/* $Id: screens.h,v 1.1.1.1 2006/03/17 19:57:04 zicodxx Exp $ */ /* 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 //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 //About the screen extern ubyte VR_screen_flags; extern ubyte VR_current_page; 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 extern int VR_eye_offset; extern int VR_eye_offset_changed; extern void VR_reset_params(); extern int VR_use_reg_code; extern int VR_screen_mode; extern int VR_render_mode; extern int VR_low_res; extern int VR_show_hud; extern int VR_sensitivity; 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_pages[2]; // Two pages of VRAM if paging is available extern grs_canvas VR_screen_sub_pages[2]; // Two sub pages of VRAM if paging is available //values for VR_screen_flags #define VRF_USE_PAGING 1 // means page flips #define VRF_SWITCH_EYES 2 #define VRF_COMPATIBLE_MENUS 4 #define VRF_ALLOW_COCKPIT 8 //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 void game_init_render_buffers(int screen_mode, int render_max_w, int render_max_h, int render_method, int flags); void game_init_render_sub_buffers(int x, int y, int w, int h); void set_display_mode(int mode); extern int Default_display_mode; // cannot be -1 // values are: // -1: some special VR mode. // 0: 320 x 200 // 1: 640 x 480 // 2: 320 x 400 // 3: 640 x 400 // 4: 800 x 600 // 5: 102 x 768 // called to get the screen in a mode compatible with popup menus. // if we can't have popups over the game screen, switch to menu mode. void set_popup_screen(void); #endif /* _SCREENS_H */