// WANNE 2 #ifndef __RADAR_SCREEN_H #define __RADAR_SCREEN_H #include "interface.h" // RADAR MOUSE REGION STUFF void RadarRegionMoveCallback( MOUSE_REGION * pRegion, INT32 iReason ); void RadarRegionButtonCallback( MOUSE_REGION * pRegion, INT32 iReason ); BOOLEAN LoadRadarScreenBitmap( CHAR8 * aFilename ); // WANNE 2 // RADAR WINDOW DEFINES #define RADAR_WINDOW_X (SCREEN_WIDTH - 97) //543 #define RADAR_WINDOW_TM_Y INTERFACE_START_Y + 13 #define RADAR_WINDOW_SM_Y INV_INTERFACE_START_Y + 13 #define RADAR_WINDOW_WIDTH 88 #define RADAR_WINDOW_HEIGHT 44 #define RADAR_WINDOW_STRAT_Y (SCREEN_HEIGHT - 107) //373 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