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|
/****************************************************************************
*
* MegaGraph Graphics Library
*
* Copyright (C) 1996 SciTech Software.
* All rights reserved.
*
* Filename: $Workfile: mgraph.h $
* Version: $Revision: 1.29 $
*
* Language: ANSI C
* Environment: IBM PC (MS DOS)
*
* Description: Header file for the MegaGraph Graphics Library. You can
* defined one of the following to specify which MGL API you
* wish to use.
*
* MGL_LITE - Compile for the MGL/Lite API
* MGL_PRO - Compile for the MGL/Pro API
* MGL_FIX3D - Compile for the MGL/3D API (fixed point)
* MGL_FLT3D - Compile for the MGL/3D API (floating point)
*
* If you do not define any of these, MGL_FIX3D will be defined
* automatically for compatibility with older versions of the
* MGL.
*
* $Date: 11 Mar 1997 16:46:42 $ $Author: KendallB $
*
****************************************************************************/
#ifndef __MGRAPH_H
#define __MGRAPH_H
#include <stdio.h>
#ifndef __DEBUG_H
#include "debug.h"
#endif
#if !defined(MGL_LITE) && !defined(MGL_PRO) && !defined(MGL_FIX3D) \
&& !defined(MGL_FLT3D)
#define MGL_FIX3D
#endif
#if defined(MGL_FIX3D) || defined(MGL_FLT3D)
#define MGL_3D
#endif
/*---------------------- Macros and type definitions ----------------------*/
#pragma pack(1) /* Pack structures to byte granularity */
/* Define the version number for the MGL release */
#define MGL_VERSION_STR "3.1"
/* Define the calling conventions for all public MGL functions. If we
* are compiling the MGL as a DLL, then all public functions are compiled
* and exported with standard C calling conventions, otherwise we use
* the default calling conventions provided by the compiler.
*
* Note that because Watcom C++ uses register based parameter passing
* by default we also provide special DLL's for watcom that are compiled
* with register parameter passing. This is necessary to work with all
* the extra libraries provided as they are all compiled to call MGL
* functions with arguments in registers whenever possible. You can still
* use the standard DLL but if you do you will need to re-compile all
* of the extra libraries with the MGL_DLL #define to change the calling
* conventions for the MGL functions.
*/
#if defined(MGL_DLL)
#define MGLAPI _EXPORT __cdecl
#else
#define MGLAPI _EXPORT _PUBAPI
#endif
#define ASMAPI _EXPORT __cdecl
/* Define a type for integers used in the library. For most environments
* we simply define it as a normal integer (16 or 32 bits), however for
* 16 bit Windows it is defined as a 32 bit integer as all the real code
* lives in a 32 bit DLL that uses 32 bit integers.
*/
#ifndef __M_INT_DEFINED
#if defined(__WINDOWS16__)
typedef long m_int;
typedef unsigned long m_uint;
#else
typedef int m_int;
typedef unsigned int m_uint;
#endif
#define __M_INT_DEFINED
#endif
/* Define the graphics subsystems available */
typedef enum {
grDETECT = -1, /* Auto detect the graphics subsystem */
grNONE = 0, /* No graphics hardware detected */
grVGA, /* Standard VGA */
grVESA, /* VESA VBE compliant SuperVGA */
grSVGA, /* Unaccelerated SuperVGA */
grACCEL, /* Accelerated SuperVGA */
grDDRAW, /* Unaccelerated DirectDraw */
grDDRAWACCEL, /* Accelerated DirectDraw */
grDDRAW3D, /* 3D Accelerated DirectDraw */
grMAXDRIVER, /* Maximum driver number */
} MGL_driverType;
/* Graphics modes supported - the only video modes supported by this
* graphics library are those that support at least 16 colors per pixel.
*/
typedef enum {
/* 16 color VGA video modes */
grVGA_320x200x16,
grVGA_640x200x16,
grVGA_640x350x16,
grVGA_640x400x16,
grVGA_640x480x16,
grSVGA_800x600x16,
/* 256 color VGA ModeX video modes */
grVGAX_320x200x256,
grVGAX_320x240x256,
grVGAX_320x400x256,
grVGAX_320x480x256,
/* 256 color VGA video modes */
grVGA_320x200x256,
/* 256 color VGA/SuperVGA video modes */
grSVGA_320x200x256,
grSVGA_320x240x256,
grSVGA_320x400x256,
grSVGA_320x480x256,
grSVGA_400x300x256,
grSVGA_512x384x256,
grSVGA_640x350x256,
grSVGA_640x400x256,
grSVGA_640x480x256,
grSVGA_800x600x256,
grSVGA_1024x768x256,
grSVGA_1152x864x256,
grSVGA_1280x960x256,
grSVGA_1280x1024x256,
grSVGA_1600x1200x256,
/* 32,768 color Super VGA video modes */
grSVGA_320x200x32k,
grSVGA_320x240x32k,
grSVGA_320x400x32k,
grSVGA_320x480x32k,
grSVGA_400x300x32k,
grSVGA_512x384x32k,
grSVGA_640x350x32k,
grSVGA_640x400x32k,
grSVGA_640x480x32k,
grSVGA_800x600x32k,
grSVGA_1024x768x32k,
grSVGA_1152x864x32k,
grSVGA_1280x960x32k,
grSVGA_1280x1024x32k,
grSVGA_1600x1200x32k,
/* 65,536 color Super VGA video modes */
grSVGA_320x200x64k,
grSVGA_320x240x64k,
grSVGA_320x400x64k,
grSVGA_320x480x64k,
grSVGA_400x300x64k,
grSVGA_512x384x64k,
grSVGA_640x350x64k,
grSVGA_640x400x64k,
grSVGA_640x480x64k,
grSVGA_800x600x64k,
grSVGA_1024x768x64k,
grSVGA_1152x864x64k,
grSVGA_1280x960x64k,
grSVGA_1280x1024x64k,
grSVGA_1600x1200x64k,
/* 16 million color, 24 bits per pixel Super VGA video modes */
grSVGA_320x200x16m,
grSVGA_320x240x16m,
grSVGA_320x400x16m,
grSVGA_320x480x16m,
grSVGA_400x300x16m,
grSVGA_512x384x16m,
grSVGA_640x350x16m,
grSVGA_640x400x16m,
grSVGA_640x480x16m,
grSVGA_800x600x16m,
grSVGA_1024x768x16m,
grSVGA_1152x864x16m,
grSVGA_1280x960x16m,
grSVGA_1280x1024x16m,
grSVGA_1600x1200x16m,
/* 16 million color, 32 bits per pixel Super VGA video modes */
grSVGA_320x200x4G,
grSVGA_320x240x4G,
grSVGA_320x400x4G,
grSVGA_320x480x4G,
grSVGA_400x300x4G,
grSVGA_512x384x4G,
grSVGA_640x350x4G,
grSVGA_640x400x4G,
grSVGA_640x480x4G,
grSVGA_800x600x4G,
grSVGA_1024x768x4G,
grSVGA_1152x864x4G,
grSVGA_1280x960x4G,
grSVGA_1280x1024x4G,
grSVGA_1600x1200x4G,
/* Render into Windowing System DC (Windows, OS/2 PM, X11) */
grWINDOWED,
grMAXMODE, /* Maximum mode number */
} MGL_modeType;
/* MGL_result() error codes */
typedef enum {
grOK = 0, /* No error */
grNoInit = -1, /* Graphics driver has not been installed */
grNotDetected = -2, /* Graphics hardware was not detected */
grDriverNotFound= -3, /* Graphics driver file not found */
grBadDriver = -4, /* File loaded was not a graphics driver */
grLoadMem = -5, /* Not enough memory to load graphics driver*/
grInvalidMode = -6, /* Invalid graphics mode for selected driver*/
grError = -8, /* General graphics error */
grInvalidName = -9, /* Invalid driver name */
grNoMem = -10, /* Not enough memory to perform operation */
grNoModeSupport = -11, /* Select video mode not supported by hard. */
grInvalidFont = -12, /* Invalid font data */
grBadFontFile = -13, /* File loaded was not a font file */
grFontNotFound = -14, /* Font file was not found */
grOldDriver = -15, /* Driver file is an old version */
grInvalidDevice = -16, /* Invalid device for selected operation */
grInvalidDC = -17, /* Invalid device context */
grInvalidCursor = -18, /* Invalid cursor file */
grCursorNotFound= -19, /* Cursor file was not found */
grInvalidIcon = -20, /* Invalid icon file */
grIconNotFound = -21, /* Icon file was not found */
grInvalidBitmap = -22, /* Invalid bitmap file */
grBitmapNotFound= -23, /* Bitmap file was not found */
grZbufferTooBig = -24, /* Zbuffer allocation is too large */
grNewFontFile = -25, /* Only Windows 2.x font files supported */
grNoDoubleBuff = -26, /* Double buffering is not available */
grNoHardwareBlt = -28, /* No hardware bitBlt for OffscreenDC */
grNoOffscreenMem= -29, /* No available offscreen memory */
grInvalidPF = -30, /* Invalid pixel format for memory DC */
grLastError = -31, /* Last error number in list */
} MGL_errorType;
#define MGL_CLIPON true
#define MGL_CLIPOFF false
/* Color mapped modes */
typedef enum {
MGL_CMAP_MODE, /* Normal Color mapped mode */
MGL_DITHER_RGB_MODE, /* 24 bit RGB halftone dithered */
} MGL_colorModes;
/* Standard colors - this is the standard set of colors for the IBM PC. The
* default palette will have been programmed to contain these values when a
* graphics modes is started. If the palette has been changed, they will
* not correspond to the actual colors on the screen. Under a Windowing
* manage environment these colors will also not be setup by default.
*/
enum MGL_COLORS {
MGL_BLACK, /* dark colors */
MGL_BLUE,
MGL_GREEN,
MGL_CYAN,
MGL_RED,
MGL_MAGENTA,
MGL_BROWN,
MGL_LIGHTGRAY,
MGL_DARKGRAY, /* light colors */
MGL_LIGHTBLUE,
MGL_LIGHTGREEN,
MGL_LIGHTCYAN,
MGL_LIGHTRED,
MGL_LIGHTMAGENTA,
MGL_YELLOW,
MGL_WHITE,
};
/* Windows standard color indices for 256 color bitmaps. 8,9,246,247 are
* reserved and you should not count on these colors always being the
* same. For 16 color bitmaps, colors 248-255 map to colors 8-15.
