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- underlying terrain can still be seen - Fix: graphical glich while scrolling git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8429 3b4a5df2-a311-0410-b5c6-a8a6f20db521
76 lines
2.5 KiB
C
76 lines
2.5 KiB
C
#ifndef __INTERFACE_CONTROL_H
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#define __INTERFACE_CONTROL_H
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#define INTERFACE_MAPSCREEN 0x00000001
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#define INTERFACE_NORENDERBUTTONS 0x00000002
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#define INTERFACE_LOCKEDLEVEL1 0x00000004
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#define INTERFACE_SHOPKEEP_INTERFACE 0x00000008
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extern UINT32 guiTacticalInterfaceFlags;
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void SetTacticalInterfaceFlags( UINT32 uiFlags );
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void SetUpInterface( );
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void ResetInterface( );
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void RenderTopmostTacticalInterface( );
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void RenderTacticalInterface( );
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// Flugente: handle flashlights
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void HandleFlashLights();
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void StartViewportOverlays( );
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void EndViewportOverlays( );
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void LockTacticalInterface( );
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void UnLockTacticalInterface( );
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void RenderTacticalInterfaceWhileScrolling( );
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void EraseInterfaceMenus( BOOLEAN fIgnoreUIUnLock );
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// handle paused render of tactical panel, if flag set, OR it in with tactical render flags
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// then reset
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void HandlePausedTacticalRender( void );
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void ResetInterfaceAndUI( );
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BOOLEAN AreWeInAUIMenu( );
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void HandleTacticalPanelSwitch( );
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BOOLEAN InterfaceOKForMeanwhilePopup();
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// sevenfm: these values are used to calculate scale for displaying values as asterisks (no more than 5 asterisks for any value)
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enum{
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PRINT_SCALE_PLAIN_NUMBER,
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PRINT_SCALE_ASTERISK,
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PRINT_SCALE_ASTERISK_SUPPRESSION,
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PRINT_SCALE_ASTERISK_DAMAGE,
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PRINT_SCALE_ASTERISK_MORALE,
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PRINT_SCALE_ASTERISK_AP,
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PRINT_SCALE_ASTERISK_SHOCK,
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};
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UINT8 CalcScaleSuppression( INT16 data );
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UINT8 CalcScaleDamage( INT16 data );
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UINT8 CalcScaleMorale( INT16 data );
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UINT8 CalcScaleAP( INT16 data );
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UINT8 CalcScaleShock( INT16 data );
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void DrawCounters( SOLDIERTYPE *pSoldier );
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// print counter as number or asterisks ( applying provided scale when displaying asterisks )
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// width is updated as X offset after printing
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void PrintCounter( INT16 x, INT16 y, INT16 data, UINT16 &width, UINT8 ubForegound, UINT8 scale = PRINT_SCALE_PLAIN_NUMBER );
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void PrintSuppressionCounter( INT16 x, INT16 y, INT16 sX, INT16 sY, UINT8 data, UINT16 &widthDamage, UINT16 &widthSuppression, UINT8 ubForeground, UINT8 scale, UINT8 option);
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// Flugente: draw moving circles around a gridno. This is used to warn the player of impending explosions
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void DrawExplosionWarning( INT32 sGridno, INT8 sLevel, INT8 sDelay );
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// Flugente: draw a circle around a gridno
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// For now, we aren't using usColour, but that will likely change in the future
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void DrawTraitRadius( INT32 sGridno, INT8 sLevel, INT32 sRadius, INT16 sThickness, UINT16 usColour );
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#endif |