1/****************************************************************************
2*
3*						MegaGraph Graphics Library
4*
5*                   Copyright (C) 1996 SciTech Software.
6*							All rights reserved.
7*
8* Filename:		$Workfile:   mgraph.h  $
9* Version:		$Revision:   1.29  $
10*
11* Language:		ANSI C
12* Environment:	IBM PC (MS DOS)
13*
14* Description:	Header file for the MegaGraph Graphics Library. You can
15*				defined one of the following to specify which MGL API you
16*				wish to use.
17*
18*					MGL_LITE	- Compile for the MGL/Lite API
19*					MGL_PRO		- Compile for the MGL/Pro API
20*					MGL_FIX3D	- Compile for the MGL/3D API (fixed point)
21*					MGL_FLT3D	- Compile for the MGL/3D API (floating point)
22*
23*				If you do not define any of these, MGL_FIX3D will be defined
24*				automatically for compatibility with older versions of the
25*				MGL.
26*
27* $Date:   11 Mar 1997 16:46:42  $ $Author:   KendallB  $
28*
29****************************************************************************/
30
31#ifndef	__MGRAPH_H
32#define	__MGRAPH_H
33
34#include <stdio.h>
35
36#ifndef	__DEBUG_H
37#include "debug.h"
38#endif
39
40#if	!defined(MGL_LITE) && !defined(MGL_PRO) && !defined(MGL_FIX3D) \
41	&& !defined(MGL_FLT3D)
42#define	MGL_FIX3D
43#endif
44
45#if	defined(MGL_FIX3D) || defined(MGL_FLT3D)
46#define	MGL_3D
47#endif
48
49/*---------------------- Macros and type definitions ----------------------*/
50
51#pragma pack(1)				/* Pack structures to byte granularity		*/
52
53/* Define the version number for the MGL release */
54
55#define MGL_VERSION_STR     "3.1"
56
57/* Define the calling conventions for all public MGL functions. If we
58 * are compiling the MGL as a DLL, then all public functions are compiled
59 * and exported with standard C calling conventions, otherwise we use
60 * the default calling conventions provided by the compiler.
61 *
62 * Note that because Watcom C++ uses register based parameter passing
63 * by default we also provide special DLL's for watcom that are compiled
64 * with register parameter passing. This is necessary to work with all
65 * the extra libraries provided as they are all compiled to call MGL
66 * functions with arguments in registers whenever possible. You can still
67 * use the standard DLL but if you do you will need to re-compile all
68 * of the extra libraries with the MGL_DLL #define to change the calling
69 * conventions for the MGL functions.
70 */
71
72#if		defined(MGL_DLL)
73#define	MGLAPI	_EXPORT __cdecl
74#else
75#define	MGLAPI	_EXPORT _PUBAPI
76#endif
77#define	ASMAPI	_EXPORT __cdecl
78
79/* Define a type for integers used in the library. For most environments
80 * we simply define it as a normal integer (16 or 32 bits), however for
81 * 16 bit Windows it is defined as a 32 bit integer as all the real code
82 * lives in a 32 bit DLL that uses 32 bit integers.
83 */
84
85#ifndef	__M_INT_DEFINED
86#if	defined(__WINDOWS16__)
87typedef	long			m_int;
88typedef unsigned long	m_uint;
89#else
90typedef int				m_int;
91typedef	unsigned int	m_uint;
92#endif
93#define	__M_INT_DEFINED
94#endif
95
96/* Define the graphics subsystems available	*/
97
98typedef enum {
99	grDETECT		= -1,	/* Auto detect the graphics subsystem		*/
100	grNONE			= 0,	/* No graphics hardware detected			*/
101	grVGA,					/* Standard VGA								*/
102	grVESA,					/* VESA VBE compliant SuperVGA				*/
103	grSVGA,					/* Unaccelerated SuperVGA					*/
104	grACCEL,				/* Accelerated SuperVGA						*/
105	grDDRAW,				/* Unaccelerated DirectDraw					*/
106	grDDRAWACCEL,			/* Accelerated DirectDraw 					*/
107	grDDRAW3D,				/* 3D Accelerated DirectDraw 				*/
108	grMAXDRIVER,			/* Maximum driver number					*/
109	} MGL_driverType;
110
111/* Graphics modes supported	- the only video modes supported by this
112 * graphics library are those that support at least 16 colors per pixel.
113 */
114
115typedef enum {
116	/* 16 color VGA video modes */
117
118	grVGA_320x200x16,
119	grVGA_640x200x16,
120	grVGA_640x350x16,
121	grVGA_640x400x16,
122	grVGA_640x480x16,
123	grSVGA_800x600x16,
124
125	/* 256 color VGA ModeX video modes */
126
127	grVGAX_320x200x256,
128	grVGAX_320x240x256,
129	grVGAX_320x400x256,
130	grVGAX_320x480x256,
131
132	/* 256 color VGA video modes */
133
134	grVGA_320x200x256,
135
136	/* 256 color VGA/SuperVGA video modes */
137
138	grSVGA_320x200x256,
139	grSVGA_320x240x256,
140	grSVGA_320x400x256,
141	grSVGA_320x480x256,
142	grSVGA_400x300x256,
143	grSVGA_512x384x256,
144	grSVGA_640x350x256,
145	grSVGA_640x400x256,
146	grSVGA_640x480x256,
147	grSVGA_800x600x256,
148	grSVGA_1024x768x256,
149	grSVGA_1152x864x256,
150	grSVGA_1280x960x256,
151	grSVGA_1280x1024x256,
152	grSVGA_1600x1200x256,
153
154	/* 32,768 color Super VGA video modes */
155
156    grSVGA_320x200x32k,
157	grSVGA_320x240x32k,
158	grSVGA_320x400x32k,
159	grSVGA_320x480x32k,
160	grSVGA_400x300x32k,
161	grSVGA_512x384x32k,
162	grSVGA_640x350x32k,
163    grSVGA_640x400x32k,
164    grSVGA_640x480x32k,
165    grSVGA_800x600x32k,
166    grSVGA_1024x768x32k,
167	grSVGA_1152x864x32k,
168	grSVGA_1280x960x32k,
169	grSVGA_1280x1024x32k,
170    grSVGA_1600x1200x32k,
171
172	/* 65,536 color Super VGA video modes */
173
174    grSVGA_320x200x64k,
175	grSVGA_320x240x64k,
176	grSVGA_320x400x64k,
177	grSVGA_320x480x64k,
178	grSVGA_400x300x64k,
179	grSVGA_512x384x64k,
180	grSVGA_640x350x64k,
181	grSVGA_640x400x64k,
182	grSVGA_640x480x64k,
183	grSVGA_800x600x64k,
184	grSVGA_1024x768x64k,
185	grSVGA_1152x864x64k,
186	grSVGA_1280x960x64k,
187	grSVGA_1280x1024x64k,
188	grSVGA_1600x1200x64k,
189
190	/* 16 million color, 24 bits per pixel Super VGA video modes */
191
192	grSVGA_320x200x16m,
193	grSVGA_320x240x16m,
194	grSVGA_320x400x16m,
195	grSVGA_320x480x16m,
196	grSVGA_400x300x16m,
197	grSVGA_512x384x16m,
198	grSVGA_640x350x16m,
199	grSVGA_640x400x16m,
200	grSVGA_640x480x16m,
201	grSVGA_800x600x16m,
202	grSVGA_1024x768x16m,
203	grSVGA_1152x864x16m,
204	grSVGA_1280x960x16m,
205	grSVGA_1280x1024x16m,
206	grSVGA_1600x1200x16m,
207
208	/* 16 million color, 32 bits per pixel Super VGA video modes */
209
210	grSVGA_320x200x4G,
211	grSVGA_320x240x4G,
212	grSVGA_320x400x4G,
213	grSVGA_320x480x4G,
214	grSVGA_400x300x4G,
215	grSVGA_512x384x4G,
216	grSVGA_640x350x4G,
217	grSVGA_640x400x4G,
218	grSVGA_640x480x4G,
219	grSVGA_800x600x4G,
220	grSVGA_1024x768x4G,
221	grSVGA_1152x864x4G,
222	grSVGA_1280x960x4G,
223	grSVGA_1280x1024x4G,
224	grSVGA_1600x1200x4G,
225
226	/* Render into Windowing System DC (Windows, OS/2 PM, X11) */
227
228	grWINDOWED,
229
230	grMAXMODE,					/* Maximum mode number					*/
231	} MGL_modeType;
232
233/* MGL_result() error codes	*/
234
235typedef enum {
236	grOK			= 0,	/* No error									*/
237	grNoInit		= -1,	/* Graphics driver has not been installed	*/
238	grNotDetected	= -2,	/* Graphics hardware was not detected		*/
239	grDriverNotFound= -3,	/* Graphics driver file not found			*/
240	grBadDriver		= -4,	/* File loaded was not a graphics driver	*/
241	grLoadMem		= -5,	/* Not enough memory to load graphics driver*/
242	grInvalidMode	= -6,	/* Invalid graphics mode for selected driver*/
243	grError			= -8,	/* General graphics error					*/
244	grInvalidName	= -9,	/* Invalid driver name						*/
245	grNoMem			= -10,	/* Not enough memory to perform operation	*/
246	grNoModeSupport	= -11,	/* Select video mode not supported by hard.	*/
247	grInvalidFont	= -12,	/* Invalid font data						*/
248	grBadFontFile	= -13,	/* File loaded was not a font file			*/
249	grFontNotFound	= -14,	/* Font file was not found					*/
250	grOldDriver     = -15,	/* Driver file is an old version			*/
251	grInvalidDevice	= -16,	/* Invalid device for selected operation	*/
252	grInvalidDC		= -17,	/* Invalid device context					*/
253	grInvalidCursor	= -18,	/* Invalid cursor file						*/
254	grCursorNotFound= -19,	/* Cursor file was not found				*/
255	grInvalidIcon	= -20,	/* Invalid icon file						*/
256	grIconNotFound	= -21,	/* Icon file was not found					*/
257	grInvalidBitmap = -22,	/* Invalid bitmap file						*/
258	grBitmapNotFound= -23,	/* Bitmap file was not found				*/
259	grZbufferTooBig	= -24,	/* Zbuffer allocation is too large			*/
260	grNewFontFile	= -25,	/* Only Windows 2.x font files supported	*/
261	grNoDoubleBuff  = -26,	/* Double buffering is not available		*/
262	grNoHardwareBlt	= -28,	/* No hardware bitBlt for OffscreenDC		*/
263	grNoOffscreenMem= -29,	/* No available offscreen memory			*/
264	grInvalidPF		= -30,	/* Invalid pixel format for memory DC		*/
265
266	grLastError		= -31,	/* Last error number in list				*/
267	} MGL_errorType;
268
269#define	MGL_CLIPON		true
270#define	MGL_CLIPOFF		false
271
272/* Color mapped modes */
273
274typedef enum {
275	MGL_CMAP_MODE,					/* Normal Color mapped mode 	*/
276	MGL_DITHER_RGB_MODE,			/* 24 bit RGB halftone dithered	*/
277	} MGL_colorModes;
278
279/* Standard colors - this is the standard set of colors for the IBM PC. The
280 * default palette will have been programmed to contain these values when a
281 * graphics modes is started. If the palette has been changed, they will
282 * not correspond to the actual colors on the screen. Under a Windowing
283 * manage environment these colors will also not be setup by default.
284 */
285
286enum MGL_COLORS {
287	MGL_BLACK,						/* dark colors	*/
288	MGL_BLUE,
289	MGL_GREEN,
290	MGL_CYAN,
291	MGL_RED,
292	MGL_MAGENTA,
293	MGL_BROWN,
294	MGL_LIGHTGRAY,
295	MGL_DARKGRAY,					/* light colors	*/
296	MGL_LIGHTBLUE,
297	MGL_LIGHTGREEN,
298	MGL_LIGHTCYAN,
299	MGL_LIGHTRED,
300	MGL_LIGHTMAGENTA,
301	MGL_YELLOW,
302	MGL_WHITE,
303	};
304
305/* Windows standard color indices for 256 color bitmaps. 8,9,246,247 are
306 * reserved and you should not count on these colors always being the
307 * same. For 16 color bitmaps, colors 248-255 map to colors 8-15.
308 */
309
310enum MGL_WIN_COLORS {
311	MGL_WIN_BLACK 			= 0,
312	MGL_WIN_DARKRED			= 1,
313	MGL_WIN_DARKGREEN		= 2,
314	MGL_WIN_DARKYELLOW		= 3,
315	MGL_WIN_DARKBLUE		= 4,
316	MGL_WIN_DARKMAGENTA		= 5,
317	MGL_WIN_DARKCYAN		= 6,
318	MGL_WIN_LIGHTGRAY		= 7,
319	MGL_WIN_TURQUOISE		= 8,		/* Reserved; dont count on this	*/
320	MGL_WIN_SKYBLUE			= 9,		/* Reserved; dont count on this	*/
321	MGL_WIN_CREAM			= 246,		/* Reserved; dont count on this	*/
322	MGL_WIN_MEDIUMGRAY		= 247,		/* Reserved; dont count on this	*/
323	MGL_WIN_DARKGRAY		= 248,
324	MGL_WIN_LIGHTRED		= 249,
325	MGL_WIN_LIGHTGREEN		= 250,
326	MGL_WIN_LIGHTYELLOW		= 251,
327	MGL_WIN_LIGHTBLUE		= 252,
328	MGL_WIN_LIGHTMAGENTA	= 253,
329    MGL_WIN_LIGHTCYAN		= 254,
330	MGL_WIN_WHITE 			= 255,
331	};
332
333typedef enum {
334	MGL_MARKER_SQUARE,
335	MGL_MARKER_CIRCLE,
336	MGL_MARKER_X,
337	} MGL_markerStyleType;
338
339typedef enum {						/* Write mode operators				*/
340	MGL_REPLACE_MODE,				/* Replace mode						*/
341	MGL_AND_MODE,					/* AND mode							*/
342	MGL_OR_MODE,					/* OR mode							*/
343	MGL_XOR_MODE,					/* XOR mode							*/
344	} MGL_writeModeType;
345
346typedef enum {
347	MGL_BITMAP_SOLID,
348	MGL_BITMAP_OPAQUE,
349	MGL_BITMAP_TRANSPARENT,
350	MGL_PIXMAP,
351	} MGL_fillStyleType;
352
353typedef enum {
354	MGL_LINE_PENSTYLE,				/* Line drawn in current pen style	*/
355	MGL_LINE_STIPPLE,				/* Line drawn with current stipple	*/
356	} MGL_lineStyleType;
357
358typedef enum {
359	MGL_CONVEX_POLYGON,				/* Monotone vertical polygon		*/
360	MGL_COMPLEX_POLYGON,			/* Non-Simple polygons				*/
361	MGL_AUTO_POLYGON,				/* Auto detect the polygon type		*/
362	} MGL_polygonType;
363
364/* Text manipulation defines */
365
366typedef enum {
367	MGL_LEFT_TEXT		=	0,		/* Justify from left				*/
368	MGL_TOP_TEXT		=	0,		/* Justify from top					*/
369	MGL_CENTER_TEXT		=	1,		/* Center the text					*/
370	MGL_RIGHT_TEXT		=	2,		/* Justify from right				*/
371	MGL_BOTTOM_TEXT		=	2,		/* Justify from bottom				*/
372	MGL_BASELINE_TEXT	=	3,		/* Justify from the baseline		*/
373	} MGL_textJustType;
374
375typedef enum {
376	MGL_LEFT_DIR		=	0,		/* Text goes to left				*/
377	MGL_UP_DIR			=	1,		/* Text goes up						*/
378	MGL_RIGHT_DIR		=	2,		/* Text goes right					*/
379	MGL_DOWN_DIR		=	3,		/* Text goes down					*/
380	} MGL_textDirType;
381
382/* Font types */
383
384typedef enum {
385	MGL_VECTORFONT = 1,				/* Vector font						*/
386	MGL_FIXEDFONT,					/* Fixed width bitmap font			*/
387	MGL_PROPFONT,					/* Proportional width bitmap font	*/
388	} MGL_fontType;
389
390/* Palette rotation directions */
391
392typedef enum {
393	MGL_ROTATE_UP,					/* Rotate the palette values up		*/
394	MGL_ROTATE_DOWN,				/* Rotate the palette values down	*/
395	} MGL_palRotateType;
396
397/* Border drawing routine styles */
398
399typedef enum {
400	MGL_BDR_INSET,					/* Interior is inset into screen	*/
401	MGL_BDR_OUTSET,					/* Interior is outset from screen	*/
402	MGL_BDR_OUTLINE,				/* Border is 3d outline				*/
403	} MGL_bdrStyleType;
404
405/* Standard display driver names 	*/
406
407#define	MGL_VGA4NAME		"VGA4.DRV"		/* Standard VGA drivers			*/
408#define	MGL_VGA8NAME		"VGA8.DRV"
409#define	MGL_VGAXNAME		"VGAX.DRV"
410
411#define	MGL_SVGA4NAME		"SVGA4.DRV"		/* Generic SuperVGA drivers		*/
412#define	MGL_SVGA8NAME		"SVGA8.DRV"
413#define	MGL_SVGA16NAME		"SVGA16.DRV"
414#define	MGL_SVGA24NAME		"SVGA24.DRV"
415#define	MGL_SVGA32NAME		"SVGA32.DRV"
416
417#define	MGL_LINEAR8NAME		"LINEAR8.DRV"	/* Linear framebuffer drivers	*/
418#define	MGL_LINEAR16NAME	"LINEAR16.DRV"
419#define	MGL_LINEAR24NAME	"LINEAR24.DRV"
420#define	MGL_LINEAR32NAME	"LINEAR32.DRV"
421
422#define	MGL_ACCEL8NAME		"ACCEL8.DRV"	/* VBE/AF Accelerated drivers	*/
423#define	MGL_ACCEL16NAME		"ACCEL16.DRV"
424#define	MGL_ACCEL24NAME		"ACCEL24.DRV"
425#define	MGL_ACCEL32NAME		"ACCEL32.DRV"
426
427#define	MGL_DDRAW8NAME		"DDRAW8.DRV"	/* DirectDraw drivers			*/
428#define	MGL_DDRAW16NAME		"DDRAW16.DRV"
429#define	MGL_DDRAW24NAME		"DDRAW24.DRV"
430#define	MGL_DDRAW32NAME		"DDRAW32.DRV"
431
432/* Standard memory driver names 	*/
433
434#define	MGL_PACKED1NAME		"PACK1.DRV"
435#define	MGL_PACKED4NAME		"PACK4.DRV"
436#define	MGL_PACKED8NAME		"PACK8.DRV"
437#define	MGL_PACKED16NAME	"PACK16.DRV"
438#define	MGL_PACKED24NAME	"PACK24.DRV"
439#define	MGL_PACKED32NAME	"PACK32.DRV"
440
441/* Standard bitmap names	*/
442
443#define	MGL_EMPTY_FILL	_MGL_getEmptyPat()
444#define	MGL_GRAY_FILL	_MGL_getGrayPat()
445#define	MGL_SOLID_FILL	_MGL_getSolidPat()
446
447/* Event message masks for keyDown events */
448
449#define	EVT_ASCIIMASK	0x00FF	/* Ascii code of key pressed			*/
450#define	EVT_SCANMASK	0xFF00	/* Scan code of key pressed				*/
451#define	EVT_COUNTMASK	0x7FFF0000L		/* Count for KEYREPEAT's		*/
452
453#define	EVT_asciiCode(m)	( (uchar) (m & EVT_ASCIIMASK) )
454#define	EVT_scanCode(m)		( (uchar) ( (m & EVT_SCANMASK) >> 8 ) )
455#define	EVT_repeatCount(m)	( (short) ( (m & EVT_COUNTMASK) >> 16 ) )
456
457/* Event message masks for mouse events */
458
459#define	EVT_LEFTBMASK	0x0001	/* Left button is bit 0					*/
460#define	EVT_RIGHTBMASK	0x0004	/* Right button is bit 1				*/
461#define	EVT_BOTHBMASK	0x0005	/* Both left and right together			*/
462#define	EVT_ALLBMASK	0x0005	/* All buttons pressed					*/
463
464/* Modifier masks */
465
466#define	EVT_LEFTBUT		0x0001	/* Set if left button was down			*/
467#define	EVT_RIGHTBUT	0x0002	/* Set if right button was down			*/
468#define	EVT_RIGHTSHIFT	0x0008	/* Set if right shift down				*/
469#define	EVT_LEFTSHIFT	0x0010	/* Set if left shift down				*/
470#define	EVT_CTRLSTATE	0x0020	/* Set if ctrl key down					*/
471#define	EVT_ALTSTATE	0x0040	/* Set if alt key down					*/
472#define	EVT_LEFTCTRL	0x0080	/* Set if left ctrl key down			*/
473#define	EVT_LEFTALT		0x0100	/* Set if left alt key down				*/
474#define	EVT_SHIFTKEY	0x0018	/* Any shift key						*/
475
476/* Event codes */
477
478#define	EVT_NULLEVT		0x0000	/* A null event							*/
479#define	EVT_KEYDOWN		0x0001	/* Key down event						*/
480#define	EVT_KEYREPEAT	0x0002	/* Key repeat event						*/
481#define	EVT_KEYUP		0x0004	/* Key up event							*/
482#define	EVT_MOUSEDOWN	0x0008	/* Mouse down event						*/
483#define	EVT_MOUSEUP		0x0010	/* Mouse up event						*/
484#define	EVT_MOUSEMOVE	0x0020	/* Mouse movement event					*/
485#define	EVT_TIMERTICK	0x0040	/* Timer tick event						*/
486#define	EVT_USEREVT		0x0080	/* First user event						*/
487
488/* Event code masks */
489
490#define	EVT_KEYEVT		(EVT_KEYDOWN | EVT_KEYREPEAT | EVT_KEYUP)
491#define	EVT_MOUSEEVT	(EVT_MOUSEDOWN | EVT_MOUSEUP | EVT_MOUSEMOVE)
492#define	EVT_MOUSECLICK	(EVT_MOUSEDOWN | EVT_MOUSEUP)
493#define	EVT_EVERYEVT	0xFFFF
494
495/* Suspend Application callback type codes. This callback is called
496 * when the user presses one of the corresponding keys indicating that
497 * they wish to change the active application. The MGL will catch these
498 * events and if you have registered a callback, will call the callback to
499 * save the state of the application so that it can be properly restored
500 * when the user switches back to your application. The MGL takes care of
501 * all the details about saving and restoring the state of the hardware,
502 * and all your application needs to do is save its own state so that you can
503 * re-draw the application screen upon re-activation.
504 *
505 * NOTE: Your application suspend callback may get called twice with the
506 *		 MGL_DEACTIVATE flag in order to test whether the switch should
507 *		 occur (under both DirectDraw and WinDirect fullscreen modes).
508 *
509 * NOTE: When your callback is called with the MGL_DEACTIVATE flag, you
510 *		 cannot assume that you have access to the display memory surfaces
511 *		 as they may have been lost by the time your callback has been called.
512 */
513
514#define	MGL_DEACTIVATE	0x0001	/* Application losing active focus		*/
515#define	MGL_REACTIVATE	0x0002	/* Application regaining active focus	*/
516
517/* Return codes from the suspend application callback. The normal value
518 * to be returned is MGL_SUSPEND_APP and this will cause the app to be
519 * suspended while back in GDI mode until the app is re-activated again
520 * by the user.
521 *
522 * MGL_NO_DEACTIVATE signals to WinDirect that the application does not want
523 * to allow switching to occur, and the switch request will be ignored and
524 * the app will remain in fullscreen mode.
525 *
526 * MGL_NO_SUSPEND_APP can be used to tell WinDirect to switch back to the
527 * desktop, but not to suspend the application. This must be used with
528 * care as the suspend application callback is then responsible for setting
529 * a flag in the application that will stop the application from doing any
530 * rendering to the framebuffer while the application is in GDI mode. This
531 * return value is useful for games that need to maintain network
532 * connectivity while the user has temporarily switched back to GDI mode.
533 */
534
535#define	MGL_NO_DEACTIVATE	0	/* Dont allow app to be deactivated 	*/
536#define	MGL_SUSPEND_APP		1	/* Suspend application until restored	*/
537#define	MGL_NO_SUSPEND_APP	2	/* Dont suspend, but allow switch		*/
538
539/* Here we define the structures used to represent points and rectangles */
540
541typedef struct {
542	m_int	x,y;
543	} point_t;
544
545typedef	struct {
546	m_int	left;
547	m_int	top;
548	m_int	right;
549	m_int	bottom;
550	} rect_t;
551
552/* All colors are represented as longs by the library. This allows
553 * code to work correctly with up to 24 bit color device drivers. The
554 * device drivers themselves expect the color to be a color index if in
555 * a color mapped mode, or a 15/16/24 bit RGB tuple in a hicolor or truecolor
556 * mode. You can use the appropriate routines to pack and unpack
557 * colors into the color_t format.
558 */
559
560typedef	ulong		color_t;
561
562/* Define the value used to clear the software ZBuffer. The MGL always uses
563 * a > operator for the z compare, and the smallest value is 0.
564 */
565
566#define	MGL_ZCLEARVAL	0
567
568/* Structures for passing vertex information to polygon rendering routines.
569 * All fixed point coordinates are passed in 16.16 signed fixed point
570 * format, while zbuffer coordinates are passed in 4.28 signed fixed point
571 * format. The sign bit is used purely for overflow and arithmetic
572 * internally, and all user passed zbuffer values should be greater than
573 * 0. All shaded rendering routines either take a color index in 8.16 fixed
574 * point format (range 0-255.9) or separate RGB components in 8.16 fixed
575 * point format (range 0-255.9).
