BOOLEAN EnterBobbyRAmmo() { VOBJECT_DESC VObjectDesc; // load the background graphic and add it VObjectDesc.fCreateFlags=VOBJECT_CREATE_FROMFILE; FilenameForBPP("LAPTOP\\ammobackground.sti", VObjectDesc.ImageFile); CHECKF(AddVideoObject(&VObjectDesc, &guiAmmoBackground)); // load the gunsgrid graphic and add it VObjectDesc.fCreateFlags=VOBJECT_CREATE_FROMFILE; FilenameForBPP("LAPTOP\\ammogrid.sti", VObjectDesc.ImageFile); CHECKF(AddVideoObject(&VObjectDesc, &guiAmmoGrid)); InitBobbyBrTitle(); SetFirstLastPagesForNew( IC_AMMO ); // CalculateFirstAndLastIndexs(); //Draw menu bar InitBobbyMenuBar( ); RenderBobbyRAmmo( ); return(TRUE); }
BOOLEAN LoadHistory( void ) { VOBJECT_DESC VObjectDesc; // load History video objects into memory // title bar VObjectDesc.fCreateFlags=VOBJECT_CREATE_FROMFILE; FilenameForBPP("LAPTOP\\programtitlebar.sti", VObjectDesc.ImageFile); CHECKF(AddVideoObject(&VObjectDesc, &guiTITLE)); // top portion of the screen background VObjectDesc.fCreateFlags=VOBJECT_CREATE_FROMFILE; FilenameForBPP("LAPTOP\\historywindow.sti", VObjectDesc.ImageFile); CHECKF(AddVideoObject(&VObjectDesc, &guiTOP)); // shaded line VObjectDesc.fCreateFlags=VOBJECT_CREATE_FROMFILE; FilenameForBPP("LAPTOP\\historylines.sti", VObjectDesc.ImageFile); CHECKF(AddVideoObject(&VObjectDesc, &guiSHADELINE)); /* Not being used??? DF commented out // vert line VObjectDesc.fCreateFlags=VOBJECT_CREATE_FROMFILE; FilenameForBPP("LAPTOP\\historyvertline.sti", VObjectDesc.ImageFile); CHECKF(AddVideoObject(&VObjectDesc, &guiVERTLINE)); */ // black divider line - long ( 480 length) VObjectDesc.fCreateFlags=VOBJECT_CREATE_FROMFILE; FilenameForBPP("LAPTOP\\divisionline480.sti", VObjectDesc.ImageFile); CHECKF(AddVideoObject(&VObjectDesc, &guiLONGLINE)); return (TRUE); }
void LoadEditorImages() { VOBJECT_DESC VObjectDesc; //Set up the merc inventory panel VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE; sprintf( VObjectDesc.ImageFile, "EDITOR\\InvPanel.sti" ); if( !AddVideoObject( &VObjectDesc, &guiMercInventoryPanel ) ) AssertMsg( 0, "Failed to load data\\editor\\InvPanel.sti" ); //Set up small omerta map sprintf( VObjectDesc.ImageFile, "EDITOR\\omerta.sti" ); if( !AddVideoObject( &VObjectDesc, &guiOmertaMap ) ) AssertMsg( 0, "Failed to load data\\editor\\omerta.sti" ); //Set up the merc directional buttons. giEditMercDirectionIcons[0] = LoadGenericButtonIcon("EDITOR//arrowsoff.sti"); giEditMercDirectionIcons[1] = LoadGenericButtonIcon("EDITOR//arrowson.sti"); giEditMercImage[0] = LoadButtonImage("EDITOR\\leftarrow.sti",0,1,2,3,4); giEditMercImage[1] = LoadButtonImage("EDITOR\\rightarrow.sti",0,1,2,3,4); sprintf( VObjectDesc.ImageFile, "EDITOR\\Exclamation.sti" ); if( !AddVideoObject( &VObjectDesc, &guiExclamation ) ) AssertMsg( 0, "Failed to load data\\editor\\Exclamation.sti" ); sprintf( VObjectDesc.ImageFile, "EDITOR\\KeyImage.sti" ); if( !AddVideoObject( &VObjectDesc, &guiKeyImage ) ) AssertMsg( 0, "Failed to load data\\editor\\KeyImage.sti" ); }
