GZDoom StatusBar functionality under the Screen API.
TextureID texture,
Vector2 pos,
int flags = 0,
double Alpha = 1.,
Vector2 scale = (1, 1),
Color tint=Color(0,0,0,0),
vector2 texoffs = (1,1),
bool absolute=false
@returns void
String graphic,
Vector2 pos,
int flags = 0,
double Alpha = 1.,
Vector2 scale = (1, 1),
Color tint=Color(0,0,0,0),
vector2 texoffs = (1,1),
bool absolute=false
@returns void
int accuracy,
vector2 pos,
int drawflags = 0,
int mugshotflags = 0,
float alpha = 1.0,
vector2 scale=(5.0,5.0),
string default_face="STF",
bool absolute=false
@returns void
String graphic
@returns vector2
Font fnt,
String str,
Vector2 pos,
int flags = 0,
int translation = Font.CR_UNTRANSLATED,
double Alpha = 1.,
Vector2 scale = (1, 1),
Color tint = Color(0,0,0,0),
int linespacing = 20
@returns void
Color col,
double x,
double y,
double w,
double h,
int flags = 0
@returns void
int x,
int y,
int w,
int h
@returns void
@returns void
vector2 pos,
vector2 angle,
bool inverted = false
@returns rotated vector2
ViewProjection viewproj,
Actor onactor,
double xoffs=0,
double yoffs=0,
double zoffs=0,
bool rotatecoords=true
@returns 3D actor's projected coords; vector2
Actor viewer
@returns viewer's view perspective; ViewProjection
float FOV,
vector3 view_position,
float viewer_angle,
float viewer_pitch,
float viewer_roll
@returns ViewProjection
RenderEvent e,
float fov = 90
@returns view perspective from RenderOverlay/UnderLay; ViewProjection
ViewProjection viewp,
vector3 _worldpos,
vector3 projoffs
@returns bool infront, vector2 hud_coords
Font fnt,
String str,
Vector2 pos,
int flags = 0,
int translation = Font.CR_UNTRANSLATED,
double Alpha = 1.,
Vector2 scale = (1, 1),
Color tint = Color(0,0,0,0),
int linespacing = 20
float distance=0
@returns void