45void filledPolygon(HudContext& ctx,
const float* points,
int n, HudColor color);
48void strokedPolygon(HudContext& ctx,
const float* points,
int n,
float thickness, HudColor color);
51void filledCircle(HudContext& ctx,
float cx,
float cy,
float r,
int sides, HudColor color);
54void strokedCircle(HudContext& ctx,
float cx,
float cy,
float r,
float thickness,
int sides, HudColor color);
59void hp(HudContext& ctx,
float x,
float y,
float size, HudColor color);
62void shield(HudContext& ctx,
float x,
float y,
float size, HudColor color);
65void skull(HudContext& ctx,
float x,
float y,
float size, HudColor color);
68void headshot(HudContext& ctx,
float x,
float y,
float size, HudColor color);
71void gravityArrow(HudContext& ctx,
float x,
float y,
float size,
int direction, HudColor color);
74void fall(HudContext& ctx,
float x,
float y,
float size, HudColor color);
77void grenade(HudContext& ctx,
float x,
float y,
float size, HudColor color);
80void grapple(HudContext& ctx,
float x,
float y,
float size, HudColor color);
83void tactical(HudContext& ctx,
float x,
float y,
float size, HudColor color);
86void playerArrow(HudContext& ctx,
float cx,
float cy,
float size, HudColor color);
89void enemyDiamond(HudContext& ctx,
float cx,
float cy,
float size, HudColor color);
Shared types for the HUD system.
Accumulates HUD geometry during a frame for batch rendering.
Definition HudContext.hpp:18
Definition HudIcons.cpp:13
void shield(HudContext &ctx, float x, float y, float size, HudColor color)
Shield silhouette: top-flat pentagon with curved bottom (stroked).
Definition HudIcons.cpp:118
void grapple(HudContext &ctx, float x, float y, float size, HudColor color)
Grapple hook: hook shape + diagonal rope (stroked).
Definition HudIcons.cpp:221
void gravityArrow(HudContext &ctx, float x, float y, float size, int direction, HudColor color)
Gravity arrow inside a small dial. direction is 0=down, 1=left, 2=up, 3=right.
Definition HudIcons.cpp:165
void filledPolygon(HudContext &ctx, const float *points, int n, HudColor color)
Fill a closed polygon with n points using a triangle fan from the first vertex.
Definition HudIcons.cpp:30
void headshot(HudContext &ctx, float x, float y, float size, HudColor color)
Headshot reticle: circle + center pip + line below.
Definition HudIcons.cpp:154
void hp(HudContext &ctx, float x, float y, float size, HudColor color)
Medical-cross HP glyph (filled).
Definition HudIcons.cpp:108
void fall(HudContext &ctx, float x, float y, float size, HudColor color)
Upward filled triangle (used for "FALL" weapon kill icon).
Definition HudIcons.cpp:194
void grenade(HudContext &ctx, float x, float y, float size, HudColor color)
Grenade: round body + collar + lever (filled silhouette).
Definition HudIcons.cpp:208
void tactical(HudContext &ctx, float x, float y, float size, HudColor color)
Tactical: dotted ring + center pip (stroked).
Definition HudIcons.cpp:271
void enemyDiamond(HudContext &ctx, float cx, float cy, float size, HudColor color)
Diamond marker for enemy positions on the minimap.
Definition HudIcons.cpp:292
void strokedPolygon(HudContext &ctx, const float *points, int n, float thickness, HudColor color)
Stroke a closed polygon (connects last point back to first).
Definition HudIcons.cpp:46
void filledCircle(HudContext &ctx, float cx, float cy, float r, int sides, HudColor color)
Fill a regular polygon approximating a circle.
Definition HudIcons.cpp:69
void strokedCircle(HudContext &ctx, float cx, float cy, float r, float thickness, int sides, HudColor color)
Stroke a circle as a sides-segment ring.
Definition HudIcons.cpp:85
void playerArrow(HudContext &ctx, float cx, float cy, float size, HudColor color)
Player arrow chevron used on the minimap (filled, with notch).
Definition HudIcons.cpp:280
void skull(HudContext &ctx, float x, float y, float size, HudColor color)
Skull silhouette (filled).
Definition HudIcons.cpp:140