/********
* File
*/
/**
* Open a file, for file modes see {@link FILE}. Files can only either be read or written, never both.Writing to a closed file throws an exception.
* @class
* @param {string} filename the name of the file.
* @param {string} mode READ, WRITE or APPEND.
*/
function File(filename, mode) { }
/**
* Read a single byte from file and return it as number.
* @returns {number} the byte as a number or null for EOF.
*/
File.prototype.ReadByte = function () { };
/**
* Write a single byte to a file.
*/
File.prototype.WriteByte = function (ch) { };
/**
* Read a line of text from file. The maximum line length is 4096 byte.
* @returns {string} the next line or null for EOF.
*/
File.prototype.ReadLine = function () { };
/**
* Write a NEWLINE terminated string to a file.
* @param {string} txt the string to write.
*/
File.prototype.WriteLine = function (txt) { };
/**
* Write a string to a file.
* @param {string} txt the string to write.
*/
File.prototype.WriteString = function (txt) { };
/**
* Close the file.
*/
File.prototype.Close = function () { };
/********
* Bitmap
*/
/**
* Load a BMP, TGA or PCX image.
* @constructor
* @param {string} filename name of the BMP or PNG file.
*//**
* create empty bitmap of given size.
* @constructor
* @param {number} width bitmap width.
* @param {number} height bitmap width.
*//**
* create Bitmap from integer array.
* @constructor
* @param {number[]} data 32bit integer data interpreted as ARGB.
* @param {number} width bitmap width.
* @param {number} height bitmap height.
*//*
* create Bitmap from current (3dfx) screen.
* @constructor
* @param {number} x screen x position.
* @param {number} y screen y position.
* @param {number} width bitmap width.
* @param {number} height bitmap height.
* @param {GR_BUFFER} [buffer] one of FRONTBUFFER, BACKBUFFER or AUXBUFFER for 3dfx access, omit for normal screen acccess.
*/
function Bitmap(filename) { };
/**
* Name of the file.
*/
Bitmap.filename = null;
/**
* Width in pixels
*/
Bitmap.width = null;
/**
* Height in pixels
*/
Bitmap.height = null;
/**
* Draw the image to the canvas at given coordinates.
* @param {number} x position to draw to.
* @param {number} y position to draw to.
*/
Bitmap.prototype.Draw = function (x, y) { };
/**
* Draw the image to the canvas at given coordinates.
*
* @param {number} srcX source position to draw from.
* @param {number} srcY source position to draw from.
* @param {number} srcW source size to draw from.
* @param {number} srcH source size to draw from.
* @param {number} destX position to draw to.
* @param {number} destY position to draw to.
* @param {number} destW size to draw.
* @param {number} destH size to draw.
*/
Bitmap.prototype.DrawAdvanced = function (srcX, srcY, srcW, srcH, destX, destY, destW, destH) { };
/**
* Draw the image to the canvas at given coordinates using the alpha channel transparency. Only works for 32bit TGA with alpha channel information.
* @param {number} x position to draw to.
* @param {number} y position to draw to.
*/
Bitmap.prototype.DrawTrans = function (x, y) { };
/**
* Get the color of a pixel of this image.
* @param {number} x position.
* @param {number} y position.
* @returns {number} the color of the pixel.
*/
Bitmap.prototype.GetPixel = function (x, y) { };
/**
* draw the bitmap directly into the 3dfx/voodoo framebuffer (only works when fxInit() was called).
*
* @param {number} x position to draw to.
* @param {number} y position to draw to.
* @param {GR_BUFFER} buffer one of FRONTBUFFER, BACKBUFFER or AUXBUFFER
* @param {boolean} pipeline true if the pixels shall be processed by the voodoos pixel pipeline, false to just draw.
*/
Bitmap.prototype.FxDrawLfb = function (x, y, buffer, pipeline) { };
/********
* Font
*/
/**
* Load a '.FNT' file for GRX.
* @class
* @param {*} filename name of the font file.
*/
function Font(filename) { }
/**
* Name of the FNT file.
*/
Font.filename = null;
/**
* Font height
*/
Font.height = null;
/**
* Draw a left aligned string to the canvas.
* @param {number} x x position
* @param {number} y y position.
* @param {string} text the string to draw.
* @param {Color} foreground foreground color.
* @param {Color} background background color.
*/
Font.prototype.DrawStringLeft = function (x, y, text, foreground, background) { };
/**
* Draw a center aligned string to the canvas.
* @param {number} x x position
* @param {number} y y position.
* @param {string} text the string to draw.
