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status-bar
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void CG_Draw3DModel( float x, float y, float w, float h, qhandle_t model, qhandle_t skin, vec3_t origin, vec3_t angles )
void CG_DrawStatusBar( void )
void CG_DrawField (int x, int y, int width, int value)
cgs.media.numberShaders
static char *sb_nums[11] = {
"gfx/2d/numbers/zero_32b",
"gfx/2d/numbers/one_32b",
"gfx/2d/numbers/two_32b",
"gfx/2d/numbers/three_32b",
"gfx/2d/numbers/four_32b",
"gfx/2d/numbers/five_32b",
"gfx/2d/numbers/six_32b",
"gfx/2d/numbers/seven_32b",
"gfx/2d/numbers/eight_32b",
"gfx/2d/numbers/nine_32b",
"gfx/2d/numbers/minus_32b",
};
for ( i=0 ; i<11 ; i++) {
cgs.media.numberShaders[i] = trap_R_RegisterShader( sb_nums[i] );
}
#define CHAR_WIDTH 32
#define CHAR_HEIGHT 48
#define STAT_MINUS 10 // num frame for '-' stats digit
void CG_DrawPic( float x, float y, float width, float height, qhandle_t hShader ) {
CG_AdjustFrom640( &x, &y, &width, &height );
trap_R_DrawStretchPic( x, y, width, height, 0, 0, 1, 1, hShader );
}
void *RB_StretchPic ( const void *data )
TODO:
done - add quad cache
done - add quad cache instance update code
done - implement quad instance using buffer interface
done - update instance data
done - color handling
done - glortho
- clear depth per scene
- complete player state
- resource cache list
- complete item handling
- statistics, awards
- complete status bar