1/**************************************************************************** 2* 3* MegaGraph Graphics Library 4* 5* Copyright (C) 1996 SciTech Software. 6* All rights reserved. 7* 8* Filename: $Workfile: mglwin.h $ 9* Version: $Revision: 1.14 $ 10* 11* Language: ANSI C 12* Environment: IBM PC (MS DOS) 13* 14* Description: Header file for the MGLWIN bindings for MS Windows using 15* WinG in a window and WinDirect for full screen. The MGLWIN 16* binding only targets Win32 applications, so cannot be used 17* for 16 bit Windows development. 18* 19* $Date: 14 Mar 1997 16:09:34 $ $Author: KendallB $ 20* 21****************************************************************************/ 22 23#ifndef __MGLWIN_H 24#define __MGLWIN_H 25 26#ifndef MGLWIN 27#define MGLWIN 28#endif 29 30/*---------------------- Macros and type definitions ----------------------*/ 31 32typedef HWND MGL_HWND; 33typedef HDC MGL_HDC; 34typedef HINSTANCE MGL_HINSTANCE; 35 36/*------------------------- Function Prototypes ---------------------------*/ 37 38#ifdef __cplusplus 39extern "C" { /* Use "C" linkage when in C++ mode */ 40#endif 41 42/* Initialise the MGL for fullscreen output */ 43 44bool MGLAPI MGL_init(m_int *driver,m_int *mode,const char *mglpath); 45 46/* Initialise the MGL just for Windowed output, not full screen */ 47 48bool MGLAPI MGL_initWindowed(const char *mglpath); 49 50/* Function to register a fullscreen window with the MGL. If you wish 51 * for the MGL to use your own window for fullscreen modes, you can 52 * register it with this function. Note that when the MGL goes into 53 * fullscreen modes, the attributes, size and position of the window are 54 * modified to make it into a fullscreen Window necessary to cover the 55 * entire desktop, and the state of the window will be restore to the original 56 * format on return to normal GDI mode. 57 * 58 * Note that if you are using a common window for Windowed mode and fullscreen 59 * modes of your application, you will need to ensure that certain messages 60 * that you window normally handles in windowed modes are ignored when in 61 * fullscreen modes. 62 */ 63 64void MGLAPI MGL_registerFullScreenWindow(HWND hwndFullScreen); 65 66/* Function to register a fullscreen event handling window procedure. 67 * If you wish to do your own event handling, you can register your window 68 * procedure with the MGL using this function and it will be called 69 * when there are messages to be handled. You can still call the MGL_event() 70 * functions even if you have registered an event handling procedure. 71 */ 72 73void MGLAPI MGL_registerEventProc(WNDPROC userWndProc); 74 75/* Change the active display mode. You must destroy all display device 76 * contexts before calling this function, and re-create them again with 77 * the new display mode. Does not affect any event handling hooks. 78 */ 79 80bool MGLAPI MGL_changeDisplayMode(m_int mode); 81 82/* Obtain the handle to the MGL fullscreen window when in fullscreen modes */ 83 84MGL_HWND MGLAPI MGL_getFullScreenWindow(void); 85 86/* Tell the MGL what your applications main window is */ 87 88void MGLAPI MGL_setMainWindow(MGL_HWND hwnd); 89 90/* Tell the MGL your applications instance handle (call before all funcs!) */ 91 92void MGLAPI MGL_setAppInstance(MGL_HINSTANCE hInstApp); 93 94/* Device context management */ 95 96MGLDC * MGLAPI MGL_createDisplayDC(m_int numBuffers); 97MGLDC * MGLAPI MGL_createSrollingDC(m_int virtualX,m_int virtualY,m_int numBuffers); 98MGLDC * MGLAPI MGL_createOffscreenDC(void); 99MGLDC * MGLAPI MGL_createLinearOffscreenDC(void); 100MGLDC * MGLAPI MGL_createWindowedDC(MGL_HWND hwnd); 101MGLDC * MGLAPI MGL_createMemoryDC(m_int xSize,m_int ySize,m_int bitsPerPixel,pixel_format_t *pf); 102bool MGLAPI MGL_destroyDC(MGLDC *dc); 103 104/* Get a Windows HDC for the MGL device context. You can use this returned 105 * HDC to get GDI to draw to the device context surface, such as rendering 106 * and using TrueType fonts with the MGL. If a Windows compatible HDC is not 107 * available, this function will return NULL. 108 */ 109 110HDC MGLAPI MGL_getWinDC(MGLDC *dc); 111 112/* Associate a Window manager DC with the MGLDC for painting */ 113 114bool MGLAPI MGL_setWinDC(MGLDC *dc,MGL_HDC hdc); 115 116/* Activate the WindowDC's palette */ 117 118bool MGLAPI MGL_activatePalette(MGLDC *dc,bool unrealize); 119 120/* Let the MGL know when your application is being activated or deactivated. 121 * This function only needs to be called when running in Windowed modes and 122 * you have set the system palette to SYSPAL_NOSTATIC mode, to ensure 123 * that the MGL can properly re-map your application palette when your 124 * app is not active and allow Windows to re-map your bitmap colors on the 125 * fly. This function should be passed a pointer to the currently active 126 * MGL Windowed DC and a flag to indicate whether the app is in the background 127 * or not. 128 */ 129 130void MGLAPI MGL_appActivate(MGLDC *winDC,bool active); 131 132/* Generic helper functions */ 133 134ulong MGLAPI MGL_getTicks(void); 135ulong MGLAPI MGL_getTickResolution(void); 136void MGLAPI MGL_delay(m_int millseconds); 137void MGLAPI MGL_beep(m_int freq,m_int milliseconds); 138 139/* Fullscreen specific routines */ 140 141void MGLAPI MGL_setPaletteSnowLevel(MGLDC *dc,m_int level); 142m_int MGLAPI MGL_getPaletteSnowLevel(MGLDC *dc); 143 144/* Determine if a specific scancode'ed key is held down (PC specific) */ 145 146bool MGLAPI EVT_isKeyDown(uchar scanCode); 147 148#ifdef __cplusplus 149} /* End of "C" linkage for C++ */ 150#endif 151 152#endif /* __MGLWIN_H */ 153