fallout2-ce/src/interface.h

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#ifndef INTERFACE_H
#define INTERFACE_H
#include "db.h"
#include "obj_types.h"
typedef enum Hand {
// Item1 (Punch)
HAND_LEFT,
// Item2 (Kick)
HAND_RIGHT,
HAND_COUNT,
} Hand;
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#define INDICATOR_BOX_WIDTH 130
#define INDICATOR_BOX_HEIGHT 21
#define INTERFACE_BAR_WIDTH 640
#define INTERFACE_BAR_HEIGHT 100
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typedef enum InterfaceItemAction {
INTERFACE_ITEM_ACTION_DEFAULT = -1,
INTERFACE_ITEM_ACTION_USE,
INTERFACE_ITEM_ACTION_PRIMARY,
INTERFACE_ITEM_ACTION_PRIMARY_AIMING,
INTERFACE_ITEM_ACTION_SECONDARY,
INTERFACE_ITEM_ACTION_SECONDARY_AIMING,
INTERFACE_ITEM_ACTION_RELOAD,
INTERFACE_ITEM_ACTION_COUNT,
} InterfaceItemAction;
extern int gInterfaceBarWindow;
extern bool gInterfaceBarMode;
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int interfaceInit();
void interfaceReset();
void interfaceFree();
int interfaceLoad(File* stream);
int interfaceSave(File* stream);
void _intface_show();
void interfaceBarEnable();
void interfaceBarDisable();
bool interfaceBarEnabled();
void interfaceBarRefresh();
void interfaceRenderHitPoints(bool animate);
void interfaceRenderArmorClass(bool animate);
void interfaceRenderActionPoints(int actionPointsLeft, int bonusActionPoints);
int interfaceGetCurrentHitMode(int* hitMode, bool* aiming);
int interfaceUpdateItems(bool animated, int leftItemAction, int rightItemAction);
int interfaceBarSwapHands(bool animated);
int interfaceGetItemActions(int* leftItemAction, int* rightItemAction);
int interfaceCycleItemAction();
void _intface_use_item();
int interfaceGetCurrentHand();
int interfaceGetActiveItem(Object** a1);
int _intface_update_ammo_lights();
void interfaceBarEndButtonsShow(bool animated);
void interfaceBarEndButtonsHide(bool animated);
void interfaceBarEndButtonsRenderGreenLights();
void interfaceBarEndButtonsRenderRedLights();
int indicatorBarRefresh();
bool indicatorBarShow();
bool indicatorBarHide();
#endif /* INTERFACE_H */