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https://git.code.sf.net/p/quake/quakeforge
synced 2025-02-25 13:11:00 +00:00
And, nicely, simplify it quite a bit. I'm not sure why I didn't thinkg of this approach before. While the ruamoko back-end doesn't support matrices yet, the expressions are handled. As a side effect, type checking on comparisons is "stricter" in that more potentially bogus comparisons (eg, int-float) are caught, resulting in a few warnings in ruamoko code and even finding a couple of bugs.
69 lines
1.2 KiB
Objective-C
69 lines
1.2 KiB
Objective-C
#include "Frame.h"
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#include "Array.h"
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#include "gui/Point.h"
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#include "gui/Size.h"
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@interface HUDObject : Object
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{
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Point origin;
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BOOL visible;
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int handle;
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}
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- (id) initWithComponents: (int) x : (int) y;
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- (void) dealloc;
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- (int) handle;
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- (Point) origin;
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- (Size) size;
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- (void) setOrigin: (Point) newPoint;
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- (void) translate: (Point) addPoint;
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- (BOOL) isVisible;
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- (void) setVisible: (BOOL) _visible;
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- (void) display;
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@end
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@interface HUDText : HUDObject
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{
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string text;
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}
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- (id) initWithComponents: (int) x :(int) y :(string) _text;
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- (Size) size;
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- (string) text;
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- (void) setText: (string) _text;
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- (void) display;
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@end
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@interface HUDGraphic : HUDObject
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{
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QPic *picture;
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}
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- (id) initWithComponents: (int)x :(int)y :(string) _file;
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- (void) dealloc;
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- (Size) size;
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- (void) setFile: (string) _file;
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- (void) display;
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@end
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@extern void () HUD_Init;
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@extern int HUDHandleClass;
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@interface HUDAnimation : HUDObject
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{
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Array *frames;
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unsigned currentFrame;
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float nextFrameTime;
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BOOL looping;
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}
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- (id) initWithComponents: (int) x :(int) y;
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- (void) dealloc;
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- (Size) size;
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- (void) addFrame: (Frame *) frame;
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- (void) changeFrame;
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- (void) display;
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- (void) start;
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- (void) stop;
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- (void) setLooping: (BOOL) _looping;
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@end
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