/****************************************************************************
*
*						MegaGraph Graphics Library
*
*                   Copyright (C) 1996 SciTech Software.
*							All rights reserved.
*
* Filename:		$Workfile:   mgraph.h  $
* Version:		$Revision:   1.29  $
*
* Language:		ANSI C
* Environment:	IBM PC (MS DOS)
*
* Description:	Header file for the MegaGraph Graphics Library. You can
*				defined one of the following to specify which MGL API you
*				wish to use.
*
*					MGL_LITE	- Compile for the MGL/Lite API
*					MGL_PRO		- Compile for the MGL/Pro API
*					MGL_FIX3D	- Compile for the MGL/3D API (fixed point)
*					MGL_FLT3D	- Compile for the MGL/3D API (floating point)
*
*				If you do not define any of these, MGL_FIX3D will be defined
*				automatically for compatibility with older versions of the
*				MGL.
*
* $Date:   11 Mar 1997 16:46:42  $ $Author:   KendallB  $
*
****************************************************************************/

#ifndef	__MGRAPH_H
#define	__MGRAPH_H

#include <stdio.h>

#ifndef	__DEBUG_H
#include "debug.h"
#endif

#if	!defined(MGL_LITE) && !defined(MGL_PRO) && !defined(MGL_FIX3D) \
	&& !defined(MGL_FLT3D)
#define	MGL_FIX3D
#endif

#if	defined(MGL_FIX3D) || defined(MGL_FLT3D)
#define	MGL_3D
#endif

/*---------------------- Macros and type definitions ----------------------*/

#pragma pack(1)			/* Pack structures to byte granularity          */

/* Define the version number for the MGL release */

#define MGL_VERSION_STR     "3.1"

/* Define the calling conventions for all public MGL functions. If we
 * are compiling the MGL as a DLL, then all public functions are compiled
 * and exported with standard C calling conventions, otherwise we use
 * the default calling conventions provided by the compiler.
 *
 * Note that because Watcom C++ uses register based parameter passing
 * by default we also provide special DLL's for watcom that are compiled
 * with register parameter passing. This is necessary to work with all
 * the extra libraries provided as they are all compiled to call MGL
 * functions with arguments in registers whenever possible. You can still
 * use the standard DLL but if you do you will need to re-compile all
 * of the extra libraries with the MGL_DLL #define to change the calling
 * conventions for the MGL functions.
 */

#if		defined(MGL_DLL)
#define	MGLAPI	_EXPORT __cdecl
#else
#define	MGLAPI	_EXPORT _PUBAPI
#endif
#define	ASMAPI	_EXPORT __cdecl

/* Define a type for integers used in the library. For most environments
 * we simply define it as a normal integer (16 or 32 bits), however for
 * 16 bit Windows it is defined as a 32 bit integer as all the real code
 * lives in a 32 bit DLL that uses 32 bit integers.
 */

#ifndef	__M_INT_DEFINED
#if	defined(__WINDOWS16__)
typedef long m_int;
typedef unsigned long m_uint;
#else
typedef int m_int;
typedef unsigned int m_uint;
#endif
#define	__M_INT_DEFINED
#endif

/* Define the graphics subsystems available	*/

typedef enum {
    grDETECT = -1,		/* Auto detect the graphics subsystem           */
    grNONE = 0,			/* No graphics hardware detected                        */
    grVGA,			/* Standard VGA                                                         */
    grVESA,			/* VESA VBE compliant SuperVGA                          */
    grSVGA,			/* Unaccelerated SuperVGA                                       */
    grACCEL,			/* Accelerated SuperVGA                                         */
    grDDRAW,			/* Unaccelerated DirectDraw                                     */
    grDDRAWACCEL,		/* Accelerated DirectDraw                                       */
    grDDRAW3D,			/* 3D Accelerated DirectDraw                            */
    grMAXDRIVER,		/* Maximum driver number                                        */
} MGL_driverType;

/* Graphics modes supported	- the only video modes supported by this
 * graphics library are those that support at least 16 colors per pixel.
 */

typedef enum {
    /* 16 color VGA video modes */

    grVGA_320x200x16,
    grVGA_640x200x16,
    grVGA_640x350x16,
    grVGA_640x400x16,
    grVGA_640x480x16,
    grSVGA_800x600x16,

    /* 256 color VGA ModeX video modes */

    grVGAX_320x200x256,
    grVGAX_320x240x256,
    grVGAX_320x400x256,
    grVGAX_320x480x256,

    /* 256 color VGA video modes */

    grVGA_320x200x256,

    /* 256 color VGA/SuperVGA video modes */

    grSVGA_320x200x256,
    grSVGA_320x240x256,
    grSVGA_320x400x256,
    grSVGA_320x480x256,
    grSVGA_400x300x256,
    grSVGA_512x384x256,
    grSVGA_640x350x256,
    grSVGA_640x400x256,
    grSVGA_640x480x256,
    grSVGA_800x600x256,
    grSVGA_1024x768x256,
    grSVGA_1152x864x256,
    grSVGA_1280x960x256,
    grSVGA_1280x1024x256,
    grSVGA_1600x1200x256,

    /* 32,768 color Super VGA video modes */

    grSVGA_320x200x32k,
    grSVGA_320x240x32k,
    grSVGA_320x400x32k,
    grSVGA_320x480x32k,
    grSVGA_400x300x32k,
    grSVGA_512x384x32k,
    grSVGA_640x350x32k,
    grSVGA_640x400x32k,
    grSVGA_640x480x32k,
    grSVGA_800x600x32k,
    grSVGA_1024x768x32k,
    grSVGA_1152x864x32k,
    grSVGA_1280x960x32k,
    grSVGA_1280x1024x32k,
    grSVGA_1600x1200x32k,

    /* 65,536 color Super VGA video modes */

    grSVGA_320x200x64k,
    grSVGA_320x240x64k,
    grSVGA_320x400x64k,
    grSVGA_320x480x64k,
    grSVGA_400x300x64k,
    grSVGA_512x384x64k,
    grSVGA_640x350x64k,
    grSVGA_640x400x64k,
    grSVGA_640x480x64k,
    grSVGA_800x600x64k,
    grSVGA_1024x768x64k,
    grSVGA_1152x864x64k,
    grSVGA_1280x960x64k,
    grSVGA_1280x1024x64k,
    grSVGA_1600x1200x64k,

    /* 16 million color, 24 bits per pixel Super VGA video modes */

    grSVGA_320x200x16m,
    grSVGA_320x240x16m,
    grSVGA_320x400x16m,
    grSVGA_320x480x16m,
    grSVGA_400x300x16m,
    grSVGA_512x384x16m,
    grSVGA_640x350x16m,
    grSVGA_640x400x16m,
    grSVGA_640x480x16m,
    grSVGA_800x600x16m,
    grSVGA_1024x768x16m,
    grSVGA_1152x864x16m,
    grSVGA_1280x960x16m,
    grSVGA_1280x1024x16m,
    grSVGA_1600x1200x16m,

    /* 16 million color, 32 bits per pixel Super VGA video modes */

    grSVGA_320x200x4G,
    grSVGA_320x240x4G,
    grSVGA_320x400x4G,
    grSVGA_320x480x4G,
    grSVGA_400x300x4G,
    grSVGA_512x384x4G,
    grSVGA_640x350x4G,
    grSVGA_640x400x4G,
    grSVGA_640x480x4G,
    grSVGA_800x600x4G,
    grSVGA_1024x768x4G,
    grSVGA_1152x864x4G,
    grSVGA_1280x960x4G,
    grSVGA_1280x1024x4G,
    grSVGA_1600x1200x4G,

    /* Render into Windowing System DC (Windows, OS/2 PM, X11) */

    grWINDOWED,

    grMAXMODE,			/* Maximum mode number                                  */
} MGL_modeType;

/* MGL_result() error codes	*/

typedef enum {
    grOK = 0,			/* No error                                                                     */
    grNoInit = -1,		/* Graphics driver has not been installed       */
    grNotDetected = -2,		/* Graphics hardware was not detected           */
    grDriverNotFound = -3,	/* Graphics driver file not found                       */
    grBadDriver = -4,		/* File loaded was not a graphics driver        */
    grLoadMem = -5,		/* Not enough memory to load graphics driver */
    grInvalidMode = -6,		/* Invalid graphics mode for selected driver */
    grError = -8,		/* General graphics error                                       */
    grInvalidName = -9,		/* Invalid driver name                                          */
    grNoMem = -10,		/* Not enough memory to perform operation       */
    grNoModeSupport = -11,	/* Select video mode not supported by hard.     */
    grInvalidFont = -12,	/* Invalid font data                                            */
    grBadFontFile = -13,	/* File loaded was not a font file                      */
    grFontNotFound = -14,	/* Font file was not found                                      */
    grOldDriver = -15,		/* Driver file is an old version                        */
    grInvalidDevice = -16,	/* Invalid device for selected operation        */
    grInvalidDC = -17,		/* Invalid device context                                       */
    grInvalidCursor = -18,	/* Invalid cursor file                                          */
    grCursorNotFound = -19,	/* Cursor file was not found                            */
    grInvalidIcon = -20,	/* Invalid icon file                                            */
    grIconNotFound = -21,	/* Icon file was not found                                      */
    grInvalidBitmap = -22,	/* Invalid bitmap file                                          */
    grBitmapNotFound = -23,	/* Bitmap file was not found                            */
    grZbufferTooBig = -24,	/* Zbuffer allocation is too large                      */
    grNewFontFile = -25,	/* Only Windows 2.x font files supported        */
    grNoDoubleBuff = -26,	/* Double buffering is not available            */
    grNoHardwareBlt = -28,	/* No hardware bitBlt for OffscreenDC           */
    grNoOffscreenMem = -29,	/* No available offscreen memory                        */
    grInvalidPF = -30,		/* Invalid pixel format for memory DC           */

    grLastError = -31,		/* Last error number in list                            */
} MGL_errorType;

#define	MGL_CLIPON		true
#define	MGL_CLIPOFF		false

/* Color mapped modes */

typedef enum {
    MGL_CMAP_MODE,		/* Normal Color mapped mode     */
    MGL_DITHER_RGB_MODE,	/* 24 bit RGB halftone dithered */
} MGL_colorModes;

/* Standard colors - this is the standard set of colors for the IBM PC. The
 * default palette will have been programmed to contain these values when a
 * graphics modes is started. If the palette has been changed, they will
 * not correspond to the actual colors on the screen. Under a Windowing
 * manage environment these colors will also not be setup by default.
 */

enum MGL_COLORS {
    MGL_BLACK,			/* dark colors  */
    MGL_BLUE,
    MGL_GREEN,
    MGL_CYAN,
    MGL_RED,
    MGL_MAGENTA,
    MGL_BROWN,
    MGL_LIGHTGRAY,
    MGL_DARKGRAY,		/* light colors */
    MGL_LIGHTBLUE,
    MGL_LIGHTGREEN,
    MGL_LIGHTCYAN,
    MGL_LIGHTRED,
    MGL_LIGHTMAGENTA,
    MGL_YELLOW,
    MGL_WHITE,
};

/* Windows standard color indices for 256 color bitmaps. 8,9,246,247 are
 * reserved and you should not count on these colors always being the
 * same. For 16 color bitmaps, colors 248-255 map to colors 8-15.
 */

enum MGL_WIN_COLORS {
    MGL_WIN_BLACK = 0,
    MGL_WIN_DARKRED = 1,
    MGL_WIN_DARKGREEN = 2,
    MGL_WIN_DARKYELLOW = 3,
    MGL_WIN_DARKBLUE = 4,
    MGL_WIN_DARKMAGENTA = 5,
    MGL_WIN_DARKCYAN = 6,
    MGL_WIN_LIGHTGRAY = 7,
    MGL_WIN_TURQUOISE = 8,	/* Reserved; dont count on this */
    MGL_WIN_SKYBLUE = 9,	/* Reserved; dont count on this */
    MGL_WIN_CREAM = 246,	/* Reserved; dont count on this */
    MGL_WIN_MEDIUMGRAY = 247,	/* Reserved; dont count on this */
    MGL_WIN_DARKGRAY = 248,
    MGL_WIN_LIGHTRED = 249,
    MGL_WIN_LIGHTGREEN = 250,
    MGL_WIN_LIGHTYELLOW = 251,
    MGL_WIN_LIGHTBLUE = 252,
    MGL_WIN_LIGHTMAGENTA = 253,
    MGL_WIN_LIGHTCYAN = 254,
    MGL_WIN_WHITE = 255,
};

typedef enum {
    MGL_MARKER_SQUARE,
    MGL_MARKER_CIRCLE,
    MGL_MARKER_X,
} MGL_markerStyleType;

typedef enum {			/* Write mode operators                         */
    MGL_REPLACE_MODE,		/* Replace mode                                         */
    MGL_AND_MODE,		/* AND mode                                                     */
    MGL_OR_MODE,		/* OR mode                                                      */
    MGL_XOR_MODE,		/* XOR mode                                                     */
} MGL_writeModeType;

typedef enum {
    MGL_BITMAP_SOLID,
    MGL_BITMAP_OPAQUE,
    MGL_BITMAP_TRANSPARENT,
    MGL_PIXMAP,
} MGL_fillStyleType;

typedef enum {
    MGL_LINE_PENSTYLE,		/* Line drawn in current pen style      */
    MGL_LINE_STIPPLE,		/* Line drawn with current stipple      */
} MGL_lineStyleType;

typedef enum {
    MGL_CONVEX_POLYGON,		/* Monotone vertical polygon            */
    MGL_COMPLEX_POLYGON,	/* Non-Simple polygons                          */
    MGL_AUTO_POLYGON,		/* Auto detect the polygon type         */
} MGL_polygonType;

