Files
source/TileEngine/Radar Screen.h
T

45 lines
1.3 KiB
C

#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 );
// 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