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id_vl.h
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id_vl.h
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// ID_VL.H
// wolf compatability
void Quit (const char *error,...);
//===========================================================================
#define CHARWIDTH 2
#define TILEWIDTH 4
//===========================================================================
extern SDL_Window *window;
extern SDL_Renderer *renderer;
extern SDL_Texture *texture;
extern SDL_Surface *screen, *screenBuffer, *curSurface;
extern boolean fullscreen, usedoublebuffering;
extern unsigned screenWidth, screenHeight, screenBits, screenPitch, bufferPitch, curPitch;
extern unsigned scaleFactor;
extern boolean screenfaded;
extern unsigned bordercolor;
extern SDL_Color gamepal[256];
//===========================================================================
//
// VGA hardware routines
//
#define VL_WaitVBL(a) SDL_Delay((a)*8)
void VL_Flip (void);
void VL_SetVGAPlaneMode (void);
void VL_SetTextMode (void);
void VL_Shutdown (void);
void VL_ConvertPalette(byte *srcpal, SDL_Color *destpal, int numColors);
void VL_FillPalette (int red, int green, int blue);
void VL_SetColor (int color, int red, int green, int blue);
void VL_GetColor (int color, int *red, int *green, int *blue);
void VL_SetPalette (SDL_Color *palette, bool forceupdate);
void VL_GetPalette (SDL_Color *palette);
void VL_FadeOut (int start, int end, int red, int green, int blue, int steps);
void VL_FadeIn (int start, int end, SDL_Color *palette, int steps);
byte *VL_LockSurface(SDL_Surface *surface);
void VL_UnlockSurface(SDL_Surface *surface);
#define LOCK() VL_LockSurface(curSurface)
#define UNLOCK() VL_UnlockSurface(curSurface)
byte VL_GetPixel (int x, int y);
void VL_Plot (int x, int y, int color);
void VL_Hlin (unsigned x, unsigned y, unsigned width, int color);
void VL_Vlin (int x, int y, int height, int color);
void VL_BarScaledCoord (int scx, int scy, int scwidth, int scheight, int color);
void inline VL_Bar (int x, int y, int width, int height, int color)
{
VL_BarScaledCoord(scaleFactor*x, scaleFactor*y,
scaleFactor*width, scaleFactor*height, color);
}
void inline VL_ClearScreen(int color)
{
SDL_FillRect(curSurface, NULL, color);
}
void VL_MungePic (byte *source, unsigned width, unsigned height);
void VL_DrawPicBare (int x, int y, byte *pic, int width, int height);
void VL_MemToLatch (byte *source, int width, int height,
SDL_Surface *destSurface, int x, int y);
void VL_ScreenToScreen (SDL_Surface *source, SDL_Surface *dest);
void VL_MemToScreenScaledCoord (byte *source, int width, int height, int scx, int scy);
void VL_MemToScreenScaledCoord (byte *source, int origwidth, int origheight, int srcx, int srcy,
int destx, int desty, int width, int height);
void inline VL_MemToScreen (byte *source, int width, int height, int x, int y)
{
VL_MemToScreenScaledCoord(source, width, height,
scaleFactor*x, scaleFactor*y);
}
void VL_MaskedToScreen (byte *source, int width, int height, int x, int y);
void VL_LatchToScreenScaledCoord (SDL_Surface *source, int xsrc, int ysrc,
int width, int height, int scxdest, int scydest);
void inline VL_LatchToScreen (SDL_Surface *source, int xsrc, int ysrc,
int width, int height, int xdest, int ydest)
{
VL_LatchToScreenScaledCoord(source,xsrc,ysrc,width,height,
scaleFactor*xdest,scaleFactor*ydest);
}
void inline VL_LatchToScreenScaledCoord (SDL_Surface *source, int scx, int scy)
{
VL_LatchToScreenScaledCoord(source,0,0,source->w,source->h,scx,scy);
}
void inline VL_LatchToScreen (SDL_Surface *source, int x, int y)
{
VL_LatchToScreenScaledCoord(source,0,0,source->w,source->h,
scaleFactor*x,scaleFactor*y);
}