Files
source/TileEngine/Radar Screen.h
T
2006-09-17 13:51:20 +00:00

42 lines
1.2 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 );
// 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