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foxbox/apps/plugins/sdl/progs/quake/vid.h
Franklin Wei 5d05b9d3e9 Quake!
This ports id Software's Quake to run on the SDL plugin runtime. The
source code originated from id under the GPLv2 license. I used
https://github.com/ahefner/sdlquake as the base of my port.

Performance is, unsurprisingly, not on par with what you're probably
used to on PC. I average about 10FPS on ipod6g, but it's still
playable.

Sound works well enough, but in-game music is not supported. I've
written ARM assembly routines for the inner sound loop. Make sure you
turn the "brightness" all the way down, or colors will look funky.

To run, extract Quake's data files to /.rockbox/quake. Have fun!

Change-Id: I4285036e967d7f0722802d43cf2096c808ca5799
2019-07-19 22:37:40 -04:00

85 lines
2.7 KiB
C

/*
Copyright (C) 1996-1997 Id Software, Inc.
This program 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 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// vid.h -- video driver defs
#define VID_CBITS 6
#define VID_GRADES (1 << VID_CBITS)
// a pixel can be one, two, or four bytes
typedef byte pixel_t;
typedef struct vrect_s
{
int x,y,width,height;
struct vrect_s *pnext;
} vrect_t;
typedef struct
{
pixel_t *buffer; // invisible buffer
pixel_t *colormap; // 256 * VID_GRADES size
unsigned short *colormap16; // 256 * VID_GRADES size
int fullbright; // index of first fullbright color
unsigned rowbytes; // may be > width if displayed in a window
unsigned width;
unsigned height;
float aspect; // width / height -- < 0 is taller than wide
int numpages;
int recalc_refdef; // if true, recalc vid-based stuff
pixel_t *conbuffer;
int conrowbytes;
unsigned conwidth;
unsigned conheight;
int maxwarpwidth;
int maxwarpheight;
pixel_t *direct; // direct drawing to framebuffer, if not
// NULL
} viddef_t;
extern viddef_t vid; // global video state
extern unsigned short d_8to16table[256];
extern unsigned d_8to24table[256];
extern void (*vid_menudrawfn)(void);
extern void (*vid_menukeyfn)(int key);
void VID_SetPalette (unsigned char *palette);
// called at startup and after any gamma correction
void VID_ShiftPalette (unsigned char *palette);
// called for bonus and pain flashes, and for underwater color changes
void VID_Init (unsigned char *palette);
// Called at startup to set up translation tables, takes 256 8 bit RGB values
// the palette data will go away after the call, so it must be copied off if
// the video driver will need it again
void VID_Shutdown (void);
// Called at shutdown
void VID_Update (vrect_t *rects);
// flushes the given rectangles from the view buffer to the screen
int VID_SetMode (int modenum, unsigned char *palette);
// sets the mode; only used by the Quake engine for resetting to mode 0 (the
// base mode) on memory allocation failures
void VID_HandlePause (qboolean pause);
// called only on Win32, when pause happens, so the mouse can be released