num_frag_bars) - (2 * (num_frag_bars - 1)); y = y * (ydim / 200.0); } for (i = 0, y = 0; i < num_frag_bars; i++) { DrawGraphic(tileGetTexture(FRAG_BAR), 0, y, DI_ITEM_LEFT_TOP, 1, -1, -1, 1, 1); y += tilesiz[FRAG_BAR].y - 2; } DisplayFragNames(); DisplayFragNumbers(); } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void PlayerUpdateWeaponSummary(PLAYERp pp, int UpdateWeaponNum) { USERp u = User[pp->PlayerSprite]; int x, y; int pos; int column; int WeaponNum, wpntmp; int color, shade; char ds[32]; WeaponNum = UpdateWeaponNum; if (DamageData[WeaponNum].with_weapon != -1) { WeaponNum = DamageData[WeaponNum].with_weapon; } if (gs.BorderNum < BORDER_BAR || pp - Player != screenpeek) return; static short wsum_xoff[3] = { 0,36,66 }; static const char* wsum_fmt2[3] = { "%3d/%-3d", "%2d/%-2d", "%2d/%-2d" }; pos = WeaponNum - 1; column = pos / 3; if (column > 2) column = 2; x = WSUM_X + wsum_xoff[column]; y = WSUM_Y + (WSUM_YOFF * (pos % 3)); if (UpdateWeaponNum == u->WeaponNum) { shade = 0; color = 0; } else { shade = 11; color = 0; } wpntmp = WeaponNum + 1; if (wpntmp > 9) wpntmp = 0; mysnprintf(ds, 32, "%d:", wpntmp); if (TEST(pp->WpnFlags, BIT(WeaponNum))) DisplaySummaryString(x, y, 1, shade, ds); else DisplaySummaryString(x, y, 2, shade + 6, ds); mysnprintf(ds, 32, wsum_fmt2[column], pp->WpnAmmo[WeaponNum], DamageData[WeaponNum].max_ammo); DisplaySummaryString(x + 6, y, color, shade, ds); } void PlayerUpdateWeaponSummaryAll(PLAYERp pp) { for (int i = WPN_STAR; i <= WPN_HEART; i++) { PlayerUpdateWeaponSummary(pp, i); } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void DisplayKeys(PLAYERp pp) { double x, y; int row, col; int i, xsize, ysize; static short StatusKeyPics[] = { PANEL_KEY_RED, PANEL_KEY_BLUE, PANEL_KEY_GREEN, PANEL_KEY_YELLOW, PANEL_SKELKEY_GOLD, PANEL_SKELKEY_SILVER, PANEL_SKELKEY_BRONZE, PANEL_SKELKEY_RED }; xsize = tilesiz[PANEL_KEY_RED].x + 1; ysize = tilesiz[PANEL_KEY_RED].y + 2; i = 0; for (row = 0; row < 2; row++) { for (col = 0; col < 2; col++) { if (pp->HasKey[i]) { x = PANEL_KEYS_BOX_X + PANEL_KEYS_XOFF + (row * xsize); y = PANEL_BOX_Y + PANEL_KEYS_YOFF + (col * ysize); DrawGraphic(tileGetTexture(StatusKeyPics[i]), x, y, DI_ITEM_LEFT_TOP, 1, -1, -1, 1, 1); } i++; } } // Check for skeleton keys i = 0; for (row = 0; row < 2; row++) { for (col = 0; col < 2; col++) { if (pp->HasKey[i + 4]) { x = PANEL_KEYS_BOX_X + PANEL_KEYS_XOFF + (row * xsize); y = PANEL_BOX_Y + PANEL_KEYS_YOFF + (col * ysize); DrawGraphic(tileGetTexture(StatusKeyPics[i + 4]), x, y, DI_ITEM_LEFT_TOP, 1, -1, -1, 1, 1); } i++; } } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void PlayerUpdateInventoryPercent(PLAYERp pp, int InventoryBoxX, int InventoryBoxY, int InventoryXoff, int InventoryYoff) { char ds[32]; INVENTORY_DATAp id = &InventoryData[pp->InventoryNum]; int x = InventoryBoxX + INVENTORY_PERCENT_XOFF + InventoryXoff; int y = InventoryBoxY + INVENTORY_PERCENT_YOFF + InventoryYoff; if (TEST(id->Flags, INVF_COUNT)) { mysnprintf(ds, 32, "%d", pp->InventoryAmount[pp->InventoryNum]); } else { mysnprintf(ds, 32, "%d%c", pp->InventoryPercent[pp->InventoryNum], '%'); } DisplayTinyString(x, y, ds, 0); } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void PlayerUpdateInventoryPic(PLAYERp pp, int InventoryBoxX, int InventoryBoxY, int InventoryXoff, int InventoryYoff) { INVENTORY_DATAp id = &InventoryData[pp->InventoryNum]; int x = InventoryBoxX + INVENTORY_PIC_XOFF + InventoryXoff; int y = InventoryBoxY + INVENTORY_PIC_YOFF + InventoryYoff; DrawGraphic(tileGetTexture(icons[pp->InventoryNum]), x, y, DI_ITEM_LEFT_TOP, 1, -1, -1, id->Scale/65536., id->Scale / 65536.); } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void PlayerUpdateInventoryState(PLAYERp pp, int InventoryBoxX, int InventoryBoxY, int InventoryXoff, int InventoryYoff) { char ds[32]; INVENTORY_DATAp id = &InventoryData[pp->InventoryNum]; int x = InventoryBoxX + INVENTORY_STATE_XOFF + InventoryXoff; int y = InventoryBoxY + INVENTORY_STATE_YOFF + InventoryYoff; if (TEST(id->Flags, INVF_AUTO_USE)) { DisplayTinyString(x, y, "AUTO", 0); } else if (TEST(id->Flags, INVF_TIMED)) { sprintf(ds, "%s", pp->InventoryActive[pp->InventoryNum] ? "ON" : "OFF"); DisplayTinyString(x, y, pp->InventoryActive[pp->InventoryNum] ? "ON" : "OFF", 0); } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void DisplayBarInventory(PLAYERp pp) { int InventoryBoxX = INVENTORY_BOX_X; int InventoryBoxY = INVENTORY_BOX_Y; int InventoryXoff = 0; int InventoryYoff = 0; // put pic if (pp->InventoryAmount[pp->InventoryNum]) if (pp->InventoryAmount[pp->InventoryNum]) { PlayerUpdateInventoryPic(pp, InventoryBoxX, InventoryBoxY, InventoryXoff, InventoryYoff); // Auto/On/Off PlayerUpdateInventoryState(pp, InventoryBoxX, InventoryBoxY, InventoryXoff, InventoryYoff); // Percent count/Item count PlayerUpdateInventoryPercent(pp, InventoryBoxX, InventoryBoxY, InventoryXoff, InventoryYoff); } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void DrawCompass(PLAYERp pp) { enum { COMPASS_TIC = 2380, COMPASS_TIC2 = 2381, COMPASS_NORTH = 2382, COMPASS_NORTH2 = 2383, COMPASS_SOUTH = 2384, COMPASS_SOUTH2 = 2385, COMPASS_EAST = 2386, COMPASS_EAST2 = 2387, COMPASS_WEST = 2388, COMPASS_WEST2 = 2389, COMPASS_MID_TIC = 2390, COMPASS_MID_TIC2 = 2391, COMPASS_X = 140, COMPASS_Y = (162-5), }; auto NORM_CANG = [](int ang) { return (((ang)+32) & 31); }; int start_ang, ang; int x_size = tilesiz[COMPASS_NORTH].x; int x; int i; static const short CompassPic[32] = { COMPASS_EAST, COMPASS_EAST2, COMPASS_TIC, COMPASS_TIC2, COMPASS_MID_TIC, COMPASS_MID_TIC2, COMPASS_TIC, COMPASS_TIC2, COMPASS_SOUTH, COMPASS_SOUTH2, COMPASS_TIC, COMPASS_TIC2, COMPASS_MID_TIC, COMPASS_MID_TIC2, COMPASS_TIC, COMPASS_TIC2, COMPASS_WEST, COMPASS_WEST2, COMPASS_TIC, COMPASS_TIC2, COMPASS_MID_TIC, COMPASS_MID_TIC2, COMPASS_TIC, COMPASS_TIC2, COMPASS_NORTH, COMPASS_NORTH2, COMPASS_TIC, COMPASS_TIC2, COMPASS_MID_TIC, COMPASS_MID_TIC2, COMPASS_TIC, COMPASS_TIC2, }; static