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