quakeforge/include/sbar.h
Bill Currie 0626ec6469 [nq] Get scores display working again
Now only the time portion updates every frame, and then only when the
scores are shown (no real change for that one). Not really a significant
optimization, as the information was updated only while the scores were
shown, but it's still nice.
2022-11-03 11:38:32 +09:00

68 lines
1.6 KiB
C

/*
sbar.h
(description)
Copyright (C) 1996-1997 Id Software, Inc.
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, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
*/
// the status bar is redrawn only if something has changed, but if anything
// does, the entire thing will be redrawn for the next vid.numpages frames.
#ifndef _SBAR_H
#define _SBAR_H
#define SBAR_HEIGHT 24
//extern int sb_lines; // scan lines to draw
void Sbar_Init (void);
struct cvar_s;
void Sbar_DMO_Init_f (void *data, const struct cvar_s *var);
typedef enum {
sbc_ammo,
sbc_armor,
sbc_frags,
sbc_health,
sbc_info,
sbc_items,
sbc_weapon,
} sbar_changed;
void Sbar_Changed (sbar_changed change);
// call whenever any of the client stats represented on the sbar changes
void Sbar_Draw (void);
// called every frame by screen
void Sbar_IntermissionOverlay (void);
// called each frame after the level has been completed
void Sbar_FinaleOverlay (void);
void Sbar_DrawCenterPrint (void);
void Sbar_CenterPrint (const char *str);
void Sbar_LogFrags (void);
#endif