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-rw-r--r--sword2/driver/driver96.h438
1 files changed, 1 insertions, 437 deletions
diff --git a/sword2/driver/driver96.h b/sword2/driver/driver96.h
index df32ec50d7..17c5df0742 100644
--- a/sword2/driver/driver96.h
+++ b/sword2/driver/driver96.h
@@ -17,442 +17,6 @@
* $Header$
*/
-//=============================================================================
-//
-// Filename : driver96.h
-// Created : 6th August 1996
-// By : P.R.Porter
-//
-// Summary : This include file defines all interfaces to the Revolution
-// driver96 system. All game code which requires driver
-// functions should simlply include this file.
-//
-// Functions
-// ---------
-//
-// ---------------------------------------------------------------------------
-// ------------------------------- d_draw.c ----------------------------------
-// ---------------------------------------------------------------------------
-//
-// int32 InitialiseDisplay(int32 width, int32 height, int32 colourDepth, int32 windowType)
-//
-// Initialises the directDraw display with the sizes and colour depths passed
-// in. The windowType is either RD_FULLSCREEN or RD_WINDOWED depending upon
-// whether the app is to run in a window or not. If RD_WINDOWED is selected,
-// the runction may returnRDERR_GOFULLSCREEN which implies that the window
-// size and colour depth requested is not compatible with the current
-// settings.
-// If the required display cannot be set up, then an error code is
-// returned, otherwise zero.
-//
-// ---------------------------------------------------------------------------
-//
-// int32 ResetDisplay(void)
-//
-// Closes down the directDraw sub-system and resets the display back to it's
-// original size. Returns an RD code.
-//
-// ---------------------------------------------------------------------------
-//
-// int32 EraseBackBuffer(void)
-//
-// Fills the back buffer with palette colour zero. Returns an RD code.
-//
-// ---------------------------------------------------------------------------
-//
-// void InterpretDirectDrawError(int32 error)
-//
-// This function is passed the pointer to a direct draw error code, and
-// translates this into a revolution driver error code. It also reports the
-// error.
-//
-// ---------------------------------------------------------------------------
-//
-// int32 SetBltFx(void)
-//
-// Sets the edge blend and arithmetic stretching effects.
-//
-// ---------------------------------------------------------------------------
-//
-// int32 ClearBltFx(void)
-//
-// Clears the edge blend and arithmetic stretching effects.
-//
-// ---------------------------------------------------------------------------
-//
-// int32 RenderHard(void);
-//
-// Turns on the hardware renderer. Returns an error if the
-// hardware is not capable of rendering.
-//
-// ---------------------------------------------------------------------------
-//
-// int32 RenderSoft(void);
-//
-// Turns on the software renderer. Returns an error if it
-// is already on.
-//
-// ---------------------------------------------------------------------------
-//
-// int32 GetRenderType(void)
-//
-// Returns the type of rendering currently being used.
-// 0 = H/W rendering, 1 = S/W Rendering + BltFxOFF, 2 = S/W Rendering + BltFxON
-//
-// ---------------------------------------------------------------------------
-//
-// int32 PlaySmacker(char *filename)
-//
-// Plays the smacker file, filename.
-//
-// --------------------------- rdwin.c ---------------------------------------
-// ---------------------------------------------------------------------------
-//
-// int32 ServiceWindows(void)
-//
-// This function should be called at a high rate ( > 20 per second) to service
-// windows and the interfaces it provides.
-//
-// ---------------------------------------------------------------------------
-//
-// int32 CloseAppWindow(void)
-//
-// Removes all windows hooks from the application.
-//
-// ---------------------------------------------------------------------------
-//
-// void SetWindowName(const char *windowName)
-//
-// Set the window name to windowName and stores this name in gameName for future
-// use.
-//
-// ---------------------------------------------------------------------------
-// --------------------------------- language.c ------------------------------
-// ---------------------------------------------------------------------------
-//
-// int32 GetLanguageVersion(uint8 *version)
-//
-// This function modifies the 'version' passed in to be the current language.
