2 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
3 SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
4 END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
5 ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
6 IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
7 SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
8 FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
9 CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
10 AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
11 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
16 * Info on canvases, screens, etc.
26 // What graphics modes the game & editor open
28 // for Screen_mode variable
29 #define SCREEN_MENU 0 // viewing the menu screen
30 #define SCREEN_GAME 1 // viewing the menu screen
31 #define SCREEN_EDITOR 2 // viewing the editor screen
34 extern grs_canvas *Canv_editor; // the full on-scrren editor canvas
35 extern grs_canvas *Canv_editor_game; // the game window on the editor screen
38 extern int set_screen_mode(int sm); // True = editor screen
41 extern ubyte VR_screen_flags;
42 extern ubyte VR_current_page;
43 extern fix VR_eye_width;
44 extern int VR_eye_switch;
46 //NEWVR (Add a bunch off lines)
47 #define VR_SEPARATION F1_0*7/10
48 #define VR_PIXEL_SHIFT -6
49 #define VR_WHITE_INDEX 255
50 #define VR_BLACK_INDEX 0
51 extern int VR_eye_offset;
52 extern int VR_eye_offset_changed;
53 extern void VR_reset_params();
54 extern int VR_use_reg_code;
57 extern int VR_screen_mode;
58 extern int VR_render_mode;
59 extern int VR_low_res;
60 extern int VR_show_hud;
61 extern int VR_sensitivity;
63 extern grs_canvas *VR_offscreen_buffer; // The offscreen data buffer
64 extern grs_canvas VR_render_buffer[2]; // Two offscreen buffers for left/right eyes.
65 extern grs_canvas VR_render_sub_buffer[2]; // Two sub buffers for left/right eyes.
66 extern grs_canvas VR_screen_pages[2]; // Two pages of VRAM if paging is available
67 extern grs_canvas VR_screen_sub_pages[2]; // Two sub pages of VRAM if paging is available
69 //values for VR_screen_flags
71 #define VRF_USE_PAGING 1 // means page flips
72 #define VRF_SWITCH_EYES 2
73 #define VRF_COMPATIBLE_MENUS 4
74 #define VRF_ALLOW_COCKPIT 8
76 //values for VR_render_mode
78 #define VR_NONE 0 // viewing the game screen
79 #define VR_AREA_DET 1 // viewing with the stereo area determined method
80 #define VR_INTERLACED 2 // viewing with the stereo interlaced method
82 void game_init_render_buffers(int screen_mode, int render_max_w, int render_max_h, int render_method, int flags);
83 void game_init_render_sub_buffers(int x, int y, int w, int h);
85 void set_display_mode(uint32_t mode);
86 extern uint32_t Default_display_mode; // cannot be 0xffffffff
87 extern uint32_t Current_display_mode;
89 // to be refactored later...
90 #define SM_HIRES (SM_H(Current_display_mode) > 200)
91 #define SM_HIRES2 (SM_W(Current_display_mode) > 320)
93 // called to get the screen in a mode compatible with popup menus.
94 // if we can't have popups over the game screen, switch to menu mode.
95 void set_popup_screen(void);
97 #endif /* _SCREENS_H */