const short CompassShade[10] = { //20, 16, 11, 6, 1, 1, 6, 11, 16, 20 25, 19, 15, 9, 1, 1, 9, 15, 19, 25 }; ang = fix16_to_int(pp->q16ang); if (pp->sop_remote) ang = 0; start_ang = (ang + 32) >> 6; start_ang = NORM_CANG(start_ang - 4); for (i = 0, x = COMPASS_X; i < 10; i++) { DrawGraphic(tileGetTexture(CompassPic[NORM_CANG(start_ang + i)]), x, COMPASS_Y, DI_ITEM_LEFT_TOP, 1, -1, -1, 1, 1, shadeToLight(CompassShade[i])); x += x_size; } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void DrawStatusBar() { auto pp = Player + screenpeek; USERp u = User[pp->PlayerSprite]; BeginStatusBar(320, 200, tileHeight(STATUS_BAR)); DrawGraphic(tileGetTexture(STATUS_BAR), 0, 200, DI_ITEM_LEFT_BOTTOM, 1, -1, -1, 1, 1); DisplayPanelNumber(PANEL_HEALTH_BOX_X + PANEL_HEALTH_XOFF, PANEL_BOX_Y + PANEL_HEALTH_YOFF, u->Health); DisplayPanelNumber(PANEL_ARMOR_BOX_X + PANEL_ARMOR_XOFF, PANEL_BOX_Y + PANEL_ARMOR_YOFF, pp->Armor); DisplayPanelNumber(PANEL_AMMO_BOX_X + PANEL_AMMO_XOFF, PANEL_BOX_Y + PANEL_AMMO_YOFF, pp->WpnAmmo[u->WeaponNum]); PlayerUpdateWeaponSummaryAll(pp); if (gNet.MultiGameType != MULTI_GAME_COMMBAT) DisplayKeys(pp); else if (gNet.TimeLimit) DisplayTimeLimit(pp); DisplayBarInventory(pp); DrawCompass(pp); } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void DisplayMinibarInventory(PLAYERp pp) { int InventoryBoxX = MINI_BAR_INVENTORY_BOX_X; int InventoryBoxY = MINI_BAR_INVENTORY_BOX_Y; int InventoryXoff = 1; int InventoryYoff = 1; if (pp->InventoryAmount[pp->InventoryNum]) { PlayerUpdateInventoryPic(pp, InventoryBoxX, InventoryBoxY, InventoryXoff+1, InventoryYoff); // Auto/On/Off PlayerUpdateInventoryState(pp, InventoryBoxX, InventoryBoxY, InventoryXoff, InventoryYoff); // Percent count/Item count PlayerUpdateInventoryPercent(pp, InventoryBoxX, InventoryBoxY, InventoryXoff, InventoryYoff); } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void DrawHUD1() { BeginHUD(320, 200, 1); auto pp = Player + screenpeek; USERp u = User[pp->PlayerSprite]; int x, y; INVENTORY_DATAp id; x = MINI_BAR_HEALTH_BOX_X; y = 200 - 26; DrawGraphic(tileGetTexture(MINI_BAR_HEALTH_BOX_PIC), x, y, DI_ITEM_LEFT_TOP, 1, -1, -1, 1, 1); x = MINI_BAR_HEALTH_BOX_X + 3; DisplayMiniBarNumber(x, y + 5, u->Health); if (u->WeaponNum != WPN_SWORD && u->WeaponNum != WPN_FIST) { x = MINI_BAR_AMMO_BOX_X; DrawGraphic(tileGetTexture(MINI_BAR_AMMO_BOX_PIC), x, y, DI_ITEM_LEFT_TOP, 1, -1, -1, 1, 1); x = MINI_BAR_AMMO_BOX_X + 3; DisplayMiniBarNumber(x, y + 5, pp->WpnAmmo[u->WeaponNum]); } if (!pp->InventoryAmount[pp->InventoryNum]) return; // Inventory Box x = MINI_BAR_INVENTORY_BOX_X; DrawGraphic(tileGetTexture(MINI_BAR_INVENTORY_BOX_PIC), x, y, DI_ITEM_LEFT_TOP, 1, -1, -1, 1, 1); DisplayMinibarInventory(pp); } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void DrawInventoryIcon(double xs, double ys, int align, int InventoryNum, int amount, bool selected) { double x, y; const int INVENTORY_ICON_WIDTH = 28; // check invalid value assert(InventoryNum < MAX_INVENTORY); x =xs + (InventoryNum * INVENTORY_ICON_WIDTH); y = ys; auto tex = icons[InventoryNum]; auto scale = InventoryData[InventoryNum].Scale / 65536.; DrawGraphic(tileGetTexture(tex), x, y, align | DI_ITEM_LEFT_TOP, amount? 