-// The first time this function is called, it gets the language from the
-// version.inf file distributed on the game CD. It returns an RD error code
-// if this file cannot be opened, or the version cannot be obtained from it.
-//
-// ---------------------------------------------------------------------------
-//
-// int32 SetLanguageVersion(uint8 version)
-//
-// This function is useful for debugging. It sets the version to the one
-// passed in.
-//
-// ---------------------------------------------------------------------------
-//
-// int32 GetGameName(uint8 *name);
-//
-// Fills the string pointed to by name with the title of the game, depending
-// upon what the current language version is.
-//
-// --------------------------------------------------------------------------
-// ------------------------------- palette.c --------------------------------
-// --------------------------------------------------------------------------
-//
-// void BS2_SetPalette(int32 startEntry, int32 noEntries, uint8 *colourTable, uint8 setNow)
-//
-// Sets the palette from position startEntry for noEntries, to the data
-// pointed to by colourTable. To set the palette immediately pass
-// RDPAL_INSTANT. If you want to fade later, pass RDPAL_FADE.
-//
-// --------------------------------------------------------------------------
-//
-// int32 UpdatePaletteMatchTable(uint8 *data)
-//
-// Uses the current palCopy to create a table of palette indeces which will
-// be searched later for a quick palette match - only if NULL is passed in
-// as the data. If a pointer to valid data is passed in, the palette match
-// table is copied from that data.
-//
-// --------------------------------------------------------------------------
-//
-// uint8 QuickMatch(uint8 r, uint8 g, uint8 b)
-//
-// Returns the palette index of the closest matching colour in the palette
-// to these RGB values.
-//
-// --------------------------------------------------------------------------
-//
-// int32 FadeUp(float time)
-//
-// Fades the palette up from black to the current palette in time.
-//
-// --------------------------------------------------------------------------
-//
-// int32 FadeDown(float time)
-//
-// Fades the palette down to black from the current palette in time.
-//
-// --------------------------------------------------------------------------
-//
-// uint8 GetFadeStatus(void)
-//
-// Returns the fade status which can be one of RDFADE_UP, RDFADE_DOWN or
-// RDFADE_NONE.
-//
-//
-// --------------------------------------------------------------------------
-// -------------------------------- mouse.c ---------------------------------
-// --------------------------------------------------------------------------
-//
-// _mouseEvent *MouseEvent(void)
-//
-// If there is a mouse event in the queue, a valid pointer is returned.
-// Otherwise, NULL.
-//
-// --------------------------------------------------------------------------
-//
-// int32 SetMouseAnim(uint8 *ma, int32 size, int32 mouseFlash)
-//
-// A pointer to a valid mouse animation is passed in, along with the size of
-// the header plus sprite data. Remember to check that the function has
-// successfully completed, as memory allocation is required. When the mouse
-// animation has been set, the mouse sprite does not need to be kept in the
-// memory manager.
-// Pass NULL in to clear the mouse sprite.
-// mouseFlash should be either RDMOUSE_FLASH or RDMOUSE_NOFLASH
-// defining whether to pulse the mouse or not.
-//
-// --------------------------------------------------------------------------
-//
-// int32 SetLuggageAnim(uint8 *la, int32 size)
-//
-// A pointer to a valid luggage animation is passed in, along with the size of
-// the header plus sprite data. Remember to check that the function has
-// successfully completed, as memory allocation is required.
-// Pass NULL in to clear the luggage sprite. Luggage sprites are of the same
-// format as mouse sprites.
-//
-// --------------------------------------------------------------------------
-//
-// int32 AnimateMouse(void)
-//
-// This function animates the current mouse pointer. If no pointer is
-// currently defined, an error code is returned.
-//
-//
-// --------------------------------------------------------------------------
-// ------------------------------ keyboard.c --------------------------------
-// --------------------------------------------------------------------------
-//
-// BOOL KeyWaiting(void)
-//
-// This function returns TRUE if there is an unprocessed key waiting in the
-// queue, FALSE otherwise.
