Example #1
0
void CUIGameCustom::Render()
{
	st_vec_it it = m_custom_statics.begin();
	st_vec_it it_e = m_custom_statics.end();
	for(;it!=it_e;++it)
		(*it)->Draw();

	m_window->Draw();

	CEntity* pEntity = smart_cast<CEntity*>(Level().CurrentEntity());
	if (pEntity)
	{
		CActor* pActor			=	smart_cast<CActor*>(pEntity);
		if(pActor && pActor->HUDview() && pActor->g_Alive() && psHUD_Flags.is(HUD_WEAPON|HUD_WEAPON_RT|HUD_WEAPON_RT2))
		{
			u16 ISlot = pActor->inventory().FirstSlot();
			u16 ESlot = pActor->inventory().LastSlot();

			for( ; ISlot<=ESlot; ++ISlot)
			{
				PIItem itm			= pActor->inventory().ItemFromSlot(ISlot);
				if(itm && itm->render_item_ui_query())
					itm->render_item_ui();
			}
		}

		if( GameIndicatorsShown() && psHUD_Flags.is(HUD_DRAW | HUD_DRAW_RT) )
			UIMainIngameWnd->Draw();
	}

	m_pMessagesWnd->Draw();

	DoRenderDialogs();
}