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alexguirre avatar alexguirre commented on June 12, 2024 1

Do you want it as part of the API or as some configuration that affects all plugins using RNUI? For the API, you can use TimerBarBase.Draw(x, y); directly instead of the TimerBarPool, though TimerBarPool already does quite a bit to avoid overlapping between different plugins and the game scripts.

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alexguirre avatar alexguirre commented on June 12, 2024 1

In that case you will need to at least request the timerbars texture dictionary before drawing them and maybe do some of the RESET/SET_SCRIPT_GFX_ALIGN_* stuff (so the timerbars are affected by the safezone borders) depending on how you want to draw them.

N.RequestStreamedTextureDict(TB.BgTextureDictionary);
if (!N.HasStreamedTextureDictLoaded(TB.BgTextureDictionary))
{
return;
}
N.SetScriptGfxAlign('R', 'B');
N.SetScriptGfxAlignParams(0.0f, 0.0f, 0.952f, 0.949f);

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bmk-dev avatar bmk-dev commented on June 12, 2024

TimerBarBase.Draw(x, y); will actually fit my purpose. I must've glanced over the fact that the base class had a Draw method to draw each bar individually. Appreciate the response!

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bmk-dev avatar bmk-dev commented on June 12, 2024

Sounds good, I'll have play around with it! Thanks for the help.

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