-//
-// --------------------------------------------------------------------------
-//
-// int32 ReadKey(_keyboardEvent *key)
-//
-// Sets the value of key passed in to the current waiting key. If there is
-// no key waiting, an error code is returned.
-//
-//
-// --------------------------------------------------------------------------
-// ------------------------------- sprite.c ---------------------------------
-// --------------------------------------------------------------------------
-//
-// int32 DrawSprite(_spriteInfo *s)
-//
-// Draws a sprite onto the screen of the type defined in the _spriteInfo
-// structure. The _spriteInfo structure consists of the following elements:
-//
-// int16 x; // coords for top-left of sprite
-// int16 y;
-// uint16 w; // dimensions of sprite (before scaling)
-// uint16 h;
-// uint16 scale; // scale at which to draw, given in 256ths
-// ['0' or '256' MEANS DON'T SCALE]
-// uint16 scaledWidth; // new dimensions
-// uint16 scaledHeight; //
-// uint16 blend // blending value.
-// uint16 type; // combination of the bits below
-// uint8 *data; // pointer to the sprite data
-// uint8 *colourTable; // pointer to 16-byte colour table - only
-// applicable to 16-col compression type
-//
-// WARNING: Sprites will only be drawn onto the background. Sprites will not
-// appear over the menubar areas. The mouse and menu drawing is treated
-// as a special case.
-//
-// The type of the sprite can be any of the following:
-//
-// if (RDSPR_TRANS)
-// The sprite has a transparent colour zero
-// if (RDSPR_NOCOMPRESSION)
-// The sprite data must not be compressed (slow to draw)
-// The RDSPR_DISPLAYALIGN bit may be set to draw the sprite
-// at coordinates relative to the top left corner of the
-// monitor.
-// else
-// Compression must be set as one of the following:
-// RDSPR_RLE16
-// RDSPR_RLE256
-// RDSPR_LAYERCOMPRESSION
-// else
-// The sprite has an opaque colour zero
-// RDSPR_NOCOMPRESSION must be set!
-// RDSPR_DISPLAYALIGN may be set to align the coordinates of the sprite
-// to the top left corner of the monitor.
-//
-// ---------------------------------------------------------------------------
-//
-// int32 CreateSurface(_spriteInfo *s, uint32 *surface)
-//
-// Creates a sprite surface in video memory (if possible) and returns it's
-// handle in surface.
-//
-// ---------------------------------------------------------------------------
-//
-// void DrawSurface(_spriteInfo *s, uint32 surface, ScummVM::Rect *clipRect)
-//
-// Draws the sprite surface created earlier.
-//
-// ---------------------------------------------------------------------------
-//
-// void DeleteSurface(uint32 surface)
-//
-// Deletes a surface from video memory.
-//
-// ---------------------------------------------------------------------------
-//
-// int32 OpenLightMask(_spriteInfo *s)
-//
-// Opens the light masking sprite for a room.
-//
-// ---------------------------------------------------------------------------
-//
-// int32 CloseLightMask(void)
-//
-// Closes the light masking sprite for a room.
-//
-// --------------------------------------------------------------------------
-// ------------------------------- render.c ---------------------------------
-// --------------------------------------------------------------------------
-//
-// int32 RenderParallax(_parallax *p)
-//
-// Draws a parallax layer at the current position determined by the scroll.
-// A parallax can be either foreground, background or the main screen.
-//
-// ---------------------------------------------------------------------------
-//
-// int32 SetScrollTarget(int16 sx, int16 sy)
-//
-// Sets the scroll target position for the end of the game cycle. The drivers
-// will then automatically scroll as many times as it can to reach this
-// position in the allotted time.
-//
-// --------------------------------------------------------------------------
-//
-// int32 InitialiseRenderCycle(void)
-//
-// Initialises the timers before the render loop is entered.
