]> 4ch.mooo.com Git - 16.git/blobdiff - src/lib/16_in.h
__seguse.txt added to show _seg usage also OpenVGMFile needs to be ported to 16_snd...
[16.git] / src / lib / 16_in.h
index 540cc4d4fedc0d456835727f72d374ac8197732e..97a560d0e998168a09c4a2d9b88aedb62ff83618 100755 (executable)
@@ -1,3 +1,24 @@
+/* Project 16 Source Code~\r
+ * Copyright (C) 2012-2017 sparky4 & pngwen & andrius4669 & joncampbell123 & yakui-lover\r
+ *\r
+ * This file is part of Project 16.\r
+ *\r
+ * Project 16 is free software; you can redistribute it and/or modify\r
+ * it under the terms of the GNU General Public License as published by\r
+ * the Free Software Foundation; either version 3 of the License, or\r
+ * (at your option) any later version.\r
+ *\r
+ * Project 16 is distributed in the hope that it will be useful,\r
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of\r
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the\r
+ * GNU General Public License for more details.\r
+ *\r
+ * You should have received a copy of the GNU General Public License\r
+ * along with this program.  If not, see <http://www.gnu.org/licenses/>, or\r
+ * write to the Free Software Foundation, Inc., 51 Franklin Street,\r
+ * Fifth Floor, Boston, MA 02110-1301 USA.\r
+ *\r
+ */\r
 //\r
 //     ID Engine\r
 //     ID_IN.h - Header file for Input Manager\r
@@ -12,8 +33,8 @@
 #include <string.h>\r
 #include "src/lib/16_head.h"\r
 #include "src/lib/16_timer.h"\r
-#ifdef __WATCOMC__     //borland C BCEXMM.EXE\r
 #include "src/lib/16_dbg.h"\r
+#ifdef __WATCOMC__     //borland C BCEXMM.EXE\r
 #include "src/lib/16_spri.h"\r
 #include "src/lib/16_enti.h"\r
 #endif\r
@@ -192,34 +213,34 @@ typedef   struct          {
 #endif\r
 \r
 //     Internal routines\r
-extern void            IN_Startup(void),IN_Shutdown(void),\r
-                                       IN_Default(boolean gotit,player_t *player,ControlType nt),\r
+extern void            IN_Startup(global_game_variables_t *gvar),IN_Shutdown(global_game_variables_t *gvar),\r
+                                       IN_Default(boolean gotit,player_t *player,ControlType nt, global_game_variables_t *gvar),\r
                                        IN_SetKeyHook(void (*)()),\r
                                        IN_ClearKeysDown(void),\r
-                                       IN_ReadCursor(CursorInfo *),\r
-                                       IN_ReadControl(player_t *player),\r
+                                       IN_ReadCursor(CursorInfo *, global_game_variables_t *gvar),\r
+                                       IN_ReadControl(player_t *player, global_game_variables_t *gvar),\r
                                        IN_SetControlType(player_t *player,ControlType type),\r
                                        IN_GetJoyAbs(word joy,word *xp,word *yp),\r
                                        IN_SetupJoy(word joy,word minx,word maxx,\r
-                                                               word miny,word maxy),\r
+                                                               word miny,word maxy, global_game_variables_t *gvar),\r
 #if DEMO0\r
                                        IN_StopDemo(void),IN_FreeDemoBuffer(void),\r
 #endif\r
-                                       IN_Ack(void),IN_AckBack(void);\r
-extern boolean         IN_UserInput(word delay);\r
+                                       IN_Ack(global_game_variables_t *gvar),IN_AckBack(void);\r
+extern boolean         IN_UserInput(word delay, global_game_variables_t *gvar);\r
 extern char            IN_WaitForASCII(void);\r
 extern ScanCode        IN_WaitForKey(void);\r
 extern word            IN_GetJoyButtonsDB(word joy);\r
 extern byte            *IN_GetScanName(ScanCode);\r
 \r
 \r
-byte   IN_MouseButtons (void);\r
+byte   IN_MouseButtons (global_game_variables_t *gvar);\r
 byte   IN_JoyButtons (void);\r
 \r
-void INL_GetJoyDelta(word joy,int *dx,int *dy/*,boolean adaptive*/);\r
-void IN_StartAck(void);\r
-boolean IN_CheckAck (void);\r
-boolean IN_IsUserInput();\r
+void INL_GetJoyDelta(word joy,int *dx,int *dy/*,boolean adaptive*/, global_game_variables_t *gvar);\r
+void IN_StartAck(global_game_variables_t *gvar);\r
+boolean IN_CheckAck (global_game_variables_t *gvar);\r
+boolean IN_IsUserInput(global_game_variables_t *gvar);\r
 #define Mouse(x)         INL_Mouse(x)\r
 //void IN_SetKeyHook(void (*hook)());\r
 #if DEMO0\r