BOOLEAN EnterBobbyRMisc() { VOBJECT_DESC VObjectDesc; // load the background graphic and add it VObjectDesc.fCreateFlags=VOBJECT_CREATE_FROMFILE; FilenameForBPP("LAPTOP\\miscbackground.sti", VObjectDesc.ImageFile); CHECKF(AddVideoObject(&VObjectDesc, &guiMiscBackground)); // load the gunsgrid graphic and add it VObjectDesc.fCreateFlags=VOBJECT_CREATE_FROMFILE; FilenameForBPP("LAPTOP\\miscgrid.sti", VObjectDesc.ImageFile); CHECKF(AddVideoObject(&VObjectDesc, &guiMiscGrid)); InitBobbyBrTitle(); guiPrevMiscFilterMode = -1; guiCurrentMiscFilterMode = -1; guiCurrentMiscSubFilterMode = -1; guiPrevMiscSubFilterMode = -1; SetFirstLastPagesForNew( IC_BOBBY_MISC, guiCurrentMiscFilterMode, guiCurrentMiscSubFilterMode ); //Draw menu bar InitBobbyMenuBar( ); InitBobbyRMiscFilterBar(); // CalculateFirstAndLastIndexs(); RenderBobbyRMisc( ); return(TRUE); }
BOOLEAN InitAimDefaults() { VOBJECT_DESC VObjectDesc; // load the Rust bacground graphic and add it VObjectDesc.fCreateFlags=VOBJECT_CREATE_FROMFILE; FilenameForBPP("LAPTOP\\rustbackground.sti", VObjectDesc.ImageFile); CHECKF(AddVideoObject(&VObjectDesc, &guiRustBackGround)); // load the Aim Symbol graphic and add it if(gGameExternalOptions.gfUseNewStartingGearInterface) { VObjectDesc.fCreateFlags=VOBJECT_CREATE_FROMFILE; GetMLGFilename( VObjectDesc.ImageFile, MLG_AIMSYMBOL_SMALL ); CHECKF(AddVideoObject(&VObjectDesc, &guiAimSymbol)); //Mouse region for the Links MSYS_DefineRegion( &gSelectedAimLogo, AIM_SYMBOL_SMALL_X, AIM_SYMBOL_SMALL_Y, AIM_SYMBOL_SMALL_X+AIM_SYMBOL_SMALL_WIDTH, AIM_SYMBOL_SMALL_Y+AIM_SYMBOL_SMALL_HEIGHT, MSYS_PRIORITY_HIGH, CURSOR_WWW, MSYS_NO_CALLBACK, SelectAimLogoRegionCallBack); MSYS_AddRegion(&gSelectedAimLogo); } else { VObjectDesc.fCreateFlags=VOBJECT_CREATE_FROMFILE; GetMLGFilename( VObjectDesc.ImageFile, MLG_AIMSYMBOL ); CHECKF(AddVideoObject(&VObjectDesc, &guiAimSymbol)); //Mouse region for the Links MSYS_DefineRegion( &gSelectedAimLogo, AIM_SYMBOL_X, AIM_SYMBOL_Y, AIM_SYMBOL_X+AIM_SYMBOL_WIDTH, AIM_SYMBOL_Y+AIM_SYMBOL_HEIGHT, MSYS_PRIORITY_HIGH, CURSOR_WWW, MSYS_NO_CALLBACK, SelectAimLogoRegionCallBack); MSYS_AddRegion(&gSelectedAimLogo); } return(TRUE); }
BOOLEAN EnterBriefingRoomEnter() { VOBJECT_DESC VObjectDesc; UINT16 i, usPosY; //----------------------------------------- // upon entry to Imp home page memset(pPlayerBriefingRoomEnterActivationString, 0, sizeof(pPlayerBriefingRoomEnterActivationString)); // reset string position iStringBriefingRoomEnterPos =0; // reset activation cursor position uiCursorBriefingRoomEnterPosition = IMP_PLAYER_ACTIVATION_STRING_X; // we have now vsisited IMP, reset fact we haven't fNotVistedImpYet = FALSE; //------------------------ LaptopInitBriefingRoomEnter(); InitBriefingRoomEnterDefaults(); // load the Rust bacground graphic and