*/
enum MGL_WIN_COLORS {
MGL_WIN_BLACK = 0,
MGL_WIN_DARKRED = 1,
MGL_WIN_DARKGREEN = 2,
MGL_WIN_DARKYELLOW = 3,
MGL_WIN_DARKBLUE = 4,
MGL_WIN_DARKMAGENTA = 5,
MGL_WIN_DARKCYAN = 6,
MGL_WIN_LIGHTGRAY = 7,
MGL_WIN_TURQUOISE = 8, /* Reserved; dont count on this */
MGL_WIN_SKYBLUE = 9, /* Reserved; dont count on this */
MGL_WIN_CREAM = 246, /* Reserved; dont count on this */
MGL_WIN_MEDIUMGRAY = 247, /* Reserved; dont count on this */
MGL_WIN_DARKGRAY = 248,
MGL_WIN_LIGHTRED = 249,
MGL_WIN_LIGHTGREEN = 250,
MGL_WIN_LIGHTYELLOW = 251,
MGL_WIN_LIGHTBLUE = 252,
MGL_WIN_LIGHTMAGENTA = 253,
MGL_WIN_LIGHTCYAN = 254,
MGL_WIN_WHITE = 255,
};
typedef enum {
MGL_MARKER_SQUARE,
MGL_MARKER_CIRCLE,
MGL_MARKER_X,
} MGL_markerStyleType;
typedef enum { /* Write mode operators */
MGL_REPLACE_MODE, /* Replace mode */
MGL_AND_MODE, /* AND mode */
MGL_OR_MODE, /* OR mode */
MGL_XOR_MODE, /* XOR mode */
} MGL_writeModeType;
typedef enum {
MGL_BITMAP_SOLID,
MGL_BITMAP_OPAQUE,
MGL_BITMAP_TRANSPARENT,
MGL_PIXMAP,
} MGL_fillStyleType;
typedef enum {
MGL_LINE_PENSTYLE, /* Line drawn in current pen style */
MGL_LINE_STIPPLE, /* Line drawn with current stipple */
} MGL_lineStyleType;
typedef enum {
MGL_CONVEX_POLYGON, /* Monotone vertical polygon */
MGL_COMPLEX_POLYGON, /* Non-Simple polygons */
MGL_AUTO_POLYGON, /* Auto detect the polygon type */
} MGL_polygonType;
/* Text manipulation defines */
typedef enum {
MGL_LEFT_TEXT = 0, /* Justify from left */
MGL_TOP_TEXT = 0, /* Justify from top */
MGL_CENTER_TEXT = 1, /* Center the text */
MGL_RIGHT_TEXT = 2, /* Justify from right */
MGL_BOTTOM_TEXT = 2, /* Justify from bottom */
MGL_BASELINE_TEXT = 3, /* Justify from the baseline */
} MGL_textJustType;
typedef enum {
MGL_LEFT_DIR = 0, /* Text goes to left */
MGL_UP_DIR = 1, /* Text goes up */
MGL_RIGHT_DIR = 2, /* Text goes right */
MGL_DOWN_DIR = 3, /* Text goes down */
} MGL_textDirType;
/* Font types */
typedef enum {
MGL_VECTORFONT = 1, /* Vector font */
MGL_FIXEDFONT, /* Fixed width bitmap font */
MGL_PROPFONT, /* Proportional width bitmap font */
} MGL_fontType;
/* Palette rotation directions */
typedef enum {
MGL_ROTATE_UP, /* Rotate the palette values up */
MGL_ROTATE_DOWN, /* Rotate the palette values down */
} MGL_palRotateType;
/* Border drawing routine styles */
typedef enum {
MGL_BDR_INSET, /* Interior is inset into screen */
MGL_BDR_OUTSET, /* Interior is outset from screen */
MGL_BDR_OUTLINE, /* Border is 3d outline */
} MGL_bdrStyleType;
/* Standard display driver names */
#define MGL_VGA4NAME "VGA4.DRV" /* Standard VGA drivers */
#define MGL_VGA8NAME "VGA8.DRV"
#define MGL_VGAXNAME "VGAX.DRV"
#define MGL_SVGA4NAME "SVGA4.DRV" /* Generic SuperVGA drivers */
#define MGL_SVGA8NAME "SVGA8.DRV"
#define MGL_SVGA16NAME "SVGA16.DRV"
#define MGL_SVGA24NAME "SVGA24.DRV"
#define MGL_SVGA32NAME "SVGA32.DRV"
#define MGL_LINEAR8NAME "LINEAR8.DRV" /* Linear framebuffer drivers */
#define MGL_LINEAR16NAME "LINEAR16.DRV"
#define MGL_LINEAR24NAME "LINEAR24.DRV"
#define MGL_LINEAR32NAME "LINEAR32.DRV"
#define MGL_ACCEL8NAME "ACCEL8.DRV" /* VBE/AF Accelerated drivers */
#define MGL_ACCEL16NAME "ACCEL16.DRV"
#define MGL_ACCEL24NAME "ACCEL24.DRV"
#define MGL_ACCEL32NAME "ACCEL32.DRV"
#define MGL_DDRAW8NAME "DDRAW8.DRV" /* DirectDraw drivers */
#define MGL_DDRAW16NAME "DDRAW16.DRV"
#define MGL_DDRAW24NAME "DDRAW24.DRV"
#define MGL_DDRAW32NAME "DDRAW32.DRV"
/* Standard memory driver names */
#define MGL_PACKED1NAME "PACK1.DRV"
#define MGL_PACKED4NAME "PACK4.DRV"
#define MGL_PACKED8NAME "PACK8.DRV"
#define MGL_PACKED16NAME "PACK16.DRV"
#define MGL_PACKED24NAME "PACK24.DRV"
#define MGL_PACKED32NAME "PACK32.DRV"
/* Standard bitmap names */
#define MGL_EMPTY_FILL _MGL_getEmptyPat()
#define MGL_GRAY_FILL _MGL_getGrayPat()
#define MGL_SOLID_FILL _MGL_getSolidPat()
/* Event message masks for keyDown events */
#define EVT_ASCIIMASK 0x00FF /* Ascii code of key pressed */
#define EVT_SCANMASK 0xFF00 /* Scan code of key pressed */
#define EVT_COUNTMASK 0x7FFF0000L /* Count for KEYREPEAT's */
#define EVT_asciiCode(m) ( (uchar) (m & EVT_ASCIIMASK) )
#define EVT_scanCode(m) ( (uchar) ( (m & EVT_SCANMASK) >> 8 ) )
#define EVT_repeatCount(m) ( (short) ( (m & EVT_COUNTMASK) >> 16 ) )
/* Event message masks for mouse events */
#define EVT_LEFTBMASK 0x0001 /* Left button is bit 0 */
#define EVT_RIGHTBMASK 0x0004 /* Right button is bit 1 */
#define EVT_BOTHBMASK 0x0005 /* Both left and right together */
#define EVT_ALLBMASK 0x0005 /* All buttons pressed */
/* Modifier masks */
#define EVT_LEFTBUT 0x0001 /* Set if left button was down */
#define EVT_RIGHTBUT 0x0002 /* Set if right button was down */
#define EVT_RIGHTSHIFT 0x0008 /* Set if right shift down */
#define EVT_LEFTSHIFT 0x0010 /* Set if left shift down */
#define EVT_CTRLSTATE 0x0020 /* Set if ctrl key down */
#define EVT_ALTSTATE 0x0040 /* Set if alt key down */
#define EVT_LEFTCTRL 0x0080 /* Set if left ctrl key down */
#define EVT_LEFTALT 0x0100 /* Set if left alt key down */
#define EVT_SHIFTKEY 0x0018 /* Any shift key */
/* Event codes */
#define EVT_NULLEVT 0x0000 /* A null event */
#define EVT_KEYDOWN 0x0001 /* Key down event */
#define EVT_KEYREPEAT 0x0002 /* Key repeat event */
#define EVT_KEYUP 0x0004 /* Key up event */
#define EVT_MOUSEDOWN 0x0008 /* Mouse down event */
#define EVT_MOUSEUP 0x0010 /* Mouse up event */
#define EVT_MOUSEMOVE 0x0020 /* Mouse movement event */
#define EVT_TIMERTICK 0x0040 /* Timer tick event */
#define EVT_USEREVT 0x0080 /* First user event */
/* Event code masks */
#define EVT_KEYEVT (EVT_KEYDOWN | EVT_KEYREPEAT | EVT_KEYUP)
#define EVT_MOUSEEVT (EVT_MOUSEDOWN | EVT_MOUSEUP | EVT_MOUSEMOVE)
#define EVT_MOUSECLICK (EVT_MOUSEDOWN | EVT_MOUSEUP)
#define EVT_EVERYEVT 0xFFFF
/* Suspend Application callback type codes. This callback is called
* when the user presses one of the corresponding keys indicating that
* they wish to change the active application. The MGL will catch these
* events and if you have registered a callback, will call the callback to
* save the state of the application so that it can be properly restored
* when the user switches back to your application. The MGL takes care of
* all the details about saving and restoring the state of the hardware,
* and all your application needs to do is save its own state so that you can
* re-draw the application screen upon re-activation.
*
* NOTE: Your application suspend callback may get called twice with the
* MGL_DEACTIVATE flag in order to test whether the switch should
* occur (under both DirectDraw and WinDirect fullscreen modes).
*
* NOTE: When your callback is called with the MGL_DEACTIVATE flag, you
* cannot assume that you have access to the display memory surfaces
* as they may have been lost by the time your callback has been called.
*/
#define MGL_DEACTIVATE 0x0001 /* Application losing active focus */
#define MGL_REACTIVATE 0x0002 /* Application regaining active focus */
/* Return codes from the suspend application callback. The normal value
* to be returned is MGL_SUSPEND_APP and this will cause the app to be
* suspended while back in GDI mode until the app is re-activated again
* by the user.
*
* MGL_NO_DEACTIVATE signals to WinDirect that the application does not want
* to allow switching to occur, and the switch request will be ignored and
* the app will remain in fullscreen mode.
*
* MGL_NO_SUSPEND_APP can be used to tell WinDirect to switch back to the
* desktop, but not to suspend the application. This must be used with
* care as the suspend application callback is then responsible for setting
* a flag in the application that will stop the application from doing any
* rendering to the framebuffer while the application is in GDI mode. This
* return value is useful for games that need to maintain network
* connectivity while the user has temporarily switched back to GDI mode.
*/
#define MGL_NO_DEACTIVATE 0 /* Dont allow app to be deactivated */
#define MGL_SUSPEND_APP 1 /* Suspend application until restored */
#define MGL_NO_SUSPEND_APP 2 /* Dont suspend, but allow switch */
/* Here we define the structures used to represent points and rectangles */
typedef struct {
m_int x,y;
} point_t;
typedef struct {
m_int left;
m_int top;
m_int right;
m_int bottom;
} rect_t;
/* All colors are represented as longs by the library. This allows
* code to work correctly with up to 24 bit color device drivers. The
* device drivers themselves expect the color to be a color index if in
* a color mapped mode, or a 15/16/24 bit RGB tuple in a hicolor or truecolor
* mode. You can use the appropriate routines to pack and unpack
* colors into the color_t format.
*/
typedef ulong color_t;
/* Define the value used to clear the software ZBuffer. The MGL always uses
* a > operator for the z compare, and the smallest value is 0.
*/
#define MGL_ZCLEARVAL 0
/* Structures for passing vertex information to polygon rendering routines.
* All fixed point coordinates are passed in 16.16 signed fixed point
* format, while zbuffer coordinates are passed in 4.28 signed fixed point
* format. The sign bit is used purely for overflow and arithmetic
* internally, and all user passed zbuffer values should be greater than
* 0. All shaded rendering routines either take a color index in 8.16 fixed
* point format (range 0-255.9) or separate RGB components in 8.16 fixed
* point format (range 0-255.9).
