Torque HUD Objects
by Pat Wilson · 09/04/2001 (11:20 pm) · 4 comments
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This was going to wait until the next Torque update, but since there are many people doing HUD work, I figured that I should get this out so hopefully there aren't backward-compatability issues when/if this is in the next Torque update.
Here's the scoop: unzip the zip file to /engine/hud/, and add the following to the /engine/targets.v12.mk
And then add:
This was going to wait until the next Torque update, but since there are many people doing HUD work, I figured that I should get this out so hopefully there aren't backward-compatability issues when/if this is in the next Torque update.
Here's the scoop: unzip the zip file to /engine/hud/, and add the following to the /engine/targets.v12.mk
# Somewhere where it seems appropriate # I'd say right after the GUI block SOURCE.HUD=\ hud/hudBarDisplayCtrl.cc \ hud/hudBezierDisplayCtrl.cc \ hud/hudBitmapCtrl.cc \ hud/hudClockCtrl.cc \ hud/hudCrosshair.cc \ hud/hudGLEx.cc \ hud/hudHealthCtrl.cc \ hud/hudObject.cc \ hud/hudZoom.cc \ hud/mBezier2D.cc
And then add:
$(SOURCE.HUD)to the 'SOURCE.TESTAPP' block. If you use Visual C++ you'll just have to add it to your project if you want to use it.
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#2
09/05/2001 (8:35 am)
Fixed, don't know what happened there.
#3
thanks,
Curtis
08/26/2003 (12:02 am)
Is there suppose to be a /engine/hud directory or are you suppose to create a new one. thanks,
Curtis
#4
thanx
11/18/2003 (11:21 am)
I have put all the code for the huds in the engine and it compiled fine. My problem is implementing the bezier or any other hud into the fps. I make the quiBezierCtrl but nothing will display in it, anyone have any ideathanx

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