warzone2100/src/intimage.h

75 lines
2.4 KiB
C

/*
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