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https://git.code.sf.net/p/quake/quakeforge
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[nq] Clean up sbar updates for info changes
Most of the update functions are scheduled by Sbar_Changed() using tables to determine what update functions need to be called for which view entities. As hud_updateonce is called, and an entity can have only one of any component, this becomes a set of updates to call when during hud/sbar rendering.
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2 changed files with 64 additions and 24 deletions
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@ -48,6 +48,8 @@ typedef enum {
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sbc_info,
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sbc_items,
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sbc_weapon,
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sbc_num_changed
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} sbar_changed;
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void Sbar_Changed (sbar_changed change);
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@ -179,7 +179,7 @@ sbar_view (int x, int y, int w, int h, grav_t gravity, view_t parent)
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}
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static inline void
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sbar_setcomponent (view_t view, uint32_t comp, void *data)
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sbar_setcomponent (view_t view, uint32_t comp, const void *data)
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{
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Ent_SetComponent (view.id, comp, view.reg, data);
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}
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@ -279,13 +279,6 @@ Sbar_ColorForMap (int m)
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return (bound (0, m, 13) * 16) + 8;
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}
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void
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Sbar_Changed (sbar_changed change)
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{
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sb_update_flags |= 1 << change;
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sb_updates = 0; // update next frame
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}
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static void
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draw_num (view_t *view, int num, int digits, int color)
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{
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@ -1495,20 +1488,73 @@ draw_miniteam (view_t *view)
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#endif
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}
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typedef struct {
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hud_update_f update;
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view_t *view;
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} sb_updater_t;
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static const sb_updater_t ammo_update[] = {
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{draw_miniammo, &sbar_miniammo},
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{draw_ammo, &sbar_ammo},
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{}
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};
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static const sb_updater_t armor_update[] = {
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{draw_armor, &sbar_armor},
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{}
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};
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static const sb_updater_t frags_update[] = {
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{draw_frags, &sbar_frags},
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{}
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};
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static const sb_updater_t health_update[] = {
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{draw_health, &sbar_health},
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{draw_face, &sbar_face},
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{}
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};
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static const sb_updater_t info_update[] = {
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{}
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};
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static const sb_updater_t items_update[] = {
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{draw_items, &sbar_items},
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{draw_sigils, &sbar_sigils},
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{}
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};
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static const sb_updater_t weapon_update[] = {
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{draw_weapons_sbar, &sbar_weapons},
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{}
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};
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static const sb_updater_t * const sb_updaters[sbc_num_changed] = {
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[sbc_ammo] = ammo_update,
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[sbc_armor] = armor_update,
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[sbc_frags] = frags_update,
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[sbc_health] = health_update,
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[sbc_info] = info_update,
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[sbc_items] = items_update,
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[sbc_weapon] = weapon_update,
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};
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void
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Sbar_Changed (sbar_changed change)
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{
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sb_update_flags |= 1 << change;
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sb_updates = 0; // update next frame
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if ((unsigned) change >= (unsigned) sbc_num_changed) {
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Sys_Error ("invalid sbar changed enum");
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}
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const sb_updater_t *ud = sb_updaters[change];
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while (ud->update) {
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sbar_setcomponent (*ud->view, hud_updateonce, &ud->update);
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ud++;
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}
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}
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void
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Sbar_Draw (void)
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{
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if (cls.state != ca_active) {
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return;
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}
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sb_update_flags = ~0;
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if (sb_update_flags & (1 << sbc_ammo)) {
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draw_miniammo (sbar_miniammo);
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draw_ammo (sbar_ammo);
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}
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if (sb_update_flags & (1 << sbc_armor)) draw_armor (sbar_armor);
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if (sb_update_flags & (1 << sbc_frags)) draw_frags (sbar_frags);
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if (sb_update_flags & (1 << sbc_health)) draw_health (sbar_health);
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if (sb_update_flags & (1 << sbc_info)) {
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draw_miniteam (0);
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draw_minifrags (0);
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@ -1516,14 +1562,6 @@ Sbar_Draw (void)
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Sbar_DeathmatchOverlay (0);
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sbar_update_vis ();
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}
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if (sb_update_flags & (1 << sbc_items)) {
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draw_items (sbar_items);
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draw_sigils (sbar_items);
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}
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if (sb_update_flags & (1 << sbc_weapon)) draw_weapons_sbar (sbar_weapons);
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if (sb_update_flags & ((1 << sbc_health) | (1 << sbc_items))) {
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draw_face (sbar_face);
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}
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if (sb_showscores) {
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draw_solo_time ();
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}
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