/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */ #include "SeriousSam/StdH.h" #include "LCDDrawing.h" // !!! FIXME : lose this, just use _pGame->LCD*() directly! #ifdef PLATFORM_WIN32 extern void LCDInit(void) { _pGame->LCDInit(); } extern void LCDEnd(void) { _pGame->LCDEnd(); } extern void LCDPrepare(FLOAT fFade) { _pGame->LCDPrepare(fFade); } extern void LCDSetDrawport(CDrawPort *pdp) { _pGame->LCDSetDrawport(pdp); } extern void LCDDrawBox(PIX pixUL, PIX pixDR, PIXaabbox2D &box, COLOR col) { _pGame->LCDDrawBox(pixUL, pixDR, box, col); } extern void LCDScreenBoxOpenLeft(COLOR col) { _pGame->LCDScreenBoxOpenLeft(col); } extern void LCDScreenBoxOpenRight(COLOR col) { _pGame->LCDScreenBoxOpenRight(col); } extern void LCDScreenBox(COLOR col) { _pGame->LCDScreenBox(col); } extern void LCDRenderClouds1(void) { _pGame->LCDRenderClouds1(); } extern void LCDRenderClouds2(void) { _pGame->LCDRenderClouds2(); } extern void LCDRenderGrid(void) { _pGame->LCDRenderGrid(); } extern COLOR LCDGetColor(COLOR colDefault, const char *strName) { return _pGame->LCDGetColor(colDefault, strName); } extern COLOR LCDFadedColor(COLOR col) { return _pGame->LCDFadedColor(col); } extern COLOR LCDBlinkingColor(COLOR col0, COLOR col1) { return _pGame->LCDBlinkingColor(col0, col1); } extern void LCDDrawPointer(PIX pixI, PIX pixJ) { _pGame->LCDDrawPointer(pixI, pixJ); } #endif