576 */
577
578#ifdef	__FX_FIXED_H
579#define	fix32_t			FXFixed
580#else
581typedef	long			fix32_t;
582#endif
583typedef	fix32_t			fxcolor_t;
584typedef	long			zfix32_t;
585
586typedef	struct {
587	fix32_t x,y;
588	} fxpoint_t;
589
590typedef	struct {
591	fxcolor_t	r,g,b;
592	} fxrgb_t;
593
594typedef struct {
595	fix32_t		w,s,t;
596	} fxtex_t;
597
598typedef	struct {
599	fxcolor_t	c;
600	fxpoint_t   p;
601	} fxpointc_t;
602
603typedef	struct {
604	fxrgb_t		c;
605	fxpoint_t	p;
606	} fxpointrgb_t;
607
608typedef	struct {
609	fxpoint_t	p;
610	zfix32_t	z;
611	} fxpointz_t;
612
613typedef	struct {
614	fxcolor_t	c;
615	fxpoint_t	p;
616	zfix32_t	z;
617	} fxpointcz_t;
618
619typedef	struct {
620	fxrgb_t		c;
621	fxpoint_t	p;
622	zfix32_t	z;
623	} fxpointrgbz_t;
624
625/* Macros to convert between integer and 32 bit fixed point format */
626
627#define	MGL_FIX_1			0x10000L
628#define	MGL_FIX_2			0x20000L
629#define	MGL_FIX_HALF		0x08000L
630#define	MGL_TOFIX(i)		((long)(i) << 16)
631#define MGL_FIXTOINT(f)		((m_int)((f) >> 16))
632#define	MGL_FIXROUND(f) 	((m_int)(((f) + MGL_FIX_HALF) >> 16))
633
634#define	MGL_ZFIX_1			0x10000000L
635#define	MGL_ZFIX_HALF		0x08000000L
636#define MGL_FIXTOZ(i)		((i) << 12)
637#define	MGL_ZTOFIX(i)		((i) >> 12)
638#define	MGL_TOZFIX(i)		((long)(i) << 28)
639#define MGL_ZFIXTOINT(f)	((m_int)((f) >> 28))
640#define	MGL_ZFIXROUND(f) 	((m_int)(((f) + MGL_ZFIX_HALF) >> 28))
641
642/* Region structure */
643
644#ifdef	BUILD_MGL
645struct _span_t;
646typedef	struct _span_t	span_t;
647#else
648typedef void		span_t;
649#endif
650
651typedef struct {
652	rect_t      rect;			/* Bounding rectangle for region		*/
653	span_t		*spans;			/* Start of span list for region		*/
654	} region_t;
655
656/* Palette entry structure	*/
657
658typedef struct {
659	uchar	blue;				/* Blue component of color				*/
660	uchar	green;				/* Green component of color				*/
661	uchar	red;				/* Blue component of color				*/
662	uchar	alpha;				/* Alpha or alignment byte				*/
663	} palette_t;
664
665/* Maximum value for each palette entry component */
666
667#define	PALMAX		255				/* Max value for palette components	*/
668
669/* Pixel format structure */
670
671typedef struct {
672	uchar	redMask,greenMask;		/* Mask values for pixels			*/
673	uchar	blueMask,rsvdMask;
674	m_int	redPos,redAdjust;		/* Red position and adjustment		*/
675	m_int	greenPos,greenAdjust;	/* Green position and adjustment	*/
676	m_int	bluePos,blueAdjust;		/* Blue position and adjustment		*/
677	m_int	rsvdPos,rsvdAdjust;		/* Reserved position and adjustment */
678	} pixel_format_t;
679
680/* Structure to hold arc coordinate information */
681
682typedef struct {
683	m_int	x,y;					/* Centre point of the arc			*/
684	m_int	startX,startY;			/* Starting point on arc			*/
685	m_int	endX,endY;				/* Ending point on arc				*/
686	} arc_coords_t;
687
688/* Mouse cursor structure */
689
690typedef	struct {
691	ulong		xorMask[32];
692	ulong		andMask[32];
693	m_int		xHotSpot;
694	m_int		yHotSpot;
695	} cursor_t;
696
697/* Bitmap structure - always packed pixel DIB format */
698
699typedef struct {
700	m_int		width;				/* Width of bitmap in pixels		*/
701	m_int		height;				/* Height of bitmap in pixels		*/
702	m_int		bitsPerPixel;		/* Pixel width						*/
703	m_int		bytesPerLine;		/* Bytes per line value for surface */
704	uchar		*surface;			/* Pointer to bitmap surface		*/
705	palette_t	*pal;				/* Palette (NULL if not loaded)		*/
706	pixel_format_t *pf;				/* Pixel format (NULL if none)		*/
707
708	/* ... palette, pixel format and bitmap data are store contiguously */
709	} bitmap_t;
710
711/* Icon structure - can be 32x23, 64x64 or in fact any size */
712
713typedef struct {
714	m_int		byteWidth;			/* Byte with for AND mask			*/
715	uchar		*andMask;			/* Hold punch mask for icon			*/
716	bitmap_t	xorMask;			/* XOR mask for the icon			*/
717
718	/* ... AND mask and bitmap structure are stored contiguously */
719	} icon_t;
720
721/* Default cursor name */
722
723#define	MGL_DEF_CURSOR		_MGL_getDefCursor()
724
725/* Generic Font structure */
726
727#define	_MGL_FNAMESIZE		58
728
729typedef struct {
730	char			name[_MGL_FNAMESIZE];/* Name of the font			*/
731	short			fontType;		/* Type of font						*/
732	short			maxWidth;		/* Maximum character width			*/
733	short			maxKern;		/* Maximum character kern			*/
734	short			fontWidth;		/* Font width						*/
735	short			fontHeight;		/* Font height						*/
736	short			ascent;			/* Font ascent value				*/
737	short			descent;		/* Font descent value				*/
738	short			leading;		/* Font leading value				*/
739	} font_t;
740
741/* Character and font metrics structure */
742
743typedef struct {
744	m_int			width;			/* Width of character or font		*/
745	m_int			fontWidth;		/* Character width (tightest fit)	*/
746	m_int			fontHeight;		/* Height of the font				*/
747	m_int			ascent;			/* Ascent value						*/
748	m_int			descent;		/* Descent value					*/
749	m_int			leading;		/* Leading value					*/
750	m_int			kern;			/* Kern value						*/
751	} metrics_t;
752
753/* Text settings structure */
754
755typedef struct {
756	m_int			horizJust;		/* Horizontal justfication			*/
757	m_int			vertJust;		/* Vertical justification			*/
758	m_int			dir;			/* Text drawing direction			*/
759	m_int 			szNumerx;		/* Text x size numerator			*/
760	m_int 			szNumery;		/* Text y size numerator			*/
761	m_int			szDenomx;		/* Text x size denominator			*/
762	m_int			szDenomy;		/* Text y size denominator			*/
763	m_int			spaceExtra;		/* Space extra term					*/
764	font_t 			*font;			/* Currently selected font			*/
765	} text_settings_t;
766
767/* Macros to access the (left,top) and (right,bottom) points of a
768 * rectangle.
769 */
770
771#define	MGL_leftTop(r)		(((point_t *) &(r))[0])
772#define	MGL_rightBottom(r)	(((point_t *) &(r))[1])
773
774typedef uchar	pattern_t[8];
775typedef color_t	pixpattern_t[8][8];
776
777/* Attributes structure */
778
779typedef struct {
780	color_t			color;			/* Foreground color					*/
781	color_t			backColor;		/* Background color					*/
782	m_int			colorMode;		/* Current color mode				*/
783	m_int			markerSize;		/* Size of markers in pixels		*/
784	m_int			markerStyle;	/* Style of markers					*/
785	color_t			markerColor;	/* Color to draw markers in			*/
786	color_t			bdrBright;		/* Border bright color				*/
787	color_t			bdrDark;		/* Border dark color				*/
788	point_t			CP;				/* Graphics pen position			*/
789	m_int			writeMode;		/* Scan conversion write mode op.	*/
790	m_int			penStyle;		/* Pen style						*/
791	m_int			penHeight;		/* Height of pen					*/
792	m_int			penWidth;		/* Width of pen						*/
793	pattern_t		penPat;			/* Pattern for pen					*/
794	pixpattern_t	penPixPat;		/* Pixmap pattern for pen			*/
795	m_int			lineStyle;		/* Line style						*/
796	ushort			lineStipple;	/* Line stipple						*/
797	m_uint			stippleCount;	/* Current line stipple count		*/
798	rect_t			viewPort;		/* Viewport dimensions				*/
799	point_t			viewPortOrg;	/* Logical viewport origin			*/
800	rect_t			clipRect;		/* Clipping rectangle dimensions	*/
801	m_int			clip;			/* Is clipping on?					*/
802	m_int			polyType;		/* Polygon drawing type				*/
803	text_settings_t	ts;				/* Text drawing attributes			*/
804	} attributes_t;
805
806/* Mode specific format information. This structrure can be used by
807 * the device driver to build tables of values for all supported modes
808 */
809
810typedef struct {
811	m_int	xRes;			/* Device x resolution - 1					*/
812	m_int	yRes;			/* Device y resolution - 1					*/
813	m_int	bitsPerPixel;	/* Number of bits per pixel					*/
814	m_int	numberOfPlanes;	/* Number of planes in image				*/
815	color_t	maxColor;		/* Maximum number of colors - 1				*/
816	m_int	maxPage;		/* Maximum number of video pages - 1		*/
817	m_int	bytesPerLine;	/* Number of bytes in a line				*/
818	m_int	aspectRatio;	/* Mode aspect ratio (horiz/vert * 1000)	*/
819	long	pageSize;		/* Number of bytes in a page				*/
820	m_int	scratch1;		/* Scratch pad value 1						*/
821	m_int	scratch2;		/* Scratch pad value 2						*/
822	char    redMaskSize;            /* Size of direct color red mask    */
823	char    redFieldPosition;       /* Bit posn of lsb of red mask      */
824	char    greenMaskSize;          /* Size of direct color green mask  */
825	char    greenFieldPosition;     /* Bit posn of lsb of green mask    */
826	char    blueMaskSize;           /* Size of direct color blue mask   */
827	char    blueFieldPosition;      /* Bit posn of lsb of blue mask     */
828	char	rsvdMaskSize;			/* Size of reserved mask			*/
829	char	rsvdFieldPosition;		/* Bit posn of reserved mask		*/
830	} gmode_t;
831
832/* Public Device Context Structure. The 'surface' member along with the
833 * gmode_t information block, provides direct access to the active
834 * display surface for user applications. The MGL virtualises the surface
835 * in SuperVGA modes that dont have a real linear framebuffer.
836 */
837
838typedef struct {
839	attributes_t a;			/* Active device attributes					*/
840	void	*surface;		/* Pointer to active device surface			*/
841	void	*zbuffer;		/* Pointer to Z-buffer if allocated			*/
842	m_int	zbits;			/* Bits per zbuffer element					*/
843	m_int   zwidth;			/* Width of the zbuffer in pixels			*/
844	gmode_t	mi;				/* Mode specific information block			*/
845	pixel_format_t pf;		/* Current pixel format for device context	*/
846	color_t	*colorTab;		/* Color lookup table cache					*/
847	color_t	*shadeTab;		/* Currently active shade table				*/
848	m_int	bankOffset;		/* Offset of starting bank number			*/
849
850	/* Remainder of Device Context structure is private and internal	*/
851	} publicDevCtx_t;
852
853#ifndef	BUILD_MGL
854typedef publicDevCtx_t			MGLDC;
855#else
856struct internalDevCtx_t;
857typedef struct internalDevCtx_t	MGLDC;
858#endif
859
860typedef	struct {
861	ulong		which;			/* Which window for window manager code	*/
862	m_uint		what;			/* Event code							*/
863	ulong		when;			/* Clock ticks since midnight			*/
864	m_int		where_x;		/* Mouse location 						*/
865	m_int		where_y;
866	ulong		message;		/* Event specific message				*/
867	ulong		modifiers;		/* Modifier flags						*/
868	m_int		next;   		/* Next event in queue					*/
869	m_int		prev;			/* Previous event in queue				*/
870	} event_t;
871
872/* Structure containing file I/O functions allowing the user application to
873 * completely replace the MGL's file I/O functions with their own. This
874 * allows the app to store all MGL related files in a single large file,
875 * with encryption or compression is desired. By default normal file I/O
876 * functions will be used.