/* Text manipulation defines */

typedef enum {
    MGL_LEFT_TEXT = 0,		/* Justify from left                            */
    MGL_TOP_TEXT = 0,		/* Justify from top                                     */
    MGL_CENTER_TEXT = 1,	/* Center the text                                      */
    MGL_RIGHT_TEXT = 2,		/* Justify from right                           */
    MGL_BOTTOM_TEXT = 2,	/* Justify from bottom                          */
    MGL_BASELINE_TEXT = 3,	/* Justify from the baseline            */
} MGL_textJustType;

typedef enum {
    MGL_LEFT_DIR = 0,		/* Text goes to left                            */
    MGL_UP_DIR = 1,		/* Text goes up                                         */
    MGL_RIGHT_DIR = 2,		/* Text goes right                                      */
    MGL_DOWN_DIR = 3,		/* Text goes down                                       */
} MGL_textDirType;

/* Font types */

typedef enum {
    MGL_VECTORFONT = 1,		/* Vector font                                          */
    MGL_FIXEDFONT,		/* Fixed width bitmap font                      */
    MGL_PROPFONT,		/* Proportional width bitmap font       */
} MGL_fontType;

/* Palette rotation directions */

typedef enum {
    MGL_ROTATE_UP,		/* Rotate the palette values up         */
    MGL_ROTATE_DOWN,		/* Rotate the palette values down       */
} MGL_palRotateType;

/* Border drawing routine styles */

typedef enum {
    MGL_BDR_INSET,		/* Interior is inset into screen        */
    MGL_BDR_OUTSET,		/* Interior is outset from screen       */
    MGL_BDR_OUTLINE,		/* Border is 3d outline                         */
} MGL_bdrStyleType;

/* Standard display driver names 	*/

#define	MGL_VGA4NAME		"VGA4.DRV"	/* Standard VGA drivers                 */
#define	MGL_VGA8NAME		"VGA8.DRV"
#define	MGL_VGAXNAME		"VGAX.DRV"

#define	MGL_SVGA4NAME		"SVGA4.DRV"	/* Generic SuperVGA drivers             */
#define	MGL_SVGA8NAME		"SVGA8.DRV"
#define	MGL_SVGA16NAME		"SVGA16.DRV"
#define	MGL_SVGA24NAME		"SVGA24.DRV"
#define	MGL_SVGA32NAME		"SVGA32.DRV"

#define	MGL_LINEAR8NAME		"LINEAR8.DRV"	/* Linear framebuffer drivers   */
#define	MGL_LINEAR16NAME	"LINEAR16.DRV"
#define	MGL_LINEAR24NAME	"LINEAR24.DRV"
#define	MGL_LINEAR32NAME	"LINEAR32.DRV"

#define	MGL_ACCEL8NAME		"ACCEL8.DRV"	/* VBE/AF Accelerated drivers   */
#define	MGL_ACCEL16NAME		"ACCEL16.DRV"
#define	MGL_ACCEL24NAME		"ACCEL24.DRV"
#define	MGL_ACCEL32NAME		"ACCEL32.DRV"

#define	MGL_DDRAW8NAME		"DDRAW8.DRV"	/* DirectDraw drivers                   */
#define	MGL_DDRAW16NAME		"DDRAW16.DRV"
#define	MGL_DDRAW24NAME		"DDRAW24.DRV"
#define	MGL_DDRAW32NAME		"DDRAW32.DRV"

/* Standard memory driver names 	*/

#define	MGL_PACKED1NAME		"PACK1.DRV"
#define	MGL_PACKED4NAME		"PACK4.DRV"
#define	MGL_PACKED8NAME		"PACK8.DRV"
#define	MGL_PACKED16NAME	"PACK16.DRV"
#define	MGL_PACKED24NAME	"PACK24.DRV"
#define	MGL_PACKED32NAME	"PACK32.DRV"

/* Standard bitmap names	*/

#define	MGL_EMPTY_FILL	_MGL_getEmptyPat()
#define	MGL_GRAY_FILL	_MGL_getGrayPat()
#define	MGL_SOLID_FILL	_MGL_getSolidPat()

/* Event message masks for keyDown events */

#define	EVT_ASCIIMASK	0x00FF	/* Ascii code of key pressed                    */
#define	EVT_SCANMASK	0xFF00	/* Scan code of key pressed                             */
#define	EVT_COUNTMASK	0x7FFF0000L	/* Count for KEYREPEAT's                */

#define	EVT_asciiCode(m)	( (uchar) (m & EVT_ASCIIMASK) )
#define	EVT_scanCode(m)		( (uchar) ( (m & EVT_SCANMASK) >> 8 ) )
#define	EVT_repeatCount(m)	( (short) ( (m & EVT_COUNTMASK) >> 16 ) )

/* Event message masks for mouse events */

#define	EVT_LEFTBMASK	0x0001	/* Left button is bit 0                                 */
#define	EVT_RIGHTBMASK	0x0004	/* Right button is bit 1                                */
#define	EVT_BOTHBMASK	0x0005	/* Both left and right together                 */
#define	EVT_ALLBMASK	0x0005	/* All buttons pressed                                  */

/* Modifier masks */

#define	EVT_LEFTBUT		0x0001	/* Set if left button was down                  */
#define	EVT_RIGHTBUT	0x0002	/* Set if right button was down                 */
#define	EVT_RIGHTSHIFT	0x0008	/* Set if right shift down                              */
#define	EVT_LEFTSHIFT	0x0010	/* Set if left shift down                               */
#define	EVT_CTRLSTATE	0x0020	/* Set if ctrl key down                                 */
#define	EVT_ALTSTATE	0x0040	/* Set if alt key down                                  */
#define	EVT_LEFTCTRL	0x0080	/* Set if left ctrl key down                    */
#define	EVT_LEFTALT		0x0100	/* Set if left alt key down                             */
#define	EVT_SHIFTKEY	0x0018	/* Any shift key                                                */

/* Event codes */

#define	EVT_NULLEVT		0x0000	/* A null event                                                 */
#define	EVT_KEYDOWN		0x0001	/* Key down event                                               */
#define	EVT_KEYREPEAT	0x0002	/* Key repeat event                                             */
#define	EVT_KEYUP		0x0004	/* Key up event                                                 */
#define	EVT_MOUSEDOWN	0x0008	/* Mouse down event                                             */
#define	EVT_MOUSEUP		0x0010	/* Mouse up event                                               */
#define	EVT_MOUSEMOVE	0x0020	/* Mouse movement event                                 */
#define	EVT_TIMERTICK	0x0040	/* Timer tick event                                             */
#define	EVT_USEREVT		0x0080	/* First user event                                             */

/* Event code masks */

#define	EVT_KEYEVT		(EVT_KEYDOWN | EVT_KEYREPEAT | EVT_KEYUP)
#define	EVT_MOUSEEVT	(EVT_MOUSEDOWN | EVT_MOUSEUP | EVT_MOUSEMOVE)
#define	EVT_MOUSECLICK	(EVT_MOUSEDOWN | EVT_MOUSEUP)
#define	EVT_EVERYEVT	0xFFFF

/* Suspend Application callback type codes. This callback is called
 * when the user presses one of the corresponding keys indicating that
 * they wish to change the active application. The MGL will catch these
 * events and if you have registered a callback, will call the callback to
 * save the state of the application so that it can be properly restored
 * when the user switches back to your application. The MGL takes care of
 * all the details about saving and restoring the state of the hardware,
 * and all your application needs to do is save its own state so that you can
 * re-draw the application screen upon re-activation.
 *
 * NOTE: Your application suspend callback may get called twice with the
 *		 MGL_DEACTIVATE flag in order to test whether the switch should
 *		 occur (under both DirectDraw and WinDirect fullscreen modes).
 *
 * NOTE: When your callback is called with the MGL_DEACTIVATE flag, you
 *		 cannot assume that you have access to the display memory surfaces
 *		 as they may have been lost by the time your callback has been called. 
 */

#define	MGL_DEACTIVATE	0x0001	/* Application losing active focus              */
#define	MGL_REACTIVATE	0x0002	/* Application regaining active focus   */

/* Return codes from the suspend application callback. The normal value
 * to be returned is MGL_SUSPEND_APP and this will cause the app to be
 * suspended while back in GDI mode until the app is re-activated again
 * by the user.
 *
 * MGL_NO_DEACTIVATE signals to WinDirect that the application does not want
 * to allow switching to occur, and the switch request will be ignored and
 * the app will remain in fullscreen mode.
 *
 * MGL_NO_SUSPEND_APP can be used to tell WinDirect to switch back to the
 * desktop, but not to suspend the application. This must be used with
 * care as the suspend application callback is then responsible for setting
 * a flag in the application that will stop the application from doing any
 * rendering to the framebuffer while the application is in GDI mode. This
 * return value is useful for games that need to maintain network
 * connectivity while the user has temporarily switched back to GDI mode.
 */

#define	MGL_NO_DEACTIVATE	0	/* Dont allow app to be deactivated     */
#define	MGL_SUSPEND_APP		1	/* Suspend application until restored   */
#define	MGL_NO_SUSPEND_APP	2	/* Dont suspend, but allow switch               */

/* Here we define the structures used to represent points and rectangles */

typedef struct {
    m_int x, y;
} point_t;

typedef struct {
    m_int left;
    m_int top;
    m_int right;
    m_int bottom;
} rect_t;

/* All colors are represented as longs by the library. This allows
 * code to work correctly with up to 24 bit color device drivers. The
 * device drivers themselves expect the color to be a color index if in
 * a color mapped mode, or a 15/16/24 bit RGB tuple in a hicolor or truecolor
 * mode. You can use the appropriate routines to pack and unpack
 * colors into the color_t format.
 */

typedef ulong color_t;

/* Define the value used to clear the software ZBuffer. The MGL always uses
 * a > operator for the z compare, and the smallest value is 0.
 */

#define	MGL_ZCLEARVAL	0

/* Structures for passing vertex information to polygon rendering routines.
 * All fixed point coordinates are passed in 16.16 signed fixed point
 * format, while zbuffer coordinates are passed in 4.28 signed fixed point
 * format. The sign bit is used purely for overflow and arithmetic
 * internally, and all user passed zbuffer values should be greater than
 * 0. All shaded rendering routines either take a color index in 8.16 fixed
 * point format (range 0-255.9) or separate RGB components in 8.16 fixed
 * point format (range 0-255.9).
 */

#ifdef	__FX_FIXED_H
#define	fix32_t			FXFixed
#else
typedef long fix32_t;
#endif
typedef fix32_t fxcolor_t;
typedef long zfix32_t;

typedef struct {
    fix32_t x, y;
} fxpoint_t;

typedef struct {
    fxcolor_t r, g, b;
} fxrgb_t;

typedef struct {
    fix32_t w, s, t;
} fxtex_t;

typedef struct {
    fxcolor_t c;
    fxpoint_t p;
} fxpointc_t;

typedef struct {
    fxrgb_t c;
    fxpoint_t p;
} fxpointrgb_t;

typedef struct {
    fxpoint_t p;
    zfix32_t z;
} fxpointz_t;

typedef struct {
    fxcolor_t c;
    fxpoint_t p;
    zfix32_t z;
} fxpointcz_t;

typedef struct {
    fxrgb_t c;
    fxpoint_t p;
    zfix32_t z;
} fxpointrgbz_t;

