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29.2 Details


29.2.1 void raydium_osd_color_change(GLfloat r, GLfloat g, GLfloat b)


This function will change the font color for the next raydium_osd_printf* calls.

As usual: 0 <= (r,g and b) <= 1.

29.2.2 void raydium_osd_alpha_change(GLfloat a)


Same as above, but will change font transparency.

29.2.3 void raydium_osd_color_rgba(GLfloat r, GLfloat g, GLfloat b, GLfloat a)


This is a mix of raydium_osd_color_change and raydium_osd_alpha_change.

29.2.4 void raydium_osd_color_ega(char hexa)


This function will change font color with the corresponding hexadecimal code (as a char: '0' to 'F') in the standard EGA palette.

Here it is this palette:

Hexa Color
0 Black
1 Blue
2 Green
3 Cyan
4 Red
5 Purple
6 Brown
7 White
8 Grey
9 Light Blue
A Light Green
B Light Cyan
C Light Red
D Light Purple
E Light Yellow
F Light White


29.2.5 void raydium_osd_printf(GLfloat x, GLfloat y, GLfloat size, GLfloat spacer,char *texture, unsigned char *format, ...)


This function is an OpenGL equivalent to the standard "printf" C function.

* (x,y) is the position of the text's beginning, as a screen percentage, with origin at lower left.
* size is the font size, using an arbitrary unit. This size is always proportionnal to frame size (font size will grow up with screen size, in other words).
* spacer is the factor of spacing between 2 consecutive letters. With standard fonts, 0.5 is a correct value (relatively condensed text).
* texture is obviously the texture filename to use (font*.tga are often provided with Raydium distribution).
* format is the standard printf format string, followed by corresponding arguments:
"^9Player ^Fname is: %10s", player_name
This format can use '^' char to change color text, followed by a color, indicated by a hexadecimal letter (EGA palette). See raydium_osd_color_ega function, above.

Here you are a simple example:

strcpy(version,"^Ctest 0.1^F");
[...]

raydium_osd_printf(2,98,16,0.5,"font2.tga","- %3i FPS - tech demo %s for Raydium %s, CQFD Corp.",last_fps,version,raydium_version);

29.2.6 void raydium_osd_printf_3D(GLfloat x, GLfloat y, GLfloat z, GLfloat size, GLfloat spacer,char *texture, unsigned char *format, ...)


Same as above, but you can place your text in your application 3D space, using x, y and z values.

29.2.7 void raydium_osd_logo(char *texture)


Will draw a logo for the current frame with texture filename.

29.2.8 void raydium_osd_cursor_set(char *texture,GLfloat xsize, GLfloat ysize)


This function will set mouse cursor with texture filename and with (xsize,ysize) size (percent of screen size).

You should use a RGBA texture for better results.

example:

raydium_osd_cursor_set("BOXcursor.tga",4,4);



29.2.9 void raydium_osd_draw(int tex ,GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2)


This function will draw "tex" texture using (x1,y1),(x2,y2) box (percent of screen).

29.2.10 void raydium_osd_draw_name(char *tex ,GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2)


Same as above, but using a texture name.

29.2.11 void raydium_osd_network_stat_draw(GLfloat px, GLfloat py, GLfloat size)


Graphic network monitor. Good luck. (px, py, and size: percent of screen)



Missing:
void raydium_osd_start (void);
void raydium_osd_stop (void);
void raydium_osd_cursor_draw (void);
void raydium_osd_internal_vertex (GLfloat x, GLfloat y, GLfloat top);
void raydium_osd_mask (GLfloat * color4);
void raydium_osd_fade_callback (void);
void raydium_osd_fade_init (void);
void raydium_osd_fade_from (GLfloat * from4, GLfloat * to4, GLfloat time_len, void *OnFadeEnd?);

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