Client window types. More...
Client window types.
Ouput: it is param in Critter::ShowScreen.
Input: I – integer value answerI, S – string value answerS in 'answer_' function.
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 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.