/* Emacs style mode select   -*- C++ -*-
 *-----------------------------------------------------------------------------
 *
 *
 *  PrBoom: a Doom port merged with LxDoom and LSDLDoom
 *  based on BOOM, a modified and improved DOOM engine
 *  Copyright (C) 1999 by
 *  id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman
 *  Copyright (C) 1999-2000 by
 *  Jess Haas, Nicolas Kalkhof, Colin Phipps, Florian Schulze
 *  Copyright 2005, 2006 by
 *  Florian Schulze, Colin Phipps, Neil Stevens, Andrey Budko
 *
 *  This program is free software; you can redistribute it and/or
 *  modify it under the terms of the GNU General Public License
 *  as published by the Free Software Foundation; either version 2
 *  of the License, or (at your option) any later version.
 *
 *  This program is distributed in the hope that it will be useful,
 *  but WITHOUT ANY WARRANTY; without even the implied warranty of
 *  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 *  GNU General Public License for more details.
 *
 *  You should have received a copy of the GNU General Public License
 *  along with this program; if not, write to the Free Software
 *  Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
 *  02111-1307, USA.
 *
 * DESCRIPTION:
 *
 *---------------------------------------------------------------------
 */

#ifndef _GL_STRUCT_H
#define _GL_STRUCT_H

extern int nodesVersion;


extern byte *staticPlaypal;		// JDC: added to avoid the continuous lookup of PLAYPAL

void gld_Init(int width, int height);
void gld_InitCommandLine();

void gld_DrawNumPatch(int x, int y, int lump, int cm, enum patch_translation_e flags);
void gld_DrawBackground(const char* name);
void gld_DrawLine(int x0, int y0, int x1, int y1, int BaseColor);
void gld_DrawWeapon(int weaponlump, vissprite_t *vis, int lightlevel);
void gld_FillBlock(int x, int y, int width, int height, int col);
void gld_SetPalette(int palette);

unsigned char *gld_ReadScreen (void);

void gld_CleanMemory(void);
void gld_PreprocessLevel(void);

void gld_Set2DMode();
void gld_InitDrawScene(void);
void gld_StartDrawScene(void);
void gld_AddPlane(int subsectornum, visplane_t *floor, visplane_t *ceiling);
void gld_AddWall(seg_t *seg);
void gld_AddSprite(vissprite_t *vspr);
void gld_DrawScene(player_t *player);
void gld_EndDrawScene(void);
void gld_Finish();

#endif // _GL_STRUCT_H
