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bealleg.h from Allegro game programming library at Krugle


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/*         ______   ___    ___
 *        /\  _  \ /\_ \  /\_ \
 *        \ \ \L\ \\//\ \ \//\ \      __     __   _ __   ___
 *         \ \  __ \ \ \ \  \ \ \   /'__`\ /'_ `\/\`'__\/ __`\
 *          \ \ \/\ \ \_\ \_ \_\ \_/\  __//\ \L\ \ \ \//\ \L\ \
 *           \ \_\ \_\/\____\/\____\ \____\ \____ \ \_\\ \____/
 *            \/_/\/_/\/____/\/____/\/____/\/___L\ \/_/ \/___/
 *                                           /\____/
 *                                           \_/__/
 *
 *      The Be Allegro Header File.
 *
 *      Aren't you glad you used the BeOS header file?
 *      Don't you wish everybody did?
 *
 *      By Jason Wilkins.
 *
 *      See readme.txt for copyright information.
 */

#ifndef BE_ALLEGRO_H
#define BE_ALLEGRO_H

/* There is namespace cross-talk between the Be API and
   Allegro, lets use my favorite namespace detergent.
   "Kludge!" Now with 25% more hack. */

#ifdef __cplusplus
# define al_color_map    al_color_map
# define al_drawing_mode al_drawing_mode
#endif

#include "allegro.h"
#include "allegro/internal/aintern.h"

#ifdef __cplusplus
# undef al_color_map
# undef al_drawing_mode
# undef MIN
# undef MAX
# undef AL_TRACE
# undef AL_ASSERT

#ifdef DEBUGMODE
# define AL_ASSERT(condition)  { if (!(condition)) al_assert(__FILE__, __LINE__); }
# define AL_TRACE al_trace
#else
# define AL_ASSERT(condition)
# define AL_TRACE 1 ? (void) 0 : al_trace
#endif

#ifndef SCAN_DEPEND
   #include <Be.h>
#endif


#define LINE8_HOOK_NUM    3
#define LINE16_HOOK_NUM  12
#define LINE32_HOOK_NUM   4
#define ARRAY8_HOOK_NUM   8
#define ARRAY32_HOOK_NUM  9
#define RECT8_HOOK_NUM    5
#define RECT16_HOOK_NUM  16
#define RECT32_HOOK_NUM   6
#define INVERT_HOOK_NUM  11
#define BLIT_HOOK_NUM     7
#define SYNC_HOOK_NUM    10



typedef int32 (*LINE8_HOOK)(int32 startX, int32 endX, int32 startY,
   int32 endY, uint8 colorIndex, bool clipToRect, int16 clipLeft,
   int16 clipTop, int16 clipRight, int16 clipBottom);

typedef int32 (*ARRAY8_HOOK)(indexed_color_line *array,
   int32 numItems, bool clipToRect, int16 top, int16 right,
   int16 bottom, int16 left);

typedef int32 (*LINE16_HOOK)(int32 startX, int32 endX, int32 startY,
   int32 endY, uint16 color, bool clipToRect, int16 clipLeft,
   int16 clipTop, int16 clipRight, int16 clipBottom);

typedef int32 (*LINE32_HOOK)(int32 startX, int32 endX, int32 startY,
   int32 endY, uint32 color, bool clipToRect, int16 clipLeft,
   int16 clipTop, int16 clipRight, int16 clipBottom);

typedef int32 (*ARRAY32_HOOK)(rgb_color_line *array,
   int32 numItems, bool clipToRect, int16 top, int16 right,
   int16 bottom, int16 left);

typedef int32 (*RECT8_HOOK)(int32 left, int32 top, int32 right,
   int32 bottom, uint8 colorIndex);

typedef int32 (*RECT16_HOOK)(int32 left, int32 top, int32 right,
   int32 bottom, uint16 color);

typedef int32 (*RECT32_HOOK)(int32 left, int32 top, int32 right,
   int32 bottom, uint32 color);

typedef int32 (*INVERT_HOOK)(int32 left, int32 top, int32 right,
   int32 bottom);

typedef int32 (*BLIT_HOOK)(int32 sourceX, int32 sourceY,
   int32 destinationX, int32 destinationY, int32 width,
   int32 height);

typedef int32 (*SYNC_HOOK)(void);



typedef struct HOOKS {
   LINE8_HOOK   draw_line_8;
   LINE16_HOOK  draw_line_16;
   LINE32_HOOK  draw_line_32;
   ARRAY8_HOOK  draw_array_8;
   ARRAY32_HOOK draw_array_32;
   RECT8_HOOK   draw_rect_8;
   RECT16_HOOK  draw_rect_16;
   RECT32_HOOK  draw_rect_32;
   INVERT_HOOK  invert_rect;
   BLIT_HOOK    al_blit;
   SYNC_HOOK    sync;
} HOOKS;



