/****************************************************************************
*
*						MegaGraph Graphics Library
*
*                   Copyright (C) 1996 SciTech Software.
*							All rights reserved.
*
* Filename:		$Workfile:   mglwin.h  $
* Version:		$Revision:   1.14  $
*
* Language:		ANSI C
* Environment:	IBM PC (MS DOS)
*
* Description:	Header file for the MGLWIN bindings for MS Windows using
*				WinG in a window and WinDirect for full screen. The MGLWIN
*				binding only targets Win32 applications, so cannot be used
*				for 16 bit Windows development.
*
* $Date:   14 Mar 1997 16:09:34  $ $Author:   KendallB  $
*
****************************************************************************/

#ifndef	__MGLWIN_H
#define	__MGLWIN_H

#ifndef MGLWIN
#define	MGLWIN
#endif

/*---------------------- Macros and type definitions ----------------------*/

typedef HWND		MGL_HWND;
typedef	HDC			MGL_HDC;
typedef	HINSTANCE	MGL_HINSTANCE;

/*------------------------- Function Prototypes ---------------------------*/

#ifdef	__cplusplus
extern "C" {			/* Use "C" linkage when in C++ mode	*/
#endif

	/* Initialise the MGL for fullscreen output */
	
	bool	MGLAPI MGL_init (m_int *driver, m_int *mode, const char *mglpath);
	
	/* Initialise the MGL just for Windowed output, not full screen */
	
	bool	MGLAPI MGL_initWindowed (const char *mglpath);
	
	/* Function to register a fullscreen window with the MGL. If you wish
	 * for the MGL to use your own window for fullscreen modes, you can
	 * register it with this function. Note that when the MGL goes into
	 * fullscreen modes, the attributes, size and position of the window are
	 * modified to make it into a fullscreen Window necessary to cover the
	 * entire desktop, and the state of the window will be restore to the original
	 * format on return to normal GDI mode.
	 *
	 * Note that if you are using a common window for Windowed mode and fullscreen
	 * modes of your application, you will need to ensure that certain messages
	 * that you window normally handles in windowed modes are ignored when in
	 * fullscreen modes.
	 */
	
	void 	MGLAPI MGL_registerFullScreenWindow (HWND hwndFullScreen);
	
	/* Function to register a fullscreen event handling window procedure.
	 * If you wish to do your own event handling, you can register your window
	 * procedure with the MGL using this function and it will be called
	 * when there are messages to be handled. You can still call the MGL_event()
	 * functions even if you have registered an event handling procedure.
	 */
	
	void 	MGLAPI MGL_registerEventProc (WNDPROC userWndProc);
	
	/* Change the active display mode. You must destroy all display device
	 * contexts before calling this function, and re-create them again with
	 * the new display mode. Does not affect any event handling hooks.
	 */
	
	bool	MGLAPI MGL_changeDisplayMode (m_int mode);
	
	/* Obtain the handle to the MGL fullscreen window when in fullscreen modes */
	
	MGL_HWND MGLAPI MGL_getFullScreenWindow (void);
	
	/* Tell the MGL what your applications main window is */
	
	void	MGLAPI MGL_setMainWindow (MGL_HWND hwnd);
	
	/* Tell the MGL your applications instance handle (call before all funcs!) */
	
	void	MGLAPI MGL_setAppInstance (MGL_HINSTANCE hInstApp);
	
	/* Device context management */
	
	MGLDC	 *MGLAPI MGL_createDisplayDC (m_int numBuffers);
	MGLDC	 *MGLAPI MGL_createSrollingDC (m_int virtualX, m_int virtualY, m_int numBuffers);
	MGLDC	 *MGLAPI MGL_createOffscreenDC (void);
	MGLDC	 *MGLAPI MGL_createLinearOffscreenDC (void);
	MGLDC	 *MGLAPI MGL_createWindowedDC (MGL_HWND hwnd);
	MGLDC 	 *MGLAPI MGL_createMemoryDC (m_int xSize, m_int ySize, m_int bitsPerPixel, pixel_format_t *pf);
	bool	MGLAPI MGL_destroyDC (MGLDC *dc);
	
	/* Get a Windows HDC for the MGL device context. You can use this returned
	 * HDC to get GDI to draw to the device context surface, such as rendering
	 * and using TrueType fonts with the MGL. If a Windows compatible HDC is not
	 * available, this function will return NULL.
	 */
	
	HDC		MGLAPI MGL_getWinDC (MGLDC *dc);
	
	/* Associate a Window manager DC with the MGLDC for painting */
	
	bool	MGLAPI MGL_setWinDC (MGLDC *dc, MGL_HDC hdc);
	
	/* Activate the WindowDC's palette */
	
	bool	MGLAPI MGL_activatePalette (MGLDC *dc, bool unrealize);
	
	/* Let the MGL know when your application is being activated or deactivated.
	 * This function only needs to be called when running in Windowed modes and
	 * you have set the system palette to SYSPAL_NOSTATIC mode, to ensure
	 * that the MGL can properly re-map your application palette when your
	 * app is not active and allow Windows to re-map your bitmap colors on the
	 * fly. This function should be passed a pointer to the currently active
	 * MGL Windowed DC and a flag to indicate whether the app is in the background
	 * or not.
	 */
	
	void	MGLAPI MGL_appActivate (MGLDC *winDC, bool active);
	
	/* Generic helper functions */
	
	ulong	MGLAPI MGL_getTicks (void);
	ulong	MGLAPI MGL_getTickResolution (void);
	void	MGLAPI MGL_delay (m_int millseconds);
	void	MGLAPI MGL_beep (m_int freq, m_int milliseconds);
	
	/* Fullscreen specific routines */
	
	void	MGLAPI MGL_setPaletteSnowLevel (MGLDC *dc, m_int level);
	m_int	MGLAPI MGL_getPaletteSnowLevel (MGLDC *dc);
	
	/* Determine if a specific scancode'ed key is held down (PC specific) */
	
	bool	MGLAPI EVT_isKeyDown (uchar scanCode);
	
#ifdef	__cplusplus
}						/* End of "C" linkage for C++	*/
#endif

#endif	/* __MGLWIN_H */
