44 #define NUM_LOOP_BRIEF_BUTTONS 2
45 #define LOOP_BRIEF_DECLINE 0
46 #define LOOP_BRIEF_ACCEPT 1
58 #define NUM_LOOP_TEXT 2
142 b->
button.
create(&Loop_brief_window,
"", b->
x, b->
y, 60, 30, 0, 1);
153 const char* anim_name;
158 anim_name =
"CB_default";
163 if (stream_result < 0) {
176 bool sound_played =
false;
189 if(sound_played ==
false) {
206 k = Loop_brief_window.
process();
245 Loop_brief_window.
draw();
void set_highlight_action(void(*_user_function)(void))
char default_loop_briefing_color
void add_XSTR(char *string, int _xstr_id, int _x, int _y, UI_GADGET *_assoc, int _color_type, int _font_id=-1)
char * Loop_brief_fname[GR_NUM_RESOLUTIONS]
int brief_color_text_init(const char *src, int w, const char default_color, int instance, int max_lines, const bool append)
char * mission_branch_desc
int Loop_brief_text_coords[GR_NUM_RESOLUTIONS][4]
#define GR_NUM_RESOLUTIONS
int bm_get_info(int handle, int *w, int *h, ubyte *flags, int *nframes, int *fps)
Gets info on the bitmap indexed by handle.
#define GR_MAYBE_CLEAR_RES(bmap)
void common_music_close()
void mission_campaign_mission_over(bool do_next_mission)
char * Loop_brief_mask[GR_NUM_RESOLUTIONS]
void gr_set_bitmap(int bitmap_num, int alphablend_mode, int bitblt_mode, float alpha)
int bm_release(int handle, int clear_render_targets)
Frees both a bitmap's data and it's associated slot.
void generic_anim_unload(generic_anim *ga)
void loop_brief_button_pressed(int i)
void set_mask_bmap(char *fname)
int set_bmaps(char *ani_filename, int nframes=3, int start_frame=1)
ui_button_info Loop_buttons[GR_NUM_RESOLUTIONS][NUM_LOOP_BRIEF_BUTTONS]
void audiostream_stop(int i, int rewind, int paused)
void generic_anim_render(generic_anim *ga, float frametime, int x, int y, bool menu)
void fsspeech_play(int type, const char *text)
void anim_render_all(int screen_id, float frametime)
Display the frames for the currently playing anims.
char * mission_branch_brief_anim
#define LOOP_BRIEF_ACCEPT
GLint GLint GLint GLint GLint x
const char * XSTR(const char *str, int index)
user_click (mouse selects a control)
void loop_brief_do(float frametime)
char * mission_branch_brief_sound
int bm_load(const char *real_filename)
Loads a bitmap so we can draw with it later.
GLboolean GLboolean GLboolean b
void audiostream_close_file(int i, int fade)
int Loop_brief_anim_center_coords[GR_NUM_RESOLUTIONS][2]
void link_hotspot(int num)
void create(UI_WINDOW *wnd, char *_text, int _x, int _y, int _w, int _h, int do_repeat=0, int ignore_focus=0)
#define UI_XSTR_COLOR_PINK
UI_WINDOW Loop_brief_window
void create(int _x, int _y, int _w, int _h, int _flags, int _f_id=-1)
void common_play_highlight_sound()
BM_TYPE bm_get_type(int handle)
Returns the image type of the given bitmap handle.
void audiostream_play(int i, float volume, int looping)
#define NUM_LOOP_BRIEF_BUTTONS
int brief_render_text(int line_offset, int x, int y, int h, float frametime, int instance, int line_spacing)
void gr_bitmap(int _x, int _y, int resize_mode)
UI_XSTR Loop_text[GR_NUM_RESOLUTIONS][NUM_LOOP_TEXT]
int generic_anim_init_and_stream(generic_anim *ga, const char *anim_filename, BM_TYPE bg_type, bool attempt_hi_res)
#define LOOP_BRIEF_DECLINE
int audiostream_open(const char *filename, int type)
void gamesnd_play_iface(int n)
struct ui_button_info ui_button_info
int process(int key_in=-1, int process_mouse=1)
void gameseq_post_event(int event)
float Master_voice_volume
cmission missions[MAX_CAMPAIGN_MISSIONS]
void common_music_init(int score_index)