Added HUD coloring preview to the settings menu, just a small QOL change.
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5 changed files with 55 additions and 0 deletions
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graphics/HudPreview.png
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graphics/HudPreview.png
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graphics/HudPreviewBG.png
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graphics/HudPreviewBG.png
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@ -59,6 +59,11 @@ OptionMenu "UTOptionMenu"
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Slider "$FLAK_HSIZE", "flak_hudsize", 0.2, 1.0, 0.2, 1
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Slider "$FLAK_WSIZE", "flak_weaponsize", 0.2, 1.0, 0.2, 1
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Slider "$FLAK_DSIZE", "flak_statussize", 0.5, 1.5, 0.1, 1
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UTHudPreview " "
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StaticText " "
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StaticText " "
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StaticText " "
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StaticText " "
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Option "$FLAK_CCHOOSE", "flak_colorprefs", "ColorPrefs"
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ColorPicker "$FLAK_CCOLOR", "flak_colorcustom"
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Slider "$FLAK_HOPAC", "flak_opacity", 1, 16, 1, 0
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@ -23,3 +23,4 @@ version "4.1"
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#include "zscript/powerups.zsc"
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#include "zscript/uthud.zsc"
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#include "zscript/compat.zsc"
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#include "zscript/utmenu.zsc"
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49
zscript/utmenu.zsc
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49
zscript/utmenu.zsc
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@ -0,0 +1,49 @@
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// for hud config
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Class OptionMenuItemUTHudPreview : OptionMenuItem
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{
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TextureID tex[2];
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CVar mColorP, mColorC, mOpacity, mPTeam, mPColor;
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OptionMenuItemUTHudPreview Init( String label )
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{
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Super.Init(label,"",true);
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mColorP = CVar.FindCVar("flak_colorprefs");
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mColorC = CVar.FindCVar("flak_colorcustom");
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mOpacity = CVar.FindCVar("flak_opacity");
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mPTeam = CVar.FindCVar("team");
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mPColor = CVar.FindCVar("color");
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tex[0] = TexMan.CheckForTexture("graphics/HudPreviewBG.png",TexMan.Type_Any);
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tex[1] = TexMan.CheckForTexture("graphics/HudPreview.png",TexMan.Type_Any);
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return self;
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}
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override bool Selectable()
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{
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return false;
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}
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override int Draw( OptionMenuDescriptor desc, int y, int indent, bool selected )
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{
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int xpos = indent + CursorSpace();
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int ypos = y+OptionMenuSettings.mLinespacing*CleanYfac_1;
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Screen.DrawTexture(tex[0],false,xpos,ypos,DTA_CleanNoMove_1,true);
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Color tintcolor = Color("White");
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switch ( mColorP.GetInt() )
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{
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case 0:
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tintcolor = Color(Teams[mPTeam.GetInt()].mName);
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break;
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case 1:
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tintcolor = Color(mPColor.GetString());
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break;
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case 2:
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tintcolor = Color(mColorC.GetString());
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break;
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}
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int opacity = mOpacity.GetInt();
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if ( opacity >= 16 ) Screen.DrawTexture(tex[1],false,xpos,ypos,DTA_CleanNoMove_1,true,DTA_FillColor,Color("Black"));
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double alpha = clamp(opacity/15.,0.,1.);
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Screen.DrawTexture(tex[1],false,xpos,ypos,DTA_CleanNoMove_1,true,DTA_FillColor,tintcolor,DTA_Alpha,alpha,DTA_LegacyRenderStyle,STYLE_AddShaded);
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return -1;
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}
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}
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