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/**************************************************************************** |
* |
* MegaGraph Graphics Library |
* |
* Copyright (C) 1996 SciTech Software. |
* All rights reserved. |
* |
* Filename: $Workfile: mglwin.h $ |
* Version: $Revision: 1.14 $ |
* |
* Language: ANSI C |
* Environment: IBM PC (MS DOS) |
* |
* Description: Header file for the MGLWIN bindings for MS Windows using |
* WinG in a window and WinDirect for full screen. The MGLWIN |
* binding only targets Win32 applications, so cannot be used |
* for 16 bit Windows development. |
* |
* $Date: 14 Mar 1997 16:09:34 $ $Author: KendallB $ |
* |
****************************************************************************/ |
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#ifndef __MGLWIN_H |
#define __MGLWIN_H |
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#ifndef MGLWIN |
#define MGLWIN |
#endif |
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/*---------------------- Macros and type definitions ----------------------*/ |
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typedef HWND MGL_HWND; |
typedef HDC MGL_HDC; |
typedef HINSTANCE MGL_HINSTANCE; |
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/*------------------------- Function Prototypes ---------------------------*/ |
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#ifdef __cplusplus |
extern "C" { /* Use "C" linkage when in C++ mode */ |
#endif |
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/* Initialise the MGL for fullscreen output */ |
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bool MGLAPI MGL_init(m_int *driver,m_int *mode,const char *mglpath); |
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/* Initialise the MGL just for Windowed output, not full screen */ |
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bool MGLAPI MGL_initWindowed(const char *mglpath); |
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/* Function to register a fullscreen window with the MGL. If you wish |
* for the MGL to use your own window for fullscreen modes, you can |
* register it with this function. Note that when the MGL goes into |
* fullscreen modes, the attributes, size and position of the window are |
* modified to make it into a fullscreen Window necessary to cover the |
* entire desktop, and the state of the window will be restore to the original |
* format on return to normal GDI mode. |
* |
* Note that if you are using a common window for Windowed mode and fullscreen |
* modes of your application, you will need to ensure that certain messages |
* that you window normally handles in windowed modes are ignored when in |
* fullscreen modes. |
*/ |
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void MGLAPI MGL_registerFullScreenWindow(HWND hwndFullScreen); |
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/* Function to register a fullscreen event handling window procedure. |
* If you wish to do your own event handling, you can register your window |
* procedure with the MGL using this function and it will be called |
* when there are messages to be handled. You can still call the MGL_event() |
* functions even if you have registered an event handling procedure. |
*/ |
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void MGLAPI MGL_registerEventProc(WNDPROC userWndProc); |
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/* Change the active display mode. You must destroy all display device |
* contexts before calling this function, and re-create them again with |
* the new display mode. Does not affect any event handling hooks. |
*/ |
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bool MGLAPI MGL_changeDisplayMode(m_int mode); |
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/* Obtain the handle to the MGL fullscreen window when in fullscreen modes */ |
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MGL_HWND MGLAPI MGL_getFullScreenWindow(void); |
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/* Tell the MGL what your applications main window is */ |
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void MGLAPI MGL_setMainWindow(MGL_HWND hwnd); |
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/* Tell the MGL your applications instance handle (call before all funcs!) */ |
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void MGLAPI MGL_setAppInstance(MGL_HINSTANCE hInstApp); |
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/* Device context management */ |
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MGLDC * MGLAPI MGL_createDisplayDC(m_int numBuffers); |
MGLDC * MGLAPI MGL_createSrollingDC(m_int virtualX,m_int virtualY,m_int numBuffers); |
MGLDC * MGLAPI MGL_createOffscreenDC(void); |
MGLDC * MGLAPI MGL_createLinearOffscreenDC(void); |
MGLDC * MGLAPI MGL_createWindowedDC(MGL_HWND hwnd); |
MGLDC * MGLAPI MGL_createMemoryDC(m_int xSize,m_int ySize,m_int bitsPerPixel,pixel_format_t *pf); |
bool MGLAPI MGL_destroyDC(MGLDC *dc); |
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/* Get a Windows HDC for the MGL device context. You can use this returned |
* HDC to get GDI to draw to the device context surface, such as rendering |
* and using TrueType fonts with the MGL. If a Windows compatible HDC is not |
* available, this function will return NULL. |
*/ |
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HDC MGLAPI MGL_getWinDC(MGLDC *dc); |
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/* Associate a Window manager DC with the MGLDC for painting */ |
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bool MGLAPI MGL_setWinDC(MGLDC *dc,MGL_HDC hdc); |
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/* Activate the WindowDC's palette */ |
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bool MGLAPI MGL_activatePalette(MGLDC *dc,bool unrealize); |
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/* Let the MGL know when your application is being activated or deactivated. |
* This function only needs to be called when running in Windowed modes and |
* you have set the system palette to SYSPAL_NOSTATIC mode, to ensure |
* that the MGL can properly re-map your application palette when your |
* app is not active and allow Windows to re-map your bitmap colors on the |
* fly. This function should be passed a pointer to the currently active |
* MGL Windowed DC and a flag to indicate whether the app is in the background |
* or not. |
*/ |
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void MGLAPI MGL_appActivate(MGLDC *winDC,bool active); |
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/* Generic helper functions */ |
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ulong MGLAPI MGL_getTicks(void); |
ulong MGLAPI MGL_getTickResolution(void); |
void MGLAPI MGL_delay(m_int millseconds); |
void MGLAPI MGL_beep(m_int freq,m_int milliseconds); |
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/* Fullscreen specific routines */ |
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void MGLAPI MGL_setPaletteSnowLevel(MGLDC *dc,m_int level); |
m_int MGLAPI MGL_getPaletteSnowLevel(MGLDC *dc); |
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/* Determine if a specific scancode'ed key is held down (PC specific) */ |
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bool MGLAPI EVT_isKeyDown(uchar scanCode); |
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#ifdef __cplusplus |
} /* End of "C" linkage for C++ */ |
#endif |
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#endif /* __MGLWIN_H */ |