/* Macros to convert between integer and 32 bit fixed point format */

#define	MGL_FIX_1			0x10000L
#define	MGL_FIX_2			0x20000L
#define	MGL_FIX_HALF		0x08000L
#define	MGL_TOFIX(i)		((long)(i) << 16)
#define MGL_FIXTOINT(f)		((m_int)((f) >> 16))
#define	MGL_FIXROUND(f) 	((m_int)(((f) + MGL_FIX_HALF) >> 16))

#define	MGL_ZFIX_1			0x10000000L
#define	MGL_ZFIX_HALF		0x08000000L
#define MGL_FIXTOZ(i)		((i) << 12)
#define	MGL_ZTOFIX(i)		((i) >> 12)
#define	MGL_TOZFIX(i)		((long)(i) << 28)
#define MGL_ZFIXTOINT(f)	((m_int)((f) >> 28))
#define	MGL_ZFIXROUND(f) 	((m_int)(((f) + MGL_ZFIX_HALF) >> 28))

/* Region structure */

#ifdef	BUILD_MGL
struct _span_t;
typedef struct _span_t span_t;
#else
typedef void span_t;
#endif

typedef struct {
    rect_t rect;		/* Bounding rectangle for region                */
    span_t *spans;		/* Start of span list for region                */
} region_t;

/* Palette entry structure	*/

typedef struct {
    uchar blue;			/* Blue component of color                              */
    uchar green;		/* Green component of color                             */
    uchar red;			/* Blue component of color                              */
    uchar alpha;		/* Alpha or alignment byte                              */
} palette_t;

/* Maximum value for each palette entry component */

#define	PALMAX		255	/* Max value for palette components     */

/* Pixel format structure */

typedef struct {
    uchar redMask, greenMask;	/* Mask values for pixels                       */
    uchar blueMask, rsvdMask;
    m_int redPos, redAdjust;	/* Red position and adjustment          */
    m_int greenPos, greenAdjust;	/* Green position and adjustment        */
    m_int bluePos, blueAdjust;	/* Blue position and adjustment         */
    m_int rsvdPos, rsvdAdjust;	/* Reserved position and adjustment */
} pixel_format_t;

/* Structure to hold arc coordinate information */

typedef struct {
    m_int x, y;			/* Centre point of the arc                      */
    m_int startX, startY;	/* Starting point on arc                        */
    m_int endX, endY;		/* Ending point on arc                          */
} arc_coords_t;

/* Mouse cursor structure */

typedef struct {
    ulong xorMask[32];
    ulong andMask[32];
    m_int xHotSpot;
    m_int yHotSpot;
} cursor_t;

/* Bitmap structure - always packed pixel DIB format */

typedef struct {
    m_int width;		/* Width of bitmap in pixels            */
    m_int height;		/* Height of bitmap in pixels           */
    m_int bitsPerPixel;		/* Pixel width                                          */
    m_int bytesPerLine;		/* Bytes per line value for surface */
    uchar *surface;		/* Pointer to bitmap surface            */
    palette_t *pal;		/* Palette (NULL if not loaded)         */
    pixel_format_t *pf;		/* Pixel format (NULL if none)          */

    /* ... palette, pixel format and bitmap data are store contiguously */
} bitmap_t;

/* Icon structure - can be 32x23, 64x64 or in fact any size */

typedef struct {
    m_int byteWidth;		/* Byte with for AND mask                       */
    uchar *andMask;		/* Hold punch mask for icon                     */
    bitmap_t xorMask;		/* XOR mask for the icon                        */

    /* ... AND mask and bitmap structure are stored contiguously */
} icon_t;

/* Default cursor name */

#define	MGL_DEF_CURSOR		_MGL_getDefCursor()

/* Generic Font structure */

#define	_MGL_FNAMESIZE		58

typedef struct {
    char name[_MGL_FNAMESIZE];	/* Name of the font                        */
    short fontType;		/* Type of font                                         */
    short maxWidth;		/* Maximum character width                      */
    short maxKern;		/* Maximum character kern                       */
    short fontWidth;		/* Font width                                           */
    short fontHeight;		/* Font height                                          */
    short ascent;		/* Font ascent value                            */
    short descent;		/* Font descent value                           */
    short leading;		/* Font leading value                           */
} font_t;

/* Character and font metrics structure */

typedef struct {
    m_int width;		/* Width of character or font           */
    m_int fontWidth;		/* Character width (tightest fit)       */
    m_int fontHeight;		/* Height of the font                           */
    m_int ascent;		/* Ascent value                                         */
    m_int descent;		/* Descent value                                        */
    m_int leading;		/* Leading value                                        */
    m_int kern;			/* Kern value                                           */
} metrics_t;

/* Text settings structure */

typedef struct {
    m_int horizJust;		/* Horizontal justfication                      */
    m_int vertJust;		/* Vertical justification                       */
    m_int dir;			/* Text drawing direction                       */
    m_int szNumerx;		/* Text x size numerator                        */
    m_int szNumery;		/* Text y size numerator                        */
    m_int szDenomx;		/* Text x size denominator                      */
    m_int szDenomy;		/* Text y size denominator                      */
    m_int spaceExtra;		/* Space extra term                                     */
    font_t *font;		/* Currently selected font                      */
} text_settings_t;

/* Macros to access the (left,top) and (right,bottom) points of a
 * rectangle.
 */

#define	MGL_leftTop(r)		(((point_t *) &(r))[0])
#define	MGL_rightBottom(r)	(((point_t *) &(r))[1])

typedef uchar pattern_t[8];
typedef color_t pixpattern_t[8][8];

/* Attributes structure */

typedef struct {
    color_t color;		/* Foreground color                                     */
    color_t backColor;		/* Background color                                     */
    m_int colorMode;		/* Current color mode                           */
    m_int markerSize;		/* Size of markers in pixels            */
    m_int markerStyle;		/* Style of markers                                     */
    color_t markerColor;	/* Color to draw markers in                     */
    color_t bdrBright;		/* Border bright color                          */
    color_t bdrDark;		/* Border dark color                            */
    point_t CP;			/* Graphics pen position                        */
    m_int writeMode;		/* Scan conversion write mode op.       */
    m_int penStyle;		/* Pen style                                            */
    m_int penHeight;		/* Height of pen                                        */
    m_int penWidth;		/* Width of pen                                         */
    pattern_t penPat;		/* Pattern for pen                                      */
    pixpattern_t penPixPat;	/* Pixmap pattern for pen                       */
    m_int lineStyle;		/* Line style                                           */
    ushort lineStipple;		/* Line stipple                                         */
    m_uint stippleCount;	/* Current line stipple count           */
    rect_t viewPort;		/* Viewport dimensions                          */
    point_t viewPortOrg;	/* Logical viewport origin                      */
    rect_t clipRect;		/* Clipping rectangle dimensions        */
    m_int clip;			/* Is clipping on?                                      */
    m_int polyType;		/* Polygon drawing type                         */
    text_settings_t ts;		/* Text drawing attributes                      */
} attributes_t;

/* Mode specific format information. This structrure can be used by
 * the device driver to build tables of values for all supported modes
 */

typedef struct {
    m_int xRes;			/* Device x resolution - 1                                      */
    m_int yRes;			/* Device y resolution - 1                                      */
    m_int bitsPerPixel;		/* Number of bits per pixel                                     */
    m_int numberOfPlanes;	/* Number of planes in image                            */
    color_t maxColor;		/* Maximum number of colors - 1                         */
    m_int maxPage;		/* Maximum number of video pages - 1            */
    m_int bytesPerLine;		/* Number of bytes in a line                            */
    m_int aspectRatio;		/* Mode aspect ratio (horiz/vert * 1000)        */
    long pageSize;		/* Number of bytes in a page                            */
    m_int scratch1;		/* Scratch pad value 1                                          */
    m_int scratch2;		/* Scratch pad value 2                                          */
    char redMaskSize;		/* Size of direct color red mask    */
    char redFieldPosition;	/* Bit posn of lsb of red mask      */
    char greenMaskSize;		/* Size of direct color green mask  */
    char greenFieldPosition;	/* Bit posn of lsb of green mask    */
    char blueMaskSize;		/* Size of direct color blue mask   */
    char blueFieldPosition;	/* Bit posn of lsb of blue mask     */
    char rsvdMaskSize;		/* Size of reserved mask                        */
    char rsvdFieldPosition;	/* Bit posn of reserved mask            */
} gmode_t;

/* Public Device Context Structure. The 'surface' member along with the
 * gmode_t information block, provides direct access to the active
 * display surface for user applications. The MGL virtualises the surface
 * in SuperVGA modes that dont have a real linear framebuffer.
 */

typedef struct {
    attributes_t a;		/* Active device attributes                                     */
    void *surface;		/* Pointer to active device surface                     */
    void *zbuffer;		/* Pointer to Z-buffer if allocated                     */
    m_int zbits;		/* Bits per zbuffer element                                     */
    m_int zwidth;		/* Width of the zbuffer in pixels                       */
    gmode_t mi;			/* Mode specific information block                      */
    pixel_format_t pf;		/* Current pixel format for device context      */
    color_t *colorTab;		/* Color lookup table cache                                     */
    color_t *shadeTab;		/* Currently active shade table                         */
    m_int bankOffset;		/* Offset of starting bank number                       */

    /* Remainder of Device Context structure is private and internal        */
} publicDevCtx_t;

#ifndef	BUILD_MGL
typedef publicDevCtx_t MGLDC;
#else
struct internalDevCtx_t;
typedef struct internalDevCtx_t MGLDC;
#endif

typedef struct {
    ulong which;		/* Which window for window manager code */
    m_uint what;		/* Event code                                                   */
    ulong when;			/* Clock ticks since midnight                   */
    m_int where_x;		/* Mouse location                                               */
    m_int where_y;
    ulong message;		/* Event specific message                               */
    ulong modifiers;		/* Modifier flags                                               */
    m_int next;			/* Next event in queue                                  */
    m_int prev;			/* Previous event in queue                              */
} event_t;

/* Structure containing file I/O functions allowing the user application to
 * completely replace the MGL's file I/O functions with their own. This
 * allows the app to store all MGL related files in a single large file,
 * with encryption or compression is desired. By default normal file I/O
 * functions will be used.
 */

typedef struct {
    FILE *(*fopen) (const char *filename, const char *mode);
    int (*fclose) (FILE *f);
    int (*fseek) (FILE *f, long offset, int whence);
    long (*ftell) (FILE *f);
         size_t(*fread) (void *ptr, size_t size, size_t n, FILE *f);


















         size_t(*fwrite) (const void *ptr, size_t size, size_t n, FILE *f);
} fileio_t;

/* Define the flags for the types of direct surface access provided */

#define	MGL_NO_ACCESS		0x0	/* Surface cannot be accessed           */
#define	MGL_VIRTUAL_ACCESS	0x1	/* Surface is virtualised                       */
#define	MGL_LINEAR_ACCESS	0x2	/* Surface can be linearly accessed     */
#define	MGL_SURFACE_FLAGS	0x3

/* Define the flags for the types of direct zbuffer access provided */

#define	MGL_NO_ZACCESS		0x0	/* Zbuffer cannot be accessed           */
#define	MGL_VIRTUAL_ZACCESS	0x4	/* Zbuffer is virtualised in            */
#define	MGL_LINEAR_ZACCESS	0x8	/* Zbuffer can be linearly accessed     */
#define	MGL_ZBUFFER_FLAGS	0xC

/* Define the flags for the types of hardware acceleration supported by
 * the device context. This will allow the application to tailor the use of
 * MGL functions depending upon whether specific hardware support is
 * available. Hence applications can use specialised software rendering
 * support if the desired hardware support is not available.
 *
 * NOTE: If the hardware flags are not MGL_HW_NONE, you *must* call
 *		 the MGL_beginDirectAccess() and MGL_endDirectAccess() functions
 *		 before and after any custom code that does direct framebuffer
 *		 rendering!!
 *
 *		 This is not necessary for non-accelerated device context, so you
 *		 might want to optimise these calls out if there is no hardware
 *		 acceleration support.
 */

#define	MGL_HW_NONE			0x0000	/* No hardware acceleration                     */
#define	MGL_HW_LINE			0x0010	/* Hardware line drawing                        */
#define	MGL_HW_STIPPLE_LINE	0x0020	/* Hardware stippled line drawing       */
#define	MGL_HW_POLY			0x0040	/* Hardware polygon filling                     */
#define	MGL_HW_RECT			0x0080	/* Hardware rectangle fill                      */
#define	MGL_HW_PATT_RECT	0x0100	/* Hardware pattern rectangle fill      */
#define	MGL_HW_CLRPATT_RECT	0x0200	/* Hardware color pattern fill          */
#define	MGL_HW_SCR_BLT		0x0400	/* Hardware screen/screen bitBlt        */
#define	MGL_HW_SRCTRANS_BLT	0x0800	/* Hardware source transparent blt      */
#define	MGL_HW_DSTTRANS_BLT	0x1000	/* Hardware dest. transparent blt       */
#define	MGL_HW_MONO_BLT		0x2000	/* Hardware monochrome blt                      */
#define	MGL_HW_CLIP			0x4000	/* Hardware clipping                            */
#define	MGL_HW_FLAGS		0xFFF0

