#ifndef __RADAR_SCREEN_H #define __RADAR_SCREEN_H // RADAR MOUSE REGION STUFF void RadarRegionMoveCallback( MOUSE_REGION * pRegion, INT32 iReason ); void RadarRegionButtonCallback( MOUSE_REGION * pRegion, INT32 iReason ); BOOLEAN LoadRadarScreenBitmap( CHAR8 * aFilename ); // CHRISL: Changed radar coord defines to standard variables and moved definition to radar screen.cpp // RADAR WINDOW DEFINES extern INT16 RADAR_WINDOW_TM_X; extern INT16 RADAR_WINDOW_SM_X; extern INT16 RADAR_WINDOW_TM_Y; extern INT16 RADAR_WINDOW_SM_Y; extern INT16 RADAR_WINDOW_WIDTH; extern INT16 RADAR_WINDOW_HEIGHT; extern INT16 RADAR_WINDOW_STRAT_X; extern INT16 RADAR_WINDOW_STRAT_Y; BOOLEAN InitRadarScreen( ); void RenderRadarScreen( ); void MoveRadarScreen( ); // disable rendering of radar screen void DisableRadarScreenRender( void ); // enable rendering of radar screen void EnableRadarScreenRender( void ); // toggle rendering flag of radar screen void ToggleRadarScreenRender( void ); // create destroy squad list regions as needed BOOLEAN CreateDestroyMouseRegionsForSquadList( void ); // clear out the video object for the radar map void ClearOutRadarMapImage( void ); // do we render the radar screen?..or the squad list? extern BOOLEAN fRenderRadarScreen; #endif