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/dports/games/openmw/openmw-openmw-0.47.0/apps/openmw/mwgui/
H A Dhud.cpp68HUD::HUD(CustomMarkerCollection &customMarkers, DragAndDrop* dragAndDrop, MWRender::LocalMap* loca… in HUD() function in MWGui::HUD
168 HUD::~HUD() in ~HUD()
352 void HUD::onFrame(float dt) in onFrame()
461 void HUD::unsetSelectedSpell() in unsetSelectedSpell()
478 void HUD::unsetSelectedWeapon() in unsetSelectedWeapon()
523 void HUD::setHmsVisible(bool visible) in setHmsVisible()
531 void HUD::setWeapVisible(bool visible) in setWeapVisible()
561 void HUD::updatePositions() in updatePositions()
599 void HUD::updateEnemyHealthBar() in updateEnemyHealthBar()
626 void HUD::resetEnemy() in resetEnemy()
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/dports/games/flightgear/flightgear-2020.3.11/src/Instrumentation/HUD/
H A DHUD_private.hxx66 class HUD::Input {
119 class HUD::Item {
157 HUD *_hud;
171 class HUD::Label : public Item {
198 class HUD::Scale : public Item {
218 class HUD::Gauge : public Scale {
229 class HUD::Tape : public Scale {
270 class HUD::Dial : public Scale {
302 class HUD::Ladder : public Item {
364 class HUD::Runway : public Item {
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H A DHUD_instrument.cxx36 HUD::Item::Item(HUD *hud, const SGPropertyNode *n, float x, float y) : in Item()
91 bool HUD::Item::isEnabled() in isEnabled()
97 void HUD::Item::draw_line(float x1, float y1, float x2, float y2) in draw_line()
103 void HUD::Item::draw_stipple_line(float x1, float y1, float x2, float y2) in draw_stipple_line()
109 void HUD::Item::draw_text(float x, float y, const char *msg, int align, int digit) in draw_text()
115 void HUD::Item::draw_circle(float xoffs, float yoffs, float r) const in draw_circle()
130 void HUD::Item::draw_arc(float xoffs, float yoffs, float t0, float t1, float r) const in draw_arc()
148 void HUD::Item::draw_bullet(float x, float y, float size) in draw_bullet()
164 HUD::Item::Format HUD::Item::check_format(const char *f) const in check_format()
H A DHUD.cxx84 HUD::HUD() : in HUD() function in HUD
123 HUD::~HUD() in ~HUD()
132 void HUD::init() in init()
153 void HUD::deinit() in deinit()
171 void HUD::reinit() in reinit()
177 void HUD::update(double dt) in update()
183 void HUD::draw(osg::State&) in draw()
214 void HUD::draw3D() in draw3D()
289 void HUD::common_draw() in common_draw()
539 void HUD::setColor() const in setColor()
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H A DHUD_tbi.cxx25 HUD::TurnBankIndicator::TurnBankIndicator(HUD *hud, const SGPropertyNode *n, float x, float y) : in TurnBankIndicator()
41 void HUD::TurnBankIndicator::draw(void) in draw()
53 void HUD::TurnBankIndicator::draw_tee() in draw_tee()
102 void HUD::TurnBankIndicator::draw_scale() in draw_scale()
195 void HUD::TurnBankIndicator::draw_tick(float angle, float r1, float r2, int side) in draw_tick()
211 void HUD::TurnBankIndicator::draw_line(float x1, float y1, float x2, float y2) in draw_line()
H A DHUD_runway.cxx44 HUD::Runway::Runway(HUD *hud, const SGPropertyNode *node, float x, float y) : in Runway()