877 */
878
879typedef struct {
880	FILE *	(*fopen)(const char *filename,const char *mode);
881	int 	(*fclose)(FILE *f);
882	int 	(*fseek)(FILE *f,long offset,int whence);
883	long 	(*ftell)(FILE *f);
884	size_t	(*fread)(void *ptr,size_t size,size_t n,FILE *f);
885	size_t	(*fwrite)(const void *ptr,size_t size,size_t n,FILE *f);
886	} fileio_t;
887
888/* Define the flags for the types of direct surface access provided */
889
890#define	MGL_NO_ACCESS		0x0		/* Surface cannot be accessed		*/
891#define	MGL_VIRTUAL_ACCESS	0x1		/* Surface is virtualised 			*/
892#define	MGL_LINEAR_ACCESS	0x2		/* Surface can be linearly accessed	*/
893#define	MGL_SURFACE_FLAGS	0x3
894
895/* Define the flags for the types of direct zbuffer access provided */
896
897#define	MGL_NO_ZACCESS		0x0		/* Zbuffer cannot be accessed		*/
898#define	MGL_VIRTUAL_ZACCESS	0x4		/* Zbuffer is virtualised in 		*/
899#define	MGL_LINEAR_ZACCESS	0x8		/* Zbuffer can be linearly accessed	*/
900#define	MGL_ZBUFFER_FLAGS	0xC
901
902/* Define the flags for the types of hardware acceleration supported by
903 * the device context. This will allow the application to tailor the use of
904 * MGL functions depending upon whether specific hardware support is
905 * available. Hence applications can use specialised software rendering
906 * support if the desired hardware support is not available.
907 *
908 * NOTE: If the hardware flags are not MGL_HW_NONE, you *must* call
909 *		 the MGL_beginDirectAccess() and MGL_endDirectAccess() functions
910 *		 before and after any custom code that does direct framebuffer
911 *		 rendering!!
912 *
913 *		 This is not necessary for non-accelerated device context, so you
914 *		 might want to optimise these calls out if there is no hardware
915 *		 acceleration support.
916 */
917
918#define	MGL_HW_NONE			0x0000	/* No hardware acceleration			*/
919#define	MGL_HW_LINE			0x0010	/* Hardware line drawing			*/
920#define	MGL_HW_STIPPLE_LINE	0x0020	/* Hardware stippled line drawing	*/
921#define	MGL_HW_POLY			0x0040	/* Hardware polygon filling			*/
922#define	MGL_HW_RECT			0x0080	/* Hardware rectangle fill			*/
923#define	MGL_HW_PATT_RECT	0x0100	/* Hardware pattern rectangle fill	*/
924#define	MGL_HW_CLRPATT_RECT	0x0200	/* Hardware color pattern fill		*/
925#define	MGL_HW_SCR_BLT		0x0400	/* Hardware screen/screen bitBlt	*/
926#define	MGL_HW_SRCTRANS_BLT	0x0800	/* Hardware source transparent blt	*/
927#define	MGL_HW_DSTTRANS_BLT	0x1000	/* Hardware dest. transparent blt	*/
928#define	MGL_HW_MONO_BLT		0x2000	/* Hardware monochrome blt			*/
929#define	MGL_HW_CLIP			0x4000	/* Hardware clipping				*/
930#define	MGL_HW_FLAGS		0xFFF0
931
932#ifdef	__cplusplus
933extern "C" {			/* Use "C" linkage when in C++ mode	*/
934#endif
935
936/*------------------------- Function Prototypes ---------------------------*/
937
938/*---------------------------------------------------------------------------
939 * Routines bound to a specific device context. These routines all take
940 * an MGLDC as a parmeter for the context to work with and hence dont work
941 * with the current context. If however the context passed is the currently
942 * active context, all changes to that context are reflected in the
943 * currently active context as well.
944 *-------------------------------------------------------------------------*/
945
946/* Environment detection and initialisation */
947
948m_int 	MGLAPI MGL_registerDriver(const char *name,void *driver);
949void	MGLAPI MGL_unregisterAllDrivers(void);
950void	MGLAPI MGL_registerAllDispDrivers(bool useLinear,bool useDirectDraw,bool useWinDirect);
951void	MGLAPI MGL_registerAllMemDrivers(void);
952void 	MGLAPI MGL_detectGraph(m_int *driver,m_int *mode);
953uchar *	MGLAPI MGL_availableModes(void);
954m_int	MGLAPI MGL_availablePages(m_int mode);
955m_int	MGLAPI MGL_modeResolution(m_int mode,m_int *xRes,m_int *yRes,m_int *bitsPerPixel);
956bool	MGLAPI MGL_isDisplayDC(MGLDC *dc);
957bool	MGLAPI MGL_isWindowedDC(MGLDC *dc);
958bool	MGLAPI MGL_isMemoryDC(MGLDC *dc);
959void 	MGLAPI MGL_exit(void);
960void 	MGLAPI MGL_setBufSize(unsigned size);
961void	MGLAPI MGL_fatalError(const char *msg);
962m_int 	MGLAPI MGL_result(void);
963void	MGLAPI MGL_setResult(m_int result);
964const char * MGLAPI MGL_errorMsg(m_int err);
965const char * MGLAPI MGL_modeName(m_int mode);
966const char * MGLAPI MGL_modeDriverName(m_int mode);
967const char * MGLAPI MGL_driverName(m_int driver);
968m_int	MGLAPI MGL_getDriver(MGLDC *dc);
969m_int	MGLAPI MGL_getMode(MGLDC *dc);
970m_int	MGLAPI MGL_surfaceAccessType(MGLDC *dc);
971m_int	MGLAPI MGL_zbufferAccessType(MGLDC *dc);
972long	MGLAPI MGL_getHardwareFlags(MGLDC *dc);
973void 	MGLAPI MGL_defaultAttributes(MGLDC *dc);
974void 	MGLAPI MGL_makeSubDC(MGLDC *dc,m_int left,m_int top,m_int right,m_int bottom);
975
976/* Viewport and clip rectangle manipulation bound to a specific DC */
977
978void 	MGLAPI MGL_setViewportDC(MGLDC *dc,rect_t view);
979void	MGLAPI MGL_setRelViewportDC(MGLDC *dc,rect_t view);
980void 	MGLAPI MGL_getViewportDC(MGLDC *dc,rect_t *view);
981void 	MGLAPI MGL_setViewportOrgDC(MGLDC *dc,point_t org);
982void	MGLAPI MGL_getViewportOrgDC(MGLDC *dc,point_t *org);
983void	MGLAPI MGL_globalToLocalDC(MGLDC *dc,point_t *p);
984void	MGLAPI MGL_localToGlobalDC(MGLDC *dc,point_t *p);
985m_int 	MGLAPI MGL_maxxDC(MGLDC *dc);
986m_int 	MGLAPI MGL_maxyDC(MGLDC *dc);
987void 	MGLAPI MGL_setClipRectDC(MGLDC *dc,rect_t clip);
988void 	MGLAPI MGL_getClipRectDC(MGLDC *dc,rect_t *clip);
989void 	MGLAPI MGL_setClipModeDC(MGLDC *dc,bool mode);
990bool 	MGLAPI MGL_getClipModeDC(MGLDC *dc);
991
992/* Color and palette manipulation */
993
994color_t	MGLAPI MGL_realColor(MGLDC *dc,m_int color);
995color_t	MGLAPI MGL_rgbColor(MGLDC *dc,uchar R,uchar G,uchar B);
996void 	MGLAPI MGL_setPaletteEntry(MGLDC *dc,m_int entry,uchar red,uchar green,uchar blue);
997void 	MGLAPI MGL_getPaletteEntry(MGLDC *dc,m_int entry,uchar *red,uchar *green,uchar *blue);
998void 	MGLAPI MGL_setPalette(MGLDC *dc,palette_t *pal,m_int numColors,m_int startIndex);
999void 	MGLAPI MGL_getPalette(MGLDC *dc,palette_t *pal,m_int numColors,m_int startIndex);
1000void	ASMAPI MGL_rotatePalette(MGLDC *dc,m_int numColors,m_int startIndex,m_int direction);
1001bool	ASMAPI MGL_fadePalette(MGLDC *dc,palette_t *fullIntensity,m_int numColors,m_int startIndex,uchar intensity);
1002void	MGLAPI MGL_realizePalette(MGLDC *dc,m_int numColors,m_int startIndex,m_int waitVRT);
1003m_int	MGLAPI MGL_getPaletteSize(MGLDC *dc);
1004void	MGLAPI MGL_getDefaultPalette(MGLDC *dc,palette_t *pal);
1005void 	MGLAPI MGL_setDefaultPalette(MGLDC *dc);
1006#ifndef	MGL_LITE
1007bool	MGLAPI MGL_checkIdentityPalette(bool enable);
1008void	MGLAPI MGL_mapToPalette(MGLDC *dc,palette_t *pal);
1009#endif
1010
1011/* Generic device context information and manipulation */
1012
1013bool 	MGLAPI MGL_haveWidePalette(MGLDC *dc);
1014m_int	MGLAPI MGL_getBitsPerPixel(MGLDC *dc);
1015color_t	MGLAPI MGL_maxColor(MGLDC *dc);
1016m_int	MGLAPI MGL_maxPage(MGLDC *dc);
1017m_int 	MGLAPI MGL_sizex(MGLDC *dc);
1018m_int 	MGLAPI MGL_sizey(MGLDC *dc);
1019void 	MGLAPI MGL_getPixelFormat(MGLDC *dc,pixel_format_t *pf);
1020void	* MGLAPI MGL_computePixelAddr(MGLDC *dc,int x,int y);
1021
1022/* Double buffering support */
1023
1024void	MGLAPI MGL_setActivePage(MGLDC *dc,m_int page);
1025m_int	MGLAPI MGL_getActivePage(MGLDC *dc);
1026void	MGLAPI MGL_setVisualPage(MGLDC *dc,m_int page,m_int waitVRT);
1027m_int	MGLAPI MGL_getVisualPage(MGLDC *dc);
1028void	MGLAPI MGL_setDisplayStart(MGLDC *dc,m_int x,m_int y,m_int waitFlag);
1029void	MGLAPI MGL_getDisplayStart(MGLDC *dc,m_int *x,m_int *y);
1030void	MGLAPI MGL_vSync(MGLDC *dc);
1031bool	MGLAPI MGL_doubleBuffer(MGLDC *dc);
1032void	MGLAPI MGL_singleBuffer(MGLDC *dc);
1033void	MGLAPI MGL_swapBuffers(MGLDC *dc,m_int waitVRT);
1034
1035/* Zbuffering support */
1036
1037#ifdef	MGL_3D
1038m_int	MGLAPI MGL_getHardwareZBufferDepth(MGLDC *dc);
1039bool    ASMAPI MGL_zBegin(MGLDC *dc,m_int zbits);
1040bool	MGLAPI MGL_zShareZBuffer(MGLDC *dc,MGLDC *dcShared,m_int zbits);
1041#endif
1042
1043/* Event handling support */
1044
1045bool 	MGLAPI EVT_getNext(event_t *evt,m_uint mask);
1046bool	MGLAPI EVT_peekNext(event_t *evt,m_uint mask);
1047bool	MGLAPI EVT_post(ulong which,m_uint what,ulong message,ulong modifiers);
1048void	MGLAPI EVT_flush(m_uint mask);
1049void 	MGLAPI EVT_halt(event_t *evt,m_uint mask);
1050m_int	MGLAPI EVT_setTimerTick(m_int ticks);
1051
1052/*---------------------------------------------------------------------------
1053 * Routines bound to the currently active context. All these routines work
1054 * with the currently active context and do not reflect any changes made
1055 * to the global context to the original user supplied context (because it
1056 * may be cached). The cached DC is automatically flushed back to the
1057 * original DC when a new context is enabled with MGL_makeCurrentDC().
1058 *
1059 * Before destroying a DC that is current, make sure you call
1060 * MGL_makeCurrentDC(NULL) first!
