X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=control_overlay.c;fp=control_overlay.c;h=f0b7a9aef23f9eecd90885cb68b7ea917d1900b2;hb=2ac45c21d5405ca266f3584e04d560e6495985b2;hp=083a4110dd149f6b9b79b036a7b9df4b0ba63773;hpb=304647a7672165dd35ffe54884ed9aedcc9bf363;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/control_overlay.c b/control_overlay.c index 083a411..f0b7a9a 100644 --- a/control_overlay.c +++ b/control_overlay.c @@ -11,6 +11,11 @@ struct control_overlay control_overlay = { .enabled = 1 }; +static void render_overlay_mesh( enum control_overlay_mesh index ) +{ + mdl_draw_submesh( mdl_arritm( &control_overlay.mdl.submeshs, index ) ); +} + void control_overlay_init(void) { void *alloc = vg_mem.rtmemory; @@ -34,127 +39,14 @@ void control_overlay_init(void) vg_error( "No texture in control overlay\n" ); } - control_overlay.m_key = mdl_find_submesh( mdl, "ov_key" ); - control_overlay.m_key_down = mdl_find_submesh( mdl, "ov_key_down" ); - control_overlay.m_shift = mdl_find_submesh( mdl, "ov_shift" ); - control_overlay.m_shift_down = mdl_find_submesh( mdl, "ov_shift_down" ); - control_overlay.m_space = mdl_find_submesh( mdl, "ov_space" ); - control_overlay.m_space_down = mdl_find_submesh( mdl, "ov_space_down" ); - control_overlay.m_jump_ind = mdl_find_submesh( mdl, "ov_jump_ind" ); - control_overlay.m_text_jump = mdl_find_submesh( mdl, "ov_text_jump" ); - control_overlay.m_text_crouch = mdl_find_submesh( mdl, "ov_text_crouch" ); - control_overlay.m_text_shift = mdl_find_submesh( mdl, "ov_text_shift" ); - control_overlay.m_text_grab = mdl_find_submesh( mdl, "ov_text_grab" ); - control_overlay.m_text_carve = mdl_find_submesh( mdl, "ov_text_carve" ); - control_overlay.m_stored_ind = mdl_find_submesh( mdl, "ov_stored_ind" ); - control_overlay.m_text_stored = mdl_find_submesh( mdl, "ov_text_stored" ); - control_overlay.m_text_left = mdl_find_submesh( mdl, "ov_text_left" ); - control_overlay.m_text_right = mdl_find_submesh( mdl, "ov_text_right" ); - control_overlay.m_text_push = mdl_find_submesh( mdl, "ov_text_push" ); - control_overlay.m_text_manual = mdl_find_submesh( mdl, "ov_text_manual" ); - control_overlay.m_text_front_flip = mdl_find_submesh( mdl, "ov_text_front_flip" ); - control_overlay.m_text_back_flip = mdl_find_submesh( mdl, "ov_text_back_flip" ); - control_overlay.m_text_s = mdl_find_submesh( mdl, "ov_text_s" ); - control_overlay.m_text_w = mdl_find_submesh( mdl, "ov_text_w" ); - - control_overlay.m_text_walk = mdl_find_submesh( mdl, "ov_text_walk" ); - control_overlay.m_text_back = mdl_find_submesh( mdl, "ov_text_back" ); - control_overlay.m_text_forward = mdl_find_submesh( mdl, "ov_text_forward" ); - control_overlay.m_text_skate = mdl_find_submesh( mdl, "ov_text_skate" ); - control_overlay.m_text_walk_lwr = mdl_find_submesh( mdl, "ov_text_walk_lwr" ); - control_overlay.m_text_e = mdl_find_submesh( mdl, "ov_text_e" ); - control_overlay.m_text_glide = mdl_find_submesh( mdl, "ov_text_glide" ); - control_overlay.m_text_camera = mdl_find_submesh( mdl, "ov_text_camera" ); - control_overlay.m_text_run = mdl_find_submesh( mdl, "ov_text_run" ); - control_overlay.m_text_look = mdl_find_submesh( mdl, "ov_text_look" ); - control_overlay.m_text_rewind = mdl_find_submesh( mdl, "ov_text_rewind" ); - - control_overlay.m_lmb = mdl_find_submesh( mdl, "ov_lmb" ); - control_overlay.m_lmb_down = mdl_find_submesh( mdl, "ov_lmb_down" ); - control_overlay.m_rmb = mdl_find_submesh( mdl, "ov_rmb" ); - control_overlay.m_rmb_down = mdl_find_submesh( mdl, "ov_rmb_down" ); - control_overlay.m_mouse = mdl_find_submesh( mdl, "ov_mouse" ); - control_overlay.m_mouse_grabs = mdl_find_submesh( mdl, "ov_mouse_grabs" ); - control_overlay.m_text_kickflip = mdl_find_submesh( mdl, "ov_text_kickflip" ); - control_overlay.m_text_treflip = mdl_find_submesh( mdl, "ov_text_treflip" ); - control_overlay.m_text_shuvit = mdl_find_submesh( mdl, "ov_text_shuvit" ); - control_overlay.m_text_respawn = mdl_find_submesh( mdl, "ov_text_respawn" ); - - control_overlay.m_ls = mdl_find_submesh( mdl, "ov_ls" ); - control_overlay.m_ls_circ_backflip = mdl_find_submesh( mdl, "ov_ls_circ_backflip" ); - control_overlay.m_ls_circ_frontflip = mdl_find_submesh( mdl, "ov_ls_circ_frontflip" ); - control_overlay.m_ls_circ_manual = mdl_find_submesh( mdl, "ov_ls_circ_manual" ); - control_overlay.m_ls_circ_skate = mdl_find_submesh( mdl, "ov_ls_circ_skate" ); - control_overlay.m_ls_circ_walk = mdl_find_submesh( mdl, "ov_ls_circ_walk" ); - control_overlay.m_rs = mdl_find_submesh( mdl, "ov_rs" ); - control_overlay.m_rs_circ_look = mdl_find_submesh( mdl, "ov_rs_circ_look" ); - control_overlay.m_rs_circ_grab = mdl_find_submesh( mdl, "ov_rs_circ_grab" ); - - control_overlay.m_lb = mdl_find_submesh( mdl, "ov_lb" ); - control_overlay.m_lb_down = mdl_find_submesh( mdl, "ov_lb_down" ); - control_overlay.m_carve_l = mdl_find_submesh( mdl, "ov_carve_l" ); - control_overlay.m_rb = mdl_find_submesh( mdl, "ov_rb" ); - control_overlay.m_rb_down = mdl_find_submesh( mdl, "ov_rb_down" ); - control_overlay.m_carve_r = mdl_find_submesh( mdl, "ov_carve_r" ); - control_overlay.m_lt = mdl_find_submesh( mdl, "ov_lt" ); - control_overlay.m_lt_act = mdl_find_submesh( mdl, "ov_lt_act" ); - control_overlay.m_lt_run = mdl_find_submesh( mdl, "ov_lt_run" ); - control_overlay.m_rt = mdl_find_submesh( mdl, "ov_rt" ); - control_overlay.m_rt_act = mdl_find_submesh( mdl, "ov_rt_act" ); - control_overlay.m_rt_grab = mdl_find_submesh( mdl, "ov_rt_grab" ); - control_overlay.m_rt_crouch = mdl_find_submesh( mdl, "ov_rt_crouch" ); - - control_overlay.m_y = mdl_find_submesh( mdl, "ov_y" ); - control_overlay.m_y_down = mdl_find_submesh( mdl, "ov_y_down" ); - control_overlay.m_text_y_walk = mdl_find_submesh( mdl, "ov_text_y_walk" ); - control_overlay.m_text_y_walk_lwr = mdl_find_submesh( mdl, "ov_text_y_walk_lwr" ); - control_overlay.m_text_y_glide = mdl_find_submesh( mdl, "ov_text_y_glide" ); - control_overlay.m_text_y_skate = mdl_find_submesh( mdl, "ov_text_y_skate" ); - control_overlay.m_b = mdl_find_submesh( mdl, "ov_b" ); - control_overlay.m_b_down = mdl_find_submesh( mdl, "ov_b_down" ); - control_overlay.m_text_b_kickflip = mdl_find_submesh( mdl, "ov_text_b_kickflip" ); - control_overlay.m_text_b_push = mdl_find_submesh( mdl, "ov_text_b_push" ); - control_overlay.m_x = mdl_find_submesh( mdl, "ov_x" ); - control_overlay.m_x_down = mdl_find_submesh( mdl, "ov_x_down" ); - control_overlay.m_text_x_treflip = mdl_find_submesh( mdl, "ov_text_x_treflip" ); - control_overlay.m_a = mdl_find_submesh( mdl, "ov_a" ); - control_overlay.m_a_down = mdl_find_submesh( mdl, "ov_a_down" ); - control_overlay.m_text_a_shuvit = mdl_find_submesh( mdl, "ov_text_a_shuvit" ); - control_overlay.m_text_a_jump = mdl_find_submesh( mdl, "ov_text_a_jump" ); - control_overlay.m_text_a_jump_mid = mdl_find_submesh( mdl, "ov_text_a_jump_mid" ); - - control_overlay.m_dpad = mdl_find_submesh( mdl, "ov_dpad" ); - control_overlay.m_dpad_w = mdl_find_submesh( mdl, "ov_dpad_w" ); - control_overlay.m_dpad_n = mdl_find_submesh( mdl, "ov_dpad_n" ); - control_overlay.m_dpad_e = mdl_find_submesh( mdl, "ov_dpad_e" ); - control_overlay.m_dpad_s = mdl_find_submesh( mdl, "ov_dpad_s" ); - control_overlay.m_text_dw_rewind = mdl_find_submesh( mdl, "ov_text_dw_rewind" ); - control_overlay.m_text_de_camera = mdl_find_submesh( mdl, "ov_text_de_camera" ); - control_overlay.m_text_dn_respawn = mdl_find_submesh( mdl, "ov_text_dn_respawn" ); - - control_overlay.m_met = mdl_find_submesh( mdl, "ov_met" ); - control_overlay.m_met_r = mdl_find_submesh( mdl, "ov_met_r" ); - control_overlay.m_met_l = mdl_find_submesh( mdl, "ov_met_l" ); - control_overlay.m_met_r_down = mdl_find_submesh( mdl, "ov_met_r_down" ); - control_overlay.m_met_l_down = mdl_find_submesh( mdl, "ov_met_l_down" ); - control_overlay.m_text_met_menu = mdl_find_submesh( mdl, "ov_text_met_menu" ); - - control_overlay.m_key_menu = mdl_find_submesh( mdl, "ov_key_menu" ); - control_overlay.m_key_menu_down = mdl_find_submesh( mdl, "ov_key_menu_down" ); - control_overlay.m_text_menu = mdl_find_submesh( mdl, "ov_text_menu" ); - vg_console_reg_var( "control_overlay", &control_overlay.enabled, k_var_dtype_i32, VG_VAR_PERSISTENT ); } static void draw_key( bool press, bool wide ) { - if( wide ) - mdl_draw_submesh( press? - control_overlay.m_shift_down: control_overlay.m_shift ); - else - mdl_draw_submesh( press? - control_overlay.m_key_down: control_overlay.m_key ); + if( wide ) render_overlay_mesh( press? ov_shift_down: ov_shift ); + else render_overlay_mesh( press? ov_key_down: ov_key ); } static void colorize( bool press, bool condition ) @@ -258,20 +150,20 @@ void control_overlay_render(void) if( subsytem == k_player_subsystem_skate ) { colorize( 0, 1 ); - mdl_draw_submesh( control_overlay.m_ls_circ_skate ); + render_overlay_mesh( ov_ls_circ_skate ); colorize( steer[1]>=0.5f, press_jump ); - mdl_draw_submesh( control_overlay.m_ls_circ_backflip ); + render_overlay_mesh( ov_ls_circ_backflip ); colorize( steer[1]<=-0.5f, press_jump ); - mdl_draw_submesh( control_overlay.m_ls_circ_frontflip ); + render_overlay_mesh( ov_ls_circ_frontflip ); colorize( steer[1] > 0.7f, !press_jump && !in_air ); - mdl_draw_submesh( control_overlay.m_ls_circ_manual ); + render_overlay_mesh( ov_ls_circ_manual ); } else if( subsytem == k_player_subsystem_walk ) { colorize( 0, 1 ); - mdl_draw_submesh( control_overlay.m_ls_circ_walk ); + render_overlay_mesh( ov_ls_circ_walk ); } mmdl[3][0] += steer[0]*0.125f*0.75f; @@ -279,7 +171,7 @@ void control_overlay_render(void) colorize( 0, 1 ); shader_model_menu_uMdl( mmdl ); - mdl_draw_submesh( control_overlay.m_ls ); + render_overlay_mesh( ov_ls ); /* joystick R */ mmdl[3][0] = r - 0.375f; @@ -289,13 +181,13 @@ void control_overlay_render(void) if( subsytem == k_player_subsystem_skate ) { colorize( rt_amt > 0.5f, in_air ); - mdl_draw_submesh( control_overlay.m_rs_circ_grab ); + render_overlay_mesh( ov_rs_circ_grab ); colorize( 0, in_air ); } else if( subsytem == k_player_subsystem_walk ) { colorize( 0, 1 ); - mdl_draw_submesh( control_overlay.m_rs_circ_look ); + render_overlay_mesh( ov_rs_circ_look ); } v2f jlook; @@ -304,7 +196,7 @@ void control_overlay_render(void) mmdl[3][0] += jlook[0]*0.125f*0.75f; mmdl[3][2] += jlook[1]*0.125f*0.75f; shader_model_menu_uMdl( mmdl ); - mdl_draw_submesh( control_overlay.m_rs ); + render_overlay_mesh( ov_rs ); @@ -318,12 +210,12 @@ void control_overlay_render(void) if( subsytem == k_player_subsystem_skate ) { colorize( lb_down, !in_air ); - mdl_draw_submesh( control_overlay.m_carve_l ); + render_overlay_mesh( ov_carve_l ); } else colorize( 0, 0 ); - mdl_draw_submesh( lb_down? control_overlay.m_lb_down: control_overlay.m_lb ); + render_overlay_mesh( lb_down? ov_lb_down: ov_lb ); /* LT ---------------------------------------------------------------- */ @@ -334,14 +226,14 @@ void control_overlay_render(void) else if( subsytem == k_player_subsystem_walk ) { colorize( lt_amt>0.2f, 1 ); - mdl_draw_submesh( control_overlay.m_lt_run ); + render_overlay_mesh( ov_lt_run ); } - mdl_draw_submesh( control_overlay.m_lt ); + render_overlay_mesh( ov_lt ); mmdl[3][2] += lt_amt*0.125f*0.5f; shader_model_menu_uMdl( mmdl ); - mdl_draw_submesh( control_overlay.m_lt_act ); + render_overlay_mesh( ov_lt_act ); /* RIGHT UPPERS */ mmdl[3][0] = r; @@ -351,21 +243,21 @@ void control_overlay_render(void) if( subsytem == k_player_subsystem_skate ) { colorize( rb_down, !in_air ); - mdl_draw_submesh( control_overlay.m_carve_r ); + render_overlay_mesh( ov_carve_r ); } else colorize( 0, 0 ); - mdl_draw_submesh( rb_down? control_overlay.m_rb_down: control_overlay.m_rb ); + render_overlay_mesh( rb_down? ov_rb_down: ov_rb ); /* RT ---------------------------------------------------------------- */ if( subsytem == k_player_subsystem_skate ) { colorize( rt_amt>0.2f, in_air ); - mdl_draw_submesh( control_overlay.m_rt_grab ); + render_overlay_mesh( ov_rt_grab ); colorize( rt_amt>0.2f, !in_air ); - mdl_draw_submesh( control_overlay.m_rt_crouch ); + render_overlay_mesh( ov_rt_crouch ); colorize( rt_amt>0.2f, 1 ); } else if( subsytem == k_player_subsystem_walk ) @@ -373,11 +265,11 @@ void control_overlay_render(void) colorize( 0, 0 ); } - mdl_draw_submesh( control_overlay.m_rt ); + render_overlay_mesh( ov_rt ); mmdl[3][2] += rt_amt*0.125f*0.5f; shader_model_menu_uMdl( mmdl ); - mdl_draw_submesh( control_overlay.m_rt_act ); + render_overlay_mesh( ov_rt_act ); /* RIGHT SIDE BUTTONS */ bool press_a = 0, press_b = 0, press_x = 0, press_y = 0, @@ -423,16 +315,16 @@ void control_overlay_render(void) if( subsytem == k_player_subsystem_skate ) { colorize( press_b, !in_air ); - mdl_draw_submesh( control_overlay.m_text_b_push ); + render_overlay_mesh( ov_text_b_push ); colorize( press_b, in_air ); - mdl_draw_submesh( control_overlay.m_text_b_kickflip ); + render_overlay_mesh( ov_text_b_kickflip ); colorize( press_b, 1 ); } else { colorize( 0, 0 ); } - mdl_draw_submesh( press_b? control_overlay.m_b_down: control_overlay.m_b ); + render_overlay_mesh( press_b? ov_b_down: ov_b ); /* Y / SKATE / WALK / GLIDE */ @@ -441,55 +333,55 @@ void control_overlay_render(void) if( localplayer.have_glider ) { colorize( press_y, !in_air ); - mdl_draw_submesh( control_overlay.m_text_y_glide ); + render_overlay_mesh( ov_text_y_walk_lwr ); colorize( press_y, in_air ); - mdl_draw_submesh( control_overlay.m_text_y_walk_lwr ); + render_overlay_mesh( ov_text_y_glide ); } else { colorize( press_y, 1 ); - mdl_draw_submesh( control_overlay.m_text_y_walk ); + render_overlay_mesh( ov_text_y_walk ); } } else if( subsytem == k_player_subsystem_walk ) { colorize( press_y, player_walk.state.activity < k_walk_activity_inone ); - mdl_draw_submesh( control_overlay.m_text_y_skate ); + render_overlay_mesh( ov_text_y_skate ); } else if( subsytem == k_player_subsystem_glide ) { colorize( press_y, 1 ); - mdl_draw_submesh( control_overlay.m_text_y_skate ); + render_overlay_mesh( ov_text_y_skate ); } else colorize( 0, 0 ); - mdl_draw_submesh( press_y? control_overlay.m_y_down: control_overlay.m_y ); + render_overlay_mesh( press_y? ov_y_down: ov_y ); /* X / TREFLIP */ if( subsytem == k_player_subsystem_skate ) { colorize( press_x, in_air ); - mdl_draw_submesh( control_overlay.m_text_x_treflip ); + render_overlay_mesh( ov_text_x_treflip ); } else colorize( press_x, 0 ); - mdl_draw_submesh( press_x? control_overlay.m_x_down: control_overlay.m_x ); + render_overlay_mesh( press_x? ov_x_down: ov_x ); /* A / JUMP / SHUVIT */ if( subsytem == k_player_subsystem_skate ) { colorize( press_a, !in_air ); - mdl_draw_submesh( control_overlay.m_text_a_jump ); + render_overlay_mesh( ov_text_a_jump ); colorize( press_a, in_air ); - mdl_draw_submesh( control_overlay.m_text_a_shuvit ); + render_overlay_mesh( ov_text_a_shuvit ); colorize( press_a, 1 ); } else if( subsytem == k_player_subsystem_walk ) { colorize( press_a, !in_air ); - mdl_draw_submesh( control_overlay.m_text_a_jump_mid ); + render_overlay_mesh( ov_text_a_jump_mid ); } - mdl_draw_submesh( press_a? control_overlay.m_a_down: control_overlay.m_a ); + render_overlay_mesh( press_a? ov_a_down: ov_a ); /* JUMP CHARGE */ if( subsytem == k_player_subsystem_skate ) @@ -500,7 +392,7 @@ void control_overlay_render(void) mmdl[3][0] += -0.4375f; mmdl[3][2] += 0.09375f; shader_model_menu_uMdl( mmdl ); - mdl_draw_submesh( control_overlay.m_jump_ind ); + render_overlay_mesh( ov_jump_ind ); mmdl[0][0] = 1.0f; } } @@ -512,30 +404,30 @@ void control_overlay_render(void) mmdl[3][2] = 0.0f; shader_model_menu_uMdl( mmdl ); colorize( 0, 1 ); - mdl_draw_submesh( control_overlay.m_dpad ); + render_overlay_mesh( ov_dpad ); colorize( press_dpad_e, 1 ); - mdl_draw_submesh( control_overlay.m_text_de_camera ); + render_overlay_mesh( ov_text_de_camera ); if( press_dpad_e ) - mdl_draw_submesh( control_overlay.m_dpad_e ); + render_overlay_mesh( ov_dpad_e ); colorize( press_dpad_w, 1 ); - mdl_draw_submesh( control_overlay.m_text_dw_rewind ); + render_overlay_mesh( ov_text_dw_rewind ); if( press_dpad_w ) - mdl_draw_submesh( control_overlay.m_dpad_w ); + render_overlay_mesh( ov_dpad_w ); if( subsytem == k_player_subsystem_dead ) { colorize( press_dpad_n, 1 ); - mdl_draw_submesh( control_overlay.m_text_dn_respawn ); + render_overlay_mesh( ov_text_dn_respawn ); } else colorize( press_dpad_n, 0 ); if( press_dpad_n ) - mdl_draw_submesh( control_overlay.m_dpad_n ); + render_overlay_mesh( ov_dpad_n ); colorize( press_dpad_s, 0 ); if( press_dpad_s ) - mdl_draw_submesh( control_overlay.m_dpad_s ); + render_overlay_mesh( ov_dpad_s ); /* WEIGHT */ @@ -546,12 +438,12 @@ void control_overlay_render(void) mmdl[3][2] = -1.0f + 0.435484f; colorize( 0, !in_air ); shader_model_menu_uMdl( mmdl ); - mdl_draw_submesh( control_overlay.m_text_stored ); + render_overlay_mesh( ov_text_stored ); mmdl[0][0] = v3_length( player_skate.state.throw_v ) / k_mmthrow_scale; shader_model_menu_uMdl( mmdl ); colorize( 0, !in_air ); - mdl_draw_submesh( control_overlay.m_stored_ind ); + render_overlay_mesh( ov_stored_ind ); static f32 collect = 0.0f; collect = vg_lerpf( collect, player_skate.collect_feedback, @@ -561,7 +453,7 @@ void control_overlay_render(void) mmdl[0][0] = collect; mmdl[3][2] += 0.015625f; shader_model_menu_uMdl( mmdl ); - mdl_draw_submesh( control_overlay.m_stored_ind ); + render_overlay_mesh( ov_stored_ind ); } mmdl[0][0] = 1.0f; @@ -569,14 +461,14 @@ void control_overlay_render(void) mmdl[3][2] = -1.0f; shader_model_menu_uMdl( mmdl ); colorize( press_menu, 1 ); - mdl_draw_submesh( press_menu? control_overlay.m_met_r_down: control_overlay.m_met_r ); - mdl_draw_submesh( control_overlay.m_text_met_menu ); + render_overlay_mesh( press_menu? ov_met_r_down: ov_met_r ); + render_overlay_mesh( ov_text_met_menu ); colorize( press_back, 0 ); - mdl_draw_submesh( press_back? control_overlay.m_met_l_down: control_overlay.m_met_l ); + render_overlay_mesh( press_back? ov_met_l_down: ov_met_l ); colorize( 0, 0 ); - mdl_draw_submesh( control_overlay.m_met ); + render_overlay_mesh( ov_met ); } else { @@ -592,7 +484,7 @@ void control_overlay_render(void) shader_model_menu_uMdl( mmdl ); colorize( press_ctrl, !in_air && !grinding ); draw_key( press_ctrl, 1 ); - mdl_draw_submesh( control_overlay.m_text_carve ); + render_overlay_mesh( ov_text_carve ); } /* SHIFT || CROUCH / GRAB / RUN */ @@ -605,18 +497,18 @@ void control_overlay_render(void) shader_model_menu_uMdl( mmdl ); colorize( press_shift, !grinding ); draw_key( press_shift, 1 ); - mdl_draw_submesh( control_overlay.m_text_shift ); + render_overlay_mesh( ov_text_shift ); if( subsytem == k_player_subsystem_skate ) { colorize( press_shift, !in_air && !grinding ); - mdl_draw_submesh( control_overlay.m_text_crouch ); + render_overlay_mesh( ov_text_crouch ); colorize( press_shift, in_air && !grinding ); - mdl_draw_submesh( control_overlay.m_text_grab ); + render_overlay_mesh( ov_text_grab ); } else if( subsytem == k_player_subsystem_walk ) { - mdl_draw_submesh( control_overlay.m_text_run ); + render_overlay_mesh( ov_text_run ); } } @@ -626,12 +518,12 @@ void control_overlay_render(void) mmdl[3][0] = -r + 0.25f + 0.203125f + 0.007812f; colorize( 0, !in_air ); shader_model_menu_uMdl( mmdl ); - mdl_draw_submesh( control_overlay.m_text_stored ); + render_overlay_mesh( ov_text_stored ); mmdl[0][0] = v3_length( player_skate.state.throw_v ) / k_mmthrow_scale; shader_model_menu_uMdl( mmdl ); colorize( 0, !in_air ); - mdl_draw_submesh( control_overlay.m_stored_ind ); + render_overlay_mesh( ov_stored_ind ); static f32 collect = 0.0f; collect = vg_lerpf( collect, player_skate.collect_feedback, @@ -641,7 +533,7 @@ void control_overlay_render(void) mmdl[0][0] = collect; mmdl[3][2] += 0.015625f; shader_model_menu_uMdl( mmdl ); - mdl_draw_submesh( control_overlay.m_stored_ind ); + render_overlay_mesh( ov_stored_ind ); } /* -1 */ @@ -654,7 +546,7 @@ void control_overlay_render(void) shader_model_menu_uMdl( mmdl ); colorize( press_c, 1 ); draw_key( press_c, 0 ); - mdl_draw_submesh( control_overlay.m_text_camera ); + render_overlay_mesh( ov_text_camera ); } /* +0 */ @@ -669,7 +561,7 @@ void control_overlay_render(void) shader_model_menu_uMdl( mmdl ); colorize( press_a, 1 ); draw_key( press_a, 0 ); - mdl_draw_submesh( control_overlay.m_text_left ); + render_overlay_mesh( ov_text_left ); } bool press_jump = player_skate.state.jump_charge < 0.2f; @@ -683,19 +575,19 @@ void control_overlay_render(void) { colorize( press_s, !in_air ); draw_key( press_s, 0 ); - mdl_draw_submesh( control_overlay.m_text_s ); + render_overlay_mesh( ov_text_s ); /* backflip/manual */ colorize( press_s, !in_air && !press_jump ); - mdl_draw_submesh( control_overlay.m_text_back_flip ); + render_overlay_mesh( ov_text_back_flip ); colorize( press_s, !in_air && press_jump ); - mdl_draw_submesh( control_overlay.m_text_manual ); + render_overlay_mesh( ov_text_manual ); } else if( subsytem != k_player_subsystem_dead ) { colorize( press_s, 1 ); draw_key( press_s, 0 ); - mdl_draw_submesh( control_overlay.m_text_s ); - mdl_draw_submesh( control_overlay.m_text_back ); + render_overlay_mesh( ov_text_s ); + render_overlay_mesh( ov_text_back ); } /* D || RIGHT */ @@ -706,7 +598,7 @@ void control_overlay_render(void) shader_model_menu_uMdl( mmdl ); colorize( press_d, 1 ); draw_key( press_d, 0 ); - mdl_draw_submesh( control_overlay.m_text_right ); + render_overlay_mesh( ov_text_right ); } /* +1 */ @@ -720,7 +612,7 @@ void control_overlay_render(void) shader_model_menu_uMdl( mmdl ); colorize( press_q, 1 ); draw_key( press_q, 0 ); - mdl_draw_submesh( control_overlay.m_text_respawn ); + render_overlay_mesh( ov_text_respawn ); } /* W || PUSH / FRONTFLIP */ @@ -732,19 +624,19 @@ void control_overlay_render(void) { colorize( press_w, !in_air ); draw_key( press_w, 0 ); - mdl_draw_submesh( control_overlay.m_text_w ); + render_overlay_mesh( ov_text_w ); /* frontflip/push */ colorize( press_w, !in_air && !press_jump ); - mdl_draw_submesh( control_overlay.m_text_front_flip ); + render_overlay_mesh( ov_text_front_flip ); colorize( press_w, !in_air && press_jump ); - mdl_draw_submesh( control_overlay.m_text_push ); + render_overlay_mesh( ov_text_push ); } else if( subsytem != k_player_subsystem_dead ) { colorize( press_w, 1 ); draw_key( press_w, 0 ); - mdl_draw_submesh( control_overlay.m_text_w ); - mdl_draw_submesh( control_overlay.m_text_forward ); + render_overlay_mesh( ov_text_w ); + render_overlay_mesh( ov_text_forward ); } /* E */ @@ -758,32 +650,31 @@ void control_overlay_render(void) if( localplayer.have_glider ) { colorize( press_e, !in_air ); - mdl_draw_submesh( control_overlay.m_text_walk_lwr ); - + render_overlay_mesh( ov_text_walk_lwr ); colorize( press_e, in_air ); - mdl_draw_submesh( control_overlay.m_text_glide ); + render_overlay_mesh( ov_text_glide ); } else { colorize( press_e, 1 ); - mdl_draw_submesh( control_overlay.m_text_walk ); + render_overlay_mesh( ov_text_walk ); } } else if( subsytem == k_player_subsystem_glide ) { colorize( press_e, 1 ); - mdl_draw_submesh( control_overlay.m_text_skate ); + render_overlay_mesh( ov_text_skate ); } else if( subsytem == k_player_subsystem_walk ) { colorize( press_e, player_walk.state.activity < k_walk_activity_inone ); - mdl_draw_submesh( control_overlay.m_text_skate ); + render_overlay_mesh( ov_text_skate ); } if( subsytem != k_player_subsystem_dead ) { draw_key( press_e, 0 ); - mdl_draw_submesh( control_overlay.m_text_e ); + render_overlay_mesh( ov_text_e ); } /* R */ @@ -794,7 +685,7 @@ void control_overlay_render(void) colorize( press_r, 1 ); draw_key( press_r, 0 ); - mdl_draw_submesh( control_overlay.m_text_rewind ); + render_overlay_mesh( ov_text_rewind ); /* space */ bool press_space = vg_getkey(SDLK_SPACE); @@ -808,9 +699,9 @@ void control_overlay_render(void) shader_model_menu_uMdl( mmdl ); colorize( press_space, !in_air ); - mdl_draw_submesh( press_space? - control_overlay.m_space_down: control_overlay.m_space ); - mdl_draw_submesh( control_overlay.m_text_jump ); + render_overlay_mesh( press_space? + ov_space_down: ov_space ); + render_overlay_mesh( ov_text_jump ); } if( subsytem == k_player_subsystem_skate ) @@ -820,7 +711,7 @@ void control_overlay_render(void) mmdl[0][0] = player_skate.state.jump_charge; mmdl[3][0] = -0.4375f; shader_model_menu_uMdl( mmdl ); - mdl_draw_submesh( control_overlay.m_jump_ind ); + render_overlay_mesh( ov_jump_ind ); } } @@ -830,8 +721,8 @@ void control_overlay_render(void) mmdl[3][2] = -1.0f + 0.125f; shader_model_menu_uMdl( mmdl ); colorize( press_esc, 1 ); - mdl_draw_submesh( control_overlay.m_text_menu ); - mdl_draw_submesh( press_esc? control_overlay.m_key_menu_down: control_overlay.m_key_menu ); + render_overlay_mesh( ov_text_menu ); + render_overlay_mesh( press_esc? ov_key_menu_down: ov_key_menu ); mmdl[3][0] = r - 0.38f; mmdl[3][2] = 0.0f; shader_model_menu_uMdl( mmdl ); @@ -839,7 +730,7 @@ void control_overlay_render(void) if( subsytem == k_player_subsystem_skate ) { - mdl_draw_submesh( control_overlay.m_mouse_grabs ); + render_overlay_mesh( ov_mouse_grabs ); if( in_air && press_shift ) { @@ -856,31 +747,31 @@ void control_overlay_render(void) if( subsytem == k_player_subsystem_skate ) { colorize( 0, press_space || in_air ); - mdl_draw_submesh( control_overlay.m_mouse ); + render_overlay_mesh( ov_mouse ); colorize( lmb&&!rmb, press_space || in_air ); - mdl_draw_submesh( control_overlay.m_text_shuvit ); + render_overlay_mesh( ov_text_shuvit ); colorize( lmb, press_space || in_air ); - mdl_draw_submesh( lmb? control_overlay.m_lmb_down: control_overlay.m_lmb ); + render_overlay_mesh( lmb? ov_lmb_down: ov_lmb ); colorize( rmb&&!lmb, press_space || in_air ); - mdl_draw_submesh( control_overlay.m_text_kickflip ); + render_overlay_mesh( ov_text_kickflip ); colorize( rmb, press_space || in_air ); - mdl_draw_submesh( rmb? control_overlay.m_rmb_down: control_overlay.m_rmb ); + render_overlay_mesh( rmb? ov_rmb_down: ov_rmb ); colorize( rmb&&lmb, press_space || in_air ); - mdl_draw_submesh( control_overlay.m_text_treflip ); + render_overlay_mesh( ov_text_treflip ); } else if( subsytem == k_player_subsystem_walk ) { colorize( 0, 1 ); - mdl_draw_submesh( control_overlay.m_mouse ); - mdl_draw_submesh( control_overlay.m_text_look ); + render_overlay_mesh( ov_mouse ); + render_overlay_mesh( ov_text_look ); - mdl_draw_submesh( lmb? control_overlay.m_lmb_down: control_overlay.m_lmb ); - mdl_draw_submesh( rmb? control_overlay.m_rmb_down: control_overlay.m_rmb ); + render_overlay_mesh( lmb? ov_lmb_down: ov_lmb ); + render_overlay_mesh( rmb? ov_rmb_down: ov_rmb ); } } }