#ifdef	__cplusplus
extern "C" {			/* Use "C" linkage when in C++ mode     */
#endif

/*------------------------- Function Prototypes ---------------------------*/

/*---------------------------------------------------------------------------
 * Routines bound to a specific device context. These routines all take
 * an MGLDC as a parmeter for the context to work with and hence dont work
 * with the current context. If however the context passed is the currently
 * active context, all changes to that context are reflected in the
 * currently active context as well.
 *-------------------------------------------------------------------------*/

/* Environment detection and initialisation */

    m_int MGLAPI MGL_registerDriver(const char *name, void *driver);
    void MGLAPI MGL_unregisterAllDrivers(void);
    void MGLAPI MGL_registerAllDispDrivers(bool useLinear,
					   bool useDirectDraw,
					   bool useWinDirect);
    void MGLAPI MGL_registerAllMemDrivers(void);
    void MGLAPI MGL_detectGraph(m_int * driver, m_int * mode);
    uchar *MGLAPI MGL_availableModes(void);
    m_int MGLAPI MGL_availablePages(m_int mode);
    m_int MGLAPI MGL_modeResolution(m_int mode, m_int * xRes, m_int * yRes,
				    m_int * bitsPerPixel);
    bool MGLAPI MGL_isDisplayDC(MGLDC *dc);
    bool MGLAPI MGL_isWindowedDC(MGLDC *dc);
    bool MGLAPI MGL_isMemoryDC(MGLDC *dc);
    void MGLAPI MGL_exit(void);
    void MGLAPI MGL_setBufSize(unsigned size);
    void MGLAPI MGL_fatalError(const char *msg);
    m_int MGLAPI MGL_result(void);
    void MGLAPI MGL_setResult(m_int result);
    const char *MGLAPI MGL_errorMsg(m_int err);
    const char *MGLAPI MGL_modeName(m_int mode);
    const char *MGLAPI MGL_modeDriverName(m_int mode);
    const char *MGLAPI MGL_driverName(m_int driver);
    m_int MGLAPI MGL_getDriver(MGLDC *dc);
    m_int MGLAPI MGL_getMode(MGLDC *dc);
    m_int MGLAPI MGL_surfaceAccessType(MGLDC *dc);
    m_int MGLAPI MGL_zbufferAccessType(MGLDC *dc);
    long MGLAPI MGL_getHardwareFlags(MGLDC *dc);
    void MGLAPI MGL_defaultAttributes(MGLDC *dc);
    void MGLAPI MGL_makeSubDC(MGLDC *dc, m_int left, m_int top, m_int right,
			      m_int bottom);

/* Viewport and clip rectangle manipulation bound to a specific DC */

    void MGLAPI MGL_setViewportDC(MGLDC *dc, rect_t view);
    void MGLAPI MGL_setRelViewportDC(MGLDC *dc, rect_t view);
    void MGLAPI MGL_getViewportDC(MGLDC *dc, rect_t * view);
    void MGLAPI MGL_setViewportOrgDC(MGLDC *dc, point_t org);
    void MGLAPI MGL_getViewportOrgDC(MGLDC *dc, point_t * org);
    void MGLAPI MGL_globalToLocalDC(MGLDC *dc, point_t * p);
    void MGLAPI MGL_localToGlobalDC(MGLDC *dc, point_t * p);
    m_int MGLAPI MGL_maxxDC(MGLDC *dc);
    m_int MGLAPI MGL_maxyDC(MGLDC *dc);
    void MGLAPI MGL_setClipRectDC(MGLDC *dc, rect_t clip);
    void MGLAPI MGL_getClipRectDC(MGLDC *dc, rect_t * clip);
    void MGLAPI MGL_setClipModeDC(MGLDC *dc, bool mode);
    bool MGLAPI MGL_getClipModeDC(MGLDC *dc);

/* Color and palette manipulation */

    color_t MGLAPI MGL_realColor(MGLDC *dc, m_int color);
    color_t MGLAPI MGL_rgbColor(MGLDC *dc, uchar R, uchar G, uchar B);
    void MGLAPI MGL_setPaletteEntry(MGLDC *dc, m_int entry, uchar red,
				    uchar green, uchar blue);
    void MGLAPI MGL_getPaletteEntry(MGLDC *dc, m_int entry, uchar *red,
				    uchar *green, uchar *blue);
    void MGLAPI MGL_setPalette(MGLDC *dc, palette_t * pal, m_int numColors,
			       m_int startIndex);
    void MGLAPI MGL_getPalette(MGLDC *dc, palette_t * pal, m_int numColors,
			       m_int startIndex);
    void ASMAPI MGL_rotatePalette(MGLDC *dc, m_int numColors,
				  m_int startIndex, m_int direction);
    bool ASMAPI MGL_fadePalette(MGLDC *dc, palette_t * fullIntensity,
				m_int numColors, m_int startIndex,
				uchar intensity);
    void MGLAPI MGL_realizePalette(MGLDC *dc, m_int numColors,
				   m_int startIndex, m_int waitVRT);
    m_int MGLAPI MGL_getPaletteSize(MGLDC *dc);
    void MGLAPI MGL_getDefaultPalette(MGLDC *dc, palette_t * pal);
    void MGLAPI MGL_setDefaultPalette(MGLDC *dc);
#ifndef	MGL_LITE
    bool MGLAPI MGL_checkIdentityPalette(bool enable);
    void MGLAPI MGL_mapToPalette(MGLDC *dc, palette_t * pal);
#endif

/* Generic device context information and manipulation */

    bool MGLAPI MGL_haveWidePalette(MGLDC *dc);
    m_int MGLAPI MGL_getBitsPerPixel(MGLDC *dc);
    color_t MGLAPI MGL_maxColor(MGLDC *dc);
    m_int MGLAPI MGL_maxPage(MGLDC *dc);
    m_int MGLAPI MGL_sizex(MGLDC *dc);
    m_int MGLAPI MGL_sizey(MGLDC *dc);
    void MGLAPI MGL_getPixelFormat(MGLDC *dc, pixel_format_t *pf);
    void *MGLAPI MGL_computePixelAddr(MGLDC *dc, int x, int y);

/* Double buffering support */

    void MGLAPI MGL_setActivePage(MGLDC *dc, m_int page);
    m_int MGLAPI MGL_getActivePage(MGLDC *dc);
    void MGLAPI MGL_setVisualPage(MGLDC *dc, m_int page, m_int waitVRT);
    m_int MGLAPI MGL_getVisualPage(MGLDC *dc);
    void MGLAPI MGL_setDisplayStart(MGLDC *dc, m_int x, m_int y,
				    m_int waitFlag);
    void MGLAPI MGL_getDisplayStart(MGLDC *dc, m_int * x, m_int * y);
    void MGLAPI MGL_vSync(MGLDC *dc);
    bool MGLAPI MGL_doubleBuffer(MGLDC *dc);
    void MGLAPI MGL_singleBuffer(MGLDC *dc);
    void MGLAPI MGL_swapBuffers(MGLDC *dc, m_int waitVRT);

/* Zbuffering support */

#ifdef	MGL_3D
    m_int MGLAPI MGL_getHardwareZBufferDepth(MGLDC *dc);
    bool ASMAPI MGL_zBegin(MGLDC *dc, m_int zbits);
    bool MGLAPI MGL_zShareZBuffer(MGLDC *dc, MGLDC *dcShared, m_int zbits);
#endif

/* Event handling support */

    bool MGLAPI EVT_getNext(event_t * evt, m_uint mask);
    bool MGLAPI EVT_peekNext(event_t * evt, m_uint mask);
    bool MGLAPI EVT_post(ulong which, m_uint what, ulong message,
			 ulong modifiers);
    void MGLAPI EVT_flush(m_uint mask);
    void MGLAPI EVT_halt(event_t * evt, m_uint mask);
    m_int MGLAPI EVT_setTimerTick(m_int ticks);

/*---------------------------------------------------------------------------
 * Routines bound to the currently active context. All these routines work
 * with the currently active context and do not reflect any changes made
 * to the global context to the original user supplied context (because it
 * may be cached). The cached DC is automatically flushed back to the
 * original DC when a new context is enabled with MGL_makeCurrentDC().
 *
 * Before destroying a DC that is current, make sure you call
 * MGL_makeCurrentDC(NULL) first!
 *-------------------------------------------------------------------------*/

/* Routines to change the active global device context */

    MGLDC *MGLAPI MGL_makeCurrentDC(MGLDC *dc);
    bool MGLAPI MGL_isCurrentDC(MGLDC *dc);

/* Current device context information and manipulation */

    m_int MGLAPI MGL_getAspectRatio(void);
    void MGLAPI MGL_setAspectRatio(m_int aspectRatio);
    void ASMAPI MGL_setColor(color_t color);
    void MGLAPI MGL_setColorRGB(uchar R, uchar G, uchar B);
    void MGLAPI MGL_setColorCI(m_int index);
    color_t MGLAPI MGL_getColor(void);
    void ASMAPI MGL_setBackColor(color_t color);
    color_t MGLAPI MGL_getBackColor(void);
    color_t ASMAPI MGL_packColor(pixel_format_t *pf, uchar R, uchar G,
				 uchar B);
    void MGLAPI MGL_unpackColor(pixel_format_t *pf, color_t color,
				uchar *R, uchar *G, uchar *B);
    color_t ASMAPI MGL_packColorRGB(uchar R, uchar G, uchar B);
    void MGLAPI MGL_unpackColorRGB(color_t color, uchar *R, uchar *G,
				   uchar *B);
    color_t MGLAPI MGL_defaultColor(void);
#ifndef	MGL_LITE
    void MGLAPI MGL_setMarkerSize(m_int size);
    m_int MGLAPI MGL_getMarkerSize(void);
    void MGLAPI MGL_setMarkerStyle(m_int style);
    m_int MGLAPI MGL_getMarkerStyle(void);
    void MGLAPI MGL_setMarkerColor(color_t color);
    color_t MGLAPI MGL_getMarkerColor(void);
    void MGLAPI MGL_setBorderColors(color_t bright, color_t dark);
    void MGLAPI MGL_getBorderColors(color_t * bright, color_t * dark);
    void ASMAPI MGL_setWriteMode(m_int mode);
    m_int MGLAPI MGL_getWriteMode(void);
    void ASMAPI MGL_setPenStyle(m_int style);
    m_int MGLAPI MGL_getPenStyle(void);
    void MGLAPI MGL_setLineStyle(m_int style);
    m_int MGLAPI MGL_getLineStyle(void);
    void ASMAPI MGL_setLineStipple(ushort stipple);
    ushort MGLAPI MGL_getLineStipple(void);
    void ASMAPI MGL_setLineStippleCount(m_uint stippleCount);
    m_uint MGLAPI MGL_getLineStippleCount(void);
    void ASMAPI MGL_setPenBitmapPattern(const pattern_t * pat);
    void MGLAPI MGL_getPenBitmapPattern(pattern_t * pat);
    void ASMAPI MGL_setPenPixmapPattern(const pixpattern_t * pat);
    void MGLAPI MGL_getPenPixmapPattern(pixpattern_t * pat);
    void MGLAPI MGL_setPenSize(m_int height, m_int width);
    void MGLAPI MGL_getPenSize(m_int * height, m_int * width);
#ifndef	MGL_LITE
    void MGLAPI MGL_setColorMapMode(m_int mode);
    m_int MGLAPI MGL_getColorMapMode(void);
#endif
    void MGLAPI MGL_setPolygonType(m_int type);
    m_int MGLAPI MGL_getPolygonType(void);
#endif
    void MGLAPI MGL_getAttributes(attributes_t * attr);
    void MGLAPI MGL_restoreAttributes(attributes_t * attr);

/* Device clearing */

    void ASMAPI MGL_clearDevice(void);
    void MGLAPI MGL_clearViewport(void);

