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// Copyright (c) 1997 Philip A. Hardin (pahardin@cs.utexas.edu)
// This program is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License v2 or later.


#include "general.h"
#include "pt2d.h"
#include "bbcolor.h"
#include "gfxtarget.h"

#define MINWINWIDTH 400
#define MINWINHEIGHT (200+6*14+2)

/* Graphics Target class.
   The "graphics target" is all the OS-specific data needed to draw to the
   game window.  Encapsulating it here makes BattleBall easier to port to
   other OS's.

   The text-printing stuff here is ugly.  It could have a MUCH cleaner, nicer
struct bbGfxTarget : gfxTarget {
  pt2d            gfxSize;    // width, height of 3d gfx area in pixels
  pt2d            fontSize;   // font width, height+1 in pixels
  pt2d            textSize;   // width, height of text area, including
                                // borders, in pixels
  pt2d            cursorOrg;  // position of text cursor's (0,0) origin,
                                // in pixels
  pt2d            cursor;           // text cursor position (text coords)
  int       rightmost;  // rightmost text position printed to (text
                                // coords)
  XFontStruct   *font;

  ulong           colors[totalColors];  // X color lookup table
  Drawable  savedWin;             // X window; used for double-buffering
  GC        savedGc;              // X GC;     used for double-buffering

  ulong     *Colors() {return colors;};
  void      LoadFont(const char*);
  void      GetGC();
  void      CreateWindow(int,char*[]);
  void      AllocColors(char**,int);
  void      HandleResize(XEvent *event,bool refit);
  pt2d      PixelPos(const pt2d& pt);
  void      DoubleBufferBegin();
  void      DoubleBufferEnd();

  bbGfxTarget& operator<<(char*);
  bbGfxTarget& Box(int,int,int=1,int=1,bool hl=false);
  bbGfxTarget& Tab(int blanks=1,int newy=0);

  void      GetColor(char*,ulong&);


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