typedef struct {
   int    d, w, h;
   uint32 mode;
   uint32 space;
} BE_MODE_TABLE;



class BeAllegroView
   : public BView
{
   public:
      BeAllegroView(BRect, const char *, uint32, uint32);
     ~BeAllegroView();

      void AttachedToWindow();
      void MessageReceived(BMessage *);
};



class BeAllegroWindow
   : public BDirectWindow
{
   public:
      BeAllegroWindow(BRect, const char *, window_look, window_feel, uint32, uint32, uint32, uint32, uint32);
     ~BeAllegroWindow();

      void DirectConnected(direct_buffer_info *);
      void MessageReceived(BMessage *);
      bool QuitRequested(void);
      void WindowActivated(bool);

      void *screen_data;	  
      uint32 screen_pitch;
      uint32 screen_height;
      uint32 screen_depth;

      void *display_data;
      uint32 display_pitch;
      uint32 display_depth;

      uint32 num_rects;
      clipping_rect *rects;
      clipping_rect window;
      AL_COLORCONV_BLITTER_FUNC *blitter;

      bool connected;
      bool dying;
      BLocker *locker;
      thread_id	drawing_thread_id;
};



class BeAllegroScreen
   : public BWindowScreen
{
   public:
      BeAllegroScreen(const char *title, uint32 space, status_t *error, bool debugging = false);

      void MessageReceived(BMessage *);
      bool QuitRequested(void);
      void ScreenConnected(bool connected);
};



class BeAllegroApp
   : public BApplication
{
   public:
      BeAllegroApp(const char *signature);

      bool QuitRequested(void);
      void ReadyToRun(void);
};



AL_VAR(BeAllegroApp, *_be_allegro_app);
AL_VAR(BeAllegroWindow, *_be_allegro_window);
AL_VAR(BeAllegroView, *_be_allegro_view);
AL_VAR(BeAllegroScreen, *_be_allegro_screen);
AL_VAR(BWindow, *_be_window);
AL_VAR(BMidiSynth, *_be_midisynth);
AL_VAR(sem_id, _be_sound_stream_lock);
AL_VAR(sem_id, _be_fullscreen_lock);
AL_VAR(sem_id, _be_mouse_view_attached);
AL_VAR(BWindow, *_be_mouse_window);
AL_VAR(BView, *_be_mouse_view);
AL_VAR(int, _be_mouse_z);
AL_VAR(bool, _be_mouse_window_mode);
AL_VAR(HOOKS, _be_hooks);
AL_VAR(int, _be_switch_mode);
AL_VAR(volatile int, _be_lock_count);
AL_VAR(volatile int, _be_focus_count);
AL_VAR(int, *_be_dirty_lines);

AL_ARRAY(AL_CONST BE_MODE_TABLE, _be_mode_table);


extern int32 (*_be_sync_func)();
extern void (*_be_window_close_hook)();

void be_terminate(thread_id caller, bool exit_caller);



#endif /* ifdef C++ */



#endif /* ifndef BE_ALLEGRO_H */




See more files for this project here

Allegro game programming library

Allegro is a cross-platform library intended for use in computer games and other types of multimedia programming.

Project homepage: http://sourceforge.net/projects/alleg
Programming language(s): Assembly,C,Shell Script
License: other

  allegro/
    inline/
      3dmaths.inl
      asm.inl
      color.inl
      draw.inl
      file.inl
      fix.inl
      fmaths.inl
      gfx.inl
      gui.inl
      matrix.inl
      rle.inl
      system.inl
    internal/
      aintern.h
      aintvga.h
      alconfig.h
    platform/
      aintbeos.h
      aintdos.h
      aintlnx.h
      aintmac.h
      aintqnx.h
      aintunix.h
      aintwin.h
      al386gcc.h
      al386vc.h
      al386wat.h
      albcc32.h
      albecfg.h
      albeos.h
      aldjgpp.h
      aldos.h
      almac.h
      almaccfg.h
      almngw32.h
      almsvc.h
      alqnx.h
      alqnxcfg.h
      alucfg.h
      alunix.h
      alwatcom.h
      alwin.h
      macdef.h
    3d.h
    3dmaths.h
    alcompat.h
    alinline.h
    base.h
    color.h
    compiled.h
    config.h
    datafile.h
    debug.h
    digi.h
    draw.h
    file.h
    fix.h
    fixed.h
    fli.h
    fmaths.h
    gfx.h
    gui.h
    joystick.h
    keyboard.h
    matrix.h
    midi.h
    mouse.h
    palette.h
    quat.h
    rle.h
    sound.h
    stream.h
    system.h
    text.h
    timer.h
    unicode.h
  allegro.h
  bealleg.h
  linalleg.h
  macalleg.h
  qnxalleg.h
  winalleg.h
  xalleg.h