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0dd78fb029
- Rewrite the "clear background" routine in a no-brainer way instead of juggling around with rotatesprite(). Make it common to game+editor. Expose glRectd to glbuild. - Don't stop OSD text line drawing when encountering a non-printable char. Instead, treat it as space. - In OSD_SetTextMode(), don't use swaplong (which really swaps 32-bit ints) to swap pointers. Write an analogous "swapptr" instead. - When changing from/to OSD, don't inject a pause key. This *might* have been the cause of the reported pausing problems. - clean up the code... (Yes, this commit throws together too much stuff. I suck sometimes. :P) git-svn-id: https://svn.eduke32.com/eduke32@3321 1a8010ca-5511-0410-912e-c29ae57300e0
33 lines
1.3 KiB
C
33 lines
1.3 KiB
C
//-------------------------------------------------------------------------
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/*
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Copyright (C) 2010 EDuke32 developers and contributors
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This file is part of EDuke32.
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EDuke32 is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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as published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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//-------------------------------------------------------------------------
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void GAME_drawosdchar(int32_t x, int32_t y, char ch, int32_t shade, int32_t pal);
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void GAME_drawosdstr(int32_t x, int32_t y, const char *ch, int32_t len, int32_t shade, int32_t pal);
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void GAME_drawosdcursor(int32_t x, int32_t y, int32_t type, int32_t lastkeypress);
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int32_t GAME_getcolumnwidth(int32_t w);
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int32_t GAME_getrowheight(int32_t w);
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void GAME_onshowosd(int32_t shown);
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extern int32_t osdhightile;
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#define OSDCHAR_WIDTH 8
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