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git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8953 3b4a5df2-a311-0410-b5c6-a8a6f20db521
44 lines
1.3 KiB
C
44 lines
1.3 KiB
C
#ifndef __RADAR_SCREEN_H
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#define __RADAR_SCREEN_H
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// RADAR MOUSE REGION STUFF
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void RadarRegionMoveCallback( MOUSE_REGION * pRegion, INT32 iReason );
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void RadarRegionButtonCallback( MOUSE_REGION * pRegion, INT32 iReason );
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BOOLEAN LoadRadarScreenBitmap( CHAR8 * aFilename );
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// CHRISL: Changed radar coord defines to standard variables and moved definition to radar screen.cpp
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// RADAR WINDOW DEFINES
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extern INT16 RADAR_WINDOW_TM_X;
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extern INT16 RADAR_WINDOW_SM_X;
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extern INT16 RADAR_WINDOW_TM_Y;
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extern INT16 RADAR_WINDOW_SM_Y;
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extern INT16 RADAR_WINDOW_WIDTH;
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extern INT16 RADAR_WINDOW_HEIGHT;
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extern INT16 RADAR_WINDOW_STRAT_X;
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extern INT16 RADAR_WINDOW_STRAT_Y;
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BOOLEAN InitRadarScreen( );
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void RenderRadarScreen( );
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void MoveRadarScreen( );
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// disable rendering of radar screen
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void DisableRadarScreenRender( void );
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// enable rendering of radar screen
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void EnableRadarScreenRender( void );
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// toggle rendering flag of radar screen
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void ToggleRadarScreenRender( void );
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// create destroy squad list regions as needed
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BOOLEAN CreateDestroyMouseRegionsForSquadList( void );
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// clear out the video object for the radar map
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void ClearOutRadarMapImage( void );
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// do we render the radar screen?..or the squad list?
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extern BOOLEAN fRenderRadarScreen;
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#endif |