906b705bf0
fixed non-browser ogg decoding and openal logic. should finally be fixed, I guess. wasted some time on an ezhud plugin, along with ensuring certain info is available to the plugin. this is still a work in progress however. non-web builds are now able to download images from urls. download progress does not display for uri_get/uri_post builtins, nor other non-saved things. q1qvm logic now uses pr_maxedicts cvar. the gamecode api still provides no way to tell how many are permissable, so set at own risk. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4852 fc73d0e0-1445-4013-8a0c-d673dee63da5
177 lines
5.3 KiB
C
177 lines
5.3 KiB
C
/*
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Copyright (C) 2011 azazello and ezQuake team
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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//
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// HUD commands
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//
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#ifndef __hud_h__
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#define __hud_h__
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// flags
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#define HUD_NO_DRAW (1 << 0) // don't draw this automatically
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#define HUD_NO_SHOW (1 << 1) // doesn't support show/hide
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#define HUD_NO_POS_X (1 << 2) // doesn't support x positioning
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#define HUD_NO_POS_Y (1 << 3) // doesn't support y positioning
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#define HUD_NO_FRAME (1 << 4) // don't add frame
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#define HUD_ON_DIALOG (1 << 5) // draw on dialog too
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#define HUD_ON_INTERMISSION (1 << 6) // draw on intermission too
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#define HUD_ON_FINALE (1 << 7) // draw on finale too
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#define HUD_ON_SCORES (1 << 8) // draw on +showscores too
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#define HUD_NO_GROW (1 << 9) // no frame grow
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#define HUD_PLUSMINUS (1 << 10) // auto add +/- commands
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#define HUD_OPACITY (1 << 11)
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#define HUD_INVENTORY (HUD_NO_GROW) // aply for sbar elements
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#define HUD_MAX_PARAMS 24
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#define HUD_REGEXP_OFFSET_COUNT 20
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// Placement
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#define HUD_PLACE_SCREEN 1
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#define HUD_PLACE_TOP 2
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#define HUD_PLACE_VIEW 3
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#define HUD_PLACE_SBAR 4
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#define HUD_PLACE_IBAR 5
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#define HUD_PLACE_HBAR 6
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#define HUD_PLACE_SFREE 7
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#define HUD_PLACE_IFREE 8
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#define HUD_PLACE_HFREE 9
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// Alignment
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#define HUD_ALIGN_LEFT 1
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#define HUD_ALIGN_TOP 1
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#define HUD_ALIGN_CENTER 2
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#define HUD_ALIGN_RIGHT 3
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#define HUD_ALIGN_BOTTOM 3
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#define HUD_ALIGN_BEFORE 4
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#define HUD_ALIGN_AFTER 5
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#define HUD_ALIGN_CONSOLE 6
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typedef struct hud_s
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{
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char *name; // Element name.
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char *description; // Little help.
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void (*draw_func) (struct hud_s *); // Drawing function.
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cvar_t *order; // Higher it is, later this element will be drawn
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// and more probable that will be on top.
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cvar_t *show; // Show cvar.
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cvar_t *frame; // Frame cvar.
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cvar_t *frame_color; // Frame color cvar.
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byte frame_color_cache[4]; // Cache for parsed frame color.
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cvar_t *opacity; // The overall opacity of the entire HUD element.
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// placement
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cvar_t *place; // Place string, parsed to:
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struct hud_s *place_hud; // if snapped to hud element
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qbool place_outside; // if hud: inside ot outside
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int place_num; // place number (our or parent if hud)
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// note: item is placed at another HUD element
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// if place_hud != NULL
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cvar_t *align_x; // Alignment cvars (left, right, ...)
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cvar_t *align_y;
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int align_x_num; // Parsed alignment.
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int align_y_num;
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cvar_t *pos_x; // Position cvars.
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cvar_t *pos_y;
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cvar_t **params; // Registered parameters for the HUD element.
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int num_params;
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cactive_t min_state; // At least this state is required
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// to draw this element.
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unsigned flags;
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// Last draw parameters (mostly used by children)
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int lx, ly, lw, lh; // Last position.
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int al, ar, at, ab; // Last frame params.
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int last_try_sequence; // Sequence, at which object tried to draw itself.
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int last_draw_sequence; // Sequence, at which it was last drawn successfully.
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struct hud_s *next; // Next HUD in the list.
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} hud_t;
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typedef void (*hud_func_type) (struct hud_s *);
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#define MAX_HUD_ELEMENTS 256
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//
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// Initialize
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//
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void HUD_Init(void);
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//
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// Add element to list
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// parameter format: "name1", "default1", ..., "nameX", "defaultX", NULL
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//
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hud_t * HUD_Register(char *name, char *var_alias, char *description,
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int flags, cactive_t min_state, int draw_order,
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hud_func_type draw_func,
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char *show, char *place, char *align_x, char *align_y,
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char *pos_x, char *pos_y, char *frame, char *frame_color,
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char *item_opacity, char *params, ...);
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//
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// Draw all active elements.
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//
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void HUD_Draw(void);
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//
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// Retrieve hud cvar.
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//
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cvar_t *HUD_FindVar(hud_t *hud, char *subvar);
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//
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// Find element in list.
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//
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hud_t * HUD_Find(char *name);
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//
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// Calculate screen position of element.
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// return value:
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// true - draw it
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// false - don't draw, it is off screen (mayby partially)
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//
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qbool HUD_PrepareDraw(
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hud_t *hud, int width, int height, // In.
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int *ret_x, int *ret_y); // Out.
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qbool HUD_PrepareDrawByName(
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char *element, int width, int height, // In.
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int *ret_x, int *ret_y); // Out.
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// Sort all HUD Elements.
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void HUD_Sort(void);
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// Recalculate the position of all hud elements.
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void HUD_Recalculate(void);
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// when show pre-selected weapon/ammo? 1) player uses this system 2) not dead 3) when playing
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#define ShowPreselectedWeap() (cl_weaponpreselect->value && cl.stats[STAT_HEALTH] > 0 && !cls.demoplayback && !cl.spectator)
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#endif // __hud_h__
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