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a_hud.cpp
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/*
* 3dyne Legacy Engine GPL Source Code
*
* Copyright (C) 1996-2012 Matthias C. Berger & Simon Berger.
*
* This file is part of the 3dyne Legacy Engine GPL Source Code ("3dyne Legacy
* Engine Source Code").
*
* 3dyne Legacy Engine Source Code 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 3 of the License,
* or (at your option) any later version.
*
* 3dyne Legacy Engine Source Code 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
* 3dyne Legacy Engine Source Code. If not, see
* <http://www.gnu.org/licenses/>.
*
* In addition, the 3dyne Legacy Engine Source Code is also subject to certain
* additional terms. You should have received a copy of these additional terms
* immediately following the terms and conditions of the GNU General Public
* License which accompanied the 3dyne Legacy Engine Source Code.
*
* Contributors:
* Matthias C. Berger ([email protected]) - initial API and implementation
* Simon Berger ([email protected]) - initial API and implementation
*/
// a_hud.c
#include "interfaces.h"
/*
============================================================================
this file contains all the look&feel stuff for TGFKAA I.
that is initialization of HUD contexts and drawing of the menu + status-bar
============================================================================
*/
//static hudc_graph_t *hud_health;
static res_gltex_cache_t *num32[10];
void HUD_Num2Arr( int, int arr[3] );
void HUD_StartUp()
{
int i;
g_resource_t *res;
char name[128];
TFUNC_ENTER;
for( i = 0; i < 10; i++ )
{
sprintf( name, "gltex.hud.%d", i );
res = G_ResourceSearch( g_rs, name );
num32[i] = (res_gltex_cache_t*)res->res_cache;
}
TFUNC_LEAVE;
}
void HUD_ShutDown()
{
// int i;
TFUNC_ENTER;
TFUNC_LEAVE;
}
void HUD_Show()
{
// char arr[3];
TFUNC_ENTER;
#if 0
// draw health
LA_DrawGltexByName( "gltex.hud.health", 0, 0, 0, 0, DRAW2D_DRAWMODE_ARGB );
// HUD_Num2Arr( 100, arr );
LA_DrawGltexByGltex( num32[1], 32, 0, 32, 0, DRAW2D_DRAWMODE_ARGB );
LA_DrawGltexByGltex( num32[0], 60, 0, 32, 0, DRAW2D_DRAWMODE_ARGB );
LA_DrawGltexByGltex( num32[0], 84, 0, 32, 0, DRAW2D_DRAWMODE_ARGB );
LA_DrawGltexByName( "gltex.hud.crosshair01", 304, 224, 0, 0, DRAW2D_DRAWMODE_ARGB );
#endif
TFUNC_LEAVE;
}
void HUD_Num2Arr( int arg_num, int arr[3] )
{
int a;
int num;
TFUNC_ENTER;
num = arg_num;
if( num > 999 )
{
return;
}
arr[0] = 0;
a = num / 100;
if( a )
{
arr[0] = a;
num-= a * 100;
}
arr[1] = 0;
a = num / 10;
if( a )
{
arr[1] = a;
num-= a * 10;
}
arr[2] = num;
TFUNC_LEAVE;
}