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# TribesGUI.HUDExtendableValueBar

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    //
    // A HUDValueBar that can be of any length, useful for
    // health and energy bars which can be different lengths
    //
    class HUDExtendableValueBar extends HUDValueBar;

    var() config float		pixValueRatio	"Ratio of a pixel to the bar value units";

    var() config MatCoords	iconCoords		"texture coordinates (in pixels) of the icon at the start of the bar";
    var() config MatCoords	tileCoords		"texture coordinates (in pixels) of the section to tile in the middle of the bar";
    var() config MatCoords	capCoords		"texture coordinates (in pixels) of the cap on the end of the bar";

    var float oldMaximumValue;

    //
    // We need to check each time the data changes, because
    // if the max value has changed a new layout must be calculated
    //
    function UpdateData(ClientSideCharacter c)
    {
    	super.UpdateData(c);
    /*
    	if(oldMaximumValue != maximumValue)
    	{
    		SetNeedsLayout();
    		oldMaximumValue = maximumValue;
    	}
    	*/
    }
    /*
    //
    // Layout the component
    // Overridden to set the width based on the max value and
    // the ratio of pixels to value units
    //
    event DoLayout(Canvas c)
    {
    	if(ParentElement != None)
    		Width = (maximumValue * pixValueRatio);
    	else // should never go to the else, but cover it anyway:
    		Width = (maximumValue * pixValueRatio);
    	initialWidth = Width;

    	super.DoLayout(c);
    }
    */
    //
    // Override RenderBarLayer to handle the extended texture
    //
    function RenderBarLayer(Canvas C, out HUDMaterial mat)
    {
    	local float capWidth, iconWidth, tileWidth;
    	local float oldClipX;

    	iconWidth = iconCoords.UL * Height / mat.material.GetVSize();
    	capWidth = capCoords.UL * Height / mat.material.GetVSize();
    	tileWidth = tileCoords.UL * Height / mat.material.GetVSize();

    	// render the start icon
    	oldClipX = C.ClipX;
    	if(C.ClipX >= iconWidth)
    		C.ClipX = iconWidth;
    	C.CurX = 0;
    	C.CurY = 0;
    	mat.coords = iconCoords;
    	RenderHUDMaterial(C, mat, iconWidth, Height);
    	C.ClipX = oldClipX;

    	//
    	// Tile the actual bar section as far as it needs to go
    	oldClipX = C.ClipX;
    	if(C.ClipX >= (Width - capWidth))
    		C.ClipX = (Width - capWidth);
    	C.CurX = iconWidth;
    	C.CurY = 0;
    	SetColor(c, mat.drawColor);
    	mat.coords = tileCoords;
    	RenderHUDMaterial(C, mat, tileWidth, Height, Width, 0); // tile to the width

    	//
    	// Draw the cap on the end of the bar
    	C.ClipX = oldClipX;
    	if(C.ClipX >= Width - capWidth)
    	{
    		C.CurX = Width - capWidth;
    		C.CurY = 0;

    		// set texture co-ords and render
    		mat.coords = capCoords;
    		RenderHUDMaterial(C, mat, capWidth, Height);
    	}

    	mat.coords.U = 0;
    	mat.coords.V = 0;
    	mat.coords.UL = 0;
    	mat.coords.VL = 0;

    	C.CurX = 0;
    	C.CurY = 0;
    }

    defaultproperties
    {
    	iconCoords=(U=0,V=0,UL=60,VL=64)
    	tileCoords=(U=60,V=0,UL=800,VL=64)
    	capCoords=(U=1000,V=0,UL=24,VL=64)

    	pixValueRatio	= 2.1		// 1.25 pixels to a unit
    }

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Class file time: st 16.4.2014 10:20:44.000 - Creation time: st 23.5.2018 00:10:44.288 - Created with UnCodeX