// SONIC ROBO BLAST 2 //----------------------------------------------------------------------------- // Copyright (C) 1993-1996 by id Software, Inc. // Copyright (C) 1998-2000 by DooM Legacy Team. // Copyright (C) 1999-2020 by Sonic Team Junior. // // This program is free software distributed under the // terms of the GNU General Public License, version 2. // See the 'LICENSE' file for more details. //----------------------------------------------------------------------------- /// \file st_stuff.h /// \brief Status bar header #ifndef __STSTUFF_H__ #define __STSTUFF_H__ #include "doomtype.h" #include "d_event.h" #include "d_player.h" #include "r_defs.h" // SRB2Kart #include "r_skins.h" // NUMFACES #ifdef __cplusplus extern "C" { #endif // // STATUS BAR // // Called by main loop. void ST_Ticker(boolean run); // Called when naming a replay. void ST_DrawDemoTitleEntry(void); #ifdef HAVE_DISCORDRPC // Called when you have Discord asks void ST_AskToJoinEnvelope(void); #endif // devmode void ST_drawDebugInfo(void); // Called by main loop. void ST_Drawer(void); // Called when the console player is spawned on each level. void ST_Start(void); // Called by startup code. void ST_Init(void); // Called by G_Responder() when pressing F12 while viewing a demo. void ST_changeDemoView(void); void ST_UnloadGraphics(void); void ST_LoadGraphics(void); // face load graphics, called when skin changes void ST_LoadFaceGraphics(INT32 playernum); void ST_ReloadSkinFaceGraphics(void); void ST_doPaletteStuff(void); // title card void ST_startTitleCard(void); void ST_runTitleCard(void); void ST_drawTitleCard(void); void ST_preDrawTitleCard(void); void ST_preLevelTitleCardDrawer(void); patch_t *ST_getRoundPicture(boolean small); extern tic_t lt_ticker, lt_lasttic; extern tic_t lt_exitticker, lt_endtime; extern tic_t lt_fade; void ST_DrawServerSplash(boolean timelimited); // return if player a is in the same team as player b boolean ST_SameTeam(player_t *a, player_t *b); //-------------------- // status bar overlay //-------------------- extern boolean st_overlay; // sb overlay on or off when fullscreen extern INT32 st_palette; // 0 is default, any others are special palettes. extern UINT32 st_translucency; // HUD fading for elements not attached to specific players extern fixed_t st_fadein; // transitioning value per player, FRACUNIT = fully in view extern lumpnum_t st_borderpatchnum; // patches, also used in intermission extern patch_t *faceprefix[MAXSKINS][NUMFACES]; extern UINT16 objectsdrawn; #ifdef __cplusplus } // extern "C" #endif #endif