// ID_VL.H // wolf compatability void Quit (const char *error,...); //=========================================================================== #define CHARWIDTH 2 #define TILEWIDTH 4 //=========================================================================== 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) uSDL_Delay((a)*8) 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); 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); }