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76 lines
2.5 KiB
C
76 lines
2.5 KiB
C
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#ifndef __I_VIDEO__
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#define __I_VIDEO__
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#include "doomtype.h"
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#include "d_event.h"
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#ifdef __GNUG__
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#pragma interface
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#endif
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// Called by D_DoomMain,
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// determines the hardware configuration
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// and sets up the video mode
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void I_InitGraphics (void);
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void I_ShutdownGraphics(void);
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// Takes full 8 bit values.
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void I_SetPalette (byte* palette);
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void I_UpdateNoBlit (void);
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void I_FinishUpdate (void);
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// Wait for vertical retrace or pause a bit.
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void I_WaitVBL(int count);
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void I_ReadScreen (byte* scr);
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void I_BeginRead (void);
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void I_EndRead (void);
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void I_InitInput (void);
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void I_ShutdownInput( void ) ;
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void I_InputFrame( void );
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void I_UpdateControllerState(void);
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struct controller_t;
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int I_PollMouseInputEvents( controller_t * ) ;
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int I_ReturnMouseInputEvent( const int n, event_t* e);
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int I_PollJoystickInputEvents( controller_t * ) ;
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int I_ReturnJoystickInputEvent( const int n, event_t* e);
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void I_EndJoystickInputEvents( void );
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#endif
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