add it VObjectDesc.fCreateFlags=VOBJECT_CREATE_FROMFILE; //FilenameForBPP("LAPTOP\\rustbackground.sti", VObjectDesc.ImageFile); FilenameForBPP("BriefingRoom\\aimlogo.sti", VObjectDesc.ImageFile); CHECKF(AddVideoObject(&VObjectDesc, &guiRustBriefingRoomEnterLogoAim)); // load the MemberShipcard graphic and add it VObjectDesc.fCreateFlags=VOBJECT_CREATE_FROMFILE; FilenameForBPP("BriefingRoom\\BUTTONS.sti", VObjectDesc.ImageFile); CHECKF(AddVideoObject(&VObjectDesc, &guiContentButtonBriefingRoomEnter)); // this procedure will load the activation indent into memory VObjectDesc.fCreateFlags=VOBJECT_CREATE_FROMFILE; FilenameForBPP("LAPTOP\\ActivationIndent.sti", VObjectDesc.ImageFile); CHECKF(AddVideoObject(&VObjectDesc, &guiBRIEFINGROOM_MISSIONACTIVATIONINDENT)); //** Mouse Regions ** usPosY = BRIEFINGROOM_MISSION_CONTENTBUTTON_Y + 120; for(i=0; i<BRIEFINGROOM_MISSION_BUTTONS_DEF; i++) { if ( i == 0 ) MSYS_DefineRegion( &gSelectedBriefingRoomEnterTocMenuRegion[i], BRIEFINGROOM_MISSION_TOC_X+120, usPosY, (UINT16)(BRIEFINGROOM_MISSION_TOC_X+120 + BRIEFINGROOM_MISSION_BUTTON_SIZE_X), (UINT16)(usPosY + BRIEFINGROOM_MISSION_BUTTON_SIZE_Y), MSYS_PRIORITY_HIGH, CURSOR_WWW, MSYS_NO_CALLBACK, SelectBriefingRoomEnterLocationButton); MSYS_AddRegion(&gSelectedBriefingRoomEnterTocMenuRegion[i]); usPosY += BRIEFINGROOM_MISSION_TOC_GAP_Y; } fFirstTimeInBriefingRoomEnter = FALSE; RenderBriefingRoomEnter(); return( TRUE ); }
BOOLEAN LoadMapBorderGraphics( void ) { // this procedure will load the graphics needed for the map border VOBJECT_DESC VObjectDesc; // will load map border VObjectDesc.fCreateFlags=VOBJECT_CREATE_FROMFILE; if (iResolution >= _640x480 && iResolution < _800x600) { FilenameForBPP( "INTERFACE\\MBS.sti", VObjectDesc.ImageFile ); } else if (iResolution < _1024x768) { FilenameForBPP( "INTERFACE\\MBS_800x600.sti", VObjectDesc.ImageFile ); } else { FilenameForBPP( "INTERFACE\\MBS_1024x768.sti", VObjectDesc.ImageFile ); } CHECKF( AddVideoObject( &VObjectDesc, &guiMapBorder ) ); return ( TRUE ); }
// get the min width of the town mine info pop up box void MinWidthOfTownMineInfoBox( void ) { HVOBJECT hHandle; VOBJECT_DESC VObjectDesc; INT16 sWidthA = 0, sWidthB = 0, sTotalBoxWidth = 0; UINT32 uiObject; ETRLEObject *pTrav; VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE; FilenameForBPP("INTERFACE\\mapinvbtns.sti", VObjectDesc.ImageFile); AddVideoObject( &VObjectDesc, &uiObject ); // Calculate smily face positions... GetVideoObject( &hHandle, uiObject ); pTrav = &(hHandle->pETRLEObject[ 0 ] ); sWidthA = pTrav->usWidth; pTrav = &(hHandle->pETRLEObject[ 1 ] ); sWidthB = pTrav->usWidth; sTotalBoxWidth = sWidthA + sWidthB; sTotalButtonWidth = sTotalBoxWidth; // delete video object DeleteVideoObjectFromIndex( uiObject ); return; }
