Files
oboe/osx/boe.fileio.h
Celtic Minstrel 78cd213972 In no particular order:
- Added some of the most basic dialogs
- Changed C-style <xxx.h> headers to C++-style <cxxx> headers
- Switched graphics to load from the PNG files in graphics.exd rather than from Blades of Exile Graphics (NOTE: Some graphics still don't work, probably because of incorrect source rects)
- Switched cursors to load from GIF files in graphics.exd rather than from Blades of Exile Graphics
- Moved Niemand's tileImage functions from boe.graphics.cpp to graphtool.cpp, so they can be used by all three programs.
- Added some string lists in .txt files
- Made cursors into an enum
- Rewrote the code for displaying the Edit Terrain dialog to use the new engine (not tested yet)
- Fixed some __attribute__((deprecated)) stuff
- Most graphics are now loaded just after the custom graphics. This means they will be overridden by a file of the same name in the scenario's .exr folder.
- Altered modes a little so that when at the startup screen you are in MODE_STARTUP rather than MODE_OUTDOORS.
- Switched from function pointers to boost::function – the Boost libraries are now required.
- Finished off the new dialog engine and made gess necessary
- Added status icons as another type that can be drawn in dialogs
- C Wrappers for Cocoa cursors based on an Apple example. This is tested, and works perfectly.
- Added a switch in the program for using Windows graphics; however, there is no way as yet to set this flag, and in fact there aren't even any Windows graphics to use.
- Added include guards to graphtool.h
- Made separate mac and win directories within sounds.exa, since the Mac and Windows sounds are mostly subtly different (with two completely different!)

git-svn-id: http://openexile.googlecode.com/svn/trunk@90 4ebdad44-0ea0-11de-aab3-ff745001d230
2009-06-07 18:18:24 +00:00

60 lines
1.9 KiB
C

void init_directories();
void do_apple_event_open(FSSpec file_info);
//void load_file();
//void save_file(short mode);
void change_rect_terrain(Rect r,ter_num_t terrain_type,short probability,bool hollow);
void swap_val(unsigned char *val,short a,short b);
void change_val_4 (unsigned char *val,short a,short b,short c,short d);
void change_val (unsigned char *val,short a,short b);
void form_template_terrain() ;
//void load_town(short town_num,short mode,short extra,char *str);
void shift_universe_left();
void shift_universe_right();
void shift_universe_up();
void shift_universe_down();
void position_party(short out_x,short out_y,short pc_pos_x,short pc_pos_y);
void build_outdoors();
void save_outdoor_maps();
void add_outdoor_maps();
void fix_boats();
//void load_outdoors(short to_create_x, short to_create_y, short targ_x, short targ_y, short mode,short extra,char *str);
// long get_reg_data();
long do_waterfall(long flag);
short init_data(short flag);
void import_template_terrain();
void import_anim_terrain(short mode);
void start_data_dump();
void end_data_dump();
void set_terrain(location l, ter_num_t terrain_type);
//void oops_error(short error);
void set_up_ter_pics();
//bool load_scenario();
short onm(char x_sector,char y_sector);
void build_scen_headers();
bool load_scenario_header(FSRef filename/*,short header_entry*/);
//void load_spec_graphics();
//bool check_p (short pword);
//void build_scen_file_name (Str255 file_n);
//short town_s(short flag);
//short out_s(short flag);
//short str_size_1(short flag);
//short str_size_2(short flag);
//short str_size_3(short flag);
//short get_buf_ptr(short flag);
//bool check_p (short pword);
void init_town() __attribute__((deprecated));
//void port_talk_nodes();
//void port_town();
//void port_t_d();
//void port_scenario();
//void port_item_list();
//void port_out(outdoor_record_type *out);
//void flip_spec_node(cSpecial *spec);
//void flip_short(short *s);
//void flip_rect(Rect *s);
void alter_rect(Rect *r);