1061 *-------------------------------------------------------------------------*/
1062
1063/* Routines to change the active global device context */
1064
1065MGLDC *	MGLAPI MGL_makeCurrentDC(MGLDC *dc);
1066bool	MGLAPI MGL_isCurrentDC(MGLDC *dc);
1067
1068/* Current device context information and manipulation */
1069
1070m_int 	MGLAPI MGL_getAspectRatio(void);
1071void 	MGLAPI MGL_setAspectRatio(m_int aspectRatio);
1072void 	ASMAPI MGL_setColor(color_t color);
1073void	MGLAPI MGL_setColorRGB(uchar R,uchar G,uchar B);
1074void	MGLAPI MGL_setColorCI(m_int index);
1075color_t MGLAPI MGL_getColor(void);
1076void 	ASMAPI MGL_setBackColor(color_t color);
1077color_t MGLAPI MGL_getBackColor(void);
1078color_t	ASMAPI MGL_packColor(pixel_format_t *pf,uchar R,uchar G,uchar B);
1079void	MGLAPI MGL_unpackColor(pixel_format_t *pf,color_t color,uchar *R,uchar *G,uchar *B);
1080color_t	ASMAPI MGL_packColorRGB(uchar R,uchar G,uchar B);
1081void	MGLAPI MGL_unpackColorRGB(color_t color,uchar *R,uchar *G,uchar *B);
1082color_t	MGLAPI MGL_defaultColor(void);
1083#ifndef	MGL_LITE
1084void	MGLAPI MGL_setMarkerSize(m_int size);
1085m_int	MGLAPI MGL_getMarkerSize(void);
1086void	MGLAPI MGL_setMarkerStyle(m_int style);
1087m_int	MGLAPI MGL_getMarkerStyle(void);
1088void	MGLAPI MGL_setMarkerColor(color_t color);
1089color_t	MGLAPI MGL_getMarkerColor(void);
1090void	MGLAPI MGL_setBorderColors(color_t bright,color_t dark);
1091void	MGLAPI MGL_getBorderColors(color_t *bright,color_t *dark);
1092void 	ASMAPI MGL_setWriteMode(m_int mode);
1093m_int 	MGLAPI MGL_getWriteMode(void);
1094void 	ASMAPI MGL_setPenStyle(m_int style);
1095m_int 	MGLAPI MGL_getPenStyle(void);
1096void 	MGLAPI MGL_setLineStyle(m_int style);
1097m_int 	MGLAPI MGL_getLineStyle(void);
1098void 	ASMAPI MGL_setLineStipple(ushort stipple);
1099ushort	MGLAPI MGL_getLineStipple(void);
1100void 	ASMAPI MGL_setLineStippleCount(m_uint stippleCount);
1101m_uint	MGLAPI MGL_getLineStippleCount(void);
1102void 	ASMAPI MGL_setPenBitmapPattern(const pattern_t *pat);
1103void 	MGLAPI MGL_getPenBitmapPattern(pattern_t *pat);
1104void 	ASMAPI MGL_setPenPixmapPattern(const pixpattern_t *pat);
1105void 	MGLAPI MGL_getPenPixmapPattern(pixpattern_t *pat);
1106void	MGLAPI MGL_setPenSize(m_int height,m_int width);
1107void 	MGLAPI MGL_getPenSize(m_int *height,m_int *width);
1108#ifndef	MGL_LITE
1109void 	MGLAPI MGL_setColorMapMode(m_int mode);
1110m_int	MGLAPI MGL_getColorMapMode(void);
1111#endif
1112void	MGLAPI MGL_setPolygonType(m_int type);
1113m_int	MGLAPI MGL_getPolygonType(void);
1114#endif
1115void 	MGLAPI MGL_getAttributes(attributes_t *attr);
1116void 	MGLAPI MGL_restoreAttributes(attributes_t *attr);
1117
1118/* Device clearing */
1119
1120void	ASMAPI MGL_clearDevice(void);
1121void 	MGLAPI MGL_clearViewport(void);
1122
1123/* Viewport and clip rectangle manipulation */
1124
1125void 	MGLAPI MGL_setViewport(rect_t view);
1126void	MGLAPI MGL_setRelViewport(rect_t view);
1127void 	MGLAPI MGL_getViewport(rect_t *view);
1128void 	MGLAPI MGL_setViewportOrg(point_t org);
1129void	MGLAPI MGL_getViewportOrg(point_t *org);
1130void	MGLAPI MGL_globalToLocal(point_t *p);
1131void	MGLAPI MGL_localToGlobal(point_t *p);
1132m_int 	MGLAPI MGL_maxx(void);
1133m_int 	MGLAPI MGL_maxy(void);
1134void 	MGLAPI MGL_setClipRect(rect_t clip);
1135void 	MGLAPI MGL_getClipRect(rect_t *clip);
1136void 	MGLAPI MGL_setClipMode(bool mode);
1137bool 	MGLAPI MGL_getClipMode(void);
1138
1139/* Pixel plotting */
1140
1141void 	MGLAPI MGL_pixelCoord(m_int x,m_int y);
1142color_t	MGLAPI MGL_getPixelCoord(m_int x,m_int y);
1143void	ASMAPI MGL_beginPixel(void);
1144void 	MGLAPI MGL_pixelCoordFast(m_int x,m_int y);
1145color_t	MGLAPI MGL_getPixelCoordFast(m_int x,m_int y);
1146void	ASMAPI MGL_endPixel(void);
1147
1148/* Line drawing and clipping */
1149
1150void 	MGLAPI MGL_moveToCoord(m_int x,m_int y);
1151void 	MGLAPI MGL_moveRelCoord(m_int dx,m_int dy);
1152void 	MGLAPI MGL_lineToCoord(m_int x,m_int y);
1153void 	MGLAPI MGL_lineRelCoord(m_int dx,m_int dy);
1154m_int 	MGLAPI MGL_getX(void);
1155m_int 	MGLAPI MGL_getY(void);
1156void	MGLAPI MGL_getCP(point_t* CP);
1157void 	MGLAPI MGL_lineCoord(m_int x1,m_int y1,m_int x2,m_int y2);
1158void 	MGLAPI MGL_lineCoordFX(fix32_t x1,fix32_t y1,fix32_t x2,fix32_t y2);
1159void	MGLAPI MGL_lineCoordFast(m_int x1,m_int y1,m_int x2,m_int y2);
1160void	MGLAPI MGL_lineCoordFastFX(fix32_t x1,fix32_t y1,fix32_t x2,fix32_t y2);
1161void    MGLAPI MGL_lineEngine(fix32_t x1,fix32_t y1,fix32_t x2,fix32_t y2,void (ASMAPI *plotPoint)(m_int x,m_int y));
1162bool	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);
1163#ifndef	MGL_LITE
1164void 	ASMAPI MGL_scanLine(m_int y,m_int x1,m_int x2);
1165#endif
1166
1167/* Routines to perform bank switching for banked framebuffers for custom
1168 * rendering code. The first version is callable only from assembler and
1169 * requires the new bank value to be passed in the DL register. The second
1170 * version is callable directly from C. DO NOT CALL THESE FUNCTIONS WHEN
1171 * RUNNING WITH A LINEAR FRAMEBUFFER!!!
1172 */
1173
1174void	_ASMAPI SVGA_setBank(void);
1175void	_ASMAPI SVGA_setBankC(int bank);
1176
1177/* Routines to begin/end direct framebuffer access. You must call these
1178 * functions is you wish to render directly to a hardware accelerated
1179 * device surface.
1180 */
1181
1182void 	ASMAPI MGL_beginDirectAccess(void);
1183void 	ASMAPI MGL_endDirectAccess(void);
1184
1185/* Routines to begin/end fast rendering of flat shaded lines, scanlines
1186 * and polygons.
1187 */
1188
1189void 	ASMAPI MGL_beginDrawing(void);
1190void 	ASMAPI MGL_endDrawing(void);
1191
1192/* Routines to begin/end fast rendering of smooth shaded lines, scanlines
1193 * and polygons.
1194 */
1195
1196#ifdef	MGL_3D
1197void 	ASMAPI MGL_beginShadedDrawing(void);
1198void 	ASMAPI MGL_endShadedDrawing(void);
1199#endif
1200
1201/* Routines to begin/end fast rendering of flat shaded, zbuffered lines and
1202 * polygons.
1203 */
1204
1205#ifdef	MGL_3D
1206void 	ASMAPI MGL_beginZDrawing(void);
1207void 	ASMAPI MGL_endZDrawing(void);
1208#endif
1209
1210/* Routines to begin/end fast rendering of smooth shaded, zbuffered lines and
1211 * polygons.
1212 */
1213
1214#ifdef	MGL_3D
1215void 	ASMAPI MGL_beginZShadedDrawing(void);
1216void 	ASMAPI MGL_endZShadedDrawing(void);
1217#endif
1218
1219/* Polygon drawing: Note that the following fast polygon routines
1220 * only work with convex polygons. The integer coordinate versions are
1221 * provided for compatibility only, and convert the coordinates to fixed
1222 * point and call the appropriate fixed point routines below.
1223 */
1224
1225#ifndef	MGL_LITE
1226void	MGLAPI MGL_fillPolygon(m_int count,point_t *vArray,m_int xOffset,m_int yOffset);
1227void	MGLAPI MGL_fillPolygonFast(m_int count,point_t *vArray,m_int xOffset,m_int yOffset);
1228void    ASMAPI MGL_fillPolygonFX(m_int count,fxpoint_t *vArray,m_int vinc,fix32_t xOffset,fix32_t yOffset);
1229void    ASMAPI MGL_fillPolygonFastFX(m_int count,fxpoint_t *vArray,m_int vinc,fix32_t xOffset,fix32_t yOffset);
1230#endif
1231
1232/* 3D rasterization routines */
1233
1234#ifdef	MGL_3D
1235void    MGLAPI MGL_zClearCoord(m_int left,m_int top,m_int right,m_int bottom,zfix32_t clearVal);
1236#endif
1237
1238#ifdef	MGL_FIX3D
1239void	ASMAPI MGL_cLineCoordFast(fix32_t x1,fix32_t y1,fix32_t c1,fix32_t x2,fix32_t y2,fix32_t c2);
1240void	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);
1241void	ASMAPI MGL_zLineCoordFast(fix32_t x1,fix32_t y1,zfix32_t z1,fix32_t x2,fix32_t y2,zfix32_t z2);
1242void	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);
1243void	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);
1244
1245void	ASMAPI MGL_triFast(fxpoint_t *v1,fxpoint_t *v2,fxpoint_t *v3,fix32_t xOffset,fix32_t yOffset);
1246void	ASMAPI MGL_cTriFast(fxpointc_t *v1,fxpointc_t *v2,fxpointc_t *v3,fix32_t xOffset,fix32_t yOffset);
1247void	ASMAPI MGL_rgbTriFast(fxpointrgb_t *v1,fxpointrgb_t *v2,fxpointrgb_t *v3,fix32_t xOffset,fix32_t yOffset);
1248void	ASMAPI MGL_zTriFast(fxpointz_t *v1,fxpointz_t *v2,fxpointz_t *v3,fix32_t xOffset,fix32_t yOffset,zfix32_t zOffset);
1249void	ASMAPI MGL_czTriFast(fxpointcz_t *v1,fxpointcz_t *v2,fxpointcz_t *v3,fix32_t xOffset,fix32_t yOffset,zfix32_t zOffset);
1250void	ASMAPI MGL_rgbzTriFast(fxpointrgbz_t *v1,fxpointrgbz_t *v2,fxpointrgbz_t *v3,fix32_t xOffset,fix32_t yOffset,zfix32_t zOffset);
1251
1252void	ASMAPI MGL_quadFast(fxpoint_t *v1,fxpoint_t *v2,fxpoint_t *v3,fxpoint_t *v4,fix32_t xOffset,fix32_t yOffset);
1253void	ASMAPI MGL_cQuadFast(fxpointc_t *v1,fxpointc_t *v2,fxpointc_t *v3,fxpointc_t *v4,fix32_t xOffset,fix32_t yOffset);
1254void	ASMAPI MGL_rgbQuadFast(fxpointrgb_t *v1,fxpointrgb_t *v2,fxpointrgb_t *v3,fxpointrgb_t *v4,fix32_t xOffset,fix32_t yOffset);
1255void	ASMAPI MGL_zQuadFast(fxpointz_t *v1,fxpointz_t *v2,fxpointz_t *v3,fxpointz_t *v4,fix32_t xOffset,fix32_t yOffset,zfix32_t zOffset);
1256void	ASMAPI MGL_czQuadFast(fxpointcz_t *v1,fxpointcz_t *v2,fxpointcz_t *v3,fxpointcz_t *v4,fix32_t xOffset,fix32_t yOffset,zfix32_t zOffset);
1257void	ASMAPI MGL_rgbzQuadFast(fxpointrgbz_t *v1,fxpointrgbz_t *v2,fxpointrgbz_t *v3,fxpointrgbz_t *v4,fix32_t xOffset,fix32_t yOffset,zfix32_t zOffset);
1258#endif
1259
1260/* Routine to set the currently active shade table. In HiColor and TrueColor
1261 * video modes, you must set a valid shadeTable before you call any of the
1262 * color index shaded rendering routines (MGL_cTri() etc). These routines
1263 * will interpolate an index into the current shade table rather than
1264 * each of the RGB color channels, and the appropriate full RGB color is
1265 * extracted directly from the shade table. The shade table can be any size,
1266 * but the application must ensure that the indices passed in are within
1267 * the range of the current shade table.
1268 */
1269
1270#ifdef	MGL_3D
1271void	MGLAPI MGL_setShadeTable(color_t *shadeTab);
1272#endif
1273
1274/* Polyline drawing */
1275
1276#ifndef	MGL_LITE
1277void 	MGLAPI MGL_marker(point_t p);
1278void	MGLAPI MGL_polyPoint(m_int count,point_t *vArray);
1279void 	MGLAPI MGL_polyMarker(m_int count,point_t *vArray);
1280void 	MGLAPI MGL_polyLine(m_int count,point_t *vArray);
1281#endif
1282
1283/* Rectangle drawing */
1284
1285#ifndef	MGL_LITE
1286void 	MGLAPI MGL_rectCoord(m_int left,m_int top,m_int right,m_int bottom);
1287void 	MGLAPI MGL_fillRectCoord(m_int left,m_int top,m_int right,m_int bottom);
1288#endif
1289
1290/* Scanline color scanning. Thee routines are primitive, and do not perform
1291 * any clipping or viewport mapping, so can be used to build you own
1292 * high performance floodfilling routines (see the example file ffill.c
1293 * for pre-built high speed floodfill routines).