void DropDownBase::Create(UINT16 sX, UINT16 sY) { Destroy(); Init(sX, sY); VOBJECT_DESC VObjectDesc; // Gold Arrow for the scroll area VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE; FilenameForBPP( "LAPTOP\\GoldArrows.sti", VObjectDesc.ImageFile ); if ( !AddVideoObject( &VObjectDesc, &muiGoldArrowImages ) ) return; gDropObj = (void*) this; MSYS_DefineRegion( &mSelectedOpenDropDownRegion, musStartX + musWidth, musStartY, musStartX + musWidth + musArrowWidth, musStartY + DEF_SCROLL_ARROW_HEIGHT, MSYS_PRIORITY_HIGH, CURSOR_WWW, MSYS_NO_CALLBACK, CallBackWrapper((void*) this, DROPDOWN_OPEN, &DropDownBase::Dummyfunc) ); MSYS_AddRegion(&mSelectedOpenDropDownRegion); //click anywhere on the screen to close the window( only when the drop down window is active) MSYS_DefineRegion( &mSelectedCloseDropDownRegion, LAPTOP_SCREEN_UL_X, LAPTOP_SCREEN_WEB_UL_Y , LAPTOP_SCREEN_LR_X, LAPTOP_SCREEN_WEB_LR_Y, MSYS_PRIORITY_HIGH-1, CURSOR_LAPTOP_SCREEN, MSYS_NO_CALLBACK, CallBackWrapper((void*) this, DROPDOWN_CLOSE, &DropDownBase::Dummyfunc) ); MSYS_AddRegion(&mSelectedCloseDropDownRegion); MSYS_DisableRegion(&mSelectedCloseDropDownRegion); MSYS_DefineRegion( &mBubbleHelpRegion, musStartX, musStartY, musStartX + musWidth, musStartY + DEF_SCROLL_ARROW_HEIGHT, MSYS_PRIORITY_HIGH, CURSOR_WWW, MSYS_NO_CALLBACK, MSYS_NO_CALLBACK ); MSYS_AddRegion(&mBubbleHelpRegion); mfMouseRegionsCreated = TRUE; }
BOOLEAN LoadCharacterPortrait( void ) { // this function will load the character's portrait, to be used on portrait button VOBJECT_DESC VObjectDesc; // load it VObjectDesc.fCreateFlags=VOBJECT_CREATE_FROMFILE; if( fCharacterIsMale ) { if ( gIMPMaleValues[ iPortraitNumber ].Enabled == 1 ) { //sprintf( VObjectDesc.ImageFile, "Faces\\%02d.sti", gIMPMaleValues[ iPortraitNumber ].PortraitId ); sprintf( VObjectDesc.ImageFile, "IMPFaces\\%02d.sti", gIMPMaleValues[ iPortraitNumber ].PortraitId ); } } else { if ( gIMPFemaleValues[ iPortraitNumber ].Enabled == 1 ) { //sprintf( VObjectDesc.ImageFile, "Faces\\%02d.sti", gIMPFemaleValues[ iPortraitNumber ].PortraitId ); sprintf( VObjectDesc.ImageFile, "IMPFaces\\%02d.sti", gIMPFemaleValues[ iPortraitNumber ].PortraitId ); } } //FilenameForBPP( pPlayerSelectedFaceFileNames[ iPortraitNumber ] , VObjectDesc.ImageFile); CHECKF(AddVideoObject(&VObjectDesc, &guiCHARACTERPORTRAIT)); return( TRUE ); }
BOOLEAN InitFlowerButtons() { UINT16 i,j, count; UINT16 usPosY; char sTemp[40]; VOBJECT_DESC VObjectDesc; if( (FLOR_GALLERY_NUMBER_FLORAL_IMAGES - gubCurFlowerIndex) >= 3 ) gubCurNumberOfFlowers = 3; else gubCurNumberOfFlowers = FLOR_GALLERY_NUMBER_FLORAL_IMAGES - gubCurFlowerIndex; gubPrevNumberOfFlowers = gubCurNumberOfFlowers; //the 10 pictures of the flowers count = gubCurFlowerIndex; for(i=0; i<gubCurNumberOfFlowers; i++) { // load the handbullet graphic and add it sprintf( sTemp, "LAPTOP\\Flower_%d.sti", count); VObjectDesc.fCreateFlags=VOBJECT_CREATE_FROMFILE; FilenameForBPP(sTemp, VObjectDesc.ImageFile); CHECKF(AddVideoObject(&VObjectDesc, &guiFlowerImages[i])); count++; } //the