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;
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 )
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;
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;
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;
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 );
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 ---------------------------------------------------------------- */
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;
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 )
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,
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 */
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 )
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;
}
}
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 */
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,
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;
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
{
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 */
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 );
}
}
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,
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 */
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 */
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;
{
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 */
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 */
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 */
{
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 */
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 */
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);
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 )
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 );
}
}
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 );
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 )
{
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 );
}
}
}