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// A bar that could be an energy bar or a health bar. // The 'maximum value' of the bar is user-defined. class HUDValueBar extends HUDContainer native; var() config HUDMaterial emptyTexture "Default Texture for the empty bar"; var() config HUDMaterial fullTexture "Default Texture for the full bar"; var() config float barStartOffset "X offset (in texture co-ords) of the start of the bar region"; var() config float barEndOffset "X offset (in texture co-ords) of the end of the bar region"; var() config float value "current value of the bar"; var() config float maximumValue "max value for the bar"; var() config HUDMaterial activeEmptyTexture "Texture for the empty bar"; var() config HUDMaterial activeFullTexture "Texture for the full bar"; var() config String LabelConfigName "Name of the config item for the label"; var() config int MaxDisplayDigits "Maximum number of digitd to display"; var HUDNumericTextureLabel ValueLabel "Value label"; var float barStart; // will contain the offset from the start of the texture to the actual value region var float barEnd; // will contain the offset from the end of the texture to the end of the actual value region var float barWidth; // will contain the width of the actual bar region var float ratio; // current ratio of value/maximumValue var bool bReverse; // whether to reverse the direction of the value CPPTEXT { // Internal NativeRender function. virtual void RenderElement(UCanvas *canvas); void ClipToValue(UCanvas *canvas, FHUDMaterial mat, float clipRatio); } native function ClipToValue(Canvas C, HUDMaterial mat, float clipRatio); function InitElement() { super.InitElement(); activeEmptyTexture = emptyTexture; activeFullTexture = fullTexture; if(LabelConfigName != "" && ValueLabel == None) { ValueLabel = HUDNumericTextureLabel(AddClonedElement("TribesGUI.HUDNumericTextureLabel", LabelConfigName)); } } function UpdateData(ClientSideCharacter c) { local String ValueString; local int IntValue, paddingCount, i; // calc the ratio CalculateRatio(); // set the value of the label before it gets rendered if(ValueLabel != None) { IntValue = int(value); if(IntValue < value) IntValue += 1; ValueString $= IntValue; paddingCount = MaxDisplayDigits - Len(ValueString); for(i = 0; i < paddingCount; ++i) ValueString = "0" $ValueString; ValueLabel.SetDataString(valueString); } } // // Calculates the current ratio // function CalculateRatio() { if(value > maximumValue) ratio = 1; else ratio = value / maximumValue; if(bReverse) ratio = 1.0 - ratio; } /* // // Clips the passed cavas to the current ratio // function ClipToValue(Canvas canvas, HUDMaterial mat, float clipRatio) { local float textureElementSizeRatio; if(mat.material == None) return; if(mat.coords.UL > 0) textureElementSizeRatio = Width / mat.coords.UL; else textureElementSizeRatio = Width / mat.material.GetUSize(); // clip the texture for the full bar barStart = barStartOffset * textureElementSizeRatio; barEnd = barEndOffset * textureElementSizeRatio; barWidth = Width - (barStart + barEnd); C.ClipX = barStart + (clipRatio * barWidth); } // // Renders the element // function RenderElement(Canvas C) { local float oldClipX; super.RenderElement(C); // draw the empty bar RenderHUDMaterial(C, activeEmptyTexture, Width, Height); // DrawTile sets CurX, CurY C.CurX = 0; C.CurY = 0; // Clip to the current bar value oldClipX = C.ClipX; ClipToValue(C, activeFullTexture, ratio); // draw the full bar, clipped to the ratio RenderHUDMaterial(C, activeFullTexture, Width, Height); // DrawTile sets CurX, CurY C.CurX = 0; C.CurY = 0; // return to the old clip C.ClipX = oldClipX; } */ defaultproperties { barStartOffset = 0 maximumValue = 500 MaxDisplayDigits = 3 } |
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