buttons with the flower pictures on them usPosY = FLOR_GALLERY_FLOWER_BUTTON_Y; // usPosX = FLOR_GALLERY_FLOWER_BUTTON_X; count = gubCurFlowerIndex; guiGalleryButtonImage = LoadButtonImage("LAPTOP\\GalleryButtons.sti", -1,0,-1,1,-1 ); for(j=0; j<gubCurNumberOfFlowers; j++) { guiGalleryButton[j] = QuickCreateButton( guiGalleryButtonImage, FLOR_GALLERY_FLOWER_BUTTON_X, usPosY, BUTTON_TOGGLE, MSYS_PRIORITY_HIGH, DEFAULT_MOVE_CALLBACK, (GUI_CALLBACK)BtnGalleryFlowerButtonCallback); SetButtonCursor( guiGalleryButton[j], CURSOR_WWW); MSYS_SetBtnUserData( guiGalleryButton[j], 0, count); SpecifyButtonIcon( guiGalleryButton[j], guiFlowerImages[ j ], 0, 5, 5, FALSE ); usPosY += FLOR_GALLERY_FLOWER_BUTTON_OFFSET_Y; count ++; } //if its the first page, display the 'back' text in place of the 'prev' text on the top left button if( gubCurFlowerIndex == 0 ) SpecifyButtonText( guiFloralGalleryButton[0], sFloristGalleryText[FLORIST_GALLERY_HOME] ); else SpecifyButtonText( guiFloralGalleryButton[0], sFloristGalleryText[FLORIST_GALLERY_PREV] ); //if it is the last page disable the next button if( gubCurFlowerIndex == FLOR_GALLERY_NUMBER_FLORAL_IMAGES-1 ) DisableButton( guiFloralGalleryButton[1] ); else EnableButton( guiFloralGalleryButton[1] ); return(TRUE); }
BOOLEAN RenderPortrait( INT16 sX, INT16 sY ) { // render the portrait of the current picture VOBJECT_DESC VObjectDesc; HVOBJECT hHandle; UINT32 uiGraphicHandle; if( fCharacterIsMale ) { // load it VObjectDesc.fCreateFlags=VOBJECT_CREATE_FROMFILE; FilenameForBPP( pPlayerSelectedBigFaceFileNames[ iCurrentPortrait ] , VObjectDesc.ImageFile); CHECKF(AddVideoObject(&VObjectDesc, &uiGraphicHandle)); // show it GetVideoObject(&hHandle, uiGraphicHandle); BltVideoObject(FRAME_BUFFER, hHandle, 0, LAPTOP_SCREEN_UL_X + sX, LAPTOP_SCREEN_WEB_UL_Y + sY , VO_BLT_SRCTRANSPARENCY,NULL); // and kick it's sorry ..umm never mind, outta here DeleteVideoObjectFromIndex( uiGraphicHandle ); } else { // load it VObjectDesc.fCreateFlags=VOBJECT_CREATE_FROMFILE; FilenameForBPP( pPlayerSelectedBigFaceFileNames[ iCurrentPortrait + 8 ] , VObjectDesc.ImageFile); CHECKF(AddVideoObject(&VObjectDesc, &uiGraphicHandle)); // show it GetVideoObject(&hHandle, uiGraphicHandle); BltVideoObject(FRAME_BUFFER, hHandle, 0, LAPTOP_SCREEN_UL_X + sX, LAPTOP_SCREEN_WEB_UL_Y + sY , VO_BLT_SRCTRANSPARENCY,NULL); // and kick it's sorry ..umm never mind, outta here DeleteVideoObjectFromIndex( uiGraphicHandle ); } return ( TRUE ); }