/* Viewport and clip rectangle manipulation */

    void MGLAPI MGL_setViewport(rect_t view);
    void MGLAPI MGL_setRelViewport(rect_t view);
    void MGLAPI MGL_getViewport(rect_t * view);
    void MGLAPI MGL_setViewportOrg(point_t org);
    void MGLAPI MGL_getViewportOrg(point_t * org);
    void MGLAPI MGL_globalToLocal(point_t * p);
    void MGLAPI MGL_localToGlobal(point_t * p);
    m_int MGLAPI MGL_maxx(void);
    m_int MGLAPI MGL_maxy(void);
    void MGLAPI MGL_setClipRect(rect_t clip);
    void MGLAPI MGL_getClipRect(rect_t * clip);
    void MGLAPI MGL_setClipMode(bool mode);
    bool MGLAPI MGL_getClipMode(void);

/* Pixel plotting */

    void MGLAPI MGL_pixelCoord(m_int x, m_int y);
    color_t MGLAPI MGL_getPixelCoord(m_int x, m_int y);
    void ASMAPI MGL_beginPixel(void);
    void MGLAPI MGL_pixelCoordFast(m_int x, m_int y);
    color_t MGLAPI MGL_getPixelCoordFast(m_int x, m_int y);
    void ASMAPI MGL_endPixel(void);

/* Line drawing and clipping */

    void MGLAPI MGL_moveToCoord(m_int x, m_int y);
    void MGLAPI MGL_moveRelCoord(m_int dx, m_int dy);
    void MGLAPI MGL_lineToCoord(m_int x, m_int y);
    void MGLAPI MGL_lineRelCoord(m_int dx, m_int dy);
    m_int MGLAPI MGL_getX(void);
    m_int MGLAPI MGL_getY(void);
    void MGLAPI MGL_getCP(point_t * CP);
    void MGLAPI MGL_lineCoord(m_int x1, m_int y1, m_int x2, m_int y2);
    void MGLAPI MGL_lineCoordFX(fix32_t x1, fix32_t y1, fix32_t x2,
				fix32_t y2);
    void MGLAPI MGL_lineCoordFast(m_int x1, m_int y1, m_int x2, m_int y2);
    void MGLAPI MGL_lineCoordFastFX(fix32_t x1, fix32_t y1, fix32_t x2,
				    fix32_t y2);
    void MGLAPI MGL_lineEngine(fix32_t x1, fix32_t y1, fix32_t x2,
			       fix32_t y2,
			       void (ASMAPI * plotPoint) (m_int x, m_int y));
    bool MGLAPI MGL_clipLineFX(fix32_t * x1, fix32_t * y1, fix32_t * x2,
			       fix32_t * y2, fix32_t left, fix32_t top,
			       fix32_t right, fix32_t bottom);
#ifndef	MGL_LITE
    void ASMAPI MGL_scanLine(m_int y, m_int x1, m_int x2);
#endif

/* Routines to perform bank switching for banked framebuffers for custom
 * rendering code. The first version is callable only from assembler and
 * requires the new bank value to be passed in the DL register. The second
 * version is callable directly from C. DO NOT CALL THESE FUNCTIONS WHEN
 * RUNNING WITH A LINEAR FRAMEBUFFER!!!
 */

    void _ASMAPI SVGA_setBank(void);
    void _ASMAPI SVGA_setBankC(int bank);

/* Routines to begin/end direct framebuffer access. You must call these
 * functions is you wish to render directly to a hardware accelerated
 * device surface.
 */

    void ASMAPI MGL_beginDirectAccess(void);
    void ASMAPI MGL_endDirectAccess(void);

/* Routines to begin/end fast rendering of flat shaded lines, scanlines
 * and polygons.
 */

    void ASMAPI MGL_beginDrawing(void);
    void ASMAPI MGL_endDrawing(void);

/* Routines to begin/end fast rendering of smooth shaded lines, scanlines
 * and polygons.
 */

#ifdef	MGL_3D
    void ASMAPI MGL_beginShadedDrawing(void);
    void ASMAPI MGL_endShadedDrawing(void);
#endif

/* Routines to begin/end fast rendering of flat shaded, zbuffered lines and
 * polygons.
 */

#ifdef	MGL_3D
    void ASMAPI MGL_beginZDrawing(void);
    void ASMAPI MGL_endZDrawing(void);
#endif

/* Routines to begin/end fast rendering of smooth shaded, zbuffered lines and
 * polygons.
 */

#ifdef	MGL_3D
    void ASMAPI MGL_beginZShadedDrawing(void);
    void ASMAPI MGL_endZShadedDrawing(void);
#endif

/* Polygon drawing: Note that the following fast polygon routines
 * only work with convex polygons. The integer coordinate versions are
 * provided for compatibility only, and convert the coordinates to fixed
 * point and call the appropriate fixed point routines below.
 */

#ifndef	MGL_LITE
    void MGLAPI MGL_fillPolygon(m_int count, point_t * vArray, m_int xOffset,
				m_int yOffset);
    void MGLAPI MGL_fillPolygonFast(m_int count, point_t * vArray,
				    m_int xOffset, m_int yOffset);
    void ASMAPI MGL_fillPolygonFX(m_int count, fxpoint_t * vArray,
				  m_int vinc, fix32_t xOffset,
				  fix32_t yOffset);
    void ASMAPI MGL_fillPolygonFastFX(m_int count, fxpoint_t * vArray,
				      m_int vinc, fix32_t xOffset,
				      fix32_t yOffset);
#endif

/* 3D rasterization routines */

#ifdef	MGL_3D
    void MGLAPI MGL_zClearCoord(m_int left, m_int top, m_int right,
				m_int bottom, zfix32_t clearVal);
#endif

#ifdef	MGL_FIX3D
    void ASMAPI MGL_cLineCoordFast(fix32_t x1, fix32_t y1, fix32_t c1,
				   fix32_t x2, fix32_t y2, fix32_t c2);
    void ASMAPI MGL_rgbLineCoordFast(fix32_t x1, fix32_t y1, fix32_t r1,
				     fix32_t g1, fix32_t b1, fix32_t x2,
				     fix32_t y2, fix32_t r2, fix32_t g2,
				     fix32_t b2);
    void ASMAPI MGL_zLineCoordFast(fix32_t x1, fix32_t y1, zfix32_t z1,
				   fix32_t x2, fix32_t y2, zfix32_t z2);
    void ASMAPI MGL_czLineCoordFast(fix32_t x1, fix32_t y1, zfix32_t z1,
				    fix32_t c1, fix32_t x2, fix32_t y2,
				    zfix32_t z2, fix32_t c2);
    void ASMAPI MGL_rgbzLineCoordFast(fix32_t x1, fix32_t y1, zfix32_t z1,
				      fix32_t r1, fix32_t g1, fix32_t b1,
				      fix32_t x2, fix32_t y2, zfix32_t z2,
				      fix32_t r2, fix32_t g2, fix32_t b2);

    void ASMAPI MGL_triFast(fxpoint_t * v1, fxpoint_t * v2, fxpoint_t * v3,
			    fix32_t xOffset, fix32_t yOffset);
    void ASMAPI MGL_cTriFast(fxpointc_t * v1, fxpointc_t * v2,
			     fxpointc_t * v3, fix32_t xOffset,
			     fix32_t yOffset);
    void ASMAPI MGL_rgbTriFast(fxpointrgb_t * v1, fxpointrgb_t * v2,
			       fxpointrgb_t * v3, fix32_t xOffset,
			       fix32_t yOffset);
    void ASMAPI MGL_zTriFast(fxpointz_t * v1, fxpointz_t * v2,
			     fxpointz_t * v3, fix32_t xOffset,
			     fix32_t yOffset, zfix32_t zOffset);
    void ASMAPI MGL_czTriFast(fxpointcz_t * v1, fxpointcz_t * v2,
			      fxpointcz_t * v3, fix32_t xOffset,
			      fix32_t yOffset, zfix32_t zOffset);
    void ASMAPI MGL_rgbzTriFast(fxpointrgbz_t * v1, fxpointrgbz_t * v2,
				fxpointrgbz_t * v3, fix32_t xOffset,
				fix32_t yOffset, zfix32_t zOffset);

    void ASMAPI MGL_quadFast(fxpoint_t * v1, fxpoint_t * v2, fxpoint_t * v3,
			     fxpoint_t * v4, fix32_t xOffset,
			     fix32_t yOffset);
    void ASMAPI MGL_cQuadFast(fxpointc_t * v1, fxpointc_t * v2,
			      fxpointc_t * v3, fxpointc_t * v4,
			      fix32_t xOffset, fix32_t yOffset);
    void ASMAPI MGL_rgbQuadFast(fxpointrgb_t * v1, fxpointrgb_t * v2,
				fxpointrgb_t * v3, fxpointrgb_t * v4,
				fix32_t xOffset, fix32_t yOffset);
    void ASMAPI MGL_zQuadFast(fxpointz_t * v1, fxpointz_t * v2,
			      fxpointz_t * v3, fxpointz_t * v4,
			      fix32_t xOffset, fix32_t yOffset,
			      zfix32_t zOffset);
    void ASMAPI MGL_czQuadFast(fxpointcz_t * v1, fxpointcz_t * v2,
			       fxpointcz_t * v3, fxpointcz_t * v4,
			       fix32_t xOffset, fix32_t yOffset,
			       zfix32_t zOffset);
    void ASMAPI MGL_rgbzQuadFast(fxpointrgbz_t * v1, fxpointrgbz_t * v2,
				 fxpointrgbz_t * v3, fxpointrgbz_t * v4,
				 fix32_t xOffset, fix32_t yOffset,
				 zfix32_t zOffset);
#endif

/* Routine to set the currently active shade table. In HiColor and TrueColor
 * video modes, you must set a valid shadeTable before you call any of the
 * color index shaded rendering routines (MGL_cTri() etc). These routines
 * will interpolate an index into the current shade table rather than
 * each of the RGB color channels, and the appropriate full RGB color is
 * extracted directly from the shade table. The shade table can be any size,
 * but the application must ensure that the indices passed in are within
 * the range of the current shade table.
 */

#ifdef	MGL_3D
    void MGLAPI MGL_setShadeTable(color_t * shadeTab);
#endif

/* Polyline drawing */

#ifndef	MGL_LITE
    void MGLAPI MGL_marker(point_t p);
    void MGLAPI MGL_polyPoint(m_int count, point_t * vArray);
    void MGLAPI MGL_polyMarker(m_int count, point_t * vArray);
    void MGLAPI MGL_polyLine(m_int count, point_t * vArray);
#endif

/* Rectangle drawing */

#ifndef	MGL_LITE
    void MGLAPI MGL_rectCoord(m_int left, m_int top, m_int right,
			      m_int bottom);
    void MGLAPI MGL_fillRectCoord(m_int left, m_int top, m_int right,
				  m_int bottom);
#endif

/* Scanline color scanning. Thee routines are primitive, and do not perform
 * any clipping or viewport mapping, so can be used to build you own
 * high performance floodfilling routines (see the example file ffill.c
 * for pre-built high speed floodfill routines).
 */

#ifndef	MGL_LITE
    m_int ASMAPI MGL_scanRightForColor(m_int x, m_int y, color_t color);
    m_int ASMAPI MGL_scanLeftForColor(m_int x, m_int y, color_t color);
    m_int ASMAPI MGL_scanRightWhileColor(m_int x, m_int y, color_t color);
    m_int ASMAPI MGL_scanLeftWhileColor(m_int x, m_int y, color_t color);
#endif

/* Psuedo 3D border drawing */

#ifndef	MGL_LITE
    void MGLAPI MGL_drawBorderCoord(m_int left, m_int top, m_int right,
				    m_int bottom, m_int style,
				    m_int thickness);
    void MGLAPI MGL_drawHDivider(m_int y, m_int x1, m_int x2);
    void MGLAPI MGL_drawVDivider(m_int x, m_int y1, m_int y2);
#endif

/* Ellipse drawing */

#ifndef	MGL_LITE
    void MGLAPI MGL_ellipseArc(rect_t extentRect, m_int startAngle,
			       m_int endAngle);
    void MGLAPI MGL_ellipseArcCoord(m_int x, m_int y, m_int xradius,
				    m_int yradius, m_int startAngle,
				    m_int endAngle);
    void ASMAPI MGL_getArcCoords(arc_coords_t * coords);
    void MGLAPI MGL_ellipse(rect_t extentRect);
    void MGLAPI MGL_ellipseCoord(m_int x, m_int y, m_int xradius,
				 m_int yradius);
    void MGLAPI MGL_fillEllipseArc(rect_t extentRect, m_int startAngle,
				   m_int endAngle);
    void MGLAPI MGL_fillEllipseArcCoord(m_int x, m_int y, m_int xradius,
					m_int yradius, m_int startAngle,
					m_int endAngle);
    void MGLAPI MGL_fillEllipse(rect_t extentRect);
    void MGLAPI MGL_fillEllipseCoord(m_int x, m_int y, m_int xradius,
				     m_int yradius);
    void MGLAPI MGL_ellipseEngine(rect_t extentRect,
				  void (ASMAPI * setup) (m_int topY,
							 m_int botY,
							 m_int left,
							 m_int right),
				  void (ASMAPI * set4pixels) (bool inc_x,
							      bool inc_y,
							      bool region1),
				  void (ASMAPI * finished) (void));
    void MGLAPI MGL_ellipseArcEngine(rect_t extentRect, m_int startAngle,
				     m_int endAngle, arc_coords_t * ac,
				     void (ASMAPI * plotPoint) (m_int x,
								m_int y));
#endif

