Source code of Windows XP (NT5)
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/*==========================================================================
* * Copyright (c) 1995 - 1997 Microsoft Corporation. All Rights Reserved. * Copyright (C) 1994-1995 ATI Technologies Inc. All Rights Reserved. * * File: foxbear.h * Content: main include file * ***************************************************************************/ #ifndef __FOXBEAR_INCLUDED__
#define __FOXBEAR_INCLUDED__
//#define WIN32_LEAN_AND_MEAN
#define COBJMACROS
#include <windows.h>
#include <windowsx.h>
#include <mmsystem.h>
#include <ddraw.h>
#include <dsound.h>
#include "strmif.h"
#include "uuids.h"
#include "MMSTREAM.H"
#include "AMSTREAM.H"
#include "DDSTREAM.H"
#include "gfx.h"
#include "fbsound.h"
#include "gameproc.h"
#include "vidsrc.h"
#include "fastfile.h"
#include "dsutil.h"
int getint(char**p, int def);
#define QUOTE(x) #x
#define QQUOTE(y) QUOTE(y)
#define REMIND(str) __FILE__ "(" QQUOTE(__LINE__) "):" str
/*
* keyboard commands */ enum { KEY_STOP = 1, KEY_DOWN, KEY_LEFT, KEY_RIGHT, KEY_UP, KEY_JUMP, KEY_THROW };
/*
* global data */ extern LPDIRECTDRAW lpDD; extern LPDIRECTDRAWSURFACE lpFrontBuffer; extern LPDIRECTDRAWSURFACE lpBackBuffer; extern LPDIRECTDRAWSURFACE lpStretchBuffer; extern LPDIRECTDRAWCLIPPER lpClipper; extern DWORD lastKey; extern BOOL bModeX; // we are in a modex mode
extern BOOL bColorFill; // device supports color fill
extern BOOL bTransDest; // we should use dest color key
extern BOOL bColorFill; // device supports color fill
extern int nBufferCount; // buffer count
extern int CmdLineBufferCount; // buffer count
extern BOOL bStretch; // stretch
extern BOOL bFullscreen; // run in fullscreen mode
extern BOOL bStress; // just keep running
extern BOOL bUseEmulation; // dont use HW use SW
extern BOOL bMovie; // Use a movie
extern BOOL bCamera; // Use camera input
extern RECT GameRect; // game is here
extern SIZE GameSize; // game is this size
extern SIZE GameMode; // display mode size
extern UINT GameBPP; // the bpp we want
extern DWORD dwColorKey; // the color key
extern HWND hWndMain; // the foxbear window
extern RECT rcWindow; // where the FoxBear window is.
extern BOOL bIsActive; // we are the active app.
extern BOOL bPaused; //
extern BOOL bWantSound; // Set the default action in DSEnable
extern WCHAR wszMovie[100];
/*
* list of display modes */ struct {int w, h, bpp;} ModeList[100]; int NumModes;
/*
* map a point that assumes 640x480 to the current game size. */ #define MapDX(x) (((x) * GameSize.cx) / C_SCREEN_W)
#define MapDY(y) (((y) * GameSize.cy) / C_SCREEN_H)
#define MapX(x) (GameRect.left + MapDX(x))
#define MapY(y) (GameRect.top + MapDY(y))
#define MapRX(x) ((GameSize.cx == C_SCREEN_W) ? x : MapDX(x)+1)
#define MapRY(y) ((GameSize.cy == C_SCREEN_H) ? y : MapDY(y)+1)
void PauseGame(void); void UnPauseGame(void);
/*
* fn prototypes */ /* ddraw.c */ extern BOOL DDEnable( void ); extern BOOL DDDisable( BOOL ); extern LPDIRECTDRAWSURFACE DDCreateSurface( DWORD width, DWORD height, BOOL sysmem, BOOL trans ); extern BOOL DDCreateFlippingSurface( void ); extern BOOL DDClear( void ); extern DWORD DDColorMatch(IDirectDrawSurface *pdds, COLORREF rgb); extern void Splash( void );
extern LPVOID CMemAlloc( UINT cnt, UINT isize ); extern LPVOID MemAlloc( UINT size ); extern void MemFree( LPVOID ptr );
#ifdef DEBUG
extern void __cdecl Msg( LPSTR fmt, ... ); #else
#define Msg ; / ## /
#endif
LPDIRECTDRAWPALETTE ReadPalFile( char *fname );
#endif
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