BOOLEAN EnterInsuranceInfo() { VOBJECT_DESC VObjectDesc; UINT16 usPosX; InitInsuranceDefaults(); // load the Insurance bullet graphic and add it VObjectDesc.fCreateFlags=VOBJECT_CREATE_FROMFILE; FilenameForBPP("LAPTOP\\bullet.sti", VObjectDesc.ImageFile); CHECKF(AddVideoObject(&VObjectDesc, &guiBulletImage)); //left arrow guiInsPrevButtonImage = LoadButtonImage("LAPTOP\\InsLeftButton.sti", 2,0,-1,1,-1 ); guiInsPrevBackButton = CreateIconAndTextButton( guiInsPrevButtonImage, InsInfoText[INS_INFO_PREVIOUS], INS_FONT_BIG, INS_FONT_COLOR, INS_FONT_SHADOW, INS_FONT_COLOR, INS_FONT_SHADOW, TEXT_CJUSTIFIED, INS_INFO_LEFT_ARROW_BUTTON_X, INS_INFO_LEFT_ARROW_BUTTON_Y, BUTTON_TOGGLE, MSYS_PRIORITY_HIGH, DEFAULT_MOVE_CALLBACK, BtnInsPrevButtonCallback); SetButtonCursor( guiInsPrevBackButton, CURSOR_WWW ); SpecifyButtonTextOffsets( guiInsPrevBackButton, 17, 16, FALSE ); //Right arrow guiInsNextButtonImage = LoadButtonImage("LAPTOP\\InsRightButton.sti", 2,0,-1,1,-1 ); guiInsNextBackButton = CreateIconAndTextButton( guiInsNextButtonImage, InsInfoText[INS_INFO_NEXT], INS_FONT_BIG, INS_FONT_COLOR, INS_FONT_SHADOW, INS_FONT_COLOR, INS_FONT_SHADOW, TEXT_CJUSTIFIED, INS_INFO_RIGHT_ARROW_BUTTON_X, INS_INFO_RIGHT_ARROW_BUTTON_Y, BUTTON_TOGGLE, MSYS_PRIORITY_HIGH, DEFAULT_MOVE_CALLBACK, BtnInsNextButtonCallback); SetButtonCursor( guiInsNextBackButton, CURSOR_WWW ); SpecifyButtonTextOffsets( guiInsNextBackButton, 18, 16, FALSE ); usPosX = INS_INFO_LINK_START_X; //link to go to the contract page //link to go to the home page MSYS_DefineRegion( &gSelectedInsuranceInfoHomeLinkRegion, usPosX, INS_INFO_LINK_TO_CONTRACT_Y-37, (UINT16)(usPosX + INS_INFO_LINK_TO_CONTRACT_WIDTH), INS_INFO_LINK_TO_CONTRACT_Y+2, MSYS_PRIORITY_HIGH, CURSOR_WWW, MSYS_NO_CALLBACK, SelectInsuranceInfoHomeLinkRegionCallBack); MSYS_AddRegion(&gSelectedInsuranceInfoHomeLinkRegion); usPosX += INS_INFO_LINK_START_OFFSET + INS_INFO_LINK_TO_CONTRACT_WIDTH; MSYS_DefineRegion( &gSelectedInsuranceInfoLinkRegion, usPosX, INS_INFO_LINK_TO_CONTRACT_Y-37, (UINT16)(usPosX + INS_INFO_LINK_TO_CONTRACT_WIDTH), INS_INFO_LINK_TO_CONTRACT_Y+2, MSYS_PRIORITY_HIGH, CURSOR_WWW, MSYS_NO_CALLBACK, SelectInsuranceLinkRegionCallBack); MSYS_AddRegion(&gSelectedInsuranceInfoLinkRegion); gubCurrentInsInfoSubPage = INS_INFO_INFO_TOC; RenderInsuranceInfo(); return(TRUE); }
void LoadMessageSliderBar( void ) { // this function will load the message slider bar VOBJECT_DESC VObjectDesc; VObjectDesc.fCreateFlags=VOBJECT_CREATE_FROMFILE; FilenameForBPP( "INTERFACE\\map_screen_bottom_arrows.sti", VObjectDesc.ImageFile ); if( !AddVideoObject( &VObjectDesc, &guiSliderBar ) ) return; }
void LoadChatLogSliderBar( void ) { // this function will load the message slider bar VOBJECT_DESC VObjectDesc; VObjectDesc.fCreateFlags=VOBJECT_CREATE_FROMFILE; FilenameForBPP( "INTERFACE\\map_screen_bottom_arrows.sti", VObjectDesc.ImageFile ); if( !AddVideoObject( &VObjectDesc, &guiChatSliderBar ) ) Assert(false); CreateChatLogMessageScrollBarRegion(); }
BOOLEAN LoadIMPSymbol( void ) { // this procedure will load the IMP main symbol into memory VOBJECT_DESC VObjectDesc; VObjectDesc.fCreateFlags=VOBJECT_CREATE_FROMFILE; GetMLGFilename( VObjectDesc.ImageFile, MLG_IMPSYMBOL ); CHECKF(AddVideoObject(&VObjectDesc, &guiIMPSYMBOL)); return (TRUE) ; }