*/
#ifdef __FX_FIXED_H
#define fix32_t FXFixed
#else
typedef long fix32_t;
#endif
typedef fix32_t fxcolor_t;
typedef long zfix32_t;
typedef struct {
fix32_t x,y;
} fxpoint_t;
typedef struct {
fxcolor_t r,g,b;
} fxrgb_t;
typedef struct {
fix32_t w,s,t;
} fxtex_t;
typedef struct {
fxcolor_t c;
fxpoint_t p;
} fxpointc_t;
typedef struct {
fxrgb_t c;
fxpoint_t p;
} fxpointrgb_t;
typedef struct {
fxpoint_t p;
zfix32_t z;
} fxpointz_t;
typedef struct {
fxcolor_t c;
fxpoint_t p;
zfix32_t z;
} fxpointcz_t;
typedef struct {
fxrgb_t c;
fxpoint_t p;
zfix32_t z;
} fxpointrgbz_t;
/* Macros to convert between integer and 32 bit fixed point format */
#define MGL_FIX_1 0x10000L
#define MGL_FIX_2 0x20000L
#define MGL_FIX_HALF 0x08000L
#define MGL_TOFIX(i) ((long)(i) << 16)
#define MGL_FIXTOINT(f) ((m_int)((f) >> 16))
#define MGL_FIXROUND(f) ((m_int)(((f) + MGL_FIX_HALF) >> 16))
#define MGL_ZFIX_1 0x10000000L
#define MGL_ZFIX_HALF 0x08000000L
#define MGL_FIXTOZ(i) ((i) << 12)
#define MGL_ZTOFIX(i) ((i) >> 12)
#define MGL_TOZFIX(i) ((long)(i) << 28)
#define MGL_ZFIXTOINT(f) ((m_int)((f) >> 28))
#define MGL_ZFIXROUND(f) ((m_int)(((f) + MGL_ZFIX_HALF) >> 28))
/* Region structure */
#ifdef BUILD_MGL
struct _span_t;
typedef struct _span_t span_t;
#else
typedef void span_t;
#endif
typedef struct {
rect_t rect; /* Bounding rectangle for region */
span_t *spans; /* Start of span list for region */
} region_t;
/* Palette entry structure */
typedef struct {
uchar blue; /* Blue component of color */
uchar green; /* Green component of color */
uchar red; /* Blue component of color */
uchar alpha; /* Alpha or alignment byte */
} palette_t;
/* Maximum value for each palette entry component */
#define PALMAX 255 /* Max value for palette components */
/* Pixel format structure */
typedef struct {
uchar redMask,greenMask; /* Mask values for pixels */
uchar blueMask,rsvdMask;
m_int redPos,redAdjust; /* Red position and adjustment */
m_int greenPos,greenAdjust; /* Green position and adjustment */
m_int bluePos,blueAdjust; /* Blue position and adjustment */
m_int rsvdPos,rsvdAdjust; /* Reserved position and adjustment */
} pixel_format_t;
/* Structure to hold arc coordinate information */
typedef struct {
m_int x,y; /* Centre point of the arc */
m_int startX,startY; /* Starting point on arc */
m_int endX,endY; /* Ending point on arc */
} arc_coords_t;
/* Mouse cursor structure */
typedef struct {
ulong xorMask[32];
ulong andMask[32];
m_int xHotSpot;
m_int yHotSpot;
} cursor_t;
/* Bitmap structure - always packed pixel DIB format */
typedef struct {
m_int width; /* Width of bitmap in pixels */
m_int height; /* Height of bitmap in pixels */
m_int bitsPerPixel; /* Pixel width */
m_int bytesPerLine; /* Bytes per line value for surface */
uchar *surface; /* Pointer to bitmap surface */
palette_t *pal; /* Palette (NULL if not loaded) */
pixel_format_t *pf; /* Pixel format (NULL if none) */
/* ... palette, pixel format and bitmap data are store contiguously */
} bitmap_t;
/* Icon structure - can be 32x23, 64x64 or in fact any size */
typedef struct {
m_int byteWidth; /* Byte with for AND mask */
uchar *andMask; /* Hold punch mask for icon */
bitmap_t xorMask; /* XOR mask for the icon */
/* ... AND mask and bitmap structure are stored contiguously */
} icon_t;
/* Default cursor name */
#define MGL_DEF_CURSOR _MGL_getDefCursor()
/* Generic Font structure */
#define _MGL_FNAMESIZE 58
typedef struct {
char name[_MGL_FNAMESIZE];/* Name of the font */
short fontType; /* Type of font */
short maxWidth; /* Maximum character width */
short maxKern; /* Maximum character kern */
short fontWidth; /* Font width */
short fontHeight; /* Font height */
short ascent; /* Font ascent value */
short descent; /* Font descent value */
short leading; /* Font leading value */
} font_t;
/* Character and font metrics structure */
typedef struct {
m_int width; /* Width of character or font */
m_int fontWidth; /* Character width (tightest fit) */
m_int fontHeight; /* Height of the font */
m_int ascent; /* Ascent value */
m_int descent; /* Descent value */
m_int leading; /* Leading value */
m_int kern; /* Kern value */
} metrics_t;
/* Text settings structure */
typedef struct {
m_int horizJust; /* Horizontal justfication */
m_int vertJust; /* Vertical justification */
m_int dir; /* Text drawing direction */
m_int szNumerx; /* Text x size numerator */
m_int szNumery; /* Text y size numerator */
m_int szDenomx; /* Text x size denominator */
m_int szDenomy; /* Text y size denominator */
m_int spaceExtra; /* Space extra term */
font_t *font; /* Currently selected font */
} text_settings_t;
/* Macros to access the (left,top) and (right,bottom) points of a
* rectangle.
*/
#define MGL_leftTop(r) (((point_t *) &(r))[0])
#define MGL_rightBottom(r) (((point_t *) &(r))[1])
typedef uchar pattern_t[8];
typedef color_t pixpattern_t[8][8];
/* Attributes structure */
typedef struct {
color_t color; /* Foreground color */
color_t backColor; /* Background color */
m_int colorMode; /* Current color mode */
m_int markerSize; /* Size of markers in pixels */
m_int markerStyle; /* Style of markers */
color_t markerColor; /* Color to draw markers in */
color_t bdrBright; /* Border bright color */
color_t bdrDark; /* Border dark color */
point_t CP; /* Graphics pen position */
m_int writeMode; /* Scan conversion write mode op. */
m_int penStyle; /* Pen style */
m_int penHeight; /* Height of pen */
m_int penWidth; /* Width of pen */
pattern_t penPat; /* Pattern for pen */
pixpattern_t penPixPat; /* Pixmap pattern for pen */
m_int lineStyle; /* Line style */
ushort lineStipple; /* Line stipple */
m_uint stippleCount; /* Current line stipple count */
rect_t viewPort; /* Viewport dimensions */
point_t viewPortOrg; /* Logical viewport origin */
rect_t clipRect; /* Clipping rectangle dimensions */
m_int clip; /* Is clipping on? */
m_int polyType; /* Polygon drawing type */
text_settings_t ts; /* Text drawing attributes */
} attributes_t;
/* Mode specific format information. This structrure can be used by
* the device driver to build tables of values for all supported modes
*/
typedef struct {
m_int xRes; /* Device x resolution - 1 */
m_int yRes; /* Device y resolution - 1 */
m_int bitsPerPixel; /* Number of bits per pixel */
m_int numberOfPlanes; /* Number of planes in image */
color_t maxColor; /* Maximum number of colors - 1 */
m_int maxPage; /* Maximum number of video pages - 1 */
m_int bytesPerLine; /* Number of bytes in a line */
m_int aspectRatio; /* Mode aspect ratio (horiz/vert * 1000) */
long pageSize; /* Number of bytes in a page */
m_int scratch1; /* Scratch pad value 1 */
m_int scratch2; /* Scratch pad value 2 */
char redMaskSize; /* Size of direct color red mask */
char redFieldPosition; /* Bit posn of lsb of red mask */
char greenMaskSize; /* Size of direct color green mask */
char greenFieldPosition; /* Bit posn of lsb of green mask */
char blueMaskSize; /* Size of direct color blue mask */
char blueFieldPosition; /* Bit posn of lsb of blue mask */
char rsvdMaskSize; /* Size of reserved mask */
char rsvdFieldPosition; /* Bit posn of reserved mask */
} gmode_t;
/* Public Device Context Structure. The 'surface' member along with the
* gmode_t information block, provides direct access to the active
* display surface for user applications. The MGL virtualises the surface
* in SuperVGA modes that dont have a real linear framebuffer.
*/
typedef struct {
attributes_t a; /* Active device attributes */
void *surface; /* Pointer to active device surface */
void *zbuffer; /* Pointer to Z-buffer if allocated */
m_int zbits; /* Bits per zbuffer element */
m_int zwidth; /* Width of the zbuffer in pixels */
gmode_t mi; /* Mode specific information block */
pixel_format_t pf; /* Current pixel format for device context */
color_t *colorTab; /* Color lookup table cache */
color_t *shadeTab; /* Currently active shade table */
m_int bankOffset; /* Offset of starting bank number */
/* Remainder of Device Context structure is private and internal */
} publicDevCtx_t;
#ifndef BUILD_MGL
typedef publicDevCtx_t MGLDC;
#else
struct internalDevCtx_t;
typedef struct internalDevCtx_t MGLDC;
#endif
typedef struct {
ulong which; /* Which window for window manager code */
m_uint what; /* Event code */
ulong when; /* Clock ticks since midnight */
m_int where_x; /* Mouse location */
m_int where_y;
ulong message; /* Event specific message */
ulong modifiers; /* Modifier flags */
m_int next; /* Next event in queue */
m_int prev; /* Previous event in queue */
} event_t;
/* Structure containing file I/O functions allowing the user application to
* completely replace the MGL's file I/O functions with their own. This
* allows the app to store all MGL related files in a single large file,
* with encryption or compression is desired. By default normal file I/O
* functions will be used.
*/
typedef struct {
FILE * (*fopen)(const char *filename,const char *mode);
int (*fclose)(FILE *f);
int (*fseek)(FILE *f,long offset,int whence);
long (*ftell)(FILE *f);
size_t (*fread)(void *ptr,size_t size,size_t n,FILE *f);
size_t (*fwrite)(const void *ptr,size_t size,size_t n,FILE *f);
} fileio_t;
/* Define the flags for the types of direct surface access provided */
#define MGL_NO_ACCESS 0x0 /* Surface cannot be accessed */
#define MGL_VIRTUAL_ACCESS 0x1 /* Surface is virtualised */
#define MGL_LINEAR_ACCESS 0x2 /* Surface can be linearly accessed */
#define MGL_SURFACE_FLAGS 0x3
/* Define the flags for the types of direct zbuffer access provided */
#define MGL_NO_ZACCESS 0x0 /* Zbuffer cannot be accessed */
#define MGL_VIRTUAL_ZACCESS 0x4 /* Zbuffer is virtualised in */
#define MGL_LINEAR_ZACCESS 0x8 /* Zbuffer can be linearly accessed */
#define MGL_ZBUFFER_FLAGS 0xC
/* Define the flags for the types of hardware acceleration supported by
* the device context. This will allow the application to tailor the use of
* MGL functions depending upon whether specific hardware support is
* available. Hence applications can use specialised software rendering
* support if the desired hardware support is not available.
*
* NOTE: If the hardware flags are not MGL_HW_NONE, you *must* call
* the MGL_beginDirectAccess() and MGL_endDirectAccess() functions
* before and after any custom code that does direct framebuffer
* rendering!!
*
* This is not necessary for non-accelerated device context, so you
* might want to optimise these calls out if there is no hardware
* acceleration support.
*/
#define MGL_HW_NONE 0x0000 /* No hardware acceleration */
#define MGL_HW_LINE 0x0010 /* Hardware line drawing */
#define MGL_HW_STIPPLE_LINE 0x0020 /* Hardware stippled line drawing */
#define MGL_HW_POLY 0x0040 /* Hardware polygon filling */
#define MGL_HW_RECT 0x0080 /* Hardware rectangle fill */
#define MGL_HW_PATT_RECT 0x0100 /* Hardware pattern rectangle fill */
#define MGL_HW_CLRPATT_RECT 0x0200 /* Hardware color pattern fill */
#define MGL_HW_SCR_BLT 0x0400 /* Hardware screen/screen bitBlt */
#define MGL_HW_SRCTRANS_BLT 0x0800 /* Hardware source transparent blt */
#define MGL_HW_DSTTRANS_BLT 0x1000 /* Hardware dest. transparent blt */
#define MGL_HW_MONO_BLT 0x2000 /* Hardware monochrome blt */
#define MGL_HW_CLIP 0x4000 /* Hardware clipping */
#define MGL_HW_FLAGS 0xFFF0
#ifdef __cplusplus
extern "C" { /* Use "C" linkage when in C++ mode */
#endif
/*------------------------- Function Prototypes ---------------------------*/
/*---------------------------------------------------------------------------
* Routines bound to a specific device context. These routines all take
* an MGLDC as a parmeter for the context to work with and hence dont work
* with the current context. If however the context passed is the currently
* active context, all changes to that context are reflected in the
* currently active context as well.
