// // HU_Drawer // // Called from D_Display to draw all HUD elements. // void HU_Drawer(void) { int i; hu_widget_t *widget; #if 0 // execute script event handlers if(gameScriptLoaded) SM_OptScriptCallback(&GameScript, "OnHUDPreDraw"); if(levelScriptLoaded) SM_OptScriptCallback(&LevelScript, "OnHUDPreDraw"); #endif // call all widget drawer functions for(i = 0; i < NUMWIDGETCHAINS; ++i) { widget = hu_chains[i]; while(widget && !widget->disabled) // haleyjd 06/15/06: oops! { if(widget->drawer) widget->drawer(widget); widget = widget->next; } } // HUD_FIXME: generalize? // draw different modules HU_FragsDrawer(); HU_OverlayDraw(); }
// // HU_Start // // Called to reinitialize the HUD system due to start of a new map // or change of player viewpoint. // void HU_Start(void) { int i; hu_widget_t *widget; // call all widget clear functions for(i = 0; i < NUMWIDGETCHAINS; ++i) { widget = hu_chains[i]; while(widget) { if(widget->clear) widget->clear(widget); widget = widget->next; } } #if 0 // execute script event handlers if(gameScriptLoaded) SM_OptScriptCallback(&GameScript, "OnHUDStart"); if(levelScriptLoaded) SM_OptScriptCallback(&LevelScript, "OnHUDStart"); #endif }
// // HU_Start // // Called to reinitialize the HUD system due to start of a new map // or change of player viewpoint. // void HU_Start() { HUDWidget::StartWidgets(); #if 0 // execute script event handlers if(gameScriptLoaded) SM_OptScriptCallback(&GameScript, "OnHUDStart"); if(levelScriptLoaded) SM_OptScriptCallback(&LevelScript, "OnHUDStart"); #endif }
// // HU_Drawer // // Called from D_Display to draw all HUD elements. // void HU_Drawer() { #if 0 // execute script event handlers if(gameScriptLoaded) SM_OptScriptCallback(&GameScript, "OnHUDPreDraw"); if(levelScriptLoaded) SM_OptScriptCallback(&LevelScript, "OnHUDPreDraw"); #endif HUDWidget::DrawWidgets(); // HUD_FIXME: generalize? // draw different modules HU_FragsDrawer(); HU_OverlayDraw(); }