dxx-rebirth/d2x-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 grs_canvas Screen_3d_window; // The rectangle for rendering the mine to
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void game_init_render_buffers(int render_max_w, int render_max_h);
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#endif /* _SCREENS_H */