2adb420a6d
Added vid_wndalpha to make the window transparent (only supported in GL-win32). Multiple issues with SW rendering, which I'll fix eventually. It does at least run, even if it looks ugly. Plugins are now able to read the console input. Bigfoot, feel free to tweek. Fixed up a few mismatched prototypes. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3153 fc73d0e0-1445-4013-8a0c-d673dee63da5
108 lines
No EOL
2.8 KiB
C
108 lines
No EOL
2.8 KiB
C
/*
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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// screen.h
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extern float scr_con_current;
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extern float scr_conlines; // lines of console to display
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extern int scr_fullupdate; // set to 0 to force full redraw
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extern int sb_lines;
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extern int clearnotify; // set to 0 whenever notify text is drawn
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extern qboolean scr_disabled_for_loading;
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extern cvar_t scr_fov;
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extern cvar_t scr_viewsize;
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extern cvar_t scr_viewsize;
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// only the refresh window will be updated unless these variables are flagged
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extern int scr_copytop;
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extern int scr_copyeverything;
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qboolean scr_skipupdate;
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qboolean SCR_RSShot (void);
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qboolean block_drawing;
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//void SCR_DrawConsole (qboolean noback);
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//void SCR_SetUpToDrawConsole (void);
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//void SCR_BeginLoadingPlaque (void);
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//void SCR_EndLoadingPlaque (void);
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//void SCR_Init (void);
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//void SCR_UpdateScreen (void);
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#if defined(RGLQUAKE)
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void GLSCR_UpdateScreen (void);
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#endif
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void SCR_ImageName (char *mapname);
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#if defined(SWQUAKE)
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void SWSCR_UpdateScreen (void);
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void SCR_UpdateWholeScreen (void);
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#endif
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//this stuff is internal to the screen systems.
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void RSpeedShow(void);
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void SCR_CrosshairPosition(int pnum, int *x, int *y);
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void SCR_DrawLoading (void);
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void SCR_CalcRefdef (void);
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void SCR_TileClear (void);
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void SCR_DrawNotifyString (void);
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void SCR_CheckDrawCenterString (void);
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void SCR_DrawRam (void);
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void SCR_DrawNet (void);
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void SCR_DrawTurtle (void);
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void SCR_DrawPause (void);
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void SCR_VRectForPlayer(vrect_t *vrect, int pnum); //returns a region for the player's view
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void CLSCR_Init(void); //basically so I can register a few friendly cvars.
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//TEI_SHOWLMP2 stuff
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void SCR_ShowPics_Draw(void);
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void SCR_ShowPic_Create(void);
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void SCR_ShowPic_Hide(void);
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void SCR_ShowPic_Move(void);
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void SCR_ShowPic_Update(void);
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void SCR_ShowPic_Clear(void);
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//a header is better than none...
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void Draw_TextBox (int x, int y, int width, int lines);
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qboolean SCR_ScreenShot (char *filename);
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void SCR_DrawTwoDimensional(int uimenu, qboolean nohud);
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enum
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{
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LS_NONE,
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LS_CONNECTION,
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LS_SERVER,
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LS_CLIENT,
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};
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int SCR_GetLoadingStage(void);
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void SCR_SetLoadingStage(int stage); |