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153 lines
5.2 KiB
C++
153 lines
5.2 KiB
C++
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/****************************************************************************
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*
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* MegaGraph Graphics Library
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*
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* Copyright (C) 1996 SciTech Software.
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* All rights reserved.
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*
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* Filename: $Workfile: mglwin.h $
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* Version: $Revision: 1.14 $
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*
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* Language: ANSI C
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* Environment: IBM PC (MS DOS)
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*
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* Description: Header file for the MGLWIN bindings for MS Windows using
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* WinG in a window and WinDirect for full screen. The MGLWIN
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* binding only targets Win32 applications, so cannot be used
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* for 16 bit Windows development.
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*
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* $Date: 14 Mar 1997 16:09:34 $ $Author: KendallB $
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*
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****************************************************************************/
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#ifndef __MGLWIN_H
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#define __MGLWIN_H
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#ifndef MGLWIN
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#define MGLWIN
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#endif
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/*---------------------- Macros and type definitions ----------------------*/
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typedef HWND MGL_HWND;
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typedef HDC MGL_HDC;
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typedef HINSTANCE MGL_HINSTANCE;
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/*------------------------- Function Prototypes ---------------------------*/
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#ifdef __cplusplus
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extern "C" { /* Use "C" linkage when in C++ mode */
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#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
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* for the MGL to use your own window for fullscreen modes, you can
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* register it with this function. Note that when the MGL goes into
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* fullscreen modes, the attributes, size and position of the window are
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* modified to make it into a fullscreen Window necessary to cover the
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* entire desktop, and the state of the window will be restore to the original
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* format on return to normal GDI mode.
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*
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* Note that if you are using a common window for Windowed mode and fullscreen
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* modes of your application, you will need to ensure that certain messages
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* that you window normally handles in windowed modes are ignored when in
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* fullscreen modes.
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*/
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void MGLAPI MGL_registerFullScreenWindow(HWND hwndFullScreen);
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/* Function to register a fullscreen event handling window procedure.
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* If you wish to do your own event handling, you can register your window
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* procedure with the MGL using this function and it will be called
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* when there are messages to be handled. You can still call the MGL_event()
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* functions even if you have registered an event handling procedure.
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*/
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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
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* contexts before calling this function, and re-create them again with
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* the new display mode. Does not affect any event handling hooks.
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*/
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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);
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MGLDC * MGLAPI MGL_createSrollingDC(m_int virtualX,m_int virtualY,m_int numBuffers);
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MGLDC * MGLAPI MGL_createOffscreenDC(void);
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MGLDC * MGLAPI MGL_createLinearOffscreenDC(void);
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MGLDC * MGLAPI MGL_createWindowedDC(MGL_HWND hwnd);
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MGLDC * MGLAPI MGL_createMemoryDC(m_int xSize,m_int ySize,m_int bitsPerPixel,pixel_format_t *pf);
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bool MGLAPI MGL_destroyDC(MGLDC *dc);
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/* Get a Windows HDC for the MGL device context. You can use this returned
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* HDC to get GDI to draw to the device context surface, such as rendering
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* and using TrueType fonts with the MGL. If a Windows compatible HDC is not
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* available, this function will return NULL.
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*/
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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.
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* This function only needs to be called when running in Windowed modes and
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* you have set the system palette to SYSPAL_NOSTATIC mode, to ensure
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* that the MGL can properly re-map your application palette when your
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* app is not active and allow Windows to re-map your bitmap colors on the
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* fly. This function should be passed a pointer to the currently active
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* MGL Windowed DC and a flag to indicate whether the app is in the background
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* or not.
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*/
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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);
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ulong MGLAPI MGL_getTickResolution(void);
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void MGLAPI MGL_delay(m_int millseconds);
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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);
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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
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} /* End of "C" linkage for C++ */
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#endif
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#endif /* __MGLWIN_H */
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