/* This file is part of Warzone 2100. Copyright (C) 1999-2004 Eidos Interactive Copyright (C) 2005-2009 Warzone Resurrection Project Warzone 2100 is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. Warzone 2100 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Warzone 2100; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA */ #ifndef __INCLUDED_INTIMAGE__ #define __INCLUDED_INTIMAGE__ #include "intfac.h" // Interface image id's. #define FILLRED 16 #define FILLGREEN 16 #define FILLBLUE 128 #define FILLTRANS 128 // Sprite image structure. typedef struct { UDWORD BMPNum; //< Source bitmap index. UDWORD Offset; //< byte offset within source bitmap. UDWORD Width; //< Width of image. UDWORD Height; //< Height of image. UDWORD Modulus; //< Width of source bitmap. SDWORD XOffset; //< X offset for drawing. SDWORD YOffset; //< Y offset for drawing. } IMAGE; /** Frame type */ typedef enum { FRAME_NORMAL, FRAME_RADAR } FRAMETYPE; typedef struct { SWORD MajorUp; //< Index of image to use for tab not pressed. SWORD MajorDown; //< Index of image to use for tab pressed. SWORD MajorHilight; //< Index of image to use for tab hilighted by mouse. SWORD MajorSelected; //< Index of image to use for tab selected (same as pressed). SWORD MinorUp; //< As above but for minor tabs. SWORD MinorDown; SWORD MinorHilight; SWORD MinorSelected; } TABDEF; extern IMAGEFILE *IntImages; //< All the 2d graphics for the user interface. // A few useful defined tabs. extern TABDEF StandardTab; extern TABDEF SystemTab; extern TABDEF SmallTab; extern BOOL imageInitBitmaps(void); extern void imageDeleteBitmaps(void); /** Draws a transparent window. */ extern void RenderWindowFrame(FRAMETYPE frame, UDWORD x, UDWORD y, UDWORD Width, UDWORD Height); /** Called by RenderWindowFrame and RenderOpaqueWindow but you can call it yourself if you want. */ extern void RenderWindow(FRAMETYPE frame, UDWORD x, UDWORD y, UDWORD Width, UDWORD Height, BOOL Opaque); #endif