/* Text attribute manipulation */

#ifndef	MGL_LITE
    void MGLAPI MGL_setTextJustify(m_int horiz, m_int vert);
    void MGLAPI MGL_getTextJustify(m_int * horiz, m_int * vert);
    void MGLAPI MGL_setTextDirection(m_int direction);
    m_int MGLAPI MGL_getTextDirection(void);
    void MGLAPI MGL_setTextSize(m_int numerx, m_int denomx, m_int numery,
				m_int denomy);
    void MGLAPI MGL_getTextSize(m_int * numerx, m_int * denomx,
				m_int * numery, m_int * denomy);
    void MGLAPI MGL_setSpaceExtra(m_int extra);
    m_int MGLAPI MGL_getSpaceExtra(void);
    void MGLAPI MGL_setTextSettings(text_settings_t * settings);
    void MGLAPI MGL_getTextSettings(text_settings_t * settings);
    m_int MGLAPI MGL_textHeight(void);
    m_int MGLAPI MGL_textWidth(const char *str);
    void MGLAPI MGL_textBounds(m_int x, m_int y, const char *str,
			       rect_t * bounds);
    m_int MGLAPI MGL_charWidth(char ch);
    void MGLAPI MGL_getFontMetrics(metrics_t * metrics);
    void MGLAPI MGL_getCharMetrics(char ch, metrics_t * metrics);
    m_int MGLAPI MGL_maxCharWidth(void);
    void MGLAPI MGL_underScoreLocation(m_int * x, m_int * y, const char *str);
#endif

/* Text drawing */

#ifndef	MGL_LITE
    void MGLAPI MGL_drawStr(const char *str);
    void MGLAPI MGL_drawStrXY(m_int x, m_int y, const char *str);
    bool MGLAPI MGL_useFont(font_t * font);
    font_t *MGLAPI MGL_getFont(void);
    bool MGLAPI MGL_vecFontEngine(m_int x, m_int y, const char *str,
				  void (ASMAPI * move) (m_int x, m_int y),
				  void (ASMAPI * draw) (m_int x, m_int y));
#endif

/* BitBlt support */

    void MGLAPI MGL_bitBltCoord(MGLDC *dst, MGLDC *src, m_int left,
				m_int top, m_int right, m_int bottom,
				m_int dstLeft, m_int dstTop, m_int op);
    void MGLAPI MGL_stretchBltCoord(MGLDC *dst, MGLDC *src, m_int left,
				    m_int top, m_int right, m_int bottom,
				    m_int dstLeft, m_int dstTop,
				    m_int dstRight, m_int dstBottom);
#ifndef	MGL_LITE
    void MGLAPI MGL_getDivotCoord(MGLDC *dc, m_int left, m_int top,
				  m_int right, m_int bottom, void *divot);
    void MGLAPI MGL_putDivot(MGLDC *dc, void *divot);
    long MGLAPI MGL_divotSizeCoord(MGLDC *dc, m_int left, m_int top,
				   m_int right, m_int bottom);
    void MGLAPI MGL_putMonoImage(MGLDC *dc, m_int x, m_int y,
				 m_int byteWidth, m_int height, void *image);
    void MGLAPI MGL_putBitmap(MGLDC *dc, m_int x, m_int y,
			      const bitmap_t * bitmap, m_int op);
    void MGLAPI MGL_putBitmapSection(MGLDC *dc, m_int left, m_int top,
				     m_int right, m_int bottom,
				     m_int dstLeft, m_int dstTop,
				     const bitmap_t * bitmap, m_int op);
    void MGLAPI MGL_putBitmapTransparent(MGLDC *dc, m_int x, m_int y,
					 const bitmap_t * bitmap,
					 color_t transparent,
					 bool sourceTrans);
    void MGLAPI MGL_putBitmapTransparentSection(MGLDC *dc, m_int left,
						m_int top, m_int right,
						m_int bottom, m_int dstLeft,
						m_int dstTop,
						const bitmap_t * bitmap,
						color_t transparent,
						bool sourceTrans);
    void MGLAPI MGL_putBitmapMask(MGLDC *dc, m_int x, m_int y,
				  const bitmap_t * mask, color_t color);
    void MGLAPI MGL_stretchBitmap(MGLDC *dc, m_int left, m_int top,
				  m_int right, m_int bottom,
				  const bitmap_t * bitmap);
    void MGLAPI MGL_putIcon(MGLDC *dc, m_int x, m_int y, const icon_t * icon);
    void MGLAPI MGL_transBltCoord(MGLDC *dst, MGLDC *src, m_int left,
				  m_int top, m_int right, m_int bottom,
				  m_int dstLeft, m_int dstTop,
				  color_t transparent, bool sourceTrans);
#endif

/* Linear offscreen DC BitBlt support */

#ifndef	MGL_LITE
    void MGLAPI MGL_bitBltLinCoord(MGLDC *dst, MGLDC *src, ulong srcOfs,
				   m_int dstLeft, m_int dstTop,
				   m_int dstRight, m_int dstBottom, m_int op);
    void MGLAPI MGL_transBltLinCoord(MGLDC *dst, MGLDC *src, ulong srcOfs,
				     m_int dstLeft, m_int dstTop,
				     m_int dstRight, m_int dstBottom,
				     color_t transparent, bool sourceTrans);
#endif

/* Monochrome bitmap manipulation */

#ifndef	MGL_LITE
    void MGLAPI MGL_drawGlyph(font_t * g, m_int x, m_int y, uchar glyph);
    m_int MGLAPI MGL_getGlyphWidth(font_t * font, uchar glyph);
    m_int MGLAPI MGL_getGlyphHeight(font_t * font);
    void MGLAPI MGL_rotateGlyph(uchar *dst, uchar *src, m_int * byteWidth,
				m_int * height, m_int rotation);
    void MGLAPI MGL_mirrorGlyph(uchar *dst, uchar *src, m_int byteWidth,
				m_int height);
#endif

/* Region management */

#ifndef	MGL_LITE
    region_t *MGLAPI MGL_newRegion(void);
    region_t *MGLAPI MGL_copyRegion(const region_t * s);
    void MGLAPI MGL_clearRegion(region_t * r);
    void MGLAPI MGL_freeRegion(region_t * r);
    void MGLAPI MGL_drawRegion(m_int x, m_int y, const region_t * r);
#endif

/* Region generation primitives */

#ifndef	MGL_LITE
    region_t *MGLAPI MGL_rgnLineCoord(m_int x1, m_int y1, m_int x2,
				      m_int y2, const region_t * pen);
    region_t *MGLAPI MGL_rgnLineCoordFX(fix32_t x1, fix32_t y1, fix32_t x2,
					fix32_t y2, const region_t * pen);
/*region_t * MGLAPI MGL_rgnPolygon(m_int count,point_t *vArray);*/
/*region_t * MGLAPI MGL_rgnPolygonFast(m_int count,point_t *vArray);*/
    region_t *MGLAPI MGL_rgnSolidRectCoord(m_int left, m_int top,
					   m_int right, m_int bottom);
    region_t *MGLAPI MGL_rgnEllipse(rect_t extentRect, const region_t * pen);
    region_t *MGLAPI MGL_rgnEllipseArc(rect_t extentRect, m_int startAngle,
				       m_int endAngle, const region_t * pen);
    void MGLAPI MGL_rgnGetArcCoords(arc_coords_t * coords);
    region_t *MGLAPI MGL_rgnSolidEllipse(rect_t extentRect);
    region_t *MGLAPI MGL_rgnSolidEllipseArc(rect_t extentRect,
					    m_int startAngle, m_int endAngle);
#endif

/* Region alegbra */

#ifndef	MGL_LITE
    region_t *MGLAPI MGL_sectRegion(const region_t * r1, const region_t * r2);
    region_t *MGLAPI MGL_sectRegionRect(const region_t * r1,
					const rect_t * r2);
    bool MGLAPI MGL_unionRegion(region_t * r1, const region_t * r2);
    bool MGLAPI MGL_unionRegionRect(region_t * r1, const rect_t * r2);
    bool MGLAPI MGL_unionRegionOfs(region_t * r1, const region_t * r2,
				   m_int xOffset, m_int yOffset);
    bool MGLAPI MGL_diffRegion(region_t * r1, const region_t * r2);
    bool MGLAPI MGL_diffRegionRect(region_t * r1, const rect_t * r2);
    void MGLAPI MGL_optimizeRegion(region_t * r);
    void MGLAPI MGL_offsetRegion(region_t * r, m_int dx, m_int dy);
    bool MGLAPI MGL_emptyRegion(const region_t * r);
    bool MGLAPI MGL_equalRegion(const region_t * r1, const region_t * r2);
    bool MGLAPI MGL_ptInRegionCoord(m_int x, m_int y, const region_t * r);
#endif

/* Region traversal */

#ifndef	MGL_LITE
    typedef void (ASMAPI * rgncallback_t) (const rect_t * r);

    void MGLAPI MGL_traverseRegion(region_t * rgn, rgncallback_t doRect);
#endif

/* RGB to 8 bit halftone dithering routines */

#ifndef	MGL_LITE
    void MGLAPI MGL_getHalfTonePalette(palette_t * pal);
    uchar MGLAPI MGL_halfTonePixel(m_int x, m_int y, uchar R, uchar G,
				   uchar B);
#endif

/* Resource loading/unloading */

    font_t *MGLAPI MGL_loadFont(const char *fontname);
    bool MGLAPI MGL_availableFont(const char *fontname);
    void MGLAPI MGL_unloadFont(font_t * font);
    cursor_t *MGLAPI MGL_loadCursor(const char *cursorName);
    bool MGLAPI MGL_availableCursor(const char *cursorName);
    void MGLAPI MGL_unloadCursor(cursor_t * cursor);
#ifndef	MGL_LITE
    icon_t *MGLAPI MGL_loadIcon(const char *iconName, bool loadPalette);
    bool MGLAPI MGL_availableIcon(const char *iconName);
    void MGLAPI MGL_unloadIcon(icon_t * icon);
#endif

/* Windows BMP bitmap loading/unloading/saving */

#ifndef	MGL_LITE
    bitmap_t *MGLAPI MGL_loadBitmap(const char *bitmapName, bool loadPalette);
    bool MGLAPI MGL_availableBitmap(const char *bitmapName);
    void MGLAPI MGL_unloadBitmap(bitmap_t * bitmap);
    bool MGLAPI MGL_getBitmapSize(const char *bitmapName, m_int * width,
				  m_int * height, m_int * bitsPerPixel,
				  pixel_format_t *pf);
    bool MGLAPI MGL_loadBitmapIntoDC(MGLDC *dc, const char *bitmapName,
				     m_int dstLeft, m_int dstTop,
				     bool loadPalette);
    bool MGLAPI MGL_saveBitmapFromDC(MGLDC *dc, const char *bitmapName,
				     m_int left, m_int top, m_int right,
				     m_int bottom);
    bitmap_t *MGLAPI MGL_getBitmapFromDC(MGLDC *dc, m_int left, m_int top,
					 m_int right, m_int bottom,
					 bool savePalette);
    bitmap_t *MGLAPI MGL_buildMonoMask(bitmap_t * bitmap,
				       color_t transparent);
#endif

/* PCX bitmap loading/unloading/saving (1/4/8 bpp only) */

#ifndef	MGL_LITE
    bitmap_t *MGLAPI MGL_loadPCX(const char *bitmapName, bool loadPalette);
    bool MGLAPI MGL_availablePCX(const char *bitmapName);
    bool MGLAPI MGL_getPCXSize(const char *bitmapName, m_int * width,
			       m_int * height, m_int * bitsPerPixel);
    bool MGLAPI MGL_loadPCXIntoDC(MGLDC *dc, const char *bitmapName,
				  m_int dstLeft, m_int dstTop,
				  bool loadPalette);
    bool MGLAPI MGL_savePCXFromDC(MGLDC *dc, const char *bitmapName,
				  m_int left, m_int top, m_int right,
				  m_int bottom);
#endif

