GetIcon
Jump to navigation
Jump to search
TextureID, Vector2 GetIcon(Inventory item, int flags, bool showdepleted = true)
Usage
Can be used in a ZScript HUD to obtain a TextureID of the specified item's icon. It functions as a more convenient wrapper for GetInventoryIcon.
By default the function will try obtaining a suitable graphic according to the following flow:
- Get the item's Icon
- If not available, get the item's AltIcon
By default the texture will be scaled according to the item's scale property.
This function is internally used by DrawInventoryIcon.
Parameters
- Inventory item
- A pointer to an instance of an Inventory class (for example, obtained via FindInventory).
- int flags
- Possible flags:
- DI_SKIPICON - don't check for Icon
- DI_SKIPALTICON - don't check for AltIcon
- DI_SKIPSPAWN - don't check for Spawn state sprite
- DI_SKIPREADY - don't check for Ready state sprite
- DI_ALTICONFIRST - look for AltIcon first; only if not availble look for Icon
- DI_FORCESCALE - don't apply scale to the icon (Verification needed)
- bool showdepleted
- If this is false, the function will return a null icon. (Verification needed)
Return values
The function has 2 return values:
- TextureID - the textureID of the icon
- vector2 - the scale of the icon. The icon will be multiplied by the item's scale property, unless DI_FORCESCALED was passed.
Examples
This obtains the icon of the player's currently equipped weapon an draws it at the bottom left corner of the screen:
TextureID icon = GetIcon(CPlayer.readyWeapon, 0);
if (icon.isValid())
{
DrawTexture(icon, (0,0), DI_SCREEN_LEFT_BOTTOM|DI_ITEM_LEFT_BOTTOM);
}
Note: this example is for educational purposes only. In practice it's not useful because it copies the functionality of DrawInventoryIcon.