warzone2100/lib/framework/frameint.h

145 lines
3.8 KiB
C

/*
* FrameInt.h
*
* Internal definitions for the framework library.
*
*/
#ifndef _frameint_h
#define _frameint_h
/* Check the header files have been included from frame.h if they
* are used outside of the framework library.
*/
#if !defined(_frame_h) && !defined(FRAME_LIB_INCLUDE)
#error Framework header files MUST be included from Frame.h ONLY.
#endif
/* Define the style and extended style of the window.
* Need these to calculate the size the window should be when returning to
* window mode.
*
* create a title bar, minimise button on the title bar,
* automatic ShowWindow, get standard system menu on title bar
*/
#define WIN_STYLE (WS_CAPTION | WS_MINIMIZEBOX | WS_VISIBLE | WS_SYSMENU)
#define WIN_EXSTYLE WS_EX_APPWINDOW // Go on task bar when iconified
/* Program hInstance */
extern HINSTANCE hInstance;
/* Handle for the main window */
extern HANDLE hWndMain;
/* Initialise the double buffered display */
extern BOOL screenInitialise(UDWORD width, // Display width
UDWORD height, // Display height
UDWORD bitDepth, // Display bit depth
BOOL fullScreen, // Whether to start windowed
// or full screen.
BOOL bVidMem, // Whether to put surfaces in
// video memory
BOOL bDDraw, // Whether to create ddraw surfaces // video memory
HANDLE hWindow); // The main windows handle
/* Release the DD objects */
extern void screenShutDown(void);
/* Restore the direct draw surfaces - internal use only */
extern void screenRestoreSurfaces(void);
/* In full screen mode flip to the GDI buffer.
* Use this if you want the user to see any GDI output.
* This is mainly used so that ASSERTs and message boxes appear
* even in full screen mode.
*/
extern void screenFlipToGDI(void);
/* Deal with windows messages to maintain the state of the keyboard and mouse */
extern void inputProcessMessages(UINT message, WPARAM wParam, LPARAM lParam);
/* This is called once a frame so that the system can tell
* whether a key was pressed this turn or held down from the last frame.
*/
extern void inputNewFrame(void);
/* The list of surfaces structure */
typedef struct _surface_list
{
LPDIRECTDRAWSURFACE4 psSurface;
struct _surface_list *psNext;
} SURFACE_LIST;
/* The list of surfaces */
extern SURFACE_LIST *psSurfaces;
/* Release all the allocated surfaces */
extern void surfShutDown(void);
/* Free current currently open widget file */
BOOL FreeCurrentWDG(void);
/* The Direct Draw object */
extern LPDIRECTDRAW4 psDD;
/* The Current screen size and bit depth */
extern UDWORD screenWidth;
extern UDWORD screenHeight;
extern UDWORD screenDepth;
/* Which modes the library can run in */
typedef enum _display_modes
{
MODE_BOTH, // Can run both windowed and full screen
MODE_WINDOWED, // Can only run windowed, not full screen
MODE_FULLSCREEN, // Can only run full screen not windowed
MODE_8BITFUDGE, // Runs 8 bit full screen, then true colour windowed
// blitting the 8 bit back buffer to the windows display
} DISPLAY_MODES;
/* The current screen mode (full screen/windowed) */
// extern SCREEN_MODE screenMode;
/* Which mode (of operation) the library is running in */
extern DISPLAY_MODES displayMode;
/* The Front and back buffers */
extern LPDIRECTDRAWSURFACE4 psFront;
extern LPDIRECTDRAWSURFACE4 psBack;
/* The Pixel format of the back buffer */
extern DDPIXELFORMAT sBackBufferPixelFormat;
/* Window's Pixel format */
extern DDPIXELFORMAT sWinPixelFormat;
// The possible flip states
typedef enum _flip_state
{
FLIP_IDLE,
FLIP_STARTED,
FLIP_FINISHED,
} FLIP_STATE;
extern FLIP_STATE screenFlipState;
// The critical section for the screen flipping
extern CRITICAL_SECTION sScreenFlipCritical;
// The semaphore for the screen flipping
extern HANDLE hScreenFlipSemaphore;
#endif