dxx-rebirth/main/screens.h
Bradley Bell 9bd1ba7c47 This commit was generated by cvs2svn to compensate for changes in r2,
which included commits to RCS files with non-trunk default branches.
2001-01-19 03:30:16 +00:00

94 lines
3.1 KiB
C

/*
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.
*/
#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