quake/QW/scitech/include/mglwin.h
1999-12-21 00:00:00 +00:00

152 lines
5.4 KiB
C

/****************************************************************************
*
* 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 $
*
****************************************************************************/
#ifndef __MGLWIN_H
#define __MGLWIN_H
#ifndef MGLWIN
#define MGLWIN
#endif
/*---------------------- Macros and type definitions ----------------------*/
typedef HWND MGL_HWND;
typedef HDC MGL_HDC;
typedef HINSTANCE MGL_HINSTANCE;
/*------------------------- Function Prototypes ---------------------------*/
#ifdef __cplusplus
extern "C" { /* Use "C" linkage when in C++ mode */
#endif
/* Initialise the MGL for fullscreen output */
bool MGLAPI MGL_init(m_int *driver,m_int *mode,const char *mglpath);
/* Initialise the MGL just for Windowed output, not full screen */
bool MGLAPI MGL_initWindowed(const char *mglpath);
/* 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.
*/
void MGLAPI MGL_registerFullScreenWindow(HWND hwndFullScreen);
/* 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.
*/
void MGLAPI MGL_registerEventProc(WNDPROC userWndProc);
/* 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.
*/
bool MGLAPI MGL_changeDisplayMode(m_int mode);
/* Obtain the handle to the MGL fullscreen window when in fullscreen modes */
MGL_HWND MGLAPI MGL_getFullScreenWindow(void);
/* Tell the MGL what your applications main window is */
void MGLAPI MGL_setMainWindow(MGL_HWND hwnd);
/* Tell the MGL your applications instance handle (call before all funcs!) */
void MGLAPI MGL_setAppInstance(MGL_HINSTANCE hInstApp);
/* Device context management */
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);
/* 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.
*/
HDC MGLAPI MGL_getWinDC(MGLDC *dc);
/* Associate a Window manager DC with the MGLDC for painting */
bool MGLAPI MGL_setWinDC(MGLDC *dc,MGL_HDC hdc);
/* Activate the WindowDC's palette */
bool MGLAPI MGL_activatePalette(MGLDC *dc,bool unrealize);
/* 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.
*/
void MGLAPI MGL_appActivate(MGLDC *winDC,bool active);
/* Generic helper functions */
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);
/* Fullscreen specific routines */
void MGLAPI MGL_setPaletteSnowLevel(MGLDC *dc,m_int level);
m_int MGLAPI MGL_getPaletteSnowLevel(MGLDC *dc);
/* Determine if a specific scancode'ed key is held down (PC specific) */
bool MGLAPI EVT_isKeyDown(uchar scanCode);
#ifdef __cplusplus
} /* End of "C" linkage for C++ */
#endif
#endif /* __MGLWIN_H */