*-------------------------------------------------------------------------*/
/* Environment detection and initialisation */
m_int MGLAPI MGL_registerDriver(const char *name,void *driver);
void MGLAPI MGL_unregisterAllDrivers(void);
void MGLAPI MGL_registerAllDispDrivers(bool useLinear,bool useDirectDraw,bool useWinDirect);
void MGLAPI MGL_registerAllMemDrivers(void);
void MGLAPI MGL_detectGraph(m_int *driver,m_int *mode);
uchar * MGLAPI MGL_availableModes(void);
m_int MGLAPI MGL_availablePages(m_int mode);
m_int MGLAPI MGL_modeResolution(m_int mode,m_int *xRes,m_int *yRes,m_int *bitsPerPixel);
bool MGLAPI MGL_isDisplayDC(MGLDC *dc);
bool MGLAPI MGL_isWindowedDC(MGLDC *dc);
bool MGLAPI MGL_isMemoryDC(MGLDC *dc);
void MGLAPI MGL_exit(void);
void MGLAPI MGL_setBufSize(unsigned size);
void MGLAPI MGL_fatalError(const char *msg);
m_int MGLAPI MGL_result(void);
void MGLAPI MGL_setResult(m_int result);
const char * MGLAPI MGL_errorMsg(m_int err);
const char * MGLAPI MGL_modeName(m_int mode);
const char * MGLAPI MGL_modeDriverName(m_int mode);
const char * MGLAPI MGL_driverName(m_int driver);
m_int MGLAPI MGL_getDriver(MGLDC *dc);
m_int MGLAPI MGL_getMode(MGLDC *dc);
m_int MGLAPI MGL_surfaceAccessType(MGLDC *dc);
m_int MGLAPI MGL_zbufferAccessType(MGLDC *dc);
long MGLAPI MGL_getHardwareFlags(MGLDC *dc);
void MGLAPI MGL_defaultAttributes(MGLDC *dc);
void MGLAPI MGL_makeSubDC(MGLDC *dc,m_int left,m_int top,m_int right,m_int bottom);
/* Viewport and clip rectangle manipulation bound to a specific DC */
void MGLAPI MGL_setViewportDC(MGLDC *dc,rect_t view);
void MGLAPI MGL_setRelViewportDC(MGLDC *dc,rect_t view);
void MGLAPI MGL_getViewportDC(MGLDC *dc,rect_t *view);
void MGLAPI MGL_setViewportOrgDC(MGLDC *dc,point_t org);
void MGLAPI MGL_getViewportOrgDC(MGLDC *dc,point_t *org);
void MGLAPI MGL_globalToLocalDC(MGLDC *dc,point_t *p);
void MGLAPI MGL_localToGlobalDC(MGLDC *dc,point_t *p);
m_int MGLAPI MGL_maxxDC(MGLDC *dc);
m_int MGLAPI MGL_maxyDC(MGLDC *dc);
void MGLAPI MGL_setClipRectDC(MGLDC *dc,rect_t clip);
void MGLAPI MGL_getClipRectDC(MGLDC *dc,rect_t *clip);
void MGLAPI MGL_setClipModeDC(MGLDC *dc,bool mode);
bool MGLAPI MGL_getClipModeDC(MGLDC *dc);
/* Color and palette manipulation */
color_t MGLAPI MGL_realColor(MGLDC *dc,m_int color);
color_t MGLAPI MGL_rgbColor(MGLDC *dc,uchar R,uchar G,uchar B);
void MGLAPI MGL_setPaletteEntry(MGLDC *dc,m_int entry,uchar red,uchar green,uchar blue);
void MGLAPI MGL_getPaletteEntry(MGLDC *dc,m_int entry,uchar *red,uchar *green,uchar *blue);
void MGLAPI MGL_setPalette(MGLDC *dc,palette_t *pal,m_int numColors,m_int startIndex);
void MGLAPI MGL_getPalette(MGLDC *dc,palette_t *pal,m_int numColors,m_int startIndex);
void ASMAPI MGL_rotatePalette(MGLDC *dc,m_int numColors,m_int startIndex,m_int direction);
bool ASMAPI MGL_fadePalette(MGLDC *dc,palette_t *fullIntensity,m_int numColors,m_int startIndex,uchar intensity);
void MGLAPI MGL_realizePalette(MGLDC *dc,m_int numColors,m_int startIndex,m_int waitVRT);
m_int MGLAPI MGL_getPaletteSize(MGLDC *dc);
void MGLAPI MGL_getDefaultPalette(MGLDC *dc,palette_t *pal);
void MGLAPI MGL_setDefaultPalette(MGLDC *dc);
#ifndef MGL_LITE
bool MGLAPI MGL_checkIdentityPalette(bool enable);
void MGLAPI MGL_mapToPalette(MGLDC *dc,palette_t *pal);
#endif
/* Generic device context information and manipulation */
bool MGLAPI MGL_haveWidePalette(MGLDC *dc);
m_int MGLAPI MGL_getBitsPerPixel(MGLDC *dc);
color_t MGLAPI MGL_maxColor(MGLDC *dc);
m_int MGLAPI MGL_maxPage(MGLDC *dc);
m_int MGLAPI MGL_sizex(MGLDC *dc);
m_int MGLAPI MGL_sizey(MGLDC *dc);
void MGLAPI MGL_getPixelFormat(MGLDC *dc,pixel_format_t *pf);
void * MGLAPI MGL_computePixelAddr(MGLDC *dc,int x,int y);
/* Double buffering support */
void MGLAPI MGL_setActivePage(MGLDC *dc,m_int page);
m_int MGLAPI MGL_getActivePage(MGLDC *dc);
void MGLAPI MGL_setVisualPage(MGLDC *dc,m_int page,m_int waitVRT);
m_int MGLAPI MGL_getVisualPage(MGLDC *dc);
void MGLAPI MGL_setDisplayStart(MGLDC *dc,m_int x,m_int y,m_int waitFlag);
void MGLAPI MGL_getDisplayStart(MGLDC *dc,m_int *x,m_int *y);
void MGLAPI MGL_vSync(MGLDC *dc);
bool MGLAPI MGL_doubleBuffer(MGLDC *dc);
void MGLAPI MGL_singleBuffer(MGLDC *dc);
void MGLAPI MGL_swapBuffers(MGLDC *dc,m_int waitVRT);
/* Zbuffering support */
#ifdef MGL_3D
m_int MGLAPI MGL_getHardwareZBufferDepth(MGLDC *dc);
bool ASMAPI MGL_zBegin(MGLDC *dc,m_int zbits);
bool MGLAPI MGL_zShareZBuffer(MGLDC *dc,MGLDC *dcShared,m_int zbits);
#endif
/* Event handling support */
bool MGLAPI EVT_getNext(event_t *evt,m_uint mask);
bool MGLAPI EVT_peekNext(event_t *evt,m_uint mask);
bool MGLAPI EVT_post(ulong which,m_uint what,ulong message,ulong modifiers);
void MGLAPI EVT_flush(m_uint mask);
void MGLAPI EVT_halt(event_t *evt,m_uint mask);
m_int MGLAPI EVT_setTimerTick(m_int ticks);
/*---------------------------------------------------------------------------
* Routines bound to the currently active context. All these routines work
* with the currently active context and do not reflect any changes made
* to the global context to the original user supplied context (because it
* may be cached). The cached DC is automatically flushed back to the
* original DC when a new context is enabled with MGL_makeCurrentDC().
*
* Before destroying a DC that is current, make sure you call
* MGL_makeCurrentDC(NULL) first!
*-------------------------------------------------------------------------*/
/* Routines to change the active global device context */
MGLDC * MGLAPI MGL_makeCurrentDC(MGLDC *dc);
bool MGLAPI MGL_isCurrentDC(MGLDC *dc);
/* Current device context information and manipulation */
m_int MGLAPI MGL_getAspectRatio(void);
void MGLAPI MGL_setAspectRatio(m_int aspectRatio);
void ASMAPI MGL_setColor(color_t color);
void MGLAPI MGL_setColorRGB(uchar R,uchar G,uchar B);
void MGLAPI MGL_setColorCI(m_int index);
color_t MGLAPI MGL_getColor(void);
void ASMAPI MGL_setBackColor(color_t color);
color_t MGLAPI MGL_getBackColor(void);
color_t ASMAPI MGL_packColor(pixel_format_t *pf,uchar R,uchar G,uchar B);
void MGLAPI MGL_unpackColor(pixel_format_t *pf,color_t color,uchar *R,uchar *G,uchar *B);
color_t ASMAPI MGL_packColorRGB(uchar R,uchar G,uchar B);
void MGLAPI MGL_unpackColorRGB(color_t color,uchar *R,uchar *G,uchar *B);
color_t MGLAPI MGL_defaultColor(void);
#ifndef MGL_LITE
void MGLAPI MGL_setMarkerSize(m_int size);
m_int MGLAPI MGL_getMarkerSize(void);
void MGLAPI MGL_setMarkerStyle(m_int style);
m_int MGLAPI MGL_getMarkerStyle(void);
void MGLAPI MGL_setMarkerColor(color_t color);
color_t MGLAPI MGL_getMarkerColor(void);
void MGLAPI MGL_setBorderColors(color_t bright,color_t dark);
void MGLAPI MGL_getBorderColors(color_t *bright,color_t *dark);
void ASMAPI MGL_setWriteMode(m_int mode);
m_int MGLAPI MGL_getWriteMode(void);
void ASMAPI MGL_setPenStyle(m_int style);
m_int MGLAPI MGL_getPenStyle(void);
void MGLAPI MGL_setLineStyle(m_int style);
m_int MGLAPI MGL_getLineStyle(void);
void ASMAPI MGL_setLineStipple(ushort stipple);
ushort MGLAPI MGL_getLineStipple(void);
void ASMAPI MGL_setLineStippleCount(m_uint stippleCount);
m_uint MGLAPI MGL_getLineStippleCount(void);
void ASMAPI MGL_setPenBitmapPattern(const pattern_t *pat);
void MGLAPI MGL_getPenBitmapPattern(pattern_t *pat);
void ASMAPI MGL_setPenPixmapPattern(const pixpattern_t *pat);
void MGLAPI MGL_getPenPixmapPattern(pixpattern_t *pat);
void MGLAPI MGL_setPenSize(m_int height,m_int width);
void MGLAPI MGL_getPenSize(m_int *height,m_int *width);
#ifndef MGL_LITE
void MGLAPI MGL_setColorMapMode(m_int mode);
m_int MGLAPI MGL_getColorMapMode(void);
#endif
void MGLAPI MGL_setPolygonType(m_int type);
m_int MGLAPI MGL_getPolygonType(void);
#endif
void MGLAPI MGL_getAttributes(attributes_t *attr);
void MGLAPI MGL_restoreAttributes(attributes_t *attr);
/* Device clearing */
void ASMAPI MGL_clearDevice(void);
void MGLAPI MGL_clearViewport(void);
/* Viewport and clip rectangle manipulation */
void MGLAPI MGL_setViewport(rect_t view);
void MGLAPI MGL_setRelViewport(rect_t view);
void MGLAPI MGL_getViewport(rect_t *view);
void MGLAPI MGL_setViewportOrg(point_t org);
void MGLAPI MGL_getViewportOrg(point_t *org);
void MGLAPI MGL_globalToLocal(point_t *p);
void MGLAPI MGL_localToGlobal(point_t *p);
m_int MGLAPI MGL_maxx(void);
m_int MGLAPI MGL_maxy(void);
void MGLAPI MGL_setClipRect(rect_t clip);
void MGLAPI MGL_getClipRect(rect_t *clip);
void MGLAPI MGL_setClipMode(bool mode);
bool MGLAPI MGL_getClipMode(void);
/* Pixel plotting */
void MGLAPI MGL_pixelCoord(m_int x,m_int y);
color_t MGLAPI MGL_getPixelCoord(m_int x,m_int y);
void ASMAPI MGL_beginPixel(void);
void MGLAPI MGL_pixelCoordFast(m_int x,m_int y);
color_t MGLAPI MGL_getPixelCoordFast(m_int x,m_int y);
void ASMAPI MGL_endPixel(void);
/* Line drawing and clipping */
void MGLAPI MGL_moveToCoord(m_int x,m_int y);
void MGLAPI MGL_moveRelCoord(m_int dx,m_int dy);
void MGLAPI MGL_lineToCoord(m_int x,m_int y);
void MGLAPI MGL_lineRelCoord(m_int dx,m_int dy);
m_int MGLAPI MGL_getX(void);
m_int MGLAPI MGL_getY(void);
void MGLAPI MGL_getCP(point_t* CP);
void MGLAPI MGL_lineCoord(m_int x1,m_int y1,m_int x2,m_int y2);
void MGLAPI MGL_lineCoordFX(fix32_t x1,fix32_t y1,fix32_t x2,fix32_t y2);
void MGLAPI MGL_lineCoordFast(m_int x1,m_int y1,m_int x2,m_int y2);
void MGLAPI MGL_lineCoordFastFX(fix32_t x1,fix32_t y1,fix32_t x2,fix32_t y2);
void MGLAPI MGL_lineEngine(fix32_t x1,fix32_t y1,fix32_t x2,fix32_t y2,void (ASMAPI *plotPoint)(m_int x,m_int y));
bool MGLAPI MGL_clipLineFX(fix32_t *x1,fix32_t *y1,fix32_t *x2,fix32_t *y2,fix32_t left,fix32_t top,fix32_t right,fix32_t bottom);
#ifndef MGL_LITE
void ASMAPI MGL_scanLine(m_int y,m_int x1,m_int x2);
#endif
/* Routines to perform bank switching for banked framebuffers for custom
* rendering code. The first version is callable only from assembler and
* requires the new bank value to be passed in the DL register. The second
* version is callable directly from C. DO NOT CALL THESE FUNCTIONS WHEN
* RUNNING WITH A LINEAR FRAMEBUFFER!!!
