rendered paste bodygui guis/demos/hud {
properties {
float flags = immediate( flags ) | GUI_FULLSCREEN;
}
windowDef desktop {
}
windowDef timeline_base {
properties {
rect rect = 32, 32, SCREEN_WIDTH - 64, 2;
color backColor = 1, 1, 1, 0.7;
}
}
windowDef movieMod_time {
properties {
rect rect = 32, 48, 0, 0;
color foreColor = 1, 1, 1, 1;
float fontSize = 12;
vec2 textAlignment = TA_LEFT, TA_BOTTOM;
wstring text = toWStr( "Frame Time: " + toString( demo.frametime, 0 ) + " Frame: " + toString( demo.frame, 0 ) + " Game Time: " + sToHMS( demo.time ) +" RenderNetDemo Time: " + toString(demo.time * 1000, 0));
}
}
windowDef movieMod_jitter {
properties {
rect rect = 32, 64, 0, 0;
color foreColor = 1, 1, 1, 1;
float fontSize = 12;
vec2 textAlignment = TA_LEFT, TA_BOTTOM;
wstring text = toWStr( "JitterRadial: " + toString( demo.jitterRadial, 0 ) + " JitterRadius : " + toString( demo.jitterRadius, 0 ) + " JitterLookat : " + demo.jitterLookat );
}
}
windowDef viewposition {
properties {
rect rect = 32, 80, 0, 0;
color foreColor = 1, 1, 1, 1;
float fontSize = 12;
vec2 textAlignment = TA_LEFT, TA_BOTTOM;
wstring text = toWStr( "View position: " + toString( demo.viewOrigin.x, 0 ) + ":" + toString( demo.viewOrigin.y, 0 ) + ":" + toString( demo.viewOrigin.z, 0 ) + " p:" + toString( demo.viewAngles.x, 0 ) + " y:" + toString( demo.viewAngles.y, 0 ) );
}
}
windowDef demofilename {
properties {
rect rect = 32, 96, 0, 0;
color foreColor = 1, 1, 1, 1;
float fontSize = 12;
vec2 textAlignment = TA_LEFT, TA_BOTTOM;
wstring text = toWStr( "Demo Name: " + demo.demoName );
}
}
windowDef mdffilename {
properties {
float visible = demo.writingMDF == 1;
rect rect = 32, 112, 0, 0;
color foreColor = 1, 1, 1, 1;
float fontSize = 12;
vec2 textAlignment = TA_LEFT, TA_BOTTOM;
wstring text = toWStr( "Writing to MDF: " + demo.mdfName );
}
}
windowDef timeline_cutstartmarker {
properties {
float visible = demo.cutIsSet == 1;
rect rect = gui.timeline_base.rect.x + ( ( demo.cutStartMarker * gui.timeline_base.rect.w - 4 ) + 2 ), gui.timeline_base.rect.y - 24, 2, 24;
color backColor = 0, 0, 1, 0.9;
}
}
windowDef timeline_cutendmarker {
properties {
float visible = demo.cutIsSet == 1;
rect rect = gui.timeline_base.rect.x + ( ( demo.cutEndMarker * gui.timeline_base.rect.w - 4 ) + 2 ), gui.timeline_base.rect.y - 24, 2, 24;
color backColor = 0, 0, 1, 0.9;
}
}
windowDef timeline_position {
properties {
rect rect = gui.timeline_base.rect.x + ( ( demo.position * gui.timeline_base.rect.w - 4 ) + 2 ), gui.timeline_base.rect.y - 16, 2, 16;
color backColor = 1, 0, 0, 1;
}
}
//windowDef timeline_left {
// properties {
// rect rect = 32, SCREEN_HEIGHT - 64, 2, 32;
// color backColor = 1, 1, 1, 0.7;
// }
//}
//windowDef timeline_right {
// properties {
// rect rect = ( SCREEN_WIDTH - 32 ) - 2, SCREEN_HEIGHT - 64, 2, 32;
// color backColor = 1, 1, 1, 0.7;
// }
//}
windowDef timeline_position_time {
properties {
rect rect = gui.timeline_base.rect.x + ( ( demo.position * gui.timeline_base.rect.w - 4 ) + 2 ), ( gui.timeline_base.rect.y - 16 ) - 2, 0, 0;
color foreColor = 1, 0, 0, 1;
float fontSize = 12;
vec2 textAlignment = TA_CENTER, TA_BOTTOM;
wstring text = toWStr( sToHMS( demo.time ) );
}
}
}