scummvm/engines/tinsel/handle.h

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* $URL$
* $Id$
*
* Graphics Memory Manager data structures
* TODO: This should really be named dos_hand.h, or the dos_hand.cpp should be renamed
*/
#ifndef TINSEL_HANDLE_H // prevent multiple includes
#define TINSEL_HANDLE_H
#include "tinsel/dw.h" // new data types
namespace Tinsel {
/*----------------------------------------------------------------------*\
|* Function Prototypes *|
\*----------------------------------------------------------------------*/
void SetupHandleTable(void); // Loads the graphics handle table index file and preloads all the permanent graphics etc.
void FreeHandleTable(void);
uint8 *LockMem( // returns the addr of a image, given its memory handle
SCNHANDLE offset); // handle and offset to data
void LockScene( // Called to make the current scene non-discardable
SCNHANDLE offset); // handle and offset to data
void UnlockScene( // Called to make the current scene discardable again
SCNHANDLE offset); // handle and offset to data
bool IsCdPlayHandle(SCNHANDLE offset);
void TouchMem(SCNHANDLE offset);
void SetCdPlaySceneDetails( // Called at scene startup
int sceneNum,
const char *fileName);
void SetCdPlayHandle( // Called at game startup
int fileNum);
void LoadExtraGraphData(
SCNHANDLE start, // Handle of start of range
SCNHANDLE next); // Handle of end of range + 1
int CdNumber(SCNHANDLE offset);
} // end of namespace Tinsel
#endif // TINSEL_HANDLE_H