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- fixed: Harmony requires special scaling treatment for the fullscree…
…n HUD's icons.
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Original file line number | Diff line number | Diff line change |
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include "mapinfo/doom2.txt" | ||
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gameinfo | ||
{ | ||
cursorpic = "cursor" | ||
statusbarclass = "HarmonyStatusBar" | ||
} | ||
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Original file line number | Diff line number | Diff line change |
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@@ -0,0 +1,108 @@ | ||
class HarmonyStatusBar : DoomStatusBar | ||
{ | ||
int scalestate; | ||
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override void Init() | ||
{ | ||
Super.Init(); | ||
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// This is for detecting the DECORATEd version of the mod which sets proper scaling for the HUD related textures. | ||
let tex = TexMan.CheckForTexture("MEDIA0", TexMan.Type_Sprite); | ||
if (tex.isValid()) | ||
{ | ||
int size = TexMan.GetSize(tex); | ||
Vector2 ssize = TexMan.GetScaledSize(tex); | ||
if (ssize.X ~== size) scalestate = 1; | ||
else scalestate = 0; | ||
} | ||
else scalestate = 1; | ||
} | ||
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override void Draw (int state, double TicFrac) | ||
{ | ||
if (!scalestate) | ||
{ | ||
Super.Draw(state, TicFrac); | ||
return; | ||
} | ||
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BaseStatusBar.Draw (state, TicFrac); | ||
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if (state == HUD_StatusBar) | ||
{ | ||
BeginStatusBar(); | ||
DrawMainBar (TicFrac); | ||
} | ||
else if (state == HUD_Fullscreen) | ||
{ | ||
BeginHUD(); | ||
DrawFullScreenStuff (); | ||
} | ||
} | ||
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protected void DrawFullScreenStuff () | ||
{ | ||
Vector2 iconbox = (40, 20); | ||
// Draw health | ||
DrawImage("MEDIA0", (20, -2), scale:(0.3, 0.3)); | ||
DrawString(mHUDFont, FormatNumber(CPlayer.health, 3), (44, -20)); | ||
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let armor = CPlayer.mo.FindInventory("BasicArmor"); | ||
if (armor != null && armor.Amount > 0) | ||
{ | ||
DrawInventoryIcon(armor, (20, -22), scale:(0.3, 0.3)); | ||
DrawString(mHUDFont, FormatNumber(armor.Amount, 3), (44, -40)); | ||
} | ||
Inventory ammotype1, ammotype2; | ||
[ammotype1, ammotype2] = GetCurrentAmmo(); | ||
int invY = -20; | ||
if (ammotype1 != null) | ||
{ | ||
DrawInventoryIcon(ammotype1, (-14, -4), scale:(0.3, 0.3)); | ||
DrawString(mHUDFont, FormatNumber(ammotype1.Amount, 3), (-30, -20), DI_TEXT_ALIGN_RIGHT); | ||
invY -= 20; | ||
} | ||
if (ammotype2 != null && ammotype2 != ammotype1) | ||
{ | ||
DrawInventoryIcon(ammotype2, (-14, invY + 17), scale:(0.3, 0.3)); | ||
DrawString(mHUDFont, FormatNumber(ammotype2.Amount, 3), (-30, invY), DI_TEXT_ALIGN_RIGHT); | ||
invY -= 20; | ||
} | ||
if (!isInventoryBarVisible() && !level.NoInventoryBar && CPlayer.mo.InvSel != null) | ||
{ | ||
DrawInventoryIcon(CPlayer.mo.InvSel, (-14, invY + 17)); | ||
DrawString(mHUDFont, FormatNumber(CPlayer.mo.InvSel.Amount, 3), (-30, invY), DI_TEXT_ALIGN_RIGHT); | ||
} | ||
if (deathmatch) | ||
{ | ||
DrawString(mHUDFont, FormatNumber(CPlayer.FragCount, 3), (-3, 1), DI_TEXT_ALIGN_RIGHT, Font.CR_GOLD); | ||
} | ||
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// Draw the keys. This does not use a special draw function like SBARINFO because the specifics will be different for each mod | ||
// so it's easier to copy or reimplement the following piece of code instead of trying to write a complicated all-encompassing solution. | ||
Vector2 keypos = (-10, 2); | ||
int rowc = 0; | ||
double roww = 0; | ||
for(let i = CPlayer.mo.Inv; i != null; i = i.Inv) | ||
{ | ||
if (i is "Key" && i.Icon.IsValid()) | ||
{ | ||
DrawTexture(i.Icon, keypos, DI_SCREEN_RIGHT_TOP|DI_ITEM_LEFT_TOP); | ||
Vector2 size = TexMan.GetScaledSize(i.Icon); | ||
keypos.Y += size.Y + 2; | ||
roww = max(roww, size.X); | ||
if (++rowc == 3) | ||
{ | ||
keypos.Y = 2; | ||
keypos.X -= roww + 2; | ||
roww = 0; | ||
rowc = 0; | ||
} | ||
} | ||
} | ||
if (isInventoryBarVisible()) | ||
{ | ||
DrawInventoryBar(diparms, (0, 0), 7, DI_SCREEN_CENTER_BOTTOM, HX_SHADOW); | ||
} | ||
} | ||
} |