/* Random number generation routines for shorts and longs with full range */

    void ASMAPI MGL_srand(m_uint seed);
    ushort ASMAPI MGL_random(ushort max);
    ulong ASMAPI MGL_randoml(ulong max);

/* Mouse support */

    bool MGLAPI MS_available(void);
    void MGLAPI MS_show(void);
    void MGLAPI MS_hide(void);
    void MGLAPI MS_obscure(void);
    void MGLAPI MS_setCursor(cursor_t * curs);
    void MGLAPI MS_setCursorColor(color_t color);
    void MGLAPI MS_moveTo(m_int x, m_int y);
    void MGLAPI MS_getPos(m_int * x, m_int * y);
    void MGLAPI MS_drawCursor(void);

/* Rectangle and Point manipulation */

    rect_t MGLAPI MGL_defRect(m_int left, m_int top, m_int right,
			      m_int bottom);
    rect_t MGLAPI MGL_defRectPt(point_t leftTop, point_t rightBottom);
    bool MGLAPI MGL_sectRect(rect_t s1, rect_t s2, rect_t * d);
    bool MGLAPI MGL_sectRectCoord(m_int left1, m_int top1, m_int right1,
				  m_int bottom1, m_int left2, m_int top2,
				  m_int right2, m_int bottom2, rect_t * d);
    void MGLAPI MGL_unionRect(rect_t s1, rect_t s2, rect_t * d);
    void MGLAPI MGL_unionRectCoord(m_int left1, m_int top1, m_int right1,
				   m_int bottom1, m_int left2, m_int top2,
				   m_int right2, m_int bottom2, rect_t * d);

/* Built-in patterns and mouse cursor */

#ifndef	MGL_LITE
    pattern_t *MGLAPI _MGL_getEmptyPat(void);
    pattern_t *MGLAPI _MGL_getGrayPat(void);
    pattern_t *MGLAPI _MGL_getSolidPat(void);
#endif
    cursor_t *MGLAPI _MGL_getDefCursor(void);

/* Fixed point multiplication/divide routines */

#if defined(__WATCOMC__) && defined(__386__)

/* For Watcom C++ we can use special inline assembler code that is much
 * faster than calling the 386 assembler functions. Currently this is the
 * the only compiler that will allow inline assembler to be expanded
 * directly as inline functions.
 */

    fix32_t MGL_FixMul(fix32_t a, fix32_t b);
#pragma aux MGL_FixMul =			\
	"imul	edx"					\
	"add	eax,8000h"				\
	"adc	edx,0"					\
	"shrd	eax,edx,16"				\
	parm [eax] [edx]				\
	value [eax]						\
	modify exact [eax edx];

    fix32_t MGL_FixDiv(fix32_t a, fix32_t b);
#pragma aux MGL_FixDiv =			\
	"xor	eax,eax"				\
	"shrd	eax,edx,16"				\
	"sar	edx,16"					\
	"idiv	ebx"              		\
	parm [edx] [ebx] 				\
	value [eax]             		\
	modify exact [eax edx];

    fix32_t MGL_FixMulDiv(fix32_t a, fix32_t b, fix32_t c);
#pragma aux MGL_FixMulDiv =			\
	"imul	ebx"					\
	"idiv	ecx"              		\
	parm [eax] [ebx] [ecx] 			\
	value [eax]             		\
	modify exact [eax edx];

    m_int MGL_backfacing(fix32_t dx1, fix32_t dy1, fix32_t dx2, fix32_t dy2);
#pragma aux MGL_backfacing =		\
	"imul	ebx"					\
	"mov	ebx,eax"				\
	"mov	ecx,edx"				\
	"mov	eax,esi"				\
	"imul	edi"					\
	"sub	eax,ebx"				\
	"mov	eax,1"					\
	"sbb	edx,ecx"				\
	"jns	@@Backfacing"			\
	"xor	eax,eax"				\
	"@@Backfacing:"					\
	parm [eax] [esi] [edi] [ebx]	\
	value [eax]             		\
	modify exact [eax ecx edx];

    void MGL_memcpy(void *dst, void *src, m_int n);
#pragma aux MGL_memcpy =            \
	"mov	eax,ecx"				\
	"shr    ecx,2"                  \
	"rep    movsd"                  \
	"mov	cl,al"					\
	"and	cl,3"					\
	"rep	movsb"					\
	parm [edi] [esi] [ecx]			\
	modify exact [eax ecx esi edi];

#else

    fix32_t ASMAPI MGL_FixMul(fix32_t a, fix32_t b);
    fix32_t ASMAPI MGL_FixDiv(fix32_t a, fix32_t b);
    fix32_t ASMAPI MGL_FixMulDiv(fix32_t a, fix32_t b, fix32_t c);
    m_int ASMAPI MGL_backfacing(fix32_t dx1, fix32_t dy1, fix32_t dx2,
				fix32_t dy2);
    void ASMAPI MGL_memcpy(void *dst, void *src, m_int n);

#endif

/* The following are special memcpy routines that properly handler reading
 * and writing to virtual linear buffer memory by forcing the proper
 * alignment. Note that the copy is extended to use a DWORD copy of speed.
 */

    void ASMAPI MGL_memcpyVIRTSRC(void *dst, void *src, m_int n);
    void ASMAPI MGL_memcpyVIRTDST(void *dst, void *src, m_int n);

/* Function to find an MGL system file's full pathname */

    bool MGLAPI _MGL_findFile(char *validpath, const char *dir,
			      const char *filename, const char *mode);

/* Override the internal MGL file I/O functions */

    void MGLAPI MGL_setFileIO(fileio_t * fio);

/* The following dummy symbols are used to link in driver files to be used. A
 * driver is not active until it is linked in with the MGL_registerDriver
 * call. Because we dont export globals in DLLs, we provide functions to
 * get the address of the drivers. However for a static link library we
 * need to use globals so that if the driver data is unreferenced, it will
 * not be linked in with the code. 
 */

#ifndef	BUILD_MGL
#if	defined(MGL_DLL) && !defined(BUILD_MGLDLL)
    void *MGLAPI VGA4_getDriverAddr(void);
    void *MGLAPI VGAX_getDriverAddr(void);
    void *MGLAPI SVGA4_getDriverAddr(void);
    void *MGLAPI SVGA8_getDriverAddr(void);
    void *MGLAPI SVGA16_getDriverAddr(void);
    void *MGLAPI SVGA24_getDriverAddr(void);
    void *MGLAPI SVGA32_getDriverAddr(void);
#if !defined(__16BIT__)
    void *MGLAPI VGA8_getDriverAddr(void);
    void *MGLAPI LINEAR8_getDriverAddr(void);
    void *MGLAPI LINEAR16_getDriverAddr(void);
    void *MGLAPI LINEAR24_getDriverAddr(void);
    void *MGLAPI LINEAR32_getDriverAddr(void);
    void *MGLAPI ACCEL8_getDriverAddr(void);
    void *MGLAPI ACCEL16_getDriverAddr(void);
    void *MGLAPI ACCEL24_getDriverAddr(void);
    void *MGLAPI ACCEL32_getDriverAddr(void);
#if defined(MGLWIN) || defined(__WINDOWS__)
    void *MGLAPI DDRAW8_getDriverAddr(void);
    void *MGLAPI DDRAW16_getDriverAddr(void);
    void *MGLAPI DDRAW24_getDriverAddr(void);
    void *MGLAPI DDRAW32_getDriverAddr(void);
#endif
#endif
    void *MGLAPI PACKED1_getDriverAddr(void);
    void *MGLAPI PACKED4_getDriverAddr(void);
    void *MGLAPI PACKED8_getDriverAddr(void);
    void *MGLAPI PACKED16_getDriverAddr(void);
    void *MGLAPI PACKED24_getDriverAddr(void);
    void *MGLAPI PACKED32_getDriverAddr(void);
#define VGA4_driver			VGA4_getDriverAddr()
#define VGAX_driver			VGAX_getDriverAddr()
#define SVGA4_driver		SVGA4_getDriverAddr()
#define SVGA8_driver		SVGA8_getDriverAddr()
#define SVGA16_driver		SVGA16_getDriverAddr()
#define SVGA24_driver		SVGA24_getDriverAddr()
#define SVGA32_driver		SVGA32_getDriverAddr()
#if !defined(__16BIT__)
#define VGA8_driver			VGA8_getDriverAddr()
#define LINEAR8_driver		LINEAR8_getDriverAddr()
#define LINEAR16_driver		LINEAR16_getDriverAddr()
#define LINEAR24_driver     LINEAR24_getDriverAddr()
#define LINEAR32_driver     LINEAR32_getDriverAddr()
#define ACCEL8_driver       ACCEL8_getDriverAddr()
#define ACCEL16_driver      ACCEL16_getDriverAddr()
#define ACCEL24_driver      ACCEL24_getDriverAddr()
#define ACCEL32_driver      ACCEL32_getDriverAddr()
#if defined(MGLWIN) || defined(__WINDOWS__)
#define DDRAW8_driver       DDRAW8_getDriverAddr()
#define DDRAW16_driver      DDRAW16_getDriverAddr()
#define DDRAW24_driver      DDRAW24_getDriverAddr()
#define DDRAW32_driver      DDRAW32_getDriverAddr()
#endif
#endif
#define PACKED1_driver      PACKED1_getDriverAddr()
#define PACKED4_driver      PACKED4_getDriverAddr()
#define PACKED8_driver      PACKED8_getDriverAddr()
#define PACKED16_driver     PACKED16_getDriverAddr()
#define PACKED24_driver     PACKED24_getDriverAddr()
#define PACKED32_driver		PACKED32_getDriverAddr()
#else
    extern m_int _VARAPI VGA4_driver[];
    extern m_int _VARAPI VGAX_driver[];
    extern m_int _VARAPI SVGA4_driver[];
    extern m_int _VARAPI SVGA8_driver[];
    extern m_int _VARAPI SVGA16_driver[];
    extern m_int _VARAPI SVGA24_driver[];
    extern m_int _VARAPI SVGA32_driver[];
#if !defined(__16BIT__)
    extern m_int _VARAPI VGA8_driver[];
    extern m_int _VARAPI LINEAR8_driver[];
    extern m_int _VARAPI LINEAR16_driver[];
    extern m_int _VARAPI LINEAR24_driver[];
    extern m_int _VARAPI LINEAR32_driver[];
    extern m_int _VARAPI ACCEL8_driver[];
    extern m_int _VARAPI ACCEL16_driver[];
    extern m_int _VARAPI ACCEL24_driver[];
    extern m_int _VARAPI ACCEL32_driver[];
#if defined(MGLWIN) || defined(__WINDOWS__)
    extern m_int _VARAPI DDRAW8_driver[];
    extern m_int _VARAPI DDRAW16_driver[];
    extern m_int _VARAPI DDRAW24_driver[];
    extern m_int _VARAPI DDRAW32_driver[];
#endif
#endif
    extern m_int _VARAPI PACKED1_driver[];
    extern m_int _VARAPI PACKED4_driver[];
    extern m_int _VARAPI PACKED8_driver[];
    extern m_int _VARAPI PACKED16_driver[];
    extern m_int _VARAPI PACKED24_driver[];
    extern m_int _VARAPI PACKED32_driver[];
#endif
#endif

/*---------------------------------------------------------------------------
 * Memory allocation and utility functions.
 *-------------------------------------------------------------------------*/

#ifndef	__16BIT__
#define	_HUGE
#else
#define	_HUGE	_huge
#endif

    void MGL_availableMemory(ulong * physical, ulong * total);
    void MGL_useLocalMalloc(void _HUGE * (*malloc) (long size),
			    void (*free) (void _HUGE * p));
    void *MGLAPI MGL_malloc(long size);
    void *MGLAPI MGL_calloc(long size, long n);
    void MGLAPI MGL_free(void _HUGE * p);
    void MGLAPI MGL_memset(void _HUGE * s, m_int c, long n);
    void MGLAPI MGL_memsetw(void _HUGE * s, m_int c, long n);
    void MGLAPI MGL_memsetl(void _HUGE * s, long c, long n);

/*---------------------------------------------------------------------------
 * Set a fullscreen suspend application callback function. This is used in
 * fullscreen video modes to allow switching back to the normal operating
 * system graphical shell (such as Windows GDI, OS/2 PM etc).
 *-------------------------------------------------------------------------*/

    typedef m_int(ASMAPI * MGL_suspend_cb_t) (MGLDC *dc, m_int flags);
    void MGLAPI MGL_setSuspendAppCallback(MGL_suspend_cb_t staveState);