72 void HUD::Runway::draw() in draw()
159 FGRunway* HUD::Runway::get_active_runway() in get_active_runway()
169 void HUD::Runway::get_rwy_points(sgdVec3 *_points3d) in get_rwy_points()
196 bool HUD::Runway::drawLine(const sgdVec3& a1, const sgdVec3& a2, const sgdVec3& point1, const sgdVe… in drawLine()
263 void HUD::Runway::boundPoint(const sgdVec3& v, sgdVec3& m) in boundPoint()
291 bool HUD::Runway::boundOutsidePoints(sgdVec3& v, sgdVec3& m) in boundOutsidePoints()
367 void HUD::Runway::drawArrow() in drawArrow()
398 void HUD::Runway::setLineWidth() in setLineWidth()
H A DHUD_dial.cxx25 HUD::Dial::Dial(HUD *hud, const SGPropertyNode *n, float x, float y) : in Dial()
33 void HUD::Dial::draw(void) in draw()
/dports/games/cdogs-sdl/cdogs-sdl-1.0.1/src/cdogs/hud/
H A Dhud.c64 void HUDTerminate(HUD *hud) in HUDTerminate()
75 void HUDUpdate(HUD *hud, const int ms) in HUDUpdate()
127 static void DrawHUDMessage(HUD *hud);
128 static void DrawKeycards(HUD *hud);
129 static void DrawMissionTime(HUD *hud);
130 static void DrawObjectiveCounts(HUD *hud);
286 static void DrawMissionState(HUD *hud);
359 static void DrawMissionState(HUD *hud)
405 static void DrawHUDMessage(HUD *hud)
419 static void DrawKeycards(HUD *hud)
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H A Dhud.h68 } HUD; typedef
71 HUD *hud,
74 void HUDTerminate(HUD *hud);
77 void HUDDisplayMessage(HUD *hud, const char *msg, int ticks);
81 void HUDUpdate(HUD *hud, const int ms);
85 HUD *hud, const input_device_e pausingDevice,
/dports/games/megamario/MegaMario_v1.7_full/src/
H A Dmenu.cpp196 HUD.coins = 0; in MenuEvent()
197 HUD.score = 0; in MenuEvent()
198 HUD.lifes = 5; in MenuEvent()
224 HUD.coins = 0; in MenuEvent()
225 HUD.score = 0; in MenuEvent()
226 HUD.lifes = 5; in MenuEvent()
475 if(oldHUD.coins != HUD.coins||oldHUD.score != HUD.score||oldHUD.lifes != HUD.lifes) in drawInGameStats()
482 sprintf(HUDTEXT,"SCORE : %d COINS : %d LIFES : %d",HUD.score,HUD.coins,HUD.lifes); in drawInGameStats()
505 oldHUD.coins = HUD.coins; in drawInGameStats()
506 oldHUD.score = HUD.score; in drawInGameStats()
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H A Dlevels.cpp508 HUD.coins++; in drawLevel()
509 HUD.score += 200; in drawLevel()
511 if(HUD.coins>=100) in drawLevel()
513 HUD.coins = 0; in drawLevel()
514 HUD.lifes++; in drawLevel()
717 save<<"SCORE "<<HUD.score<<" "<<HUD.score*3<<endl; in saveLevel()
718 save<<"COINS "<<HUD.coins<<" "<<HUD.coins*33<<endl; in saveLevel()
720 save<<"LIFE "<<HUD.lifes<<" "<< HUD.lifes*5.213<<endl; in saveLevel()
722 save<<"LIFE "<<HUD.lifes<<" "<< HUD.lifes*333<<endl; in saveLevel()
751 HUD.score = atoi(parts[1]); in loadGame()
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/dports/games/cdogs-sdl/cdogs-sdl-1.0.1/src/cdogs/
H A Dcamera.c46 HUDInit(&camera->HUD, &gGraphicsDevice, &gMission); in CameraInit()
60 HUDTerminate(&camera->HUD); in CameraTerminate()
122 camera->HUD.DrawData = HUDGetDrawData(); in CameraUpdate()
123 if (camera->HUD.DrawData.NumScreens == 0) in CameraUpdate()
153 if (camera->HUD.DrawData.Players[0] != NULL) in CameraUpdate()
155 camera->HUD.DrawData.NumScreens = 1; in CameraUpdate()
