Defines

Show screen modes
[Defines]

Client window types. More...


Detailed Description

Client window types.

Ouput: it is param in Critter::ShowScreen.

Input: I – integer value answerI, S – string value answerS in 'answer_' function.

See also:
Critter::ShowScreen

Defines

#define SCREEN_CLOSE   (0)
 Close top window.
#define SCREEN_TIMER   (1)
 Timer box.
#define SCREEN_DIALOGBOX   (2)
 Dialog box.
#define SCREEN_SKILLBOX   (3)
 Skill box.
#define SCREEN_BAG   (4)
 Bag box.
#define SCREEN_SAY   (5)
 Say box.
#define SCREEN_ELEVATOR   (6)
 Elevator.
#define SCREEN_INVENTORY   (7)
 Inventory.
#define SCREEN_CHARACTER   (8)
 Character.
#define SCREEN_FIXBOY   (9)
 Fix-boy.
#define SCREEN_PIPBOY   (10)
 Pip-boy.
#define SCREEN_MINIMAP   (11)
 Mini-map.

Define Documentation

#define SCREEN_CLOSE   (0)

Close top window.

#define SCREEN_TIMER   (1)

Timer box.

Output: picture index in INVEN.LST.

Input I: time in game minutes (1..599).

#define SCREEN_DIALOGBOX   (2)

Dialog box.

Output: buttons count - 0..20 (exit button added automatically).

Input I: Choosed button - 0..19.

#define SCREEN_SKILLBOX   (3)

Skill box.

Input I: selected skill.

#define SCREEN_BAG   (4)

Bag box.

Input I: id of selected item.

#define SCREEN_SAY   (5)

Say box.

Output: all symbols - 0 or only numbers - any other number.

Input S: typed string.

#define SCREEN_ELEVATOR   (6)

Elevator.

Output: look ELEVATOR_* macro.

Input I: Choosed level button.

#define SCREEN_INVENTORY   (7)

Inventory.

#define SCREEN_CHARACTER   (8)

Character.

#define SCREEN_FIXBOY   (9)

Fix-boy.

#define SCREEN_PIPBOY   (10)

Pip-boy.

#define SCREEN_MINIMAP   (11)

Mini-map.