/*---------------------------------------------------------------------------
 * Tell the MGL to use a pre-loaded ACCEL.DRV driver file. This allows
 * you to link with the SciTech WinDirect/Pro and WinDirect/Ultra device
 * support libraries and tell the MGL to use the device support drivers.
 * If the user has a real ACCEL.DRV driver file in the standard location
 * on their machine, this driver file will still be used.
 *-------------------------------------------------------------------------*/

    void MGLAPI MGL_setACCELDriver(void *driver);

/*---------------------- Inline functions as Macros -----------------------*/

#define	MGL_equalPoint(p1,p2)	((p1).x == (p2).x && (p1).y == (p2).y)

#define	MGL_equalRect(r1,r2)	((r1).left == (r2).left &&			\
								 (r1).top == (r2).top &&			\
								 (r1).right == (r2).right &&		\
								 (r1).bottom == (r2).bottom)

#define	MGL_emptyRect(r)		((r).bottom <= (r).top || 			\
								 (r).right <= (r).left)

#define	MGL_disjointRect(r1,r2)	((r1).right <= (r2).left ||			\
								 (r1).left >= (r2).right ||			\
								 (r1).bottom <= (r2).top ||			\
								 (r1).top >= (r2).bottom)

#define	MGL_sectRect(s1,s2,d)										\
   ((d)->left = MAX((s1).left,(s2).left),                           \
	(d)->right = MIN((s1).right,(s2).right),                        \
	(d)->top = MAX((s1).top,(s2).top),                              \
	(d)->bottom = MIN((s1).bottom,(s2).bottom),                     \
	!MGL_emptyRect(*d))

#define	MGL_sectRectFast(s1,s2,d)									\
	(d)->left = MAX((s1).left,(s2).left);                           \
	(d)->right = MIN((s1).right,(s2).right);                        \
	(d)->top = MAX((s1).top,(s2).top);                              \
	(d)->bottom = MIN((s1).bottom,(s2).bottom)

#define	MGL_sectRectCoord(l1,t1,r1,b1,l2,t2,r2,b2,d)				\
   ((d)->left = MAX(l1,l2),											\
	(d)->right = MIN(r1,r2),										\
	(d)->top = MAX(t1,t2),											\
	(d)->bottom = MIN(b1,b2),										\
	!MGL_emptyRect(*d))

#define	MGL_sectRectFastCoord(l1,t1,r1,b1,l2,t2,r2,b2,d)			\
	(d)->left = MAX(l1,l2);											\
	(d)->right = MIN(r1,r2);										\
	(d)->top = MAX(t1,t2);											\
	(d)->bottom = MIN(b1,b2)

#define	MGL_unionRect(s1,s2,d)										\
	(d)->left = MIN((s1).left,(s2).left);                           \
	(d)->right = MAX((s1).right,(s2).right);                        \
	(d)->top = MIN((s1).top,(s2).top);                              \
	(d)->bottom = MAX((s1).bottom,(s2).bottom)

#define MGL_unionRectCoord(l1,t1,r1,b1,l2,t2,r2,b2,d)				\
	(d)->left = MIN(l1,l2);                                 		\
	(d)->right = MAX(r1,r2);                              			\
	(d)->top = MIN(t1,t2);                                    		\
	(d)->bottom = MAX(b1,b2)

#define	MGL_offsetRect(r,dx,dy)										\
	{	(r).left += dx; (r).right += dx;							\
		(r).top += dy; (r).bottom += dy; }

#define	MGL_insetRect(r,dx,dy)										\
	{	(r).left += dx; (r).right -= dx;							\
		(r).top += dy; (r).bottom -= dy;							\
		if (MGL_emptyRect(r))										\
			(r).left = (r).right = (r).top = (r).bottom = 0; }

#define	MGL_ptInRect(p,r)		((p).x >= (r).left &&				\
								 (p).x < (r).right &&				\
								 (p).y >= (r).top &&				\
								 (p).y < (r).bottom)

#define	MGL_ptInRectCoord(x,y,r)	((x) >= (r).left &&				\
									 (x) < (r).right &&				\
									 (y) >= (r).top &&				\
									 (y) < (r).bottom)

#define	MGL_ptInRegion(p,r)		MGL_ptInRegionCoord((p).x,(p).y,r)

#define	MGL_pixel(p)			MGL_pixelCoord((p).x,(p).y)
#define	MGL_getPixel(p)			MGL_getPixelCoord((p).x,(p).y)
#define	MGL_pixelFast(p)		MGL_pixelCoordFast((p).x,(p).y)
#define	MGL_getPixelFast(p)		MGL_getPixelCoordFast((p).x,(p).y)
#define	MGL_moveTo(p)			MGL_moveToCoord((p).x,(p).y)
#define MGL_moveRel(p)			MGL_moveRelCoord((p).x,(p).y)
#define	MGL_line(p1,p2)			MGL_lineCoord((p1).x,(p1).y,(p2).x,(p2).y)
#define	MGL_lineFast(p1,p2)		MGL_lineCoordFast((p1).x,(p1).y,(p2).x,(p2).y)
#define	MGL_lineFX(p1,p2)		MGL_lineCoordFX((p1).x,(p1).y,(p2).x,(p2).y)
#define	MGL_lineFastFX(p1,p2)	MGL_lineCoordFastFX((p1).x,(p1).y,(p2).x,(p2).y)
#define	MGL_cLineFast(p1,p2)	MGL_cLineCoordFast((p1).p.x,(p1).p.y,(p1).c,(p2).p.x,(p2).p.y,(p2).c)
#define	MGL_rgbLineFast(p1,p2)	MGL_rgbLineCoordFast((p1).p.x,(p1).p.y,(p1).c.r,(p1).c.g,(p1).c.b,(p2).p.x,(p2).p.y,(p2).c.r,(p2).c.g,(p2).c.b)
#define	MGL_zLineFast(p1,p2)	MGL_zLineCoordFast((p1).p.x,(p1).p.y,(p1).z,(p2).p.x,(p2).p.y,(p2).z)
#define	MGL_czLineFast(p1,p2)	MGL_czLineCoordFast((p1).p.x,(p1).p.y,(p1).z,(p1).c,(p2).p.x,(p2).p.y,(p2).z,(p2).c)
#define	MGL_rgbzLineFast(p1,p2)	MGL_rgbzLineCoordFast((p1).p.x,(p1).p.y,(p1).z,(p1).c.r,(p1).c.g,(p1).c.b,(p2).p.x,(p2).p.y,(p2).z,(p2).c.r,(p2).c.g,(p2).c.b)

#define	MGL_zClearPt(lt,rb,z)	MGL_zClearCoord((lt).x,(lt).y,	\
									(rb).x,(rb).y,z)
#define	MGL_zClear(r,z)			MGL_zClearCoord((r).left,(r).top,	\
									(r).right,(r).bottom,z)
#define	MGL_lineTo(p)			MGL_lineToCoord((p).x,(p).y)
#define	MGL_lineRel(p)			MGL_lineRelCoord((p).x,(p).y);
#define	MGL_rectPt(lt,rb)		MGL_rectCoord((lt).x,(lt).y,(rb).x,(rb).y)
#define	MGL_rect(r)				MGL_rectCoord((r).left,(r).top,			\
									(r).right,(r).bottom)
#define	MGL_drawBorder(r,s,t)	MGL_drawBorderCoord((r).left,(r).top,	\
									(r).right,(r).bottom,(s),(t))
#define	MGL_fillRectPt(lt,rb)	MGL_fillRectCoord((lt).x,(lt).y,	\
									(rb).x,(rb).y)
#define	MGL_fillRect(r)			MGL_fillRectCoord((r).left,(r).top,	\
									(r).right,(r).bottom)
#define	MGL_bitBlt(d,s,r,dl,dt,op) 	MGL_bitBltCoord((d),(s),(r).left,		\
									(r).top,(r).right,(r).bottom,dl,dt,op)
#define	MGL_bitBltLin(d,s,so,r,op) MGL_bitBltLinCoord((d),(s),so,			\
									(r).left,(r).top,(r).right,(r).bottom,op)
#define	MGL_stretchBlt(d,s,sr,dr) 	MGL_stretchBltCoord((d),(s),(sr).left,		\
									(sr).top,(sr).right,(sr).bottom,	\
									(dr).left,(dr).top,(dr).right,(dr).bottom)
#define	MGL_transBlt(d,s,r,dl,dt,c,st)	MGL_transBltCoord((d),(s),(r).left,		\
									(r).top,(r).right,(r).bottom,dl,dt,c,st)
#define	MGL_transBltLin(d,s,so,r,c,st) MGL_transBltLinCoord((d),(s),so,	\
									(r).left,(r).top,(r).right,(r).bottom,c,st)
#define	MGL_getDivot(dc,r,divot) MGL_getDivotCoord(dc,(r).left,(r).top,	\
									(r).right,(r).bottom,divot)
#define	MGL_divotSize(dc,r)		MGL_divotSizeCoord(dc,(r).left,(r).top,\
									(r).right,(r).bottom)
#define	MGL_isSimpleRegion(r)	(((region_t*)(r))->spans == NULL)
#define	MGL_rgnLine(p1,p2,p)	MGL_rgnLineCoord((p1).x,(p1).y,(p2).x,(p2).y,p)
#define	MGL_rgnLineFX(p1,p2,p)	MGL_rgnLineCoordFX((p1).x,(p1).y,(p2).x,(p2).y,p)
#define	MGL_rgnSolidRectPt(lt,rb)	MGL_rgnSolidRectCoord((lt).x,(lt).y,	\
									(rb).x,(rb).y)
#define	MGL_rgnSolidRect(r)			MGL_rgnSolidRectCoord((r).left,(r).top,	\
									(r).right,(r).bottom)

/* Fast color packing/unpacking routines implemented as macros */

#define	MGL_packColorFast(pf,R,G,B)													\
 ((ulong)(((uchar)(R) >> (pf)->redAdjust) & (pf)->redMask) << (pf)->redPos)			\
 | ((ulong)(((uchar)(G) >> (pf)->greenAdjust) & (pf)->greenMask) << (pf)->greenPos)	\
 | ((ulong)(((uchar)(B) >> (pf)->blueAdjust) & (pf)->blueMask) << (pf)->bluePos)

#define	MGL_unpackColorFast(pf,c,R,G,B)												\
{																					\
 (R) = (uchar)((((ulong)(c) >> (pf)->redPos) & (pf)->redMask) << (pf)->redAdjust);		\
 (G) = (uchar)((((ulong)(c) >> (pf)->greenPos) & (pf)->greenMask) << (pf)->greenAdjust);\
 (B) = (uchar)((((ulong)(c) >> (pf)->bluePos) & (pf)->blueMask) << (pf)->blueAdjust);	\
}

/* Macros to access the RGB components in a packed 24 bit RGB tuple */

#define	MGL_rgbRed(c)	(((uchar*)&(c))[2])
#define	MGL_rgbGreen(c)	(((uchar*)&(c))[1])
#define	MGL_rgbBlue(c)	(((uchar*)&(c))[0])

/* Fast 24 bit color packing/unpacking routines implemented as macros */

#define	MGL_packColorRGBFast(R,G,B)											\
 (((ulong)((uchar)(R)) << 16) | ((ulong)((uchar)(G)) << 8) | (uchar)(B))

#define	MGL_packColorRGBFast2(c,R,G,B)										\
{																			\
 MGL_rgbRed(c) = (uchar)(R);												\
 MGL_rgbGreen(c) = (uchar)(G);												\
 MGL_rgbBlue(c) = (uchar)(B);												\
}

#define	MGL_unpackColorRGBFast(c,R,G,B)										\
{																			\
 (R) = MGL_rgbRed(c);														\
 (G) = MGL_rgbGreen(c);														\
 (B) = MGL_rgbBlue(c);														\
}

#ifdef	__cplusplus
}				/* End of "C" linkage for C++   */
#include "mglrect.hpp"		/* Include C++ point/rectangle classes                  */
#endif				/* __cplusplus */
/* Include appropriate platform specific bindings */
#if defined(MGLWIN) || defined(__WINDOWS__)
#include "mglwin.h"
#elif defined(MGLPM) || defined(__OS2__)
/*#include "mglpm.h"*/
#elif defined(MGLX) || defined(__UNIX__)
/*#include "mglx.h"*/
#else
#include "mgldos.h"
#endif
#pragma pack()			/* Return to default packing                            */
#endif				/* __MGRAPH_H */
