/**********************************************************************
This file is part of Crack dot Com's free source code release of
Golgotha.
for
information about compiling & licensing issues visit this URL
If that doesn't help, contact Jonathan Clark at
golgotha_source@usa.net (Subject should have "GOLG" in it)
***********************************************************************/
#ifndef MAP_VIEW_HH
#define MAP_VIEW_HH
#include "arch.hh"
#include "math/vector.hh"
class i4_parent_window_class;
enum
{
G1_RADAR_CLICK_HOLDS_VIEW =1,
G1_RADAR_DRAW_ALL_PATHS =2,
G1_RADAR_DRAW_UNHIDDEN_PATHS =4,
G1_RADAR_USE_DIRTIES =8,
G1_RADAR_CLICK_SELECTS_PATH =16,
G1_RADAR_INTERLACED =32,
G1_RADAR_USE_ICONS =64
};
i4_parent_window_class *g1_create_radar_view(int max_w, int max_h, int flags);
// this will re-render and area of the radar map
void g1_radar_refresh(int game_x1, int game_y1, int game_x2, int game_y2);
// tell the radar where the view is, so we can show screen position
void g1_radar_looking_at(float x1, float y1, float x2, float y2);
// when the map is changed by the editor/or a new level, call this
void g1_radar_recalculate_backgrounds();
// callled when radar should redraw (probably once 1-per second)
void g1_radar_update();
void g1_unfog_radius(const i4_3d_vector &v, float r);
#endif