26 #include "../client.h"
28 #include "../renderer/r_draw.h"
29 #include "../renderer/r_misc.h"
30 #include "../cl_video.h"
31 #include "../ui/ui_main.h"
32 #include "../ui/ui_timer.h"
60 static const float magicCoef = 0.351f;
76 int x, y, width, height;
103 int x, y, width, height;
107 filename =
va(
"%s_%i", mapName, level + 1);
108 R_ScreenShot(x - border, y - border, width + border * 2, height + border * 2, filename,
nullptr);
133 const int delay = 1000;
static void CL_BattlescapeRadarClose_f(void)
void Cmd_AddCommand(const char *cmdName, xcommand_t function, const char *desc)
Add a new command to the script interface.
const char * va(const char *format,...)
does a varargs printf into a temp buffer, so I don't need to have varargs versions of all text functi...
static void CL_BattlescapeRadarOpen_f(void)
void Cbuf_AddText(const char *format,...)
Adds command text at the end of the buffer.
uiTimer_t * UI_AllocTimer(uiNode_t *node, int firstDelay, timerCallback_t callback)
Allocate a new time for a node.
static void CL_BattlescapeRadarGenPreview_f(void)
static void CL_BattlescapeRadarGenerateAll(uiNode_t *node, uiTimer_t *timer)
int Cvar_GetInteger(const char *varName)
Returns the int value of a cvar.
void Cmd_ExecuteString(const char *text,...)
A complete command line has been parsed, so try to execute it.
uiNode_t * UI_PushWindow(const char *name, const char *parentName, linkedList_t *params)
Push a window onto the window stack.
void UI_CloseWindow(const char *name)
void UI_TimerRelease(uiTimer_t *timer)
Release the timer. It no more exists.
Battlescape radar header.
Atomic structure used to define most of the UI.
void R_ScreenShot(int x, int y, int width, int height, const char *filename, const char *ext)
void CL_BattlescapeRadarInit(void)
static void CL_BattlescapeRadarGenerate_f(void)
Take a screen shot of the map with the position of the radar.
static void CL_BattlescapeRadarGenerateAllRelease_f(void)
const char * Cvar_GetString(const char *varName)
Returns the value of cvar as string.
static void CL_BattlescapeRadarMapInFrameBuffer(int *x, int *y, int *width, int *height)
void Cvar_SetValue(const char *varName, float value)
Expands value to a string and calls Cvar_Set.
static void CL_BattlescapeRadarGenerateAll_f(void)
Take all screenshots from lower to upper map level. Use a timer to delay each capture.
void UI_TimerStart(uiTimer_t *timer)
Restart a timer.
static const char * mapName
void UI_ExecuteConfunc(const char *fmt,...)
Executes confunc - just to identify those confuncs in the code - in this frame.