1294 */
1295
1296#ifndef	MGL_LITE
1297m_int	ASMAPI MGL_scanRightForColor(m_int x,m_int y,color_t color);
1298m_int	ASMAPI MGL_scanLeftForColor(m_int x,m_int y,color_t color);
1299m_int 	ASMAPI MGL_scanRightWhileColor(m_int x,m_int y,color_t color);
1300m_int	ASMAPI MGL_scanLeftWhileColor(m_int x,m_int y,color_t color);
1301#endif
1302
1303/* Psuedo 3D border drawing */
1304
1305#ifndef	MGL_LITE
1306void	MGLAPI MGL_drawBorderCoord(m_int left,m_int top,m_int right,m_int bottom,m_int style,m_int thickness);
1307void 	MGLAPI MGL_drawHDivider(m_int y,m_int x1,m_int x2);
1308void 	MGLAPI MGL_drawVDivider(m_int x,m_int y1,m_int y2);
1309#endif
1310
1311/* Ellipse drawing */
1312
1313#ifndef	MGL_LITE
1314void	MGLAPI MGL_ellipseArc(rect_t extentRect,m_int startAngle,m_int endAngle);
1315void	MGLAPI MGL_ellipseArcCoord(m_int x,m_int y,m_int xradius,m_int yradius,m_int startAngle,m_int endAngle);
1316void	ASMAPI MGL_getArcCoords(arc_coords_t *coords);
1317void	MGLAPI MGL_ellipse(rect_t extentRect);
1318void	MGLAPI MGL_ellipseCoord(m_int x,m_int y,m_int xradius,m_int yradius);
1319void	MGLAPI MGL_fillEllipseArc(rect_t extentRect,m_int startAngle,m_int endAngle);
1320void	MGLAPI MGL_fillEllipseArcCoord(m_int x,m_int y,m_int xradius,m_int yradius,m_int startAngle,m_int endAngle);
1321void	MGLAPI MGL_fillEllipse(rect_t extentRect);
1322void	MGLAPI MGL_fillEllipseCoord(m_int x,m_int y,m_int xradius,m_int yradius);
1323void	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));
1324void 	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));
1325#endif
1326
1327/* Text attribute manipulation */
1328
1329#ifndef	MGL_LITE
1330void 	MGLAPI MGL_setTextJustify(m_int horiz,m_int vert);
1331void 	MGLAPI MGL_getTextJustify(m_int *horiz,m_int *vert);
1332void 	MGLAPI MGL_setTextDirection(m_int direction);
1333m_int   MGLAPI MGL_getTextDirection(void);
1334void	MGLAPI MGL_setTextSize(m_int numerx,m_int denomx,m_int numery,m_int denomy);
1335void	MGLAPI MGL_getTextSize(m_int *numerx,m_int *denomx,m_int *numery,m_int *denomy);
1336void	MGLAPI MGL_setSpaceExtra(m_int extra);
1337m_int	MGLAPI MGL_getSpaceExtra(void);
1338void	MGLAPI MGL_setTextSettings(text_settings_t *settings);
1339void	MGLAPI MGL_getTextSettings(text_settings_t *settings);
1340m_int 	MGLAPI MGL_textHeight(void);
1341m_int 	MGLAPI MGL_textWidth(const char *str);
1342void	MGLAPI MGL_textBounds(m_int x,m_int y,const char *str,rect_t *bounds);
1343m_int	MGLAPI MGL_charWidth(char ch);
1344void	MGLAPI MGL_getFontMetrics(metrics_t *metrics);
1345void	MGLAPI MGL_getCharMetrics(char ch,metrics_t *metrics);
1346m_int	MGLAPI MGL_maxCharWidth(void);
1347void	MGLAPI MGL_underScoreLocation(m_int *x,m_int *y,const char *str);
1348#endif
1349
1350/* Text drawing */
1351
1352#ifndef	MGL_LITE
1353void 	MGLAPI MGL_drawStr(const char *str);
1354void	MGLAPI MGL_drawStrXY(m_int x,m_int y,const char *str);
1355bool	MGLAPI MGL_useFont(font_t *font);
1356font_t 	* MGLAPI MGL_getFont(void);
1357bool	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));
1358#endif
1359
1360/* BitBlt support */
1361
1362void 	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);
1363void 	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);
1364#ifndef	MGL_LITE
1365void 	MGLAPI MGL_getDivotCoord(MGLDC *dc,m_int left,m_int top,m_int right,m_int bottom,void *divot);
1366void 	MGLAPI MGL_putDivot(MGLDC *dc,void *divot);
1367long 	MGLAPI MGL_divotSizeCoord(MGLDC *dc,m_int left,m_int top,m_int right,m_int bottom);
1368void 	MGLAPI MGL_putMonoImage(MGLDC *dc,m_int x,m_int y,m_int byteWidth,m_int height,void *image);
1369void	MGLAPI MGL_putBitmap(MGLDC *dc,m_int x,m_int y,const bitmap_t *bitmap,m_int op);
1370void	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);
1371void	MGLAPI MGL_putBitmapTransparent(MGLDC *dc,m_int x,m_int y,const bitmap_t *bitmap,color_t transparent,bool sourceTrans);
1372void	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);
1373void	MGLAPI MGL_putBitmapMask(MGLDC *dc,m_int x,m_int y,const bitmap_t *mask,color_t color);
1374void	MGLAPI MGL_stretchBitmap(MGLDC *dc,m_int left,m_int top,m_int right,m_int bottom,const bitmap_t *bitmap);
1375void	MGLAPI MGL_putIcon(MGLDC *dc,m_int x,m_int y,const icon_t *icon);
1376void 	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);
1377#endif
1378
1379/* Linear offscreen DC BitBlt support */
1380
1381#ifndef	MGL_LITE
1382void 	MGLAPI MGL_bitBltLinCoord(MGLDC *dst,MGLDC *src,ulong srcOfs,m_int dstLeft,m_int dstTop,m_int dstRight,m_int dstBottom,m_int op);
1383void 	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);
1384#endif
1385
1386/* Monochrome bitmap manipulation */
1387
1388#ifndef	MGL_LITE
1389void	MGLAPI MGL_drawGlyph(font_t *g,m_int x,m_int y,uchar glyph);
1390m_int	MGLAPI MGL_getGlyphWidth(font_t *font,uchar glyph);
1391m_int	MGLAPI MGL_getGlyphHeight(font_t *font);
1392void 	MGLAPI MGL_rotateGlyph(uchar *dst,uchar *src,m_int *byteWidth,m_int *height,m_int rotation);
1393void 	MGLAPI MGL_mirrorGlyph(uchar *dst,uchar *src,m_int byteWidth,m_int height);
1394#endif
1395
1396/* Region management */
1397
1398#ifndef	MGL_LITE
1399region_t * MGLAPI MGL_newRegion(void);
1400region_t * MGLAPI MGL_copyRegion(const region_t *s);
1401void	MGLAPI MGL_clearRegion(region_t *r);
1402void 	MGLAPI MGL_freeRegion(region_t *r);
1403void 	MGLAPI MGL_drawRegion(m_int x,m_int y,const region_t *r);
1404#endif
1405
1406/* Region generation primitives */
1407
1408#ifndef	MGL_LITE
1409region_t * MGLAPI MGL_rgnLineCoord(m_int x1,m_int y1,m_int x2,m_int y2,const region_t *pen);
1410region_t * MGLAPI MGL_rgnLineCoordFX(fix32_t x1,fix32_t y1,fix32_t x2,fix32_t y2,const region_t *pen);
1411/*region_t * MGLAPI MGL_rgnPolygon(m_int count,point_t *vArray);*/
1412/*region_t * MGLAPI MGL_rgnPolygonFast(m_int count,point_t *vArray);*/
1413region_t * MGLAPI MGL_rgnSolidRectCoord(m_int left,m_int top,m_int right,m_int bottom);
1414region_t * MGLAPI MGL_rgnEllipse(rect_t extentRect,const region_t *pen);
1415region_t * MGLAPI MGL_rgnEllipseArc(rect_t extentRect,m_int startAngle,m_int endAngle,const region_t *pen);
1416void	MGLAPI MGL_rgnGetArcCoords(arc_coords_t *coords);
1417region_t * MGLAPI MGL_rgnSolidEllipse(rect_t extentRect);
1418region_t * MGLAPI MGL_rgnSolidEllipseArc(rect_t extentRect,m_int startAngle,m_int endAngle);
1419#endif
1420
1421/* Region alegbra */
1422
1423#ifndef	MGL_LITE
1424region_t * MGLAPI MGL_sectRegion(const region_t *r1,const region_t *r2);
1425region_t * MGLAPI MGL_sectRegionRect(const region_t *r1,const rect_t *r2);
1426bool	MGLAPI MGL_unionRegion(region_t *r1,const region_t *r2);
1427bool	MGLAPI MGL_unionRegionRect(region_t *r1,const rect_t *r2);
1428bool 	MGLAPI MGL_unionRegionOfs(region_t *r1,const region_t *r2,m_int xOffset,m_int yOffset);
1429bool	MGLAPI MGL_diffRegion(region_t *r1,const region_t *r2);
1430bool	MGLAPI MGL_diffRegionRect(region_t *r1,const rect_t *r2);
1431void	MGLAPI MGL_optimizeRegion(region_t *r);
1432void 	MGLAPI MGL_offsetRegion(region_t *r,m_int dx,m_int dy);
1433bool	MGLAPI MGL_emptyRegion(const region_t *r);
1434bool	MGLAPI MGL_equalRegion(const region_t *r1,const region_t *r2);
1435bool	MGLAPI MGL_ptInRegionCoord(m_int x,m_int y,const region_t *r);
1436#endif
1437
1438/* Region traversal */
1439
1440#ifndef	MGL_LITE
1441typedef void (ASMAPI *rgncallback_t)(const rect_t *r);
1442
1443void 	MGLAPI MGL_traverseRegion(region_t *rgn,rgncallback_t doRect);
1444#endif
1445
1446/* RGB to 8 bit halftone dithering routines */
1447
1448#ifndef	MGL_LITE
1449void 	MGLAPI MGL_getHalfTonePalette(palette_t *pal);
1450uchar	MGLAPI MGL_halfTonePixel(m_int x,m_int y,uchar R,uchar G,uchar B);
1451#endif
1452
1453/* Resource loading/unloading */
1454
1455font_t * MGLAPI MGL_loadFont(const char *fontname);
1456bool	MGLAPI MGL_availableFont(const char *fontname);
1457void	MGLAPI MGL_unloadFont(font_t *font);
1458cursor_t * MGLAPI MGL_loadCursor(const char *cursorName);
1459bool	MGLAPI MGL_availableCursor(const char *cursorName);
1460void 	MGLAPI MGL_unloadCursor(cursor_t *cursor);
1461#ifndef	MGL_LITE
1462icon_t * MGLAPI MGL_loadIcon(const char *iconName,bool loadPalette);
1463bool	MGLAPI MGL_availableIcon(const char *iconName);
1464void	MGLAPI MGL_unloadIcon(icon_t *icon);
1465#endif
1466
1467/* Windows BMP bitmap loading/unloading/saving */
1468
1469#ifndef	MGL_LITE
1470bitmap_t * MGLAPI MGL_loadBitmap(const char *bitmapName,bool loadPalette);
1471bool	MGLAPI MGL_availableBitmap(const char *bitmapName);
1472void	MGLAPI MGL_unloadBitmap(bitmap_t *bitmap);
1473bool	MGLAPI MGL_getBitmapSize(const char *bitmapName,m_int *width,m_int *height,m_int *bitsPerPixel,pixel_format_t *pf);
1474bool	MGLAPI MGL_loadBitmapIntoDC(MGLDC *dc,const char *bitmapName,m_int dstLeft,m_int dstTop,bool loadPalette);
1475bool	MGLAPI MGL_saveBitmapFromDC(MGLDC *dc,const char *bitmapName,m_int left,m_int top,m_int right,m_int bottom);
1476bitmap_t * MGLAPI MGL_getBitmapFromDC(MGLDC *dc,m_int left,m_int top,m_int right,m_int bottom,bool savePalette);
1477bitmap_t * MGLAPI MGL_buildMonoMask(bitmap_t *bitmap,color_t transparent);
1478#endif
1479
1480/* PCX bitmap loading/unloading/saving (1/4/8 bpp only) */
1481
1482#ifndef	MGL_LITE
1483bitmap_t * MGLAPI MGL_loadPCX(const char *bitmapName,bool loadPalette);
1484bool	MGLAPI MGL_availablePCX(const char *bitmapName);
1485bool	MGLAPI MGL_getPCXSize(const char *bitmapName,m_int *width,m_int *height,m_int *bitsPerPixel);
1486bool	MGLAPI MGL_loadPCXIntoDC(MGLDC *dc,const char *bitmapName,m_int dstLeft,m_int dstTop,bool loadPalette);
1487bool	MGLAPI MGL_savePCXFromDC(MGLDC *dc,const char *bitmapName,m_int left,m_int top,m_int right,m_int bottom);
1488#endif
1489
1490/* Random number generation routines for shorts and longs with full range */
1491
1492void    ASMAPI MGL_srand(m_uint seed);
1493ushort	ASMAPI MGL_random(ushort max);
1494ulong	ASMAPI MGL_randoml(ulong max);
1495
1496/* Mouse support */
1497
1498bool	MGLAPI MS_available(void);
1499void	MGLAPI MS_show(void);
1500void	MGLAPI MS_hide(void);
1501void	MGLAPI MS_obscure(void);
1502void	MGLAPI MS_setCursor(cursor_t *curs);
1503void	MGLAPI MS_setCursorColor(color_t color);
1504void 	MGLAPI MS_moveTo(m_int x,m_int y);
1505void	MGLAPI MS_getPos(m_int *x,m_int *y);
1506void	MGLAPI MS_drawCursor(void);
1507
1508/* Rectangle and Point manipulation */
1509
1510rect_t 	MGLAPI MGL_defRect(m_int left,m_int top,m_int right,m_int bottom);
1511rect_t 	MGLAPI MGL_defRectPt(point_t leftTop,point_t rightBottom);
1512bool 	MGLAPI MGL_sectRect(rect_t s1,rect_t s2,rect_t *d);
1513bool 	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);
1514void 	MGLAPI MGL_unionRect(rect_t s1,rect_t s2,rect_t *d);
1515void 	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);
1516
1517/* Built-in patterns and mouse cursor */
1518
1519#ifndef	MGL_LITE
1520pattern_t	* MGLAPI _MGL_getEmptyPat(void);
1521pattern_t   * MGLAPI _MGL_getGrayPat(void);
1522pattern_t   * MGLAPI _MGL_getSolidPat(void);
1523#endif
1524cursor_t    * MGLAPI _MGL_getDefCursor(void);
1525
1526/* Fixed point multiplication/divide routines */
1527
1528#if defined(__WATCOMC__) && defined(__386__)
1529
1530/* For Watcom C++ we can use special inline assembler code that is much
1531 * faster than calling the 386 assembler functions. Currently this is the
1532 * the only compiler that will allow inline assembler to be expanded
1533 * directly as inline functions.
