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#ifndef HUD_H
#define HUD_H
#include <SDL2/SDL.h>
#include <SDL2/SDL_mixer.h>
#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
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