mirror of https://github.com/nmlgc/ReC98.git
40 lines
1.4 KiB
C++
40 lines
1.4 KiB
C++
// Updates [hiscore] and re-renders it if the current [score] is higher.
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void hiscore_update_and_render(void);
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void hud_score_and_cardcombo_render(void);
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// Saves the current VRAM contents for all modified HUD elements if
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// [first_stage_in_scene] is true, then redraws the entire HUD.
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//
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// Also calls timer_init_for() for the current stage and route if
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// [timer_initialized] is false. Will not actually set that variable though...
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void hud_bg_snap_and_put(void);
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extern bool timer_initialized;
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// Must be called after every background change.
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inline void hud_rerender(void) {
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first_stage_in_scene = true;
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hud_bg_snap_and_put();
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// Unnecessary, already done as part of hud_bg_snap_and_put()
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hud_score_and_cardcombo_render();
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}
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// Re-renders the life or bomb display. Assumes [prev] to be the number of
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// lives or bombs displayed before calling this function, with the new count
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// taken from the global [lives] or [bombs], respectively.
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void hud_lives_put(int prev);
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void hud_bombs_put(int prev);
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/// Background
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/// ----------
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// Loads the first plane from the .GRF file with the given [fn] into [hud_bg],
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// and sets [hud_bg_size] to its size in bytes. Always returns 0.
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// (The "caller" is "supposed" to delete[] [hud_bg]… which the original game
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// never does, resulting in a memory leak.)
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int hud_bg_load(const char *fn);
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extern uint8_t *hud_bg;
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extern size_t hud_bg_size;
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/// ----------
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