* @param {Color} foreground foreground color.
* @param {Color} background background color.
*/
Font.prototype.DrawStringCenter = function (x, y, text, foreground, background) { };
/**
* Draw a right aligned string to the canvas.
* @param {number} x x position
* @param {number} y y position.
* @param {string} text the string to draw.
* @param {Color} foreground foreground color.
* @param {Color} background background color.
*/
Font.prototype.DrawStringRight = function (x, y, text, foreground, background) { };
/**
* Calculate string width for this font.
* @param {string} text the string to check.
* @returns {number} the width in pixels.
*/
Font.prototype.StringWidth = function (text) { };
/**
* Calculate string height for this font.
* @param {string} text the string to check.
* @returns {number} the height in pixels.
*/
Font.prototype.StringHeight = function (text) { };
/********
* Sample/Module
*/
/**
* Load a WAV-file.
* @class
* @param {string} filename
*/
function Sample(filename) { }
/**
* Name of the WAV.
*/
Sample.filename = null;
/**
* Sound length.
*/
Sample.length = null;
/**
* Sound frequency.
*/
Sample.frequency = null;
/**
* Sound resolution.
*/
Sample.bits = null;
/**
* mono/stereo indicator.
*/
Sample.stereo = null;
/**
* Play the WAV.
* @param {number} volume between 0-255.
* @param {number} panning between (left) 0-255 (right).
* @param {boolean} loop true := sample will loop, false := sample will only be played once.
* @returns {number} used voice number or null if not played.
*/
Sample.prototype.Play = function (volume, panning, loop) { };
/**
* Stop playing.
*/
Sample.prototype.Stop = function () { };
/**
* Get sample data.
* @param {number} sample index to return.
* @returns {number} The sample value at that position. The sample data are always in unsigned format.
*/
Sample.prototype.Get = function (idx) { };
/********
* MIDI
*/
/**
* Load a midi file.
* @class
* @param {string} filename the name of the MIDI file.
*/
function Midi(filename) { }
/**
* Play the midi file.
*/
Midi.prototype.Play = function () { };
/********
* ZBuffer
*/
/**
* Create a ZBuffer. A ZBuffer must be set as current before using it.
* @class
* @param {Bitmap} bitmap the bitmap to draw to or null for the screen.
*/
function ZBuffer(bitmap) { }
/**
* Clear ZBuffer with given value.
* @param {number} z value to use for clearing.
*/
ZBuffer.prototype.Clear = function (z) { };
/**
* Set this ZBuffer as current.
*/
ZBuffer.prototype.Set = function () { };
/********
* TexInfo
*/
/**
* create new texture from 3df file or a Bitmap.
* @class
* @param {(string|Bitmap)} src 3df file to load as texture or Bitmap to convert to texture
*/
function TexInfo(src) { }
/**
* filename
*/
TexInfo.filename = null;
/**
* large LOD
*/
TexInfo.largeLod = null;
/**
* small LOD
*/
TexInfo.smallLod = null;
/**
* aspect ratio
*/
TexInfo.aspectRatio = null;
/**
* texture format
*/
TexInfo.format = null;
/**
* table type
*/
TexInfo.tableType = null;
/**
* size of texture
*/
TexInfo.textureSize = null;
/**
* texture mem address (if downloaded)
*/
TexInfo.address = null;
/**
* TMU (if downloaded)
*/
TexInfo.tmu = null;
/**
* download the MIP map to texture memory.
* @param {GR_TMU} tmu the TMU unit to download to.
* @param {number} address destination memory address in texture memory.
* @param {GR_MIPMAPLEVELMASK} evenOdd one of GR_MIPMAPLEVELMASK.
*/
TexInfo.prototype.DownloadMipMap = function (tmu, address, evenOdd) { };
/**
* mark the texture as 'not downloaded' again.
*/
TexInfo.prototype.MarkUnused = function () { };
/**
* specify this TexInfo as the current texture source for rendering.
* @param {GR_MIPMAPLEVELMASK} evenOdd one of GR_MIPMAPLEVELMASK.
*/
TexInfo.prototype.Source = function (evenOdd) { };
/**
* return the texture memory consumed by a texture
* @param {GR_MIPMAPLEVELMASK} evenOdd one of GR_MIPMAPLEVELMASK.
* @returns {number} size of texture in bytes.
*/
TexInfo.prototype.MemRequired = function (evenOdd) { };
/********
* FxState
*/
/**
* save current glide state into this object.
*/
function FxState() { }
/**
* restore glide state from this object.
*/
FxState.prototype.Set = function () { }