Public Attributes | |
| MemHandle | pictureBitmapH [ObjectBitmapCount] |
| BitmapPtr | pictureBitmapP [ObjectBitmapCount] |
| MemPtr | pictureBitmapBitsP [ObjectBitmapCount] |
| Boolean | pictureIsTransparent [ObjectBitmapCount] |
| Boolean | pad1 [3] |
| UInt32 | pictureTransparencyIndex [ObjectBitmapCount] |
| Boolean | customBlitting |
| Boolean | pad2 [3] |
| UInt16 | soundAmp |
| UInt16 | pad3 [1] |
| Int16 | screenWidth |
| Int16 | screenHeight |
| WinHandle | screenBufferH |
| UInt8 * | screenBufferP |
| WinHandle | currentDrawWindowH |
| Boolean | isInputMasked |
| Boolean | pad4 [3] |
| AppJoystickInput | joystickInput |
| TwInput | inputQueueP |
| Int32 * | inputFormatP |
| Int16 | gameMenuSelected |
| Indicates which game menu item is selected. | |
| Int16 | pad5 [1] |
| UInt32 | cycleNextTime |
| Controls when the next cycle starts. | |
| UInt32 | cycleDurationTime |
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Controls when the next cycle starts.
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Indicates which game menu item is selected.
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These are used to get the input. isInputMasked prevents them from being set or unset repeatedly. The padding inserted is to achieve ARM alignment for these data structures. NOTE: replace with compiler options when CW9 is avaiable. |
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These are only used if customBlitting is true. They cache some of the info on the pictures that will be used often. Custom blitting means using a custom blitter drawing to a frame buffer, versus using the standard API calls. |
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1.3-rc3