ref: 655efea65ce66230dd62ce1a9bfcec22ba276f35
dir: /Engine/src/display.h/
/* * "Build Engine & Tools" Copyright (c) 1993-1997 Ken Silverman * Ken Silverman's official web site: "http://www.advsys.net/ken" * See the included license file "BUILDLIC.TXT" for license info. * This file IS NOT A PART OF Ken Silverman's original release */ #ifndef _INCLUDE_DISPLAY_H_ #define _INCLUDE_DISPLAY_H_ #include "platform.h" #if (defined PLATFORM_SUPPORTS_SDL) #include "SDL.h" /* environment variables names... */ /* These are only honored by the SDL driver. */ #define BUILD_NOMOUSEGRAB "BUILD_NOMOUSEGRAB" #define BUILD_WINDOWED "BUILD_WINDOWED" #define BUILD_SDLDEBUG "BUILD_SDLDEBUG" #define BUILD_RENDERER "BUILD_RENDERER" #define BUILD_GLLIBRARY "BUILD_GLLIBRARY" #define BUILD_USERSCREENRES "BUILD_USERSCREENRES" #define BUILD_MAXSCREENRES "BUILD_MAXSCREENRES" #define BUILD_HALLOFMIRRORS "BUILD_HALLOFMIRRORS" #define BUILD_GLDUMP "BUILD_GLDUMP" #define BUILD_SDLJOYSTICK "BUILD_SDLJOYSTICK" /* This part sucks. */ #if (defined __WATCOMC__) #pragma aux (__cdecl) SDL_Init; #pragma aux (__cdecl) SDL_PumpEvents; #pragma aux (__cdecl) SDL_PollEvent; #pragma aux (__cdecl) SDL_GetMouseState; #pragma aux (__cdecl) SDL_WM_GrabInput; #pragma aux (__cdecl) SDL_GetError; #pragma aux (__cdecl) SDL_SetEventFilter; #pragma aux (__cdecl) SDL_WM_SetCaption; #pragma aux (__cdecl) SDL_ClearError; #pragma aux (__cdecl) SDL_SetVideoMode; #pragma aux (__cdecl) SDL_ClearError; #pragma aux (__cdecl) SDL_Quit; #pragma aux (__cdecl) SDL_QuitSubSystem; #pragma aux (__cdecl) SDL_GetTicks; #pragma aux (__cdecl) SDL_GetVideoInfo; #pragma aux (__cdecl) SDL_ListModes; #pragma aux (__cdecl) SDL_SetColors; #pragma aux (__cdecl) SDL_ShowCursor; #pragma aux (__cdecl) SDL_LockSurface; #pragma aux (__cdecl) SDL_UnlockSurface; #pragma aux (__cdecl) SDL_FillRect; #pragma aux (__cdecl) SDL_Delay; #pragma aux (__cdecl) SDL_AddTimer; #pragma aux (__cdecl) SDL_RemoveTimer; #pragma aux (__cdecl) SDL_Flip; #pragma aux (__cdecl) SDL_UpdateRect; #pragma aux (__cdecl) SDL_GetVideoSurface; #pragma aux (__cdecl) SDL_VideoDriverName; #pragma aux (__cdecl) SDL_SetPalette; #pragma aux (__cdecl) SDL_VideoModeOK; #pragma aux (__cdecl) SDL_GetClipRect; #pragma aux (__cdecl) SDL_SetClipRect; #pragma aux (__cdecl) SDL_WM_ToggleFullScreen; #pragma aux (__cdecl) SDL_Linked_Version; #endif /* defined __WATCOMC__ */ #endif /* defined PLATFORM_SUPPORTS_SDL */ /* set these in your _platform_init() implementation. */ extern int _argc; extern char **_argv; /* !!! gads, look at all the namespace polution... */ extern long xres, yres, bytesperline, imageSize, maxpages; extern char *screen, vesachecked; extern long buffermode, origbuffermode, linearmode; extern char permanentupdate, vgacompatible; extern char moustat; extern long *horizlookup, *horizlookup2, horizycent; extern long oxdimen, oviewingrange, oxyaspect; extern long curbrightness; extern long qsetmode; extern long frameplace, frameoffset, pageoffset, ydim16; extern char textfont[1024], smalltextfont[1024]; extern char pow2char[8]; extern volatile long stereomode, visualpage, activepage, whiteband, blackband; extern long searchx, searchy; extern long wx1, wy1, wx2, wy2, ydimen; extern long xdimen, xdimenrecip, halfxdimen, xdimenscale, xdimscale; /* * !!! used to be static. If we ever put the original setgamemode() back, this * !!! can be made static again. --ryan. * !!! (Actually, most of these extern declarations used to be static...rcg.) */ extern unsigned char permanentlock; // defined in the game project: extern long BFullScreen; // defined in Game\src\config.c extern long ScreenMode; /* these need to be implemented by YOUR driver. */ void _platform_init(int argc, char **argv, const char *title, const char *icon); void _idle(void); void _handle_events(void); void *_getVideoBase(void); void initkeys(void); void uninitkeys(void); void _nextpage(void); void _uninitengine(void); void _joystick_init(void); void _joystick_deinit(void); int _joystick_update(void); int _joystick_axis(int axis); int _joystick_hat(int hat); int _joystick_button(int button); /* * VESA replacement code: The Unix (not-actually-VESA) version of this is * originally using SDL (Simple Directmedia Layer: http://www.libsdl.org/), * and is stored in sdl_driver.c, but there's no reason another driver * couldn't be dropped in, so long as it implements these functions. Please * reference sdl_driver.c and ves2.h (the original code) for all the nuances * and global variables that need to get set up correctly. */ void getvalidvesamodes(void); int VBE_getPalette(long start, long num, char *dapal); int VBE_setPalette(long start, long num, char *palettebuffer); int setvesa(long x, long y); void uninitvesa(void); void setvmode(int mode); unsigned char readpixel(long offset); void drawpixel(long offset, Uint8 pixel); void drawpixels(long offset, Uint16 pixels); void drawpixelses(long offset, Uint32 pixelses); void drawpixel16(long offset); void fillscreen16 (long input1, long input2, long input3); void limitrate(void); void setactivepage(long dapagenum); void clear2dscreen(void); void _updateScreenRect(long x, long y, long w, long h); /* mouse/keystuff stuff. Also implemented in sdl_driver.c ... */ int setupmouse(void); void readmousexy(short *x, short *y); void readmousebstatus(short *bstatus); void __interrupt __far keyhandler(void); unsigned char _readlastkeyhit(void); /* timer krap. */ int inittimer(int); void uninittimer(void); /* this is implemented in the game, and your driver calls it. */ void __interrupt __far timerhandler(void); /* resolution inits. sdl_driver.c ... */ int _setgamemode(char davidoption, long daxdim, long daydim); unsigned long getticks(); void drawline16(long XStart, long YStart, long XEnd, long YEnd, char Color); void setcolor16(int i1); int using_opengl(void); #endif /* _INCLUDE_DISPLAY_H_ */ /* end of display.h ... */