1534 */
1535
1536fix32_t	MGL_FixMul(fix32_t a,fix32_t b);
1537#pragma aux MGL_FixMul =			\
1538	"imul	edx"					\
1539	"add	eax,8000h"				\
1540	"adc	edx,0"					\
1541	"shrd	eax,edx,16"				\
1542	parm [eax] [edx]				\
1543	value [eax]						\
1544	modify exact [eax edx];
1545
1546fix32_t	MGL_FixDiv(fix32_t a,fix32_t b);
1547#pragma aux MGL_FixDiv =			\
1548	"xor	eax,eax"				\
1549	"shrd	eax,edx,16"				\
1550	"sar	edx,16"					\
1551	"idiv	ebx"              		\
1552	parm [edx] [ebx] 				\
1553	value [eax]             		\
1554	modify exact [eax edx];
1555
1556fix32_t	MGL_FixMulDiv(fix32_t a,fix32_t b,fix32_t c);
1557#pragma aux MGL_FixMulDiv =			\
1558	"imul	ebx"					\
1559	"idiv	ecx"              		\
1560	parm [eax] [ebx] [ecx] 			\
1561	value [eax]             		\
1562	modify exact [eax edx];
1563
1564m_int	MGL_backfacing(fix32_t dx1,fix32_t dy1,fix32_t dx2,fix32_t dy2);
1565#pragma aux MGL_backfacing =		\
1566	"imul	ebx"					\
1567	"mov	ebx,eax"				\
1568	"mov	ecx,edx"				\
1569	"mov	eax,esi"				\
1570	"imul	edi"					\
1571	"sub	eax,ebx"				\
1572	"mov	eax,1"					\
1573	"sbb	edx,ecx"				\
1574	"jns	@@Backfacing"			\
1575	"xor	eax,eax"				\
1576	"@@Backfacing:"					\
1577	parm [eax] [esi] [edi] [ebx]	\
1578	value [eax]             		\
1579	modify exact [eax ecx edx];
1580
1581void MGL_memcpy(void *dst,void *src,m_int n);
1582#pragma aux MGL_memcpy =            \
1583	"mov	eax,ecx"				\
1584	"shr    ecx,2"                  \
1585	"rep    movsd"                  \
1586	"mov	cl,al"					\
1587	"and	cl,3"					\
1588	"rep	movsb"					\
1589	parm [edi] [esi] [ecx]			\
1590	modify exact [eax ecx esi edi];
1591
1592#else
1593
1594fix32_t	ASMAPI MGL_FixMul(fix32_t a,fix32_t b);
1595fix32_t	ASMAPI MGL_FixDiv(fix32_t a,fix32_t b);
1596fix32_t	ASMAPI MGL_FixMulDiv(fix32_t a,fix32_t b,fix32_t c);
1597m_int	ASMAPI MGL_backfacing(fix32_t dx1,fix32_t dy1,fix32_t dx2,fix32_t dy2);
1598void 	ASMAPI MGL_memcpy(void *dst,void *src,m_int n);
1599
1600#endif
1601
1602/* The following are special memcpy routines that properly handler reading
1603 * and writing to virtual linear buffer memory by forcing the proper
1604 * alignment. Note that the copy is extended to use a DWORD copy of speed.
1605 */
1606
1607void 	ASMAPI MGL_memcpyVIRTSRC(void *dst,void *src,m_int n);
1608void 	ASMAPI MGL_memcpyVIRTDST(void *dst,void *src,m_int n);
1609
1610/* Function to find an MGL system file's full pathname */
1611
1612bool	MGLAPI _MGL_findFile(char *validpath,const char *dir, const char *filename, const char *mode);
1613
1614/* Override the internal MGL file I/O functions */
1615
1616void	MGLAPI MGL_setFileIO(fileio_t *fio);
1617
1618/* The following dummy symbols are used to link in driver files to be used. A
1619 * driver is not active until it is linked in with the MGL_registerDriver
1620 * call. Because we dont export globals in DLLs, we provide functions to
1621 * get the address of the drivers. However for a static link library we
1622 * need to use globals so that if the driver data is unreferenced, it will
1623 * not be linked in with the code.
1624 */
1625
1626#ifndef	BUILD_MGL
1627#if	defined(MGL_DLL) && !defined(BUILD_MGLDLL)
1628void * MGLAPI VGA4_getDriverAddr(void);
1629void * MGLAPI VGAX_getDriverAddr(void);
1630void * MGLAPI SVGA4_getDriverAddr(void);
1631void * MGLAPI SVGA8_getDriverAddr(void);
1632void * MGLAPI SVGA16_getDriverAddr(void);
1633void * MGLAPI SVGA24_getDriverAddr(void);
1634void * MGLAPI SVGA32_getDriverAddr(void);
1635#if !defined(__16BIT__)
1636void * MGLAPI VGA8_getDriverAddr(void);
1637void * MGLAPI LINEAR8_getDriverAddr(void);
1638void * MGLAPI LINEAR16_getDriverAddr(void);
1639void * MGLAPI LINEAR24_getDriverAddr(void);
1640void * MGLAPI LINEAR32_getDriverAddr(void);
1641void * MGLAPI ACCEL8_getDriverAddr(void);
1642void * MGLAPI ACCEL16_getDriverAddr(void);
1643void * MGLAPI ACCEL24_getDriverAddr(void);
1644void * MGLAPI ACCEL32_getDriverAddr(void);
1645#if defined(MGLWIN) || defined(__WINDOWS__)
1646void * MGLAPI DDRAW8_getDriverAddr(void);
1647void * MGLAPI DDRAW16_getDriverAddr(void);
1648void * MGLAPI DDRAW24_getDriverAddr(void);
1649void * MGLAPI DDRAW32_getDriverAddr(void);
1650#endif
1651#endif
1652void * MGLAPI PACKED1_getDriverAddr(void);
1653void * MGLAPI PACKED4_getDriverAddr(void);
1654void * MGLAPI PACKED8_getDriverAddr(void);
1655void * MGLAPI PACKED16_getDriverAddr(void);
1656void * MGLAPI PACKED24_getDriverAddr(void);
1657void * MGLAPI PACKED32_getDriverAddr(void);
1658#define VGA4_driver			VGA4_getDriverAddr()
1659#define VGAX_driver			VGAX_getDriverAddr()
1660#define SVGA4_driver		SVGA4_getDriverAddr()
1661#define SVGA8_driver		SVGA8_getDriverAddr()
1662#define SVGA16_driver		SVGA16_getDriverAddr()
1663#define SVGA24_driver		SVGA24_getDriverAddr()
1664#define SVGA32_driver		SVGA32_getDriverAddr()
1665#if !defined(__16BIT__)
1666#define VGA8_driver			VGA8_getDriverAddr()
1667#define LINEAR8_driver		LINEAR8_getDriverAddr()
1668#define LINEAR16_driver		LINEAR16_getDriverAddr()
1669#define LINEAR24_driver     LINEAR24_getDriverAddr()
1670#define LINEAR32_driver     LINEAR32_getDriverAddr()
1671#define ACCEL8_driver       ACCEL8_getDriverAddr()
1672#define ACCEL16_driver      ACCEL16_getDriverAddr()
1673#define ACCEL24_driver      ACCEL24_getDriverAddr()
1674#define ACCEL32_driver      ACCEL32_getDriverAddr()
1675#if defined(MGLWIN) || defined(__WINDOWS__)
1676#define DDRAW8_driver       DDRAW8_getDriverAddr()
1677#define DDRAW16_driver      DDRAW16_getDriverAddr()
1678#define DDRAW24_driver      DDRAW24_getDriverAddr()
1679#define DDRAW32_driver      DDRAW32_getDriverAddr()
1680#endif
1681#endif
1682#define PACKED1_driver      PACKED1_getDriverAddr()
1683#define PACKED4_driver      PACKED4_getDriverAddr()
1684#define PACKED8_driver      PACKED8_getDriverAddr()
1685#define PACKED16_driver     PACKED16_getDriverAddr()
1686#define PACKED24_driver     PACKED24_getDriverAddr()
1687#define PACKED32_driver		PACKED32_getDriverAddr()
1688#else
1689extern m_int _VARAPI VGA4_driver[];
1690extern m_int _VARAPI VGAX_driver[];
1691extern m_int _VARAPI SVGA4_driver[];
1692extern m_int _VARAPI SVGA8_driver[];
1693extern m_int _VARAPI SVGA16_driver[];
1694extern m_int _VARAPI SVGA24_driver[];
1695extern m_int _VARAPI SVGA32_driver[];
1696#if !defined(__16BIT__)
1697extern m_int _VARAPI VGA8_driver[];
1698extern m_int _VARAPI LINEAR8_driver[];
1699extern m_int _VARAPI LINEAR16_driver[];
1700extern m_int _VARAPI LINEAR24_driver[];
1701extern m_int _VARAPI LINEAR32_driver[];
1702extern m_int _VARAPI ACCEL8_driver[];
1703extern m_int _VARAPI ACCEL16_driver[];
1704extern m_int _VARAPI ACCEL24_driver[];
1705extern m_int _VARAPI ACCEL32_driver[];
1706#if defined(MGLWIN) || defined(__WINDOWS__)
1707extern m_int _VARAPI DDRAW8_driver[];
1708extern m_int _VARAPI DDRAW16_driver[];
1709extern m_int _VARAPI DDRAW24_driver[];
1710extern m_int _VARAPI DDRAW32_driver[];
1711#endif
1712#endif
1713extern m_int _VARAPI PACKED1_driver[];
1714extern m_int _VARAPI PACKED4_driver[];
1715extern m_int _VARAPI PACKED8_driver[];
1716extern m_int _VARAPI PACKED16_driver[];
1717extern m_int _VARAPI PACKED24_driver[];
1718extern m_int _VARAPI PACKED32_driver[];
1719#endif
1720#endif
1721
1722/*---------------------------------------------------------------------------
1723 * Memory allocation and utility functions.
1724 *-------------------------------------------------------------------------*/
1725
1726#ifndef	__16BIT__
1727#define	_HUGE
1728#else
1729#define	_HUGE	_huge
1730#endif
1731
1732void MGL_availableMemory(ulong *physical,ulong *total);
1733void MGL_useLocalMalloc(void _HUGE * (*malloc)(long size),void (*free)(void _HUGE *p));
1734void * MGLAPI MGL_malloc(long size);
1735void * MGLAPI MGL_calloc(long size,long n);
1736void MGLAPI MGL_free(void _HUGE *p);
1737void MGLAPI MGL_memset(void _HUGE *s,m_int c,long n);
1738void MGLAPI MGL_memsetw(void _HUGE *s,m_int c,long n);
1739void MGLAPI MGL_memsetl(void _HUGE *s,long c,long n);
1740
1741/*---------------------------------------------------------------------------
1742 * Set a fullscreen suspend application callback function. This is used in
1743 * fullscreen video modes to allow switching back to the normal operating
1744 * system graphical shell (such as Windows GDI, OS/2 PM etc).