-//
-// --------------------------------------------------------------------------
-//
-// int32 StartRenderCycle(void)
-//
-// This function should be called when the game engine is ready to start
-// the render cycle.
-//
-// --------------------------------------------------------------------------
-//
-// int32 EndRenderCycle(BOOL *end)
-//
-// This function should be called at the end of the render cycle. If the
-// render cycle is to be terminated, the function sets *end to 1. Otherwise,
-// the render cycle should continue.
-//
-// --------------------------------------------------------------------------
-//
-// int32 SetLocationMetrics(uint16 w, uint16 h)
-//
-// This function tells the drivers the size of the background screen for the
-// current location.
-//
-// --------------------------------------------------------------------------
-//
-// int32 PlotPoint(uint16 x, uint16 y, uint8 colour)
-//
-// Plots the point x,y in relation to the top left corner of the background.
-//
-// --------------------------------------------------------------------------
-//
-// int32 DrawLine(int16 x1, int16 y1, int16 x2, int16 y2, uint8 colour)
-//
-// Draws a line from the point x1,y1 to x2,y2 of the specified colour.
-//
-// --------------------------------------------------------------------------
-//
-// int32 InitialiseBackgroundLayer(_parallax *p)
-//
-// This function should be called five times with either the parallax layer
-// or a NULL pointer in order of background parallax to foreground parallax.
-//
-// --------------------------------------------------------------------------
-//
-// int32 CloseBackgroundLayer(void)
-//
-// Should be called once after leaving a room to free up video memory.
-//
-// --------------------------------------------------------------------------
-//
-// int32 PlotDots(int16 x, int16 y, int16 count)
-//
-// Plots 'count' dots at the position x,y.
-//
-// --------------------------------------------------------------------------
-// ---------------------------- menu.c --------------------------------------
-// --------------------------------------------------------------------------
-//
-// int32 ProcessMenu(void)
-//
-// This function should be called regularly to process the menuber system.
-// The rate at which this function is called will dictate how smooth the menu
-// system is. The menu cannot be drawn at a higher rate than the system
-// vbl rate.
-//
-// --------------------------------------------------------------------------
-//
-// int32 ShowMenu(uint8 menu)
-//
-// This function brings the menu in to view. The choice of top or bottom menu
-// is defined by the parameter menu being either RDMENU_TOP or RDMENU_BOTTOM.
-// An error code is returned if the menu is already shown.
-//
-// --------------------------------------------------------------------------
-//
-// int32 HideMenu(uint8 menu)
-//
-// This function hides the menu defined by the parameter menu. If the menu is
-// already hidden, an error code is returned.
-//
-// --------------------------------------------------------------------------
-//
-// int32 SetMenuIcon(uint8 menu, uint8 pocket, uint8 *icon)
-//
-// This function sets a menubar icon to that passed in. If icon is NULL, the
-// pocket is cleared, otherwise, that icon is placed into pocket. The menu is
-// either RDMENU_TOP or RDMENU_BOTTOM. Valid error codes include
-// RDERR_INVALIDPOCKET if the pocket number does not exist. Initially, there
-// are 15 pockets.
-//
-// --------------------------------------------------------------------------
-//
-// uint8 GetMenuStatus(uint8 menu)
-//
-// This function returns the status of the menu passed in menu. Return values
-// are RDMENU_OPENING, RDMENU_CLOSING, RDMENU_HIDDEN and RDMENU_SHOWN.
-//
-//=============================================================================
-
#ifndef DRIVER96_H
#define DRIVER96_H
@@ -745,7 +309,7 @@ typedef struct {
//-----------------------------------------------------------------------------
// Display functions - from d_draw.c
//-----------------------------------------------------------------------------
-extern int32 InitialiseDisplay(int16 width, int16 height, int16 colourDepth, int32 windowType);
+extern int32 InitialiseDisplay(int16 width, int16 height);
extern int32 EraseBackBuffer(void);
extern void SetTransFx(void);
extern void ClearTransFx(void);