====== HUD coordinate system ====== ZDoom uses a special coordinate system for [[zdoom>HudMessage]]s. In 4:3 resolutions, the coordinate system's rectangle matches that of the screen. In aspect ratios other than that, a 4:3 rectangle is put at the center of the screen and the remaining screen space is out of its boundaries. The HUD coordinate system's rectangle width and height are specified in [[zdoom>SetHudSize]]. ACSUtils provides functions to correctly work with the HUD coordinate system. All functions here work with fixed-point numbers. The restriction on integers in ZDoom is completely arbitrary. ===== Retrieve aspect ratio ===== [[functions:GetAspectRatio]] returns the aspect ratio that ZDoom assumes the screen is. ZDoom uses tricky code for that. ===== Actual screen boundaries ===== [[functions:HudLeftFor]], [[functions:HudRightFor]], [[functions:HudTopFor]] and [[functions:HudBottomFor]] return actual screen boundaries in the HUD coordinate system for the specified width and height of the HUD coordinate system, taking the current aspect ratio into account. To avoid specifying a width or height every time, you can call [[functions:HudSetVirtualSize]] once and then call [[functions:HudLeft]], [[functions:HudRight]], [[functions:HudTop]] and [[functions:HudBottom]]. ===== HUD borders ===== Borders are the areas of the screen that are not covered by the aforementioned rectangle. Horizontal and vertical border width can be retrieved using [[functions:HudBorderXFor]] and [[functions:HudBorderYFor]]. As with screen boundaries, you can just call [[functions:HudSetVirtualSize]] once and then use [[functions:HudBorderX]] and [[functions:HudBorderY]] without specifying the size of the HUD coordinate system every time. ===== Examples ===== Put a message in the top left corner of the screen: HudSetVirtualSize(640.0, 480.0); x = HudLeft(); // This will be negative in widescreen. y = 0.0;