*/
void _ASMAPI SVGA_setBank(void);
void _ASMAPI SVGA_setBankC(int bank);
/* Routines to begin/end direct framebuffer access. You must call these
* functions is you wish to render directly to a hardware accelerated
* device surface.
*/
void ASMAPI MGL_beginDirectAccess(void);
void ASMAPI MGL_endDirectAccess(void);
/* Routines to begin/end fast rendering of flat shaded lines, scanlines
* and polygons.
*/
void ASMAPI MGL_beginDrawing(void);
void ASMAPI MGL_endDrawing(void);
/* Routines to begin/end fast rendering of smooth shaded lines, scanlines
* and polygons.
*/
#ifdef MGL_3D
void ASMAPI MGL_beginShadedDrawing(void);
void ASMAPI MGL_endShadedDrawing(void);
#endif
/* Routines to begin/end fast rendering of flat shaded, zbuffered lines and
* polygons.
*/
#ifdef MGL_3D
void ASMAPI MGL_beginZDrawing(void);
void ASMAPI MGL_endZDrawing(void);
#endif
/* Routines to begin/end fast rendering of smooth shaded, zbuffered lines and
* polygons.
*/
#ifdef MGL_3D
void ASMAPI MGL_beginZShadedDrawing(void);
void ASMAPI MGL_endZShadedDrawing(void);
#endif
/* Polygon drawing: Note that the following fast polygon routines
* only work with convex polygons. The integer coordinate versions are
* provided for compatibility only, and convert the coordinates to fixed
* point and call the appropriate fixed point routines below.
*/
#ifndef MGL_LITE
void MGLAPI MGL_fillPolygon(m_int count,point_t *vArray,m_int xOffset,m_int yOffset);
void MGLAPI MGL_fillPolygonFast(m_int count,point_t *vArray,m_int xOffset,m_int yOffset);
void ASMAPI MGL_fillPolygonFX(m_int count,fxpoint_t *vArray,m_int vinc,fix32_t xOffset,fix32_t yOffset);
void ASMAPI MGL_fillPolygonFastFX(m_int count,fxpoint_t *vArray,m_int vinc,fix32_t xOffset,fix32_t yOffset);
#endif
/* 3D rasterization routines */
#ifdef MGL_3D
void MGLAPI MGL_zClearCoord(m_int left,m_int top,m_int right,m_int bottom,zfix32_t clearVal);
#endif
#ifdef MGL_FIX3D
void ASMAPI MGL_cLineCoordFast(fix32_t x1,fix32_t y1,fix32_t c1,fix32_t x2,fix32_t y2,fix32_t c2);
void ASMAPI MGL_rgbLineCoordFast(fix32_t x1,fix32_t y1,fix32_t r1,fix32_t g1,fix32_t b1,fix32_t x2,fix32_t y2,fix32_t r2,fix32_t g2,fix32_t b2);
void ASMAPI MGL_zLineCoordFast(fix32_t x1,fix32_t y1,zfix32_t z1,fix32_t x2,fix32_t y2,zfix32_t z2);
void ASMAPI MGL_czLineCoordFast(fix32_t x1,fix32_t y1,zfix32_t z1,fix32_t c1,fix32_t x2,fix32_t y2,zfix32_t z2,fix32_t c2);
void ASMAPI MGL_rgbzLineCoordFast(fix32_t x1,fix32_t y1,zfix32_t z1,fix32_t r1,fix32_t g1,fix32_t b1,fix32_t x2,fix32_t y2,zfix32_t z2,fix32_t r2,fix32_t g2,fix32_t b2);
void ASMAPI MGL_triFast(fxpoint_t *v1,fxpoint_t *v2,fxpoint_t *v3,fix32_t xOffset,fix32_t yOffset);
void ASMAPI MGL_cTriFast(fxpointc_t *v1,fxpointc_t *v2,fxpointc_t *v3,fix32_t xOffset,fix32_t yOffset);
void ASMAPI MGL_rgbTriFast(fxpointrgb_t *v1,fxpointrgb_t *v2,fxpointrgb_t *v3,fix32_t xOffset,fix32_t yOffset);
void ASMAPI MGL_zTriFast(fxpointz_t *v1,fxpointz_t *v2,fxpointz_t *v3,fix32_t xOffset,fix32_t yOffset,zfix32_t zOffset);
void ASMAPI MGL_czTriFast(fxpointcz_t *v1,fxpointcz_t *v2,fxpointcz_t *v3,fix32_t xOffset,fix32_t yOffset,zfix32_t zOffset);
void ASMAPI MGL_rgbzTriFast(fxpointrgbz_t *v1,fxpointrgbz_t *v2,fxpointrgbz_t *v3,fix32_t xOffset,fix32_t yOffset,zfix32_t zOffset);
void ASMAPI MGL_quadFast(fxpoint_t *v1,fxpoint_t *v2,fxpoint_t *v3,fxpoint_t *v4,fix32_t xOffset,fix32_t yOffset);
void ASMAPI MGL_cQuadFast(fxpointc_t *v1,fxpointc_t *v2,fxpointc_t *v3,fxpointc_t *v4,fix32_t xOffset,fix32_t yOffset);
void ASMAPI MGL_rgbQuadFast(fxpointrgb_t *v1,fxpointrgb_t *v2,fxpointrgb_t *v3,fxpointrgb_t *v4,fix32_t xOffset,fix32_t yOffset);
void ASMAPI MGL_zQuadFast(fxpointz_t *v1,fxpointz_t *v2,fxpointz_t *v3,fxpointz_t *v4,fix32_t xOffset,fix32_t yOffset,zfix32_t zOffset);
void ASMAPI MGL_czQuadFast(fxpointcz_t *v1,fxpointcz_t *v2,fxpointcz_t *v3,fxpointcz_t *v4,fix32_t xOffset,fix32_t yOffset,zfix32_t zOffset);
void ASMAPI MGL_rgbzQuadFast(fxpointrgbz_t *v1,fxpointrgbz_t *v2,fxpointrgbz_t *v3,fxpointrgbz_t *v4,fix32_t xOffset,fix32_t yOffset,zfix32_t zOffset);
#endif
/* Routine to set the currently active shade table. In HiColor and TrueColor
* video modes, you must set a valid shadeTable before you call any of the
* color index shaded rendering routines (MGL_cTri() etc). These routines
* will interpolate an index into the current shade table rather than
* each of the RGB color channels, and the appropriate full RGB color is
* extracted directly from the shade table. The shade table can be any size,
* but the application must ensure that the indices passed in are within
* the range of the current shade table.
*/
#ifdef MGL_3D
void MGLAPI MGL_setShadeTable(color_t *shadeTab);
#endif
/* Polyline drawing */
#ifndef MGL_LITE
void MGLAPI MGL_marker(point_t p);
void MGLAPI MGL_polyPoint(m_int count,point_t *vArray);
void MGLAPI MGL_polyMarker(m_int count,point_t *vArray);
void MGLAPI MGL_polyLine(m_int count,point_t *vArray);
#endif
/* Rectangle drawing */
#ifndef MGL_LITE
void MGLAPI MGL_rectCoord(m_int left,m_int top,m_int right,m_int bottom);
void MGLAPI MGL_fillRectCoord(m_int left,m_int top,m_int right,m_int bottom);
#endif
/* Scanline color scanning. Thee routines are primitive, and do not perform
* any clipping or viewport mapping, so can be used to build you own
* high performance floodfilling routines (see the example file ffill.c
* for pre-built high speed floodfill routines).
