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id_vh.h
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id_vh.h
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// ID_VH.H
#define WHITE 15 // graphics mode independant colors
#define BLACK 0
#define FIRSTCOLOR 1
#define SECONDCOLOR 12
#define F_WHITE 15
#define F_BLACK 0
#define F_FIRSTCOLOR 1
#define F_SECONDCOLOR 12
//===========================================================================
#define MAXSHIFTS 1
typedef struct
{
int16_t width, height;
} pictabletype;
typedef struct
{
int16_t height;
int16_t location[256];
int8_t width[256];
} fontstruct;
//===========================================================================
extern pictabletype* pictable;
extern pictabletype* picmtable;
extern byte fontcolor, backcolor;
extern int fontnumber;
extern int px, py;
#define SETFONTCOLOR(f,b) fontcolor=f;backcolor=b;
//
// mode independant routines
// coordinates in pixels, rounded to best screen res
// regions marked in double buffer
//
void VWB_DrawPropString(const char* string);
void VWB_DrawTile8(int x, int y, int tile);
void VWB_DrawTile8M(int x, int y, int tile);
void VWB_DrawTile16(int x, int y, int tile);
void VWB_DrawTile16M(int x, int y, int tile);
void VWB_DrawPic(int x, int y, int chunknum);
void VWB_DrawPicScaledCoord(int x, int y, int chunknum);
void VWB_DrawMPic(int x, int y, int chunknum);
void VWB_Bar(int x, int y, int width, int height, int color);
#define VWB_BarScaledCoord VL_BarScaledCoord
void VWB_Plot(int x, int y, int color);
#define VWB_PlotScaledCoord VW_Plot
void VWB_Hlin(int x1, int x2, int y, int color);
void VWB_Vlin(int y1, int y2, int x, int color);
#define VWB_HlinScaledCoord VW_Hlin
#define VWB_VlinScaledCoord VW_Vlin
void VH_UpdateScreen();
#define VW_UpdateScreen VH_UpdateScreen
//
// wolfenstein EGA compatability stuff
//
#define VW_Shutdown VL_Shutdown
#define VW_Bar VL_Bar
#define VW_Plot VL_Plot
#define VW_Hlin(x,z,y,c) VL_Hlin(x,y,(z)-(x)+1,c)
#define VW_Vlin(y,z,x,c) VL_Vlin(x,y,(z)-(y)+1,c)
#define VW_DrawPic VH_DrawPic
#define VW_WaitVBL VL_WaitVBL
#define VW_FadeIn() VL_FadeIn(0,255,gamepal,30);
#define VW_FadeOut() VL_FadeOut(0,255,0,0,0,30);
#define VW_ScreenToScreen VL_ScreenToScreen
void VW_MeasurePropString(const char* string, word* width, word* height);
#define LatchDrawChar(x,y,p) VL_LatchToScreen(latchpics[0],((p)&7)*8,((p)>>3)*8*64,8,8,x,y)
#define LatchDrawTile(x,y,p) VL_LatchToScreen(latchpics[1],(p)*64,0,16,16,x,y)
void LatchDrawPic(unsigned x, unsigned y, unsigned picnum);
void LatchDrawPicScaledCoord(unsigned scx, unsigned scy, unsigned picnum);
void LoadLatchMem(void);
void VH_Startup();
boolean FizzleFade(SDL_Surface* source, int x1, int y1,
unsigned width, unsigned height, unsigned frames, boolean abortable);
#define NUMLATCHPICS 100
extern SDL_Surface* latchpics[NUMLATCHPICS];