12 #ifndef _MISSION_SCREEN_COMMON_HEADER_FILE
13 #define _MISSION_SCREEN_COMMON_HEADER_FILE
19 #define BACKGROUND_FRAME_TO_START_SHIP_ANIM 87
20 #define BUTTON_SLIDE_IN_FRAME 1
25 #define REVOLUTION_RATE 5.2f
27 #define COMMON_BRIEFING_REGION 0
28 #define COMMON_SS_REGION 1
29 #define COMMON_WEAPON_REGION 2
30 #define COMMON_COMMIT_REGION 5
31 #define COMMON_HELP_REGION 6
32 #define COMMON_OPTIONS_REGION 7
33 #define NUM_COMMON_REGIONS 6
35 #define NUM_COMMON_BUTTONS 6
45 brief_common_buttons(
char *
name,
int x1,
int y1,
int xt1,
int yt1,
int h,
int r = 0) : filename(name), x(x1), y(y1), xt(xt1), yt(yt1), hotspot(h), repeat(
r) {}
91 int mission_ui_background_load(
const char *custom_background,
const char *single_background,
const char *multi_background = NULL);
124 #define MAX_WING_SLOTS 4
125 #define MAX_WING_BLOCKS 3
126 #define MAX_WSS_SLOTS (MAX_WING_BLOCKS*MAX_WING_SLOTS)
128 #define WING_SLOT_FILLED (1<<0)
129 #define WING_SLOT_EMPTY (1<<1)
130 #define WING_SLOT_IS_PLAYER (1<<3)
131 #define WING_SLOT_LOCKED (1<<4)
132 #define WING_SLOT_SHIPS_DISABLED (1<<5)
133 #define WING_SLOT_WEAPONS_DISABLED (1<<6)
135 #define WING_SLOT_DISABLED (WING_SLOT_SHIPS_DISABLED|WING_SLOT_WEAPONS_DISABLED)
136 #define WING_SLOT_IGNORE_SHIPS (WING_SLOT_SHIPS_DISABLED|WING_SLOT_LOCKED)
137 #define WING_SLOT_IGNORE_WEAPONS (WING_SLOT_WEAPONS_DISABLED|WING_SLOT_LOCKED)
140 #define WSS_DUMP_TO_LIST 0
141 #define WSS_GRAB_FROM_LIST 1
142 #define WSS_SWAP_SLOT_SLOT 2
143 #define WSS_SWAP_LIST_SLOT 3
146 #define NUM_ICON_FRAMES 6
147 #define ICON_FRAME_NORMAL 0
148 #define ICON_FRAME_HOT 1
149 #define ICON_FRAME_SELECTED 2
150 #define ICON_FRAME_PLAYER 3
151 #define ICON_FRAME_DISABLED 4
152 #define ICON_FRAME_DISABLED_HIGH 5
203 int wss_get_mode(
int from_slot,
int from_list,
int to_slot,
int to_list,
int wl_ship_slot);
209 void draw_model_rotating(
model_render_params *render_info,
int model_id,
int x1,
int y1,
int x2,
int y2,
float *rotation_buffer,
vec3d *
closeup_pos=NULL,
float closeup_zoom = .65
f,
float rev_rate =
REVOLUTION_RATE,
int flags =
MR_AUTOCENTER |
MR_NO_FOGGING,
int resize_mode=
GR_RESIZE_FULL,
int effect = 2);
void common_set_team_pointers(int team)
void common_button_do(int i)
void common_maybe_clear_focus()
void common_draw_buttons()
void common_free_interface_palette()
void common_buttons_maybe_reload(UI_WINDOW *ui_window)
GLfloat GLfloat GLfloat GLfloat h
loadout_data Player_loadout
int Wl_pool_teams[MAX_TVT_TEAMS][MAX_WEAPON_TYPES]
int wss_get_mode(int from_slot, int from_list, int to_slot, int to_list, int wl_ship_slot)
void common_check_keys(int k)
void draw_model_icon(int model_id, int flags, float closeup_zoom, int x1, int x2, int y1, int y2, const ship_info *sip=NULL, int resize_mode=GR_RESIZE_FULL, const vec3d *closeup_pos=&vmd_zero_vector)
int Wss_num_wings_teams[MAX_TVT_TEAMS]
void multi_chat_scroll_down()
char filename[MAX_FILENAME_LEN]
#define GR_NUM_RESOLUTIONS
void common_maybe_play_cutscene(int movie_type, bool restart_music=false, int music=0)
int weapon_pool[MAX_WEAPON_TYPES]
brief_common_buttons Common_buttons[3][GR_NUM_RESOLUTIONS][NUM_COMMON_BUTTONS]
int Wing_slot_empty_bitmap
void common_music_init(int score_index)
void common_reset_buttons()
void common_reset_team_pointers()
int wep_count[MAX_SHIP_WEAPONS]
void common_redraw_pressed_buttons()
int common_flash_bright()
int restore_wss_data(ubyte *block)
void common_select_close()
void common_render_selected_screen_button()
GLdouble GLdouble GLdouble r
void common_render_chat_window()
wss_unit unit_data[MAX_WSS_SLOTS]
void wss_maybe_restore_loadout()
int Wing_slot_disabled_bitmap
void common_check_buttons()
color Icon_colors[NUM_ICON_FRAMES]
void common_render(float frametime)
void ship_select_common_init()
void common_music_close()
int common_num_cutscenes_valid(int movie_type)
int common_select_do(float frametime)
shader Icon_shaders[NUM_ICON_FRAMES]
int Ss_pool_teams[MAX_TVT_TEAMS][MAX_SHIP_CLASSES]
GLuint const GLchar * name
int Mouse_down_last_frame
#define NUM_COMMON_BUTTONS
int common_scroll_up_pressed(int *start, int size, int max_show)
int wep[MAX_SHIP_WEAPONS]
int mission_ui_background_load(const char *custom_background, const char *single_background, const char *multi_background=NULL)
void multi_chat_scroll_up()
void set_active_ui(UI_WINDOW *ui_window)
void common_select_init()
wss_unit Wss_slots_teams[MAX_TVT_TEAMS][MAX_WSS_SLOTS]
struct loadout_data loadout_data
void common_flash_button_init()
void draw_model_rotating(model_render_params *render_info, int model_id, int x1, int y1, int x2, int y2, float *rotation_buffer, vec3d *closeup_pos=NULL, float closeup_zoom=.65f, float rev_rate=REVOLUTION_RATE, int flags=MR_AUTOCENTER|MR_NO_FOGGING, int resize_mode=GR_RESIZE_FULL, int effect=2)
void common_buttons_init(UI_WINDOW *ui_window)
int common_scroll_down_pressed(int *start, int size, int max_show)
void common_set_interface_palette(char *filename=NULL)
int ship_pool[MAX_SHIP_CLASSES]
void load_wing_icons(char *filename)
int store_wss_data(ubyte *block, int max_size, int sound, int player_index)
char last_modified[DATE_TIME_LENGTH]
void wss_direct_restore_loadout()