#include #ifndef __BGRAPH_DX_WRAPPER_ #define __BGRAPH_DX_WRAPPER_ #ifdef __cplusplus extern "C" { #endif uint16_t *GetScreenAdr(void); uint16_t *GetBuffer2nd(void); int32_t GetScreenPitch(void); int32_t GetBuffer2ndPitch(void); int32_t GetScreenSizeBytes(void); void RedirectScreen(uint16_t *newaddr); void RestoreScreen(void); void RedirectScreenBufferSecond(void); //inicializuje a otevira rezim 640x480x16b v DX - otevre okno, pripravi vse pro beh hry //Vraci 1 pri uspechu char DXInit64(char inwindow,int zoom,int monitor, int refresh); //uzavre rezim grafiky void DXCloseMode(void); //void DXCopyRects32(unsigned short x,unsigned short y,unsigned short xs,unsigned short ys); void DXCopyRects64(unsigned short x,unsigned short y,unsigned short xs,unsigned short ys); void *DxPrepareWalk(int ypos); void DxZoomWalk(void *handle, int ypos, int *points,float phase, void *lodka); void DxDoneWalk(void *handle); void *DxPrepareTurn(int ypos); void DxTurn(void *handle, char right, int ypos,int border, float phase, void *lodka); void DxDoneTurn(void *handle); void DxTurnLeftRight(char right, float phase, int border, int ypos, int *last); void DxDialogs(char enable); void setvesa_displaystart(int x,int y); void DxSetInitResolution(int x, int y); int DxGetResX(void); int DxGetResY(void); void DXMouseTransform(unsigned short *x, unsigned short *y); //HWND GetGameWindow(); //void DxLockBuffers(BOOL lock); void StripBlt(void *data, unsigned int startline, uint32_t width); #ifdef __cplusplus } #endif #endif