162 HUDUpdate(&camera->HUD, ms); in CameraUpdate()
166 if (camera->HUD.DrawData.NumScreens == 0) in CameraUpdate()
181 camera->HUD.DrawData.Players[0]; in CameraUpdate()
209 else if (camera->HUD.DrawData.NumScreens == 2) in CameraUpdate()
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/dports/devel/godot-tools/godot-demo-projects-8d9d58f112d8/2d/dodge_the_creeps/
H A DMain.gd13 $HUD.show_game_over()
22 $HUD.update_score(score)
23 $HUD.show_message("Get Ready")
37 $HUD.connect("start_game", mob, "_on_start_game")
42 $HUD.update_score(score)
/dports/games/violetland/violetland-0.5/src/game/
H A DHUD.cpp6 violetland::HUD::HUD(VideoManager* videoManager, Resources* resources) { in HUD() function in violetland::HUD
39 void violetland::HUD::applyEffects(float health, int levelPoints) { in applyEffects()
77 void violetland::HUD::drawMessages() { in drawMessages()
109 void violetland::HUD::drawExperience(float experience, int levelPoints, in drawExperience()
164 void violetland::HUD::drawInventory(Player* player) { in drawInventory()
236 void violetland::HUD::drawHealth(float health, int bottomBasePoint) { in drawHealth()
256 void violetland::HUD::drawTime(GameState* gameState) { in drawTime()
295 void violetland::HUD::draw(GameState* gameState, Player* player) { in draw()
330 void violetland::HUD::addMessage(std::string message) { in addMessage()
342 void violetland::HUD::reset() { in reset()
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H A DHUD.h15 class HUD {
51 HUD(VideoManager* videoManager, Resources* resources);
68 ~HUD();
/dports/games/flightgear-aircraft/fgaircraft/f16/Nasal/
H A Dexec.nas47 # 0: HUD targets, Radar, RWR
48 # 1: HUD targets, RDR, VSD
49 # 2: HUD targets, HUD trig, HUD text
50 # 3: HUD targets, VSD, RDR
/dports/games/flightgear-data/fgdata/Docs/
H A DREADME.hud1 This document describes the *new* HUD system that will be first released
14 A HUD configuration file may contain 3 types of information:
17 (2) HUD instrument definitions
18 (3) imports of further HUD config files
27 only bool <enbale-3d> is supported. It allows a HUD to define itself if it is
28 a 2D HUD (false) or a 3D HUD (true). 2D HUDs always remain in the screen plane,
39 (2) HUD instrument definitions ================================================
41 These define one single HUD "item" (instrument or label), and consist of several
65 These define an input channel to the HUD instrument and serve as interface
115 Most HUD instruments accept one or more options from a common set. It will be
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H A DREADME.xmlhud5 This document describes the reconfigurable HUD of
7 The present reconfigurable HUD code uses most of the code
9 a reconfigurable HUD for fgfs.
14 Older versions of FGFS had a hard coded display of HUD.
16 using different aircraft Huds. I remember, somewhere in the 0.6.1 HUD code
17 it was written that the HUD code is 'presently' hard coded but ideally should
19 an aircraft, its HUD loads.
21 create appropriate 'my_aircraft.xml' files in the HUD directory and
34 fgfs HUD (called default HUD) till this date.