1. : 0.333, -1, -1, scale, scale); if (selected) { DrawGraphic(tileGetTexture(ID_SelectionBox), x-5, y-5, align | DI_ITEM_LEFT_TOP, 1, -1, -1, 1, 1); } } ////////////////////////////////////////////////////////////////////// // // INVENTORY BAR // ////////////////////////////////////////////////////////////////////// void DrawInventory(double xs, double ys, int align) { auto pp = Player + screenpeek; short inv = 0; INVENTORY_DATAp id; if (!pp->InventoryBarTics) { return; } for (id = InventoryData; id->Name; id++, inv++) { DrawInventoryIcon(xs, ys, align, inv, pp->InventoryAmount[inv], inv == pp->InventoryNum); } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- public: void UpdateStatusBar(ClockTicks arg) { int nPalette = 0; double inv_x, inv_y; int align; short InventoryBarXpos[] = { 110, 110, 80, 80, 80, 80, 80, 80, 80, 80, 80, 80, 80, 80, 80, 80, 80 }; short InventoryBarYpos[] = { 172, 172, 130, 130, 130, 130, 130, 130, 130, 130, 130, 130, 130, 130, 130, 130, 130 }; if (gs.BorderNum <= BORDER_NONE) { align = DI_SCREEN_RIGHT_BOTTOM; inv_x = -210 * hud_scale / 100.; inv_y = -28 * hud_scale / 100.; } /*else if (gs.BorderNum == BORDER_HUD) { align = DI_SCREEN_CENTER_TOP; inv_x = -80 * hud_scale / 100.; inv_y = -70 * hud_scale / 100.; DrawHUD2(); } */ else if (gs.BorderNum == BORDER_MINI_BAR) { align = DI_SCREEN_RIGHT_BOTTOM; inv_x = -210 * hud_scale / 100.; inv_y = -28 * hud_scale / 100.; DrawHUD1(); } else { align = 0; inv_x = 80 * hud_scale / 100.; inv_y = 130 * hud_scale / 100.; DrawStatusBar(); } DrawInventory(inv_x, inv_y, align); } }; static void UpdateFrame(void) { static const int kBackTile = 51; auto tex = tileGetTexture(kBackTile); twod->AddFlatFill(0, 0, xdim, windowxy1.y - 3, tex); twod->AddFlatFill(0, windowxy2.y + 4, xdim, ydim, tex); twod->AddFlatFill(0, windowxy1.y - 3, windowxy1.x - 3, windowxy2.y + 4, tex); twod->AddFlatFill(windowxy2.x + 4, windowxy1.y - 3, xdim, windowxy2.y + 4, tex); twod->AddFlatFill(windowxy1.x - 3, windowxy1.y - 3, windowxy1.x, windowxy2.y + 1, tex, 0, 1, 0xff545454); twod->AddFlatFill(windowxy1.x, windowxy1.y - 3, windowxy2.x + 4, windowxy1.y, tex, 0, 1, 0xff545454); twod->AddFlatFill(windowxy2.x + 1, windowxy1.y, windowxy2.x + 4, windowxy2.y + 4, tex, 0, 1, 0xff2a2a2a); twod->AddFlatFill(windowxy1.x - 3, windowxy2.y + 1, windowxy2.x + 1, windowxy2.y + 4, tex, 0, 1, 0xff2a2a2a); } void UpdateStatusBar(ClockTicks arg) { DSWStatusBar sbar; if (gs.BorderNum >= BORDER_BAR) { UpdateFrame(); } sbar.UpdateStatusBar(arg); } END_SW_NS