*/
#ifndef MGL_LITE
m_int ASMAPI MGL_scanRightForColor(m_int x,m_int y,color_t color);
m_int ASMAPI MGL_scanLeftForColor(m_int x,m_int y,color_t color);
m_int ASMAPI MGL_scanRightWhileColor(m_int x,m_int y,color_t color);
m_int ASMAPI MGL_scanLeftWhileColor(m_int x,m_int y,color_t color);
#endif
/* Psuedo 3D border drawing */
#ifndef MGL_LITE
void MGLAPI MGL_drawBorderCoord(m_int left,m_int top,m_int right,m_int bottom,m_int style,m_int thickness);
void MGLAPI MGL_drawHDivider(m_int y,m_int x1,m_int x2);
void MGLAPI MGL_drawVDivider(m_int x,m_int y1,m_int y2);
#endif
/* Ellipse drawing */
#ifndef MGL_LITE
void MGLAPI MGL_ellipseArc(rect_t extentRect,m_int startAngle,m_int endAngle);
void MGLAPI MGL_ellipseArcCoord(m_int x,m_int y,m_int xradius,m_int yradius,m_int startAngle,m_int endAngle);
void ASMAPI MGL_getArcCoords(arc_coords_t *coords);
void MGLAPI MGL_ellipse(rect_t extentRect);
void MGLAPI MGL_ellipseCoord(m_int x,m_int y,m_int xradius,m_int yradius);
void MGLAPI MGL_fillEllipseArc(rect_t extentRect,m_int startAngle,m_int endAngle);
void MGLAPI MGL_fillEllipseArcCoord(m_int x,m_int y,m_int xradius,m_int yradius,m_int startAngle,m_int endAngle);
void MGLAPI MGL_fillEllipse(rect_t extentRect);
void MGLAPI MGL_fillEllipseCoord(m_int x,m_int y,m_int xradius,m_int yradius);
void MGLAPI MGL_ellipseEngine(rect_t extentRect,void (ASMAPI *setup)(m_int topY,m_int botY,m_int left,m_int right),void (ASMAPI *set4pixels)(bool inc_x,bool inc_y,bool region1),void (ASMAPI *finished)(void));
void MGLAPI MGL_ellipseArcEngine(rect_t extentRect,m_int startAngle,m_int endAngle,arc_coords_t *ac,void (ASMAPI *plotPoint)(m_int x,m_int y));
#endif
/* Text attribute manipulation */
#ifndef MGL_LITE
void MGLAPI MGL_setTextJustify(m_int horiz,m_int vert);
void MGLAPI MGL_getTextJustify(m_int *horiz,m_int *vert);
void MGLAPI MGL_setTextDirection(m_int direction);
m_int MGLAPI MGL_getTextDirection(void);
void MGLAPI MGL_setTextSize(m_int numerx,m_int denomx,m_int numery,m_int denomy);
void MGLAPI MGL_getTextSize(m_int *numerx,m_int *denomx,m_int *numery,m_int *denomy);
void MGLAPI MGL_setSpaceExtra(m_int extra);
m_int MGLAPI MGL_getSpaceExtra(void);
void MGLAPI MGL_setTextSettings(text_settings_t *settings);
void MGLAPI MGL_getTextSettings(text_settings_t *settings);
m_int MGLAPI MGL_textHeight(void);
m_int MGLAPI MGL_textWidth(const char *str);
void MGLAPI MGL_textBounds(m_int x,m_int y,const char *str,rect_t *bounds);
m_int MGLAPI MGL_charWidth(char ch);
void MGLAPI MGL_getFontMetrics(metrics_t *metrics);
void MGLAPI MGL_getCharMetrics(char ch,metrics_t *metrics);
m_int MGLAPI MGL_maxCharWidth(void);
void MGLAPI MGL_underScoreLocation(m_int *x,m_int *y,const char *str);
#endif
/* Text drawing */
#ifndef MGL_LITE
void MGLAPI MGL_drawStr(const char *str);
void MGLAPI MGL_drawStrXY(m_int x,m_int y,const char *str);
bool MGLAPI MGL_useFont(font_t *font);
font_t * MGLAPI MGL_getFont(void);
bool MGLAPI MGL_vecFontEngine(m_int x,m_int y,const char *str,void (ASMAPI *move)(m_int x,m_int y),void (ASMAPI *draw)(m_int x,m_int y));
#endif
/* BitBlt support */
void MGLAPI MGL_bitBltCoord(MGLDC *dst,MGLDC *src,m_int left,m_int top,m_int right,m_int bottom,m_int dstLeft,m_int dstTop,m_int op);
void MGLAPI MGL_stretchBltCoord(MGLDC *dst,MGLDC *src,m_int left,m_int top,m_int right,m_int bottom,m_int dstLeft,m_int dstTop,m_int dstRight,m_int dstBottom);
#ifndef MGL_LITE
void MGLAPI MGL_getDivotCoord(MGLDC *dc,m_int left,m_int top,m_int right,m_int bottom,void *divot);
void MGLAPI MGL_putDivot(MGLDC *dc,void *divot);
long MGLAPI MGL_divotSizeCoord(MGLDC *dc,m_int left,m_int top,m_int right,m_int bottom);
void MGLAPI MGL_putMonoImage(MGLDC *dc,m_int x,m_int y,m_int byteWidth,m_int height,void *image);
void MGLAPI MGL_putBitmap(MGLDC *dc,m_int x,m_int y,const bitmap_t *bitmap,m_int op);
void MGLAPI MGL_putBitmapSection(MGLDC *dc,m_int left,m_int top,m_int right,m_int bottom,m_int dstLeft,m_int dstTop,const bitmap_t *bitmap,m_int op);
void MGLAPI MGL_putBitmapTransparent(MGLDC *dc,m_int x,m_int y,const bitmap_t *bitmap,color_t transparent,bool sourceTrans);
void MGLAPI MGL_putBitmapTransparentSection(MGLDC *dc,m_int left,m_int top,m_int right,m_int bottom,m_int dstLeft,m_int dstTop,const bitmap_t *bitmap,color_t transparent,bool sourceTrans);
void MGLAPI MGL_putBitmapMask(MGLDC *dc,m_int x,m_int y,const bitmap_t *mask,color_t color);
void MGLAPI MGL_stretchBitmap(MGLDC *dc,m_int left,m_int top,m_int right,m_int bottom,const bitmap_t *bitmap);
void MGLAPI MGL_putIcon(MGLDC *dc,m_int x,m_int y,const icon_t *icon);
void MGLAPI MGL_transBltCoord(MGLDC *dst,MGLDC *src,m_int left,m_int top,m_int right,m_int bottom,m_int dstLeft,m_int dstTop,color_t transparent,bool sourceTrans);
#endif
/* Linear offscreen DC BitBlt support */
#ifndef MGL_LITE
void MGLAPI MGL_bitBltLinCoord(MGLDC *dst,MGLDC *src,ulong srcOfs,m_int dstLeft,m_int dstTop,m_int dstRight,m_int dstBottom,m_int op);
void MGLAPI MGL_transBltLinCoord(MGLDC *dst,MGLDC *src,ulong srcOfs,m_int dstLeft,m_int dstTop,m_int dstRight,m_int dstBottom,color_t transparent,bool sourceTrans);
#endif
/* Monochrome bitmap manipulation */
#ifndef MGL_LITE
void MGLAPI MGL_drawGlyph(font_t *g,m_int x,m_int y,uchar glyph);
m_int MGLAPI MGL_getGlyphWidth(font_t *font,uchar glyph);
m_int MGLAPI MGL_getGlyphHeight(font_t *font);
void MGLAPI MGL_rotateGlyph(uchar *dst,uchar *src,m_int *byteWidth,m_int *height,m_int rotation);
void MGLAPI MGL_mirrorGlyph(uchar *dst,uchar *src,m_int byteWidth,m_int height);
#endif
/* Region management */
#ifndef MGL_LITE
region_t * MGLAPI MGL_newRegion(void);
region_t * MGLAPI MGL_copyRegion(const region_t *s);
void MGLAPI MGL_clearRegion(region_t *r);
void MGLAPI MGL_freeRegion(region_t *r);
void MGLAPI MGL_drawRegion(m_int x,m_int y,const region_t *r);
#endif
/* Region generation primitives */
#ifndef MGL_LITE
region_t * MGLAPI MGL_rgnLineCoord(m_int x1,m_int y1,m_int x2,m_int y2,const region_t *pen);
region_t * MGLAPI MGL_rgnLineCoordFX(fix32_t x1,fix32_t y1,fix32_t x2,fix32_t y2,const region_t *pen);
/*region_t * MGLAPI MGL_rgnPolygon(m_int count,point_t *vArray);*/
/*region_t * MGLAPI MGL_rgnPolygonFast(m_int count,point_t *vArray);*/
region_t * MGLAPI MGL_rgnSolidRectCoord(m_int left,m_int top,m_int right,m_int bottom);
region_t * MGLAPI MGL_rgnEllipse(rect_t extentRect,const region_t *pen);
region_t * MGLAPI MGL_rgnEllipseArc(rect_t extentRect,m_int startAngle,m_int endAngle,const region_t *pen);
void MGLAPI MGL_rgnGetArcCoords(arc_coords_t *coords);
region_t * MGLAPI MGL_rgnSolidEllipse(rect_t extentRect);
region_t * MGLAPI MGL_rgnSolidEllipseArc(rect_t extentRect,m_int startAngle,m_int endAngle);
#endif
/* Region alegbra */
#ifndef MGL_LITE
region_t * MGLAPI MGL_sectRegion(const region_t *r1,const region_t *r2);
region_t * MGLAPI MGL_sectRegionRect(const region_t *r1,const rect_t *r2);
bool MGLAPI MGL_unionRegion(region_t *r1,const region_t *r2);
bool MGLAPI MGL_unionRegionRect(region_t *r1,const rect_t *r2);
bool MGLAPI MGL_unionRegionOfs(region_t *r1,const region_t *r2,m_int xOffset,m_int yOffset);
bool MGLAPI MGL_diffRegion(region_t *r1,const region_t *r2);
bool MGLAPI MGL_diffRegionRect(region_t *r1,const rect_t *r2);
void MGLAPI MGL_optimizeRegion(region_t *r);
void MGLAPI MGL_offsetRegion(region_t *r,m_int dx,m_int dy);
bool MGLAPI MGL_emptyRegion(const region_t *r);
bool MGLAPI MGL_equalRegion(const region_t *r1,const region_t *r2);
bool MGLAPI MGL_ptInRegionCoord(m_int x,m_int y,const region_t *r);
#endif
/* Region traversal */
#ifndef MGL_LITE
typedef void (ASMAPI *rgncallback_t)(const rect_t *r);
void MGLAPI MGL_traverseRegion(region_t *rgn,rgncallback_t doRect);
#endif
/* RGB to 8 bit halftone dithering routines */
#ifndef MGL_LITE
void MGLAPI MGL_getHalfTonePalette(palette_t *pal);
uchar MGLAPI MGL_halfTonePixel(m_int x,m_int y,uchar R,uchar G,uchar B);
#endif
/* Resource loading/unloading */
font_t * MGLAPI MGL_loadFont(const char *fontname);
bool MGLAPI MGL_availableFont(const char *fontname);
void MGLAPI MGL_unloadFont(font_t *font);
cursor_t * MGLAPI MGL_loadCursor(const char *cursorName);
bool MGLAPI MGL_availableCursor(const char *cursorName);
void MGLAPI MGL_unloadCursor(cursor_t *cursor);
#ifndef MGL_LITE
icon_t * MGLAPI MGL_loadIcon(const char *iconName,bool loadPalette);
bool MGLAPI MGL_availableIcon(const char *iconName);
void MGLAPI MGL_unloadIcon(icon_t *icon);
#endif
/* Windows BMP bitmap loading/unloading/saving */
#ifndef MGL_LITE
bitmap_t * MGLAPI MGL_loadBitmap(const char *bitmapName,bool loadPalette);
bool MGLAPI MGL_availableBitmap(const char *bitmapName);
void MGLAPI MGL_unloadBitmap(bitmap_t *bitmap);
bool MGLAPI MGL_getBitmapSize(const char *bitmapName,m_int *width,m_int *height,m_int *bitsPerPixel,pixel_format_t *pf);
bool MGLAPI MGL_loadBitmapIntoDC(MGLDC *dc,const char *bitmapName,m_int dstLeft,m_int dstTop,bool loadPalette);
bool MGLAPI MGL_saveBitmapFromDC(MGLDC *dc,const char *bitmapName,m_int left,m_int top,m_int right,m_int bottom);
bitmap_t * MGLAPI MGL_getBitmapFromDC(MGLDC *dc,m_int left,m_int top,m_int right,m_int bottom,bool savePalette);
bitmap_t * MGLAPI MGL_buildMonoMask(bitmap_t *bitmap,color_t transparent);
#endif
/* PCX bitmap loading/unloading/saving (1/4/8 bpp only) */
#ifndef MGL_LITE
bitmap_t * MGLAPI MGL_loadPCX(const char *bitmapName,bool loadPalette);
bool MGLAPI MGL_availablePCX(const char *bitmapName);
bool MGLAPI MGL_getPCXSize(const char *bitmapName,m_int *width,m_int *height,m_int *bitsPerPixel);
bool MGLAPI MGL_loadPCXIntoDC(MGLDC *dc,const char *bitmapName,m_int dstLeft,m_int dstTop,bool loadPalette);
bool MGLAPI MGL_savePCXFromDC(MGLDC *dc,const char *bitmapName,m_int left,m_int top,m_int right,m_int bottom);
#endif
/* Random number generation routines for shorts and longs with full range */
void ASMAPI MGL_srand(m_uint seed);
ushort ASMAPI MGL_random(ushort max);
ulong ASMAPI MGL_randoml(ulong max);
/* Mouse support */
bool MGLAPI MS_available(void);
void MGLAPI MS_show(void);
void MGLAPI MS_hide(void);
void MGLAPI MS_obscure(void);
void MGLAPI MS_setCursor(cursor_t *curs);
void MGLAPI MS_setCursorColor(color_t color);
void MGLAPI MS_moveTo(m_int x,m_int y);
void MGLAPI MS_getPos(m_int *x,m_int *y);
void MGLAPI MS_drawCursor(void);
/* Rectangle and Point manipulation */
rect_t MGLAPI MGL_defRect(m_int left,m_int top,m_int right,m_int bottom);
rect_t MGLAPI MGL_defRectPt(point_t leftTop,point_t rightBottom);
bool MGLAPI MGL_sectRect(rect_t s1,rect_t s2,rect_t *d);
bool MGLAPI MGL_sectRectCoord(m_int left1,m_int top1,m_int right1,m_int bottom1,m_int left2,m_int top2,m_int right2,m_int bottom2,rect_t *d);
void MGLAPI MGL_unionRect(rect_t s1,rect_t s2,rect_t *d);
void MGLAPI MGL_unionRectCoord(m_int left1,m_int top1,m_int right1,m_int bottom1,m_int left2,m_int top2,m_int right2,m_int bottom2,rect_t *d);
/* Built-in patterns and mouse cursor */
#ifndef MGL_LITE
pattern_t * MGLAPI _MGL_getEmptyPat(void);
pattern_t * MGLAPI _MGL_getGrayPat(void);
pattern_t * MGLAPI _MGL_getSolidPat(void);
#endif
cursor_t * MGLAPI _MGL_getDefCursor(void);
/* Fixed point multiplication/divide routines */
#if defined(__WATCOMC__) && defined(__386__)
/* For Watcom C++ we can use special inline assembler code that is much
* faster than calling the 386 assembler functions. Currently this is the
* the only compiler that will allow inline assembler to be expanded
* directly as inline functions.
