/* 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 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED. */ /* * $Source: /cvsroot/dxx-rebirth/d1x-rebirth/main/screens.h,v $ * $Revision: 1.1.1.1 $ * $Author: zicodxx $ * $Date: 2006/03/17 19:44:20 $ * * Info on canvases, screens, etc. * * $Log: screens.h,v $ * Revision 1.1.1.1 2006/03/17 19:44:20 zicodxx * initial import * * Revision 1.4 1999/11/21 13:00:08 donut * Changed screen_mode format. Now directly encodes res into a 32bit int, rather than using arbitrary values. * * Revision 1.3 1999/11/20 10:05:18 donut * variable size menu patch from Jan Bobrowski. Variable menu font size support and a bunch of fixes for menus that didn't work quite right, by me (MPM). * * Revision 1.2 1999/08/14 15:49:51 donut * moved MENU_SCREEN_MODE to main/screens.h so that it can be used for the startup screen mode in inferno.c * * Revision 1.1.1.1 1999/06/14 22:13:05 donut * Import of d1x 1.37 source. * * Revision 2.2 1995/03/14 12:14:00 john * Made VR helmets have 4 resolutions to choose from. * * Revision 2.1 1995/03/06 15:24:09 john * New screen techniques. * * Revision 2.0 1995/02/27 11:31:40 john * New version 2.0, which has no anonymous unions, builds with * Watcom 10.0, and doesn't require parsing BITMAPS.TBL. * * Revision 1.15 1994/08/10 19:56:45 john * Changed font stuff; Took out old menu; messed up lots of * other stuff like game sequencing messages, etc. * * Revision 1.14 1994/07/20 21:04:26 john * Add VictorMax VR helment support. * * Revision 1.13 1994/06/24 17:01:28 john * Add VFX support; Took Game Sequencing, like EndGame and stuff and * took it out of game.c and into gameseq.c * * Revision 1.12 1994/04/20 20:30:03 john * *** empty log message *** * * Revision 1.11 1994/03/30 21:12:05 yuan * Use only 119 lines (saves 3 scanlines) * * Revision 1.10 1994/03/17 16:49:37 john * *** empty log message *** * * Revision 1.9 1994/02/11 15:07:44 matt * Added extern of Canv_game_offscrn * * Revision 1.8 1994/01/31 16:52:43 john * redid cockpit bounds. * * Revision 1.7 1994/01/26 18:13:53 john * Changed 3d constants.. * * Revision 1.6 1994/01/25 17:11:46 john * *** empty log message *** * * Revision 1.5 1994/01/25 11:43:25 john * Changed game window size. * * Revision 1.4 1993/12/13 16:32:39 yuan * Fixed menu system memory errors, and other bugs. * * Revision 1.3 1993/12/10 16:07:23 yuan * Working on menu system. Updated the title screen. * * Revision 1.2 1993/12/09 21:27:46 matt * Added 3d window sizing constants * * Revision 1.1 1993/12/06 09:50:33 matt * Initial revision * * * */ #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 extern grs_canvas Screen_3d_window; // The rectangle for rendering the mine to //from editor.c extern grs_canvas *Canv_editor; //the full on-scrren editor canvas 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 extern u_int32_t menu_screen_mode; extern int menu_use_game_res; #define MENU_SCREEN_MODE (menu_use_game_res?Game_screen_mode:menu_screen_mode) #endif