CnC_Remastered_Collection/TIBERIANDAWN/WIN32LIB/WSA.H

161 lines
8.7 KiB
C

//
// Copyright 2020 Electronic Arts Inc.
//
// TiberianDawn.DLL and RedAlert.dll and corresponding source code is free
// software: you can redistribute it and/or modify it under the terms of
// the GNU General Public License as published by the Free Software Foundation,
// either version 3 of the License, or (at your option) any later version.
// TiberianDawn.DLL and RedAlert.dll and corresponding source code is distributed
// in the hope that it will be useful, but with permitted additional restrictions
// under Section 7 of the GPL. See the GNU General Public License in LICENSE.TXT
// distributed with this program. You should have received a copy of the
// GNU General Public License along with permitted additional restrictions
// with this program. If not, see https://github.com/electronicarts/CnC_Remastered_Collection
/***************************************************************************
** C O N F I D E N T I A L --- W E S T W O O D A S S O C I A T E S **
***************************************************************************
* *
* Project Name : WSA 32bit LIbrary *
* *
* File Name : WSA.H *
* *
* Programmer : Scott K. Bowen *
* *
* Start Date : May 23, 1994 *
* *
* Last Update : May 25, 1994 [SKB] *
* *
*-------------------------------------------------------------------------*
* Functions: *
* Open_Animation -- file name and flags, system allocates buffer. *
* Open_Animation -- file name, flags, palette, system allocates buffer. *
* Open_Animation -- file_name, graphic buffer, flags. *
* Open_Animation -- file name, bufferclass, flags, palette. *
* Open_Animation -- filename, ptr, size, flags, no palette. *
* Animate_Frame -- Animate a frame to a page with magic colors. *
* Animate_Frame -- Animate a frame to a viewport with magic colors. *
* Animate_Frame -- Animate a frame to a page. *
* Animate_Frame -- Animate a frame to a viewport. *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#ifndef WSA_H
#define WSA_H
#ifndef WWSTD_H
#include "wwstd.h"
#endif
#ifndef GBUFFER_H
#include "gbuffer.h"
#endif
//lint -strong(AJX,WSAType)
typedef enum {
WSA_NORMAL, // Normal WSA animation
WSA_GHOST = 0x1000, // Or'd with the above flags to get ghosting
WSA_PRIORITY2 = 0x2000, // Copy using a priority (or in the priority)
WSA_TRANS = 0x4000, // Copy frame, ignoring transparent colors
WSA_PRIORITY = 0x8000 // Copy using a priority (or in the priority)
} WSAType;
//lint -strong(AJX,WSAOpenType)
typedef enum {
WSA_OPEN_FROM_MEM = 0x0000, // Try to load entire anim into memory.
WSA_OPEN_INDIRECT = 0x0000, // First animate to internal buffer, then copy to page/viewport.
WSA_OPEN_FROM_DISK = 0x0001, // Force the animation to be disk based.
WSA_OPEN_DIRECT = 0x0002, // Animate directly to page or viewport.
// These next two have been added for the 32 bit library to give a better idea of what is
// happening. You may want to animate directly to the destination or indirectly to the
// destination by using the animations buffer. Indirecly is best if the dest is a seenpage
// and the animation is not linear or if the destination is modified between frames.
WSA_OPEN_TO_PAGE = WSA_OPEN_DIRECT ,
WSA_OPEN_TO_BUFFER= WSA_OPEN_INDIRECT ,
} WSAOpenType;
/*=========================================================================*/
/* The following prototypes are for the file: WSA.CPP */
/*=========================================================================*/
void * __cdecl Open_Animation(char const *file_name, char *user_buffer, long user_buffer_size, WSAOpenType user_flags, unsigned char *palette=NULL);
void __cdecl Close_Animation( void *handle );
BOOL __cdecl Animate_Frame(void *handle, GraphicViewPortClass& view,
int frame_number, int x_pixel=0, int y_pixel=0,
WSAType flags_and_prio = WSA_NORMAL, void *magic_cols=NULL, void *magic=NULL);
int __cdecl Get_Animation_Frame_Count(void *handle);
BOOL __cdecl Animate_Frame(void *handle, VideoViewPortClass& view,
int frame_number, int x_pixel=0, int y_pixel=0,
WSAType flags_and_prio = WSA_NORMAL, void *magic_cols=NULL, void *magic=NULL);
int __cdecl Get_Animation_Frame_Count(void *handle);
int __cdecl Get_Animation_X(void const *handle);
int __cdecl Get_Animation_Y(void const *handle);
int __cdecl Get_Animation_Width(void const *handle);
int __cdecl Get_Animation_Height(void const *handle);
int __cdecl Get_Animation_Palette(void const *handle);
unsigned long __cdecl Get_Animation_Size(void const *handle);
/***************************************************************************
* OPEN_ANIMATION -- file name, flags, palette, system allocates buffer. *
* *
* *
* INPUT: char *file_name - name of file to open. *
* WSAOpenType user_flags - flags on how to open. *
* unsigned char *palette - pointer to a palette buffer to fill. *
* *
* OUTPUT: void *pointer to animation data. Must be used for all *
* other WSA calls. *
* *
* WARNINGS: *
* *
* HISTORY: *
* 05/24/1994 SKB : Created. *
*=========================================================================*/
inline void * __cdecl Open_Animation(char *file_name, WSAOpenType user_flags, unsigned char *palette=NULL)
{
return (Open_Animation(file_name, NULL, 0L, user_flags, palette));
}
/***************************************************************************
* OPEN_ANIMATION -- file_name, bufferclass, flags. *
* *
* *
* INPUT: char *file_name - name of file to open. *
* GraphicBufferClass - pointer to a buffer. *
* WSAOpenType user_flags - flags on how to open. *
* unsigned char *palette - pointer to a palette buffer to fill. *
* *
* OUTPUT: void *pointer to animation data. Must be used for all *
* other WSA calls. *
* *
* WARNINGS: *
* *
* HISTORY: *
* 05/24/1994 SKB : Created. *
*=========================================================================*/
inline void * __cdecl Open_Animation(char *file_name, BufferClass& buffer, WSAOpenType user_flags, unsigned char *palette=NULL)
{
return (Open_Animation(file_name, (char *)buffer.Get_Buffer(), buffer.Get_Size(), user_flags, palette));
}
/*=========================================================================*/
/* The following prototypes are for the file: LP_ASM.ASM */
/*=========================================================================*/
extern "C" {
unsigned int __cdecl Apply_XOR_Delta(char *source_ptr, char *delta_ptr);
void __cdecl Apply_XOR_Delta_To_Page_Or_Viewport(void *target, void *delta, int width, int nextrow, int copy);
}
#endif // WSA_H