*/
fix32_t MGL_FixMul(fix32_t a,fix32_t b);
#pragma aux MGL_FixMul = \
"imul edx" \
"add eax,8000h" \
"adc edx,0" \
"shrd eax,edx,16" \
parm [eax] [edx] \
value [eax] \
modify exact [eax edx];
fix32_t MGL_FixDiv(fix32_t a,fix32_t b);
#pragma aux MGL_FixDiv = \
"xor eax,eax" \
"shrd eax,edx,16" \
"sar edx,16" \
"idiv ebx" \
parm [edx] [ebx] \
value [eax] \
modify exact [eax edx];
fix32_t MGL_FixMulDiv(fix32_t a,fix32_t b,fix32_t c);
#pragma aux MGL_FixMulDiv = \
"imul ebx" \
"idiv ecx" \
parm [eax] [ebx] [ecx] \
value [eax] \
modify exact [eax edx];
m_int MGL_backfacing(fix32_t dx1,fix32_t dy1,fix32_t dx2,fix32_t dy2);
#pragma aux MGL_backfacing = \
"imul ebx" \
"mov ebx,eax" \
"mov ecx,edx" \
"mov eax,esi" \
"imul edi" \
"sub eax,ebx" \
"mov eax,1" \
"sbb edx,ecx" \
"jns @@Backfacing" \
"xor eax,eax" \
"@@Backfacing:" \
parm [eax] [esi] [edi] [ebx] \
value [eax] \
modify exact [eax ecx edx];
void MGL_memcpy(void *dst,void *src,m_int n);
#pragma aux MGL_memcpy = \
"mov eax,ecx" \
"shr ecx,2" \
"rep movsd" \
"mov cl,al" \
"and cl,3" \
"rep movsb" \
parm [edi] [esi] [ecx] \
modify exact [eax ecx esi edi];
#else
fix32_t ASMAPI MGL_FixMul(fix32_t a,fix32_t b);
fix32_t ASMAPI MGL_FixDiv(fix32_t a,fix32_t b);
fix32_t ASMAPI MGL_FixMulDiv(fix32_t a,fix32_t b,fix32_t c);
m_int ASMAPI MGL_backfacing(fix32_t dx1,fix32_t dy1,fix32_t dx2,fix32_t dy2);
void ASMAPI MGL_memcpy(void *dst,void *src,m_int n);
#endif
/* The following are special memcpy routines that properly handler reading
* and writing to virtual linear buffer memory by forcing the proper
* alignment. Note that the copy is extended to use a DWORD copy of speed.
*/
void ASMAPI MGL_memcpyVIRTSRC(void *dst,void *src,m_int n);
void ASMAPI MGL_memcpyVIRTDST(void *dst,void *src,m_int n);
/* Function to find an MGL system file's full pathname */
bool MGLAPI _MGL_findFile(char *validpath,const char *dir, const char *filename, const char *mode);
/* Override the internal MGL file I/O functions */
void MGLAPI MGL_setFileIO(fileio_t *fio);
/* The following dummy symbols are used to link in driver files to be used. A
* driver is not active until it is linked in with the MGL_registerDriver
* call. Because we dont export globals in DLLs, we provide functions to
* get the address of the drivers. However for a static link library we
* need to use globals so that if the driver data is unreferenced, it will
* not be linked in with the code.
*/
#ifndef BUILD_MGL
#if defined(MGL_DLL) && !defined(BUILD_MGLDLL)
void * MGLAPI VGA4_getDriverAddr(void);
void * MGLAPI VGAX_getDriverAddr(void);
void * MGLAPI SVGA4_getDriverAddr(void);
void * MGLAPI SVGA8_getDriverAddr(void);
void * MGLAPI SVGA16_getDriverAddr(void);
void * MGLAPI SVGA24_getDriverAddr(void);
void * MGLAPI SVGA32_getDriverAddr(void);
#if !defined(__16BIT__)
void * MGLAPI VGA8_getDriverAddr(void);
void * MGLAPI LINEAR8_getDriverAddr(void);
void * MGLAPI LINEAR16_getDriverAddr(void);
void * MGLAPI LINEAR24_getDriverAddr(void);
void * MGLAPI LINEAR32_getDriverAddr(void);
void * MGLAPI ACCEL8_getDriverAddr(void);
void * MGLAPI ACCEL16_getDriverAddr(void);
void * MGLAPI ACCEL24_getDriverAddr(void);
void * MGLAPI ACCEL32_getDriverAddr(void);
#if defined(MGLWIN) || defined(__WINDOWS__)
void * MGLAPI DDRAW8_getDriverAddr(void);
void * MGLAPI DDRAW16_getDriverAddr(void);
void * MGLAPI DDRAW24_getDriverAddr(void);
void * MGLAPI DDRAW32_getDriverAddr(void);
#endif
#endif
void * MGLAPI PACKED1_getDriverAddr(void);
void * MGLAPI PACKED4_getDriverAddr(void);
void * MGLAPI PACKED8_getDriverAddr(void);
void * MGLAPI PACKED16_getDriverAddr(void);
void * MGLAPI PACKED24_getDriverAddr(void);
void * MGLAPI PACKED32_getDriverAddr(void);
#define VGA4_driver VGA4_getDriverAddr()
#define VGAX_driver VGAX_getDriverAddr()
#define SVGA4_driver SVGA4_getDriverAddr()
#define SVGA8_driver SVGA8_getDriverAddr()
#define SVGA16_driver SVGA16_getDriverAddr()
#define SVGA24_driver SVGA24_getDriverAddr()
#define SVGA32_driver SVGA32_getDriverAddr()
#if !defined(__16BIT__)
#define VGA8_driver VGA8_getDriverAddr()
#define LINEAR8_driver LINEAR8_getDriverAddr()
#define LINEAR16_driver LINEAR16_getDriverAddr()
#define LINEAR24_driver LINEAR24_getDriverAddr()
#define LINEAR32_driver LINEAR32_getDriverAddr()
#define ACCEL8_driver ACCEL8_getDriverAddr()
#define ACCEL16_driver ACCEL16_getDriverAddr()
#define ACCEL24_driver ACCEL24_getDriverAddr()
#define ACCEL32_driver ACCEL32_getDriverAddr()
#if defined(MGLWIN) || defined(__WINDOWS__)
#define DDRAW8_driver DDRAW8_getDriverAddr()
#define DDRAW16_driver DDRAW16_getDriverAddr()
#define DDRAW24_driver DDRAW24_getDriverAddr()
#define DDRAW32_driver DDRAW32_getDriverAddr()
#endif
#endif
#define PACKED1_driver PACKED1_getDriverAddr()
#define PACKED4_driver PACKED4_getDriverAddr()
#define PACKED8_driver PACKED8_getDriverAddr()
#define PACKED16_driver PACKED16_getDriverAddr()
#define PACKED24_driver PACKED24_getDriverAddr()
#define PACKED32_driver PACKED32_getDriverAddr()
#else
extern m_int _VARAPI VGA4_driver[];
extern m_int _VARAPI VGAX_driver[];
extern m_int _VARAPI SVGA4_driver[];
extern m_int _VARAPI SVGA8_driver[];
extern m_int _VARAPI SVGA16_driver[];
extern m_int _VARAPI SVGA24_driver[];
extern m_int _VARAPI SVGA32_driver[];
#if !defined(__16BIT__)
extern m_int _VARAPI VGA8_driver[];
extern m_int _VARAPI LINEAR8_driver[];
extern m_int _VARAPI LINEAR16_driver[];
extern m_int _VARAPI LINEAR24_driver[];
extern m_int _VARAPI LINEAR32_driver[];
extern m_int _VARAPI ACCEL8_driver[];
extern m_int _VARAPI ACCEL16_driver[];
extern m_int _VARAPI ACCEL24_driver[];
extern m_int _VARAPI ACCEL32_driver[];
#if defined(MGLWIN) || defined(__WINDOWS__)
extern m_int _VARAPI DDRAW8_driver[];
extern m_int _VARAPI DDRAW16_driver[];
extern m_int _VARAPI DDRAW24_driver[];
extern m_int _VARAPI DDRAW32_driver[];
#endif
#endif
extern m_int _VARAPI PACKED1_driver[];
extern m_int _VARAPI PACKED4_driver[];
extern m_int _VARAPI PACKED8_driver[];
extern m_int _VARAPI PACKED16_driver[];
extern m_int _VARAPI PACKED24_driver[];
extern m_int _VARAPI PACKED32_driver[];
#endif
#endif
/*---------------------------------------------------------------------------
* Memory allocation and utility functions.
*-------------------------------------------------------------------------*/
#ifndef __16BIT__
#define _HUGE
#else
#define _HUGE _huge
#endif
void MGL_availableMemory(ulong *physical,ulong *total);
void MGL_useLocalMalloc(void _HUGE * (*malloc)(long size),void (*free)(void _HUGE *p));
void * MGLAPI MGL_malloc(long size);
void * MGLAPI MGL_calloc(long size,long n);
void MGLAPI MGL_free(void _HUGE *p);
void MGLAPI MGL_memset(void _HUGE *s,m_int c,long n);
void MGLAPI MGL_memsetw(void _HUGE *s,m_int c,long n);
void MGLAPI MGL_memsetl(void _HUGE *s,long c,long n);
/*---------------------------------------------------------------------------
* Set a fullscreen suspend application callback function. This is used in
* fullscreen video modes to allow switching back to the normal operating
* system graphical shell (such as Windows GDI, OS/2 PM etc).