BOOLEAN LoadAvgMercIndentFrame( void ) { // this procedure will load the activation indent into memory VOBJECT_DESC VObjectDesc; VObjectDesc.fCreateFlags=VOBJECT_CREATE_FROMFILE; FilenameForBPP("LAPTOP\\anaveragemercindent.sti", VObjectDesc.ImageFile); CHECKF(AddVideoObject(&VObjectDesc, &guiAVGMERCINDENT)); return (TRUE); }
BOOLEAN LoadSliderBar( void ) { // this procedure will load the activation indent into memory VOBJECT_DESC VObjectDesc; VObjectDesc.fCreateFlags=VOBJECT_CREATE_FROMFILE; FilenameForBPP("LAPTOP\\attributeslider.sti", VObjectDesc.ImageFile); CHECKF(AddVideoObject(&VObjectDesc, &guiSLIDERBAR)); return (TRUE); }
BOOLEAN LoadBeginIndent( void ) { // this procedure will load the indent main symbol into memory VOBJECT_DESC VObjectDesc; VObjectDesc.fCreateFlags=VOBJECT_CREATE_FROMFILE; FilenameForBPP("LAPTOP\\BeginScreenIndent.sti", VObjectDesc.ImageFile); CHECKF(AddVideoObject(&VObjectDesc, &guiBEGININDENT)); return (TRUE) ; }
BOOLEAN LoadCharacterPortrait( void ) { // this function will load the character's portrait, to be used on portrait button VOBJECT_DESC VObjectDesc; // load it VObjectDesc.fCreateFlags=VOBJECT_CREATE_FROMFILE; FilenameForBPP( pPlayerSelectedFaceFileNames[ iPortraitNumber ] , VObjectDesc.ImageFile); CHECKF(AddVideoObject(&VObjectDesc, &guiCHARACTERPORTRAIT)); return( TRUE ); }
BOOLEAN InitBriefingRoomEnterDefaults() { VOBJECT_DESC VObjectDesc; // load the Rust bacground graphic and add it VObjectDesc.fCreateFlags=VOBJECT_CREATE_FROMFILE; //FilenameForBPP("LAPTOP\\rustbackground.sti", VObjectDesc.ImageFile); FilenameForBPP("BriefingRoom\\background.sti", VObjectDesc.ImageFile); CHECKF(AddVideoObject(&VObjectDesc, &guiRustBriefingRoomEnterBackGround)); return(TRUE); }
BOOLEAN LoadNickNameIndent( void ) { // this procedure will load the activation indent into memory VOBJECT_DESC VObjectDesc; VObjectDesc.fCreateFlags=VOBJECT_CREATE_FROMFILE; FilenameForBPP("LAPTOP\\NickName.sti", VObjectDesc.ImageFile); CHECKF(AddVideoObject(&VObjectDesc, &guiNICKNAMEINDENT)); return (TRUE); }
BOOLEAN LoadMainIndentFrame( void ) { // this procedure will load the activation indent into memory VOBJECT_DESC VObjectDesc; VObjectDesc.fCreateFlags=VOBJECT_CREATE_FROMFILE; FilenameForBPP("LAPTOP\\mainprofilepageindent.sti", VObjectDesc.ImageFile); CHECKF(AddVideoObject(&VObjectDesc, &guiMAININDENT)); return (TRUE); }
BOOLEAN LoadLargeSilhouette( void ) { // this procedure will load the activation indent into memory VOBJECT_DESC VObjectDesc; VObjectDesc.fCreateFlags=VOBJECT_CREATE_FROMFILE; FilenameForBPP("LAPTOP\\largesilhouette.sti", VObjectDesc.ImageFile); CHECKF(AddVideoObject(&VObjectDesc, &guiLARGESILHOUETTE)); return (TRUE); }
BOOLEAN LoadButton1Image( void ) { // this procedure will load the activation indent into memory VOBJECT_DESC VObjectDesc; VObjectDesc.fCreateFlags=VOBJECT_CREATE_FROMFILE; FilenameForBPP("LAPTOP\\button_1.sti", VObjectDesc.ImageFile); CHECKF(AddVideoObject(&VObjectDesc, &guiBUTTON1IMAGE)); return (TRUE); }
