dxx-rebirth/main/screens.h

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/*
THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
*/
/*
*
* Info on canvases, screens, etc.
*
*/
#ifndef _SCREEN_H
#define _SCREEN_H
#include "gr.h"
// What graphics modes the game & editor open
// for Screen_mode variable
#define SCREEN_MENU 0 // viewing the menu screen
#define SCREEN_GAME 1 // viewing the menu screen
#define SCREEN_EDITOR 2 // viewing the editor screen
#define SCREEN_MOVIE 3 // viewing a movie
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//from editor.c
extern grs_canvas *Canv_editor; // the full on-scrren editor canvas
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extern grs_canvas *Canv_editor_game; // the game window on the editor screen
//from game.c
extern int set_screen_mode(int sm); // True = editor screen
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//About the screen
extern fix VR_eye_width;
extern int VR_eye_switch;
//NEWVR (Add a bunch off lines)
#define VR_SEPARATION F1_0*7/10
#define VR_PIXEL_SHIFT -6
#define VR_WHITE_INDEX 255
#define VR_BLACK_INDEX 0
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extern int VR_eye_offset;
extern int VR_eye_offset_changed;
extern void VR_reset_params();
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extern int VR_use_reg_code;
extern int VR_render_mode;
extern int VR_low_res;
extern int VR_show_hud;
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extern int VR_sensitivity;
extern grs_canvas Screen_3d_window; // The rectangle for rendering the mine to
extern grs_canvas *VR_offscreen_buffer; // The offscreen data buffer
extern grs_canvas VR_render_buffer[2]; // Two offscreen buffers for left/right eyes.
extern grs_canvas VR_render_sub_buffer[2]; // Two sub buffers for left/right eyes.
extern grs_canvas VR_screen_sub_pages[2]; // Two sub pages of VRAM if paging is available
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//values for VR_render_mode
#define VR_NONE 0 // viewing the game screen
#define VR_AREA_DET 1 // viewing with the stereo area determined method
#define VR_INTERLACED 2 // viewing with the stereo interlaced method
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void game_init_render_buffers(int render_max_w, int render_max_h, int render_method);
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void set_display_mode(int mode);
extern int Default_display_mode;
#define MENU_SCREEN_MODE (menu_use_game_res?Game_screen_mode:MENU_HIRES_MODE)
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#endif /* _SCREENS_H */