1745 *-------------------------------------------------------------------------*/
1746
1747typedef m_int (ASMAPI *MGL_suspend_cb_t)(MGLDC *dc,m_int flags);
1748void	MGLAPI MGL_setSuspendAppCallback(MGL_suspend_cb_t staveState);
1749
1750/*---------------------------------------------------------------------------
1751 * Tell the MGL to use a pre-loaded ACCEL.DRV driver file. This allows
1752 * you to link with the SciTech WinDirect/Pro and WinDirect/Ultra device
1753 * support libraries and tell the MGL to use the device support drivers.
1754 * If the user has a real ACCEL.DRV driver file in the standard location
1755 * on their machine, this driver file will still be used.
1756 *-------------------------------------------------------------------------*/
1757
1758void	MGLAPI MGL_setACCELDriver(void *driver);
1759
1760/*---------------------- Inline functions as Macros -----------------------*/
1761
1762#define	MGL_equalPoint(p1,p2)	((p1).x == (p2).x && (p1).y == (p2).y)
1763
1764#define	MGL_equalRect(r1,r2)	((r1).left == (r2).left &&			\
1765								 (r1).top == (r2).top &&			\
1766								 (r1).right == (r2).right &&		\
1767								 (r1).bottom == (r2).bottom)
1768
1769#define	MGL_emptyRect(r)		((r).bottom <= (r).top || 			\
1770								 (r).right <= (r).left)
1771
1772#define	MGL_disjointRect(r1,r2)	((r1).right <= (r2).left ||			\
1773								 (r1).left >= (r2).right ||			\
1774								 (r1).bottom <= (r2).top ||			\
1775								 (r1).top >= (r2).bottom)
1776
1777#define	MGL_sectRect(s1,s2,d)										\
1778   ((d)->left = MAX((s1).left,(s2).left),                           \
1779	(d)->right = MIN((s1).right,(s2).right),                        \
1780	(d)->top = MAX((s1).top,(s2).top),                              \
1781	(d)->bottom = MIN((s1).bottom,(s2).bottom),                     \
1782	!MGL_emptyRect(*d))
1783
1784#define	MGL_sectRectFast(s1,s2,d)									\
1785	(d)->left = MAX((s1).left,(s2).left);                           \
1786	(d)->right = MIN((s1).right,(s2).right);                        \
1787	(d)->top = MAX((s1).top,(s2).top);                              \
1788	(d)->bottom = MIN((s1).bottom,(s2).bottom)
1789
1790#define	MGL_sectRectCoord(l1,t1,r1,b1,l2,t2,r2,b2,d)				\
1791   ((d)->left = MAX(l1,l2),											\
1792	(d)->right = MIN(r1,r2),										\
1793	(d)->top = MAX(t1,t2),											\
1794	(d)->bottom = MIN(b1,b2),										\
1795	!MGL_emptyRect(*d))
1796
1797#define	MGL_sectRectFastCoord(l1,t1,r1,b1,l2,t2,r2,b2,d)			\
1798	(d)->left = MAX(l1,l2);											\
1799	(d)->right = MIN(r1,r2);										\
1800	(d)->top = MAX(t1,t2);											\
1801	(d)->bottom = MIN(b1,b2)
1802
1803#define	MGL_unionRect(s1,s2,d)										\
1804	(d)->left = MIN((s1).left,(s2).left);                           \
1805	(d)->right = MAX((s1).right,(s2).right);                        \
1806	(d)->top = MIN((s1).top,(s2).top);                              \
1807	(d)->bottom = MAX((s1).bottom,(s2).bottom)
1808
1809#define MGL_unionRectCoord(l1,t1,r1,b1,l2,t2,r2,b2,d)				\
1810	(d)->left = MIN(l1,l2);                                 		\
1811	(d)->right = MAX(r1,r2);                              			\
1812	(d)->top = MIN(t1,t2);                                    		\
1813	(d)->bottom = MAX(b1,b2)
1814
1815#define	MGL_offsetRect(r,dx,dy)										\
1816	{	(r).left += dx; (r).right += dx;							\
1817		(r).top += dy; (r).bottom += dy; }
1818
1819#define	MGL_insetRect(r,dx,dy)										\
1820	{	(r).left += dx; (r).right -= dx;							\
1821		(r).top += dy; (r).bottom -= dy;							\
1822		if (MGL_emptyRect(r))										\
1823			(r).left = (r).right = (r).top = (r).bottom = 0; }
1824
1825#define	MGL_ptInRect(p,r)		((p).x >= (r).left &&				\
1826								 (p).x < (r).right &&				\
1827								 (p).y >= (r).top &&				\
1828								 (p).y < (r).bottom)
1829
1830#define	MGL_ptInRectCoord(x,y,r)	((x) >= (r).left &&				\
1831									 (x) < (r).right &&				\
1832									 (y) >= (r).top &&				\
1833									 (y) < (r).bottom)
1834
1835#define	MGL_ptInRegion(p,r)		MGL_ptInRegionCoord((p).x,(p).y,r)
1836
1837#define	MGL_pixel(p)			MGL_pixelCoord((p).x,(p).y)
1838#define	MGL_getPixel(p)			MGL_getPixelCoord((p).x,(p).y)
1839#define	MGL_pixelFast(p)		MGL_pixelCoordFast((p).x,(p).y)
1840#define	MGL_getPixelFast(p)		MGL_getPixelCoordFast((p).x,(p).y)
1841#define	MGL_moveTo(p)			MGL_moveToCoord((p).x,(p).y)
1842#define MGL_moveRel(p)			MGL_moveRelCoord((p).x,(p).y)
1843#define	MGL_line(p1,p2)			MGL_lineCoord((p1).x,(p1).y,(p2).x,(p2).y)
1844#define	MGL_lineFast(p1,p2)		MGL_lineCoordFast((p1).x,(p1).y,(p2).x,(p2).y)
1845#define	MGL_lineFX(p1,p2)		MGL_lineCoordFX((p1).x,(p1).y,(p2).x,(p2).y)
1846#define	MGL_lineFastFX(p1,p2)	MGL_lineCoordFastFX((p1).x,(p1).y,(p2).x,(p2).y)
1847#define	MGL_cLineFast(p1,p2)	MGL_cLineCoordFast((p1).p.x,(p1).p.y,(p1).c,(p2).p.x,(p2).p.y,(p2).c)
1848#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)
1849#define	MGL_zLineFast(p1,p2)	MGL_zLineCoordFast((p1).p.x,(p1).p.y,(p1).z,(p2).p.x,(p2).p.y,(p2).z)
1850#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)
1851#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)
1852
1853#define	MGL_zClearPt(lt,rb,z)	MGL_zClearCoord((lt).x,(lt).y,	\
1854									(rb).x,(rb).y,z)
1855#define	MGL_zClear(r,z)			MGL_zClearCoord((r).left,(r).top,	\
1856									(r).right,(r).bottom,z)
1857#define	MGL_lineTo(p)			MGL_lineToCoord((p).x,(p).y)
1858#define	MGL_lineRel(p)			MGL_lineRelCoord((p).x,(p).y);
1859#define	MGL_rectPt(lt,rb)		MGL_rectCoord((lt).x,(lt).y,(rb).x,(rb).y)
1860#define	MGL_rect(r)				MGL_rectCoord((r).left,(r).top,			\
1861									(r).right,(r).bottom)
1862#define	MGL_drawBorder(r,s,t)	MGL_drawBorderCoord((r).left,(r).top,	\
1863									(r).right,(r).bottom,(s),(t))
1864#define	MGL_fillRectPt(lt,rb)	MGL_fillRectCoord((lt).x,(lt).y,	\
1865									(rb).x,(rb).y)
1866#define	MGL_fillRect(r)			MGL_fillRectCoord((r).left,(r).top,	\
1867									(r).right,(r).bottom)
1868#define	MGL_bitBlt(d,s,r,dl,dt,op) 	MGL_bitBltCoord((d),(s),(r).left,		\
1869									(r).top,(r).right,(r).bottom,dl,dt,op)
1870#define	MGL_bitBltLin(d,s,so,r,op) MGL_bitBltLinCoord((d),(s),so,			\
1871									(r).left,(r).top,(r).right,(r).bottom,op)
1872#define	MGL_stretchBlt(d,s,sr,dr) 	MGL_stretchBltCoord((d),(s),(sr).left,		\
1873									(sr).top,(sr).right,(sr).bottom,	\
1874									(dr).left,(dr).top,(dr).right,(dr).bottom)
1875#define	MGL_transBlt(d,s,r,dl,dt,c,st)	MGL_transBltCoord((d),(s),(r).left,		\
1876									(r).top,(r).right,(r).bottom,dl,dt,c,st)
1877#define	MGL_transBltLin(d,s,so,r,c,st) MGL_transBltLinCoord((d),(s),so,	\
1878									(r).left,(r).top,(r).right,(r).bottom,c,st)
1879#define	MGL_getDivot(dc,r,divot) MGL_getDivotCoord(dc,(r).left,(r).top,	\
1880									(r).right,(r).bottom,divot)
1881#define	MGL_divotSize(dc,r)		MGL_divotSizeCoord(dc,(r).left,(r).top,\
1882									(r).right,(r).bottom)
1883#define	MGL_isSimpleRegion(r)	(((region_t*)(r))->spans == NULL)
1884#define	MGL_rgnLine(p1,p2,p)	MGL_rgnLineCoord((p1).x,(p1).y,(p2).x,(p2).y,p)
1885#define	MGL_rgnLineFX(p1,p2,p)	MGL_rgnLineCoordFX((p1).x,(p1).y,(p2).x,(p2).y,p)
1886#define	MGL_rgnSolidRectPt(lt,rb)	MGL_rgnSolidRectCoord((lt).x,(lt).y,	\
1887									(rb).x,(rb).y)
1888#define	MGL_rgnSolidRect(r)			MGL_rgnSolidRectCoord((r).left,(r).top,	\
1889									(r).right,(r).bottom)
1890
1891/* Fast color packing/unpacking routines implemented as macros */
1892
1893#define	MGL_packColorFast(pf,R,G,B)													\
1894 ((ulong)(((uchar)(R) >> (pf)->redAdjust) & (pf)->redMask) << (pf)->redPos)			\
1895 | ((ulong)(((uchar)(G) >> (pf)->greenAdjust) & (pf)->greenMask) << (pf)->greenPos)	\
1896 | ((ulong)(((uchar)(B) >> (pf)->blueAdjust) & (pf)->blueMask) << (pf)->bluePos)
1897
1898#define	MGL_unpackColorFast(pf,c,R,G,B)												\
1899{																					\
1900 (R) = (uchar)((((ulong)(c) >> (pf)->redPos) & (pf)->redMask) << (pf)->redAdjust);		\
1901 (G) = (uchar)((((ulong)(c) >> (pf)->greenPos) & (pf)->greenMask) << (pf)->greenAdjust);\
1902 (B) = (uchar)((((ulong)(c) >> (pf)->bluePos) & (pf)->blueMask) << (pf)->blueAdjust);	\
1903}
1904
1905/* Macros to access the RGB components in a packed 24 bit RGB tuple */
1906
1907#define	MGL_rgbRed(c)	(((uchar*)&(c))[2])
1908#define	MGL_rgbGreen(c)	(((uchar*)&(c))[1])
1909#define	MGL_rgbBlue(c)	(((uchar*)&(c))[0])
1910
1911/* Fast 24 bit color packing/unpacking routines implemented as macros */
1912
1913#define	MGL_packColorRGBFast(R,G,B)											\
1914 (((ulong)((uchar)(R)) << 16) | ((ulong)((uchar)(G)) << 8) | (uchar)(B))
1915
1916#define	MGL_packColorRGBFast2(c,R,G,B)										\
1917{																			\
1918 MGL_rgbRed(c) = (uchar)(R);												\
1919 MGL_rgbGreen(c) = (uchar)(G);												\
1920 MGL_rgbBlue(c) = (uchar)(B);												\
1921}
1922
1923#define	MGL_unpackColorRGBFast(c,R,G,B)										\
1924{																			\
1925 (R) = MGL_rgbRed(c);														\
1926 (G) = MGL_rgbGreen(c);														\
1927 (B) = MGL_rgbBlue(c);														\
1928}
1929
1930#ifdef	__cplusplus
1931}						/* End of "C" linkage for C++	*/
1932
1933#include "mglrect.hpp"	/* Include C++ point/rectangle classes			*/
1934
1935#endif	/* __cplusplus */
1936
1937/* Include appropriate platform specific bindings */
1938
1939#if defined(MGLWIN) || defined(__WINDOWS__)
1940#include "mglwin.h"
1941#elif defined(MGLPM) || defined(__OS2__)
1942/*#include "mglpm.h"*/
1943#elif defined(MGLX) || defined(__UNIX__)
1944/*#include "mglx.h"*/
1945#else
1946#include "mgldos.h"
1947#endif
1948
1949#pragma pack()				/* Return to default packing				*/
1950
1951#endif	/* __MGRAPH_H */
1952