BOOLEAN LoadQtnShort2IndentHighFrame( void ) { // this procedure will load the activation indent into memory VOBJECT_DESC VObjectDesc; VObjectDesc.fCreateFlags=VOBJECT_CREATE_FROMFILE; FilenameForBPP("LAPTOP\\shortindent2High.sti", VObjectDesc.ImageFile); CHECKF(AddVideoObject(&VObjectDesc, &guiSHORT2HINDENT)); return (TRUE); }
BOOLEAN LoadPortraitFrame( void ) { // this procedure will load the activation indent into memory VOBJECT_DESC VObjectDesc; VObjectDesc.fCreateFlags=VOBJECT_CREATE_FROMFILE; FilenameForBPP("LAPTOP\\Voice_PortraitFrame.sti", VObjectDesc.ImageFile); CHECKF(AddVideoObject(&VObjectDesc, &guiPORTRAITFRAME)); return (TRUE); }
BOOLEAN LoadAttributeFrame( void ) { // this procedure will load the activation indent into memory VOBJECT_DESC VObjectDesc; VObjectDesc.fCreateFlags=VOBJECT_CREATE_FROMFILE; FilenameForBPP("LAPTOP\\attributeframe.sti", VObjectDesc.ImageFile); CHECKF(AddVideoObject(&VObjectDesc, &guiATTRIBUTEFRAME)); return (TRUE); }
BOOLEAN InitAimHistoryMenuBar(void) { VOBJECT_DESC VObjectDesc; UINT16 i, usPosX; // load the Bottom Buttons graphic and add it VObjectDesc.fCreateFlags=VOBJECT_CREATE_FROMFILE; FilenameForBPP("LAPTOP\\BottomButton.sti", VObjectDesc.ImageFile); CHECKF(AddVideoObject(&VObjectDesc, &guiBottomButton)); VObjectDesc.fCreateFlags=VOBJECT_CREATE_FROMFILE; FilenameForBPP("LAPTOP\\BottomButton2.sti", VObjectDesc.ImageFile); CHECKF(AddVideoObject(&VObjectDesc, &guiBottomButton2)); guiHistoryMenuButtonImage = LoadButtonImage("LAPTOP\\BottomButtons2.sti", -1,0,-1,1,-1 ); usPosX = AIM_HISTORY_MENU_X; for(i=0; i<AIM_HISTORY_MENU_BUTTON_AMOUNT; i++) { // guiHistoryMenuButton[i] = QuickCreateButton(guiHistoryMenuButtonImage, usPosX, AIM_HISTORY_MENU_Y, // BUTTON_TOGGLE, MSYS_PRIORITY_HIGH, // DEFAULT_MOVE_CALLBACK, (GUI_CALLBACK)BtnHistoryMenuButtonCallback); // SetButtonCursor(guiHistoryMenuButton[i], CURSOR_WWW); // MSYS_SetBtnUserData( guiHistoryMenuButton[i], 0, i+1); guiHistoryMenuButton[i] = CreateIconAndTextButton( guiHistoryMenuButtonImage, AimHistoryText[i+AIM_HISTORY_PREVIOUS], FONT10ARIAL, AIM_BUTTON_ON_COLOR, DEFAULT_SHADOW, AIM_BUTTON_OFF_COLOR, DEFAULT_SHADOW, TEXT_CJUSTIFIED, usPosX, AIM_HISTORY_MENU_Y, BUTTON_TOGGLE, MSYS_PRIORITY_HIGH, DEFAULT_MOVE_CALLBACK, BtnHistoryMenuButtonCallback); SetButtonCursor(guiHistoryMenuButton[i], CURSOR_WWW); MSYS_SetBtnUserData( guiHistoryMenuButton[i], 0, i+1); usPosX += AIM_HISTORY_GAP_X; } return(TRUE); }
BOOLEAN InitSlider() { VOBJECT_DESC VObjectDesc; // load Slider Box Graphic graphic and add it VObjectDesc.fCreateFlags=VOBJECT_CREATE_FROMFILE; FilenameForBPP("INTERFACE\\SliderBox.sti", VObjectDesc.ImageFile); CHECKF(AddVideoObject(&VObjectDesc, &guiSliderBoxImage )); gfSliderInited = TRUE; return( TRUE ); }