Way to find out is gamesim on pause or no

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Way to find out is gamesim on pause or no

Postby Apeirogon » Tue Jul 07, 2020 6:16 am

Last several days Im trying to make on zscript side simple OOP-like 2D drawer (or something like that), to get rid of over-complication of code arising when drawing a lot of pictures/text using render overlay/status bar draw/another function that able to draw something on screen.

I have this for now
https://github.com/MekBoss/gzdoom-2d-OOP
Its a WIP so it a little rough. Just a LITTLE.

Download it and run with Gzdoom.
After you run it and load a map it should start to draw fire with velocity pointed in the direction somewhere to the upper left corner of a screen. Problem is, there is no way to stop drawing in overlay when you open console or hit "Pause" button. I found a way to stop it when main menu is open, but thats it.
All other functions/variables which can say is game paused or no located beyond the Great Zscript Complinig Mountains, in C++. So, it would be great if such function would be exported to zscript.
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Apeirogon
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Re: Way to find out is gamesim on pause or no

Postby Player701 » Thu Jul 09, 2020 12:21 am

Apeirogon wrote:Last several days Im trying to make on zscript side simple OOP-like 2D drawer (or something like that), to get rid of over-complication of code arising when drawing a lot of pictures/text using render overlay/status bar draw/another function that able to draw something on screen.

I have this for now
https://github.com/MekBoss/gzdoom-2d-OOP
Its a WIP so it a little rough. Just a LITTLE

Perhaps you'd want to take a look at the UI code in my own project, where I have attempted something similar. Though I haven't done much work with animations - the main goal was to support simple customizable HUDs.

As for your suggestion, perhaps there could also be some way to override the logic that shows the M_PAUSE graphic when the game is paused? This way, not only it would be possible to detect whether the game is paused, but also do something about it (or not). This would of course only make sense for UI-only code.
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