#ifndef HUD_H #define HUD_H #include #include #include "../render/render_text.h" #include "../render/button.h" #include "../render/graphicsettings.h" #include "../mkb/mkb.h" #include "../gst/info.h" #include "../gst/units.h" #include "../gst/map.h" #include "../gst/gst.h" #include "../net/net.h" typedef struct { float start; float nav; SDL_Rect rect_back; SDL_Rect *ref; } hud_sel; typedef struct { SDL_Rect rect_back; char oppo[32]; } overlay_battle; typedef struct { button new_template; button save_templates; button save_army; button delete_army; button new_army; button start_battle; button host_game; button join_game; SDL_Rect rect_battle; SDL_Rect rect_templates; SDL_Rect rect_army; int temp_modify; int temp_place; char army_list[64][32]; int army_listlen; int army_listcur; int battle_state; char playername[32]; int input_playername; char ip[32]; int input_ip; int input_army; int input_temp; char army_rename[32]; int start_battle_flag; } overlay_game; typedef struct { SDL_Rect rect_back; SDL_Rect rect_chassis; SDL_Rect rect_brain; SDL_Rect rect_battery; SDL_Rect rect_weapons[8]; SDL_Rect rect_armor[8]; SDL_Rect rect_augs[8]; SDL_Rect rect_stats; button done; button randomize; info_unit uinfo; info_unit *uinfo_ptr; int sel, ind; } form_new_unit; typedef struct { hud_sel sc; overlay_battle ob; overlay_game og; form_new_unit fnu; int state; char *nameedit; } hud; void hud_init(graphic_settings *gs, hud *h, txtd *t); void hud_map_sel (info_unit *u, infos *info, int sel, int ind, int8_t **n, int *bound, int size[]); void hud_resize (graphic_settings *gs, hud *h, txtd *t); void hud_process (graphic_settings *gs, hud *h, MKb *mkb, infos *info, army *ar, map *m, txtd *t, gamestate *gst, net_client *netc, net_server *nets, Mix_Chunk *sounds[]); void hud_render (hud *h, SDL_Renderer* rend, txtd *t, MKb *mkb, infos *info, SDL_Texture *sprites, gamestate *gst, float time); #endif