fteqw/plugins/ezhud/hud.h
Spoike 906b705bf0 after much breaking, the webgl port now utilises the browser's ogg/mp3 decoder, and the browser's png decompresser. pngs/jpegs do not provide size information.
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
2015-04-21 04:12:00 +00:00

177 lines
5.3 KiB
C

/*
Copyright (C) 2011 azazello and ezQuake team
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
//
// HUD commands
//
#ifndef __hud_h__
#define __hud_h__
// flags
#define HUD_NO_DRAW (1 << 0) // don't draw this automatically
#define HUD_NO_SHOW (1 << 1) // doesn't support show/hide
#define HUD_NO_POS_X (1 << 2) // doesn't support x positioning
#define HUD_NO_POS_Y (1 << 3) // doesn't support y positioning
#define HUD_NO_FRAME (1 << 4) // don't add frame
#define HUD_ON_DIALOG (1 << 5) // draw on dialog too
#define HUD_ON_INTERMISSION (1 << 6) // draw on intermission too
#define HUD_ON_FINALE (1 << 7) // draw on finale too
#define HUD_ON_SCORES (1 << 8) // draw on +showscores too
#define HUD_NO_GROW (1 << 9) // no frame grow
#define HUD_PLUSMINUS (1 << 10) // auto add +/- commands
#define HUD_OPACITY (1 << 11)
#define HUD_INVENTORY (HUD_NO_GROW) // aply for sbar elements
#define HUD_MAX_PARAMS 24
#define HUD_REGEXP_OFFSET_COUNT 20
// Placement
#define HUD_PLACE_SCREEN 1
#define HUD_PLACE_TOP 2
#define HUD_PLACE_VIEW 3
#define HUD_PLACE_SBAR 4
#define HUD_PLACE_IBAR 5
#define HUD_PLACE_HBAR 6
#define HUD_PLACE_SFREE 7
#define HUD_PLACE_IFREE 8
#define HUD_PLACE_HFREE 9
// Alignment
#define HUD_ALIGN_LEFT 1
#define HUD_ALIGN_TOP 1
#define HUD_ALIGN_CENTER 2
#define HUD_ALIGN_RIGHT 3
#define HUD_ALIGN_BOTTOM 3
#define HUD_ALIGN_BEFORE 4
#define HUD_ALIGN_AFTER 5
#define HUD_ALIGN_CONSOLE 6
typedef struct hud_s
{
char *name; // Element name.
char *description; // Little help.
void (*draw_func) (struct hud_s *); // Drawing function.
cvar_t *order; // Higher it is, later this element will be drawn
// and more probable that will be on top.
cvar_t *show; // Show cvar.
cvar_t *frame; // Frame cvar.
cvar_t *frame_color; // Frame color cvar.
byte frame_color_cache[4]; // Cache for parsed frame color.
cvar_t *opacity; // The overall opacity of the entire HUD element.
// placement
cvar_t *place; // Place string, parsed to:
struct hud_s *place_hud; // if snapped to hud element
qbool place_outside; // if hud: inside ot outside
int place_num; // place number (our or parent if hud)
// note: item is placed at another HUD element
// if place_hud != NULL
cvar_t *align_x; // Alignment cvars (left, right, ...)
cvar_t *align_y;
int align_x_num; // Parsed alignment.
int align_y_num;
cvar_t *pos_x; // Position cvars.
cvar_t *pos_y;
cvar_t **params; // Registered parameters for the HUD element.
int num_params;
cactive_t min_state; // At least this state is required
// to draw this element.
unsigned flags;
// Last draw parameters (mostly used by children)
int lx, ly, lw, lh; // Last position.
int al, ar, at, ab; // Last frame params.
int last_try_sequence; // Sequence, at which object tried to draw itself.
int last_draw_sequence; // Sequence, at which it was last drawn successfully.
struct hud_s *next; // Next HUD in the list.
} hud_t;
typedef void (*hud_func_type) (struct hud_s *);
#define MAX_HUD_ELEMENTS 256
//
// Initialize
//
void HUD_Init(void);
//
// Add element to list
// parameter format: "name1", "default1", ..., "nameX", "defaultX", NULL
//
hud_t * HUD_Register(char *name, char *var_alias, char *description,
int flags, cactive_t min_state, int draw_order,
hud_func_type draw_func,
char *show, char *place, char *align_x, char *align_y,
char *pos_x, char *pos_y, char *frame, char *frame_color,
char *item_opacity, char *params, ...);
//
// Draw all active elements.
//
void HUD_Draw(void);
//
// Retrieve hud cvar.
//
cvar_t *HUD_FindVar(hud_t *hud, char *subvar);
//
// Find element in list.
//
hud_t * HUD_Find(char *name);
//
// Calculate screen position of element.
// return value:
// true - draw it
// false - don't draw, it is off screen (mayby partially)
//
qbool HUD_PrepareDraw(
hud_t *hud, int width, int height, // In.
int *ret_x, int *ret_y); // Out.
qbool HUD_PrepareDrawByName(
char *element, int width, int height, // In.
int *ret_x, int *ret_y); // Out.
// Sort all HUD Elements.
void HUD_Sort(void);
// Recalculate the position of all hud elements.
void HUD_Recalculate(void);
// when show pre-selected weapon/ammo? 1) player uses this system 2) not dead 3) when playing
#define ShowPreselectedWeap() (cl_weaponpreselect->value && cl.stats[STAT_HEALTH] > 0 && !cls.demoplayback && !cl.spectator)
#endif // __hud_h__