group2 0.1.0
CSE 125 Group 2
Loading...
Searching...
No Matches
voidfall::icons Namespace Reference

Functions

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.
void strokedPolygon (HudContext &ctx, const float *points, int n, float thickness, HudColor color)
 Stroke a closed polygon (connects last point back to first).
void filledCircle (HudContext &ctx, float cx, float cy, float r, int sides, HudColor color)
 Fill a regular polygon approximating a circle.
void strokedCircle (HudContext &ctx, float cx, float cy, float r, float thickness, int sides, HudColor color)
 Stroke a circle as a sides-segment ring.
void hp (HudContext &ctx, float x, float y, float size, HudColor color)
 Medical-cross HP glyph (filled).
void shield (HudContext &ctx, float x, float y, float size, HudColor color)
 Shield silhouette: top-flat pentagon with curved bottom (stroked).
void skull (HudContext &ctx, float x, float y, float size, HudColor color)
 Skull silhouette (filled).
void headshot (HudContext &ctx, float x, float y, float size, HudColor color)
 Headshot reticle: circle + center pip + line below.
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.
void fall (HudContext &ctx, float x, float y, float size, HudColor color)
 Upward filled triangle (used for "FALL" weapon kill icon).
void grenade (HudContext &ctx, float x, float y, float size, HudColor color)
 Grenade: round body + collar + lever (filled silhouette).
void grapple (HudContext &ctx, float x, float y, float size, HudColor color)
 Grapple hook: hook shape + diagonal rope (stroked).
void tactical (HudContext &ctx, float x, float y, float size, HudColor color)
 Tactical: dotted ring + center pip (stroked).
void playerArrow (HudContext &ctx, float cx, float cy, float size, HudColor color)
 Player arrow chevron used on the minimap (filled, with notch).
void enemyDiamond (HudContext &ctx, float cx, float cy, float size, HudColor color)
 Diamond marker for enemy positions on the minimap.

Function Documentation

◆ enemyDiamond()

void voidfall::icons::enemyDiamond ( HudContext & ctx,
float cx,
float cy,
float size,
HudColor color )

Diamond marker for enemy positions on the minimap.

Here is the call graph for this function:

◆ fall()

void voidfall::icons::fall ( HudContext & ctx,
float x,
float y,
float size,
HudColor color )

Upward filled triangle (used for "FALL" weapon kill icon).

Here is the call graph for this function:

◆ filledCircle()

void voidfall::icons::filledCircle ( HudContext & ctx,
float cx,
float cy,
float r,
int sides,
HudColor color )

Fill a regular polygon approximating a circle.

Here is the call graph for this function:
Here is the caller graph for this function:

◆ filledPolygon()

void voidfall::icons::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.

Points are flat (x0,y0,x1,y1,...).

Here is the call graph for this function:
Here is the caller graph for this function:

◆ grapple()

void voidfall::icons::grapple ( HudContext & ctx,
float x,
float y,
float size,
HudColor color )

Grapple hook: hook shape + diagonal rope (stroked).

Here is the call graph for this function:
Here is the caller graph for this function:

◆ gravityArrow()

void voidfall::icons::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.

Here is the call graph for this function:
Here is the caller graph for this function:

◆ grenade()

void voidfall::icons::grenade ( HudContext & ctx,
float x,
float y,
float size,
HudColor color )

Grenade: round body + collar + lever (filled silhouette).

Here is the call graph for this function:
Here is the caller graph for this function:

◆ headshot()

void voidfall::icons::headshot ( HudContext & ctx,
float x,
float y,
float size,
HudColor color )

Headshot reticle: circle + center pip + line below.

Here is the call graph for this function:

◆ hp()

void voidfall::icons::hp ( HudContext & ctx,
float x,
float y,
float size,
HudColor color )

Medical-cross HP glyph (filled).

Here is the call graph for this function:
Here is the caller graph for this function:

◆ playerArrow()

void voidfall::icons::playerArrow ( HudContext & ctx,
float cx,
float cy,
float size,
HudColor color )

Player arrow chevron used on the minimap (filled, with notch).

Here is the call graph for this function:
Here is the caller graph for this function:

◆ shield()

void voidfall::icons::shield ( HudContext & ctx,
float x,
float y,
float size,
HudColor color )

Shield silhouette: top-flat pentagon with curved bottom (stroked).

Here is the call graph for this function:
Here is the caller graph for this function:

◆ skull()

void voidfall::icons::skull ( HudContext & ctx,
float x,
float y,
float size,
HudColor color )

Skull silhouette (filled).

Here is the call graph for this function:

◆ strokedCircle()

void voidfall::icons::strokedCircle ( HudContext & ctx,
float cx,
float cy,
float r,
float thickness,
int sides,
HudColor color )

Stroke a circle as a sides-segment ring.

Here is the call graph for this function:
Here is the caller graph for this function:

◆ strokedPolygon()

void voidfall::icons::strokedPolygon ( HudContext & ctx,
const float * points,
int n,
float thickness,
HudColor color )

Stroke a closed polygon (connects last point back to first).

Here is the call graph for this function:
Here is the caller graph for this function:

◆ tactical()

void voidfall::icons::tactical ( HudContext & ctx,
float x,
float y,
float size,
HudColor color )

Tactical: dotted ring + center pip (stroked).

Here is the call graph for this function:
Here is the caller graph for this function: