// ID_VH.H


#define WHITE			15			// graphics mode independant colors
#define BLACK			0
#define FIRSTCOLOR		1
#define SECONDCOLOR		12
#define F_WHITE			15
#define F_BLACK			0
#define F_FIRSTCOLOR	1
#define F_SECONDCOLOR	12

//===========================================================================

#define MAXSHIFTS	1

typedef struct
{
	int16_t width,height;
} pictabletype;


typedef struct
{
	int16_t height;
	int16_t location[256];
	int8_t width[256];
} fontstruct;


//===========================================================================


extern	pictabletype	*pictable;
extern	pictabletype	*picmtable;

extern  byte            fontcolor,backcolor;
extern	int             fontnumber;
extern	int             px,py;

#define SETFONTCOLOR(f,b) fontcolor=f;backcolor=b;

//
// mode independant routines
// coordinates in pixels, rounded to best screen res
// regions marked in double buffer
//

void VWB_DrawPropString	 (const char *string);

void VWB_DrawTile8 (int x, int y, int tile);
void VWB_DrawTile8M (int x, int y, int tile);
void VWB_DrawTile16 (int x, int y, int tile);
void VWB_DrawTile16M (int x, int y, int tile);
void VWB_DrawPic (int x, int y, int chunknum);
void VWB_DrawPicScaledCoord (int x, int y, int chunknum);
void VWB_DrawMPic(int x, int y, int chunknum);
void VWB_Bar (int x, int y, int width, int height, int color);
#define VWB_BarScaledCoord VL_BarScaledCoord
void VWB_Plot (int x, int y, int color);
#define VWB_PlotScaledCoord VW_Plot
void VWB_Hlin (int x1, int x2, int y, int color);
void VWB_Vlin (int y1, int y2, int x, int color);
#define VWB_HlinScaledCoord VW_Hlin
#define VWB_VlinScaledCoord VW_Vlin

void VH_UpdateScreen(void);
#define VW_UpdateScreen VH_UpdateScreen

//
// wolfenstein EGA compatability stuff
//


#define VW_Shutdown		    VL_Shutdown
#define VW_Bar			    VL_Bar
#define VW_Plot			    VL_Plot
#define VW_Hlin(x,z,y,c)	VL_Hlin(x,y,(z)-(x)+1,c)
#define VW_Vlin(y,z,x,c)	VL_Vlin(x,y,(z)-(y)+1,c)
#define VW_DrawPic		    VH_DrawPic
#define VW_WaitVBL		    VL_WaitVBL
#define VW_FadeIn()		    VL_FadeIn(0,255,gamepal,30);
#define VW_FadeOut()	    VL_FadeOut(0,255,0,0,0,30);
#define VW_ScreenToScreen	VL_ScreenToScreen
void	VW_MeasurePropString (const char *string, word *width, word *height);

#define LatchDrawChar(x,y,p) VL_LatchToScreen(latchpics[0],((p)&7)*8,((p)>>3)*8*64,8,8,x,y)
#define LatchDrawTile(x,y,p) VL_LatchToScreen(latchpics[1],(p)*64,0,16,16,x,y)

void    LatchDrawPic (unsigned x, unsigned y, unsigned picnum);
void    LatchDrawPicScaledCoord (unsigned scx, unsigned scy, unsigned picnum);
void    LoadLatchMem (void);

void    VH_Startup(void);
boolean FizzleFade (SDL_Surface *source, int x1, int y1,
    unsigned width, unsigned height, unsigned frames, boolean abortable);

#define NUMLATCHPICS	100
extern	SDL_Surface *latchpics[NUMLATCHPICS];
