quakeforge/include/sbar.h
Bill Currie 817aeb334e [ui] Convert view_t to an ECS entity
Much of the nq/qw HUD system is quite broken, but the basic status bar
seems to be working nicely. As is the console (both client and server).
Possibly the biggest benefit is separating the rendering of HUD elements
from the updating of them, and much less traversing of invisible views
whose only purpose is to control the positioning of the visible views.

The view flow tests are currently disabled until I adapt the flow code
to ECS.

There seems to be a problem with view resizing in that some gravities
don't follow resizing correctly.
2022-11-01 00:40:52 +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