Added RenderUnderlay.

- Works exactly like RenderOverlay, but is drawn behind the status bar/huds instead.

# Conflicts:
#	src/events.cpp
#	src/events.h
This commit is contained in:
Major Cooke 2019-06-22 20:02:35 -05:00 committed by drfrag
parent c3482b75fc
commit dfe8f19dd5
4 changed files with 24 additions and 0 deletions

View file

@ -511,6 +511,12 @@ void E_RenderOverlay(EHudState state)
handler->RenderOverlay(state);
}
void E_RenderUnderlay(EHudState state)
{
for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
handler->RenderUnderlay(state);
}
bool E_CheckUiProcessors()
{
for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
@ -972,6 +978,19 @@ void DStaticEventHandler::RenderOverlay(EHudState state)
}
}
void DStaticEventHandler::RenderUnderlay(EHudState state)
{
IFVIRTUAL(DStaticEventHandler, RenderUnderlay)
{
// don't create excessive DObjects if not going to be processed anyway
if (isEmpty(func)) return;
FRenderEvent e = E_SetupRenderEvent();
e.HudState = int(state);
VMValue params[2] = { (DStaticEventHandler*)this, &e };
VMCall(func, params, 2, nullptr, 0);
}
}
void DStaticEventHandler::PlayerEntered(int num, bool fromhub)
{
IFVIRTUAL(DStaticEventHandler, PlayerEntered)

View file

@ -66,6 +66,8 @@ void E_PostUiTick();
void E_RenderFrame();
// called after everything's been rendered, but before console/menus
void E_RenderOverlay(EHudState state);
// called after everything's been rendered, but before console/menus/huds
void E_RenderUnderlay(EHudState state);
// this executes when a player enters the level (once). PlayerEnter+inhub = RETURN
void E_PlayerEntered(int num, bool fromhub);
// this executes when a player respawns. includes resurrect cheat.
@ -171,6 +173,7 @@ public:
//
void RenderFrame();
void RenderOverlay(EHudState state);
void RenderUnderlay(EHudState state);
//
void PlayerEntered(int num, bool fromhub);

View file

@ -1162,6 +1162,7 @@ void DBaseStatusBar::SetMugShotState(const char *stateName, bool waitTillDone, b
void DBaseStatusBar::DrawBottomStuff (EHudState state)
{
DrawMessages (HUDMSGLayer_UnderHUD, (state == HUD_StatusBar) ? GetTopOfStatusbar() : SCREENHEIGHT);
E_RenderUnderlay(state);
}
//---------------------------------------------------------------------------

View file

@ -336,6 +336,7 @@ class StaticEventHandler : Object native play version("2.4")
//
//virtual ui void RenderFrame(RenderEvent e) {}
virtual ui void RenderOverlay(RenderEvent e) {}
virtual ui void RenderUnderlay(RenderEvent e) {}
//
virtual void PlayerEntered(PlayerEvent e) {}