ReC98/th04/main/hud/overlay.hpp

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/// TRAM text overlaid on top of the playfield
/// -------------------------------------------
extern nearfunc_t_near overlay_text; // Rendered first
extern nearfunc_t_near overlay_popup; // Rendered second
// Popup messages for common gameplay events, shown at the top of the playfield
// ----------------------------------------------------------------------------
enum popup_id_t {
POPUP_ID_HISCORE_ENTRY = 0,
POPUP_ID_EXTEND = 1,
POPUP_ID_BONUS = 2,
POPUP_ID_FULL_POWERUP = 3,
#if (GAME == 5)
POPUP_ID_DREAMBONUS_MAX = 4,
#endif
_popup_id_t_FORCE_UINT8 = 0xFF
};
extern popup_id_t overlay_popup_id_new;
extern unsigned long overlay_popup_bonus;
#define overlay_popup_show(popup_new) \
/* Yup, the only known way of assigning a `near` function to a `near` */ \
/* function pointer from a group outside the one where the `near` */ \
/* function was declared in involves lying to the compiler about the */ \
/* true distance of the function. That's also why we can't correctly */ \
/* declare this function at global scope. */ \
void pascal far overlay_popup_update_and_render(void); \
\
overlay_popup_id_new = popup_new; \
overlay_popup = reinterpret_cast<nearfunc_t_near>( \
overlay_popup_update_and_render \
);
// ----------------------------------------------------------------------------
// Stage and BGM titles
// --------------------
extern unsigned char bgm_title_id; // only used in TH04
void near overlay_titles_invalidate(void);
void pascal near overlay_titles_update_and_render(void);
void pascal near overlay_boss_bgm_update_and_render(void);
// --------------------