*-------------------------------------------------------------------------*/
typedef m_int (ASMAPI *MGL_suspend_cb_t)(MGLDC *dc,m_int flags);
void MGLAPI MGL_setSuspendAppCallback(MGL_suspend_cb_t staveState);
/*---------------------------------------------------------------------------
* Tell the MGL to use a pre-loaded ACCEL.DRV driver file. This allows
* you to link with the SciTech WinDirect/Pro and WinDirect/Ultra device
* support libraries and tell the MGL to use the device support drivers.
* If the user has a real ACCEL.DRV driver file in the standard location
* on their machine, this driver file will still be used.
*-------------------------------------------------------------------------*/
void MGLAPI MGL_setACCELDriver(void *driver);
/*---------------------- Inline functions as Macros -----------------------*/
#define MGL_equalPoint(p1,p2) ((p1).x == (p2).x && (p1).y == (p2).y)
#define MGL_equalRect(r1,r2) ((r1).left == (r2).left && \
(r1).top == (r2).top && \
(r1).right == (r2).right && \
(r1).bottom == (r2).bottom)
#define MGL_emptyRect(r) ((r).bottom <= (r).top || \
(r).right <= (r).left)
#define MGL_disjointRect(r1,r2) ((r1).right <= (r2).left || \
(r1).left >= (r2).right || \
(r1).bottom <= (r2).top || \
(r1).top >= (r2).bottom)
#define MGL_sectRect(s1,s2,d) \
((d)->left = MAX((s1).left,(s2).left), \
(d)->right = MIN((s1).right,(s2).right), \
(d)->top = MAX((s1).top,(s2).top), \
(d)->bottom = MIN((s1).bottom,(s2).bottom), \
!MGL_emptyRect(*d))
#define MGL_sectRectFast(s1,s2,d) \
(d)->left = MAX((s1).left,(s2).left); \
(d)->right = MIN((s1).right,(s2).right); \
(d)->top = MAX((s1).top,(s2).top); \
(d)->bottom = MIN((s1).bottom,(s2).bottom)
#define MGL_sectRectCoord(l1,t1,r1,b1,l2,t2,r2,b2,d) \
((d)->left = MAX(l1,l2), \
(d)->right = MIN(r1,r2), \
(d)->top = MAX(t1,t2), \
(d)->bottom = MIN(b1,b2), \
!MGL_emptyRect(*d))
#define MGL_sectRectFastCoord(l1,t1,r1,b1,l2,t2,r2,b2,d) \
(d)->left = MAX(l1,l2); \
(d)->right = MIN(r1,r2); \
(d)->top = MAX(t1,t2); \
(d)->bottom = MIN(b1,b2)
#define MGL_unionRect(s1,s2,d) \
(d)->left = MIN((s1).left,(s2).left); \
(d)->right = MAX((s1).right,(s2).right); \
(d)->top = MIN((s1).top,(s2).top); \
(d)->bottom = MAX((s1).bottom,(s2).bottom)
#define MGL_unionRectCoord(l1,t1,r1,b1,l2,t2,r2,b2,d) \
(d)->left = MIN(l1,l2); \
(d)->right = MAX(r1,r2); \
(d)->top = MIN(t1,t2); \
(d)->bottom = MAX(b1,b2)
#define MGL_offsetRect(r,dx,dy) \
{ (r).left += dx; (r).right += dx; \
(r).top += dy; (r).bottom += dy; }
#define MGL_insetRect(r,dx,dy) \
{ (r).left += dx; (r).right -= dx; \
(r).top += dy; (r).bottom -= dy; \
if (MGL_emptyRect(r)) \
(r).left = (r).right = (r).top = (r).bottom = 0; }
#define MGL_ptInRect(p,r) ((p).x >= (r).left && \
(p).x < (r).right && \
(p).y >= (r).top && \
(p).y < (r).bottom)
#define MGL_ptInRectCoord(x,y,r) ((x) >= (r).left && \
(x) < (r).right && \
(y) >= (r).top && \
(y) < (r).bottom)
#define MGL_ptInRegion(p,r) MGL_ptInRegionCoord((p).x,(p).y,r)
#define MGL_pixel(p) MGL_pixelCoord((p).x,(p).y)
#define MGL_getPixel(p) MGL_getPixelCoord((p).x,(p).y)
#define MGL_pixelFast(p) MGL_pixelCoordFast((p).x,(p).y)
#define MGL_getPixelFast(p) MGL_getPixelCoordFast((p).x,(p).y)
#define MGL_moveTo(p) MGL_moveToCoord((p).x,(p).y)
#define MGL_moveRel(p) MGL_moveRelCoord((p).x,(p).y)
#define MGL_line(p1,p2) MGL_lineCoord((p1).x,(p1).y,(p2).x,(p2).y)
#define MGL_lineFast(p1,p2) MGL_lineCoordFast((p1).x,(p1).y,(p2).x,(p2).y)
#define MGL_lineFX(p1,p2) MGL_lineCoordFX((p1).x,(p1).y,(p2).x,(p2).y)
#define MGL_lineFastFX(p1,p2) MGL_lineCoordFastFX((p1).x,(p1).y,(p2).x,(p2).y)
#define MGL_cLineFast(p1,p2) MGL_cLineCoordFast((p1).p.x,(p1).p.y,(p1).c,(p2).p.x,(p2).p.y,(p2).c)
#define MGL_rgbLineFast(p1,p2) MGL_rgbLineCoordFast((p1).p.x,(p1).p.y,(p1).c.r,(p1).c.g,(p1).c.b,(p2).p.x,(p2).p.y,(p2).c.r,(p2).c.g,(p2).c.b)
#define MGL_zLineFast(p1,p2) MGL_zLineCoordFast((p1).p.x,(p1).p.y,(p1).z,(p2).p.x,(p2).p.y,(p2).z)
#define MGL_czLineFast(p1,p2) MGL_czLineCoordFast((p1).p.x,(p1).p.y,(p1).z,(p1).c,(p2).p.x,(p2).p.y,(p2).z,(p2).c)
#define MGL_rgbzLineFast(p1,p2) MGL_rgbzLineCoordFast((p1).p.x,(p1).p.y,(p1).z,(p1).c.r,(p1).c.g,(p1).c.b,(p2).p.x,(p2).p.y,(p2).z,(p2).c.r,(p2).c.g,(p2).c.b)
#define MGL_zClearPt(lt,rb,z) MGL_zClearCoord((lt).x,(lt).y, \
(rb).x,(rb).y,z)
#define MGL_zClear(r,z) MGL_zClearCoord((r).left,(r).top, \
(r).right,(r).bottom,z)
#define MGL_lineTo(p) MGL_lineToCoord((p).x,(p).y)
#define MGL_lineRel(p) MGL_lineRelCoord((p).x,(p).y);
#define MGL_rectPt(lt,rb) MGL_rectCoord((lt).x,(lt).y,(rb).x,(rb).y)
#define MGL_rect(r) MGL_rectCoord((r).left,(r).top, \
(r).right,(r).bottom)
#define MGL_drawBorder(r,s,t) MGL_drawBorderCoord((r).left,(r).top, \
(r).right,(r).bottom,(s),(t))
#define MGL_fillRectPt(lt,rb) MGL_fillRectCoord((lt).x,(lt).y, \
(rb).x,(rb).y)
#define MGL_fillRect(r) MGL_fillRectCoord((r).left,(r).top, \
(r).right,(r).bottom)
#define MGL_bitBlt(d,s,r,dl,dt,op) MGL_bitBltCoord((d),(s),(r).left, \
(r).top,(r).right,(r).bottom,dl,dt,op)
#define MGL_bitBltLin(d,s,so,r,op) MGL_bitBltLinCoord((d),(s),so, \
(r).left,(r).top,(r).right,(r).bottom,op)
#define MGL_stretchBlt(d,s,sr,dr) MGL_stretchBltCoord((d),(s),(sr).left, \
(sr).top,(sr).right,(sr).bottom, \
(dr).left,(dr).top,(dr).right,(dr).bottom)
#define MGL_transBlt(d,s,r,dl,dt,c,st) MGL_transBltCoord((d),(s),(r).left, \
(r).top,(r).right,(r).bottom,dl,dt,c,st)
#define MGL_transBltLin(d,s,so,r,c,st) MGL_transBltLinCoord((d),(s),so, \
(r).left,(r).top,(r).right,(r).bottom,c,st)
#define MGL_getDivot(dc,r,divot) MGL_getDivotCoord(dc,(r).left,(r).top, \
(r).right,(r).bottom,divot)
#define MGL_divotSize(dc,r) MGL_divotSizeCoord(dc,(r).left,(r).top,\
(r).right,(r).bottom)
#define MGL_isSimpleRegion(r) (((region_t*)(r))->spans == NULL)
#define MGL_rgnLine(p1,p2,p) MGL_rgnLineCoord((p1).x,(p1).y,(p2).x,(p2).y,p)
#define MGL_rgnLineFX(p1,p2,p) MGL_rgnLineCoordFX((p1).x,(p1).y,(p2).x,(p2).y,p)
#define MGL_rgnSolidRectPt(lt,rb) MGL_rgnSolidRectCoord((lt).x,(lt).y, \
(rb).x,(rb).y)
#define MGL_rgnSolidRect(r) MGL_rgnSolidRectCoord((r).left,(r).top, \
(r).right,(r).bottom)
/* Fast color packing/unpacking routines implemented as macros */
#define MGL_packColorFast(pf,R,G,B) \
((ulong)(((uchar)(R) >> (pf)->redAdjust) & (pf)->redMask) << (pf)->redPos) \
| ((ulong)(((uchar)(G) >> (pf)->greenAdjust) & (pf)->greenMask) << (pf)->greenPos) \
| ((ulong)(((uchar)(B) >> (pf)->blueAdjust) & (pf)->blueMask) << (pf)->bluePos)
#define MGL_unpackColorFast(pf,c,R,G,B) \
{ \
(R) = (uchar)((((ulong)(c) >> (pf)->redPos) & (pf)->redMask) << (pf)->redAdjust); \
(G) = (uchar)((((ulong)(c) >> (pf)->greenPos) & (pf)->greenMask) << (pf)->greenAdjust);\
(B) = (uchar)((((ulong)(c) >> (pf)->bluePos) & (pf)->blueMask) << (pf)->blueAdjust); \
}
/* Macros to access the RGB components in a packed 24 bit RGB tuple */
#define MGL_rgbRed(c) (((uchar*)&(c))[2])
#define MGL_rgbGreen(c) (((uchar*)&(c))[1])
#define MGL_rgbBlue(c) (((uchar*)&(c))[0])
/* Fast 24 bit color packing/unpacking routines implemented as macros */
#define MGL_packColorRGBFast(R,G,B) \
(((ulong)((uchar)(R)) << 16) | ((ulong)((uchar)(G)) << 8) | (uchar)(B))
#define MGL_packColorRGBFast2(c,R,G,B) \
{ \
MGL_rgbRed(c) = (uchar)(R); \
MGL_rgbGreen(c) = (uchar)(G); \
MGL_rgbBlue(c) = (uchar)(B); \
}
#define MGL_unpackColorRGBFast(c,R,G,B) \
{ \
(R) = MGL_rgbRed(c); \
(G) = MGL_rgbGreen(c); \
(B) = MGL_rgbBlue(c); \
}
#ifdef __cplusplus
} /* End of "C" linkage for C++ */
#include "mglrect.hpp" /* Include C++ point/rectangle classes */
#endif /* __cplusplus */
/* Include appropriate platform specific bindings */
#if defined(MGLWIN) || defined(__WINDOWS__)
#include "mglwin.h"
#elif defined(MGLPM) || defined(__OS2__)
/*#include "mglpm.h"*/
#elif defined(MGLX) || defined(__UNIX__)
/*#include "mglx.h"*/
#else
#include "mgldos.h"
#endif
#pragma pack() /* Return to default packing */
#endif /* __MGRAPH_H */
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