38 The default HUD location is $FG_ROOT/Huds/Default.
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/dports/games/flightgear-data/fgdata/Huds/
H A DREADME1 Directories shared by old and new HUD:
6 Directories used by the old HUD only:
18 Directories and files used by the new HUD only:
/dports/games/pcgen/pcgen/data/modern/wizards_of_the_coast/msrd/future/future_equipment/
H A Dfutureequipment_equipmods_gadgets.lst89 HUD Software (Sensor Link) KEY:HUD_SFTWR_SNSR_LNK TYPE:Goods COST:1 VISIBLE:QUALIFY SOURCEPAGE:Fut…
90 HUD Software (Targetting) KEY:HUD_SFTWR_TRGT TYPE:Goods COST:2 VISIBLE:QUALIFY SOURCEPAGE:FutureEq…
91 HUD Software (Vehicle Link) KEY:HUD_SFTWR_VHCL_LNK TYPE:Goods COST:2 VISIBLE:QUALIFY SOURCEPAGE:Fu…
93 #COMMENT: needed for Unisoldier Heavy Combat Armor, which incl. a HUD
94 HUD Software (Sensor Link) KEY:HUD_SFTWR_SNSR_LNK_AMR TYPE:Armor COST:1 VISIBLE:QUALIFY SOURCEPAGE:…
95 HUD Software (Targetting) KEY:HUD_SFTWR_TRGT_AMR TYPE:Armor COST:2 VISIBLE:QUALIFY SOURCEPAGE:Futu…
96 HUD Software (Vehicle Link) KEY:HUD_SFTWR_VHCL_LNK_AMR TYPE:Armor COST:2 VISIBLE:QUALIFY SOURCEPAGE…
110 #COMMENT: needed for Unisoldier Heavy Combat Armor, which incl. a HUD
125 HUD Software (Biosensor) KEY:HUD_SFTWR_BIOSNSR TYPE:Goods COST:4 VISIBLE:QUALIFY SOURCEPAGE:Future…
126 #COMMENT: needed for Unisoldier Heavy Combat Armor, which incl. a HUD
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/dports/games/el/Eternal-Lands-1.9.5.9-1/
H A Delconfig.c117 #define HUD 1 macro
2702 …alog_clock","analog",&view_analog_clock,change_var,1,"Analog Clock","Toggle the analog clock",HUD); in init_ELC_vars()
2703 …al_clock","digit",&view_digital_clock,change_var,1,"Digital Clock","Toggle the digital clock",HUD); in init_ELC_vars()
2707 …ud","sstats",&show_stats_in_hud,change_var,0,"Stats In HUD","Toggle showing stats in the HUD",HUD); in init_ELC_vars()
2714 "Logo Link", "URL when clicking the logo", HUD); in init_ELC_vars()
2715 …OPT_BOOL,"show_help_text","shelp",&show_help_text,change_var,1,"Help Text","Enable tooltips.",HUD); in init_ELC_vars()
2734 HUD); in init_ELC_vars()
3071 …auto_save","asv",&auto_save_time, set_auto_save_interval, 0,"Auto Save","Auto Save",HUD,0,INT_MAX); in init_vars()
3072 add_var(OPT_BOOL,"show_grid","sgrid",&view_grid, change_var, 0, "Show Grid", "Show grid",HUD); in init_vars()
3073 …L,"show_tooltips","stooltips",&view_tooltips, change_var, 0, "Show Tooltips", "Show tooltips",HUD); in init_vars()
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/dports/devel/godot-tools/godot-demo-projects-8d9d58f112d8/mono/dodge_the_creeps/
H A DMain.cs25 GetNode<HUD>("HUD").ShowGameOver(); in GameOver()
41 var hud = GetNode<HUD>("HUD"); in NewGame()
58 GetNode<HUD>("HUD").UpdateScore(_score); in OnScoreTimerTimeout()
/dports/games/flightgear-aircraft/fgaircraft/f16/Nasal/HUD/
H A DHUD_main.nas1 # Canvas HUD
3 # HUD uses data in the frame notification
27 "name": "F16 HUD",
43 #print("HUD Parse SVG ",
48 "name": "F16 HUD",
402 # print("HUD: loaded ",name);
525 # Angle between HUD center/top <-> HUD center/symbol position.
530 # Lenght HUD center <-> symbol pos on the HUD:
757 #Text windows on the HUD (F-16)
1059 new_class.HUDobj = F16_HUD.new("Nasal/HUD/HUD.svg", "HUDImage2", 340,260, 0,0);
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/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/def_files/data/tables/
H A Dgame_settings.tbl10 #HUD SETTINGS
15 ;; If set, shows the HUD during in-game cutscenes
16 $Cutscene camera displays HUD: NO
18 ;; If set, uses the colors of the ANI instead of the colors of the HUD
/dports/games/doomsday/doomsday-2.3.1/doomsday/doc/libcommon/variable/
H A Dmap-huddisplay.ame2 …0=No HUD when in the automap 1=Current HUD display shown when in the automap 2=Always show Status …

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