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<H2><A HREF ="#DOC.DOCU" > <IMG BORDER=0 SRC=down.gif></A>    </H2>
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<IMG BORDER=0 SRC=icon1.gif>interface  ICamera  :  public  <!2><A HREF="#DOC.248">IUnknown</A> DECLARE_IUNKNOWN() <B>(GetInvAspect)</B>(float& retval)
 <DD><I>temporary - subject to change</I>
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<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(GetAspect)</B>(float& retval)
 <DD><I></I>
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<IMG BORDER=0 SRC=icon1.gif> <A HREF=IUnknown.html><B>IUnknown</B></A> 
 <DD><I>
Interface to a configurator object</I>
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<IMG BORDER=0 SRC=icon1.gif>COM_METHOD_DECL  <B>SetOption</B>(int <!2><A HREF="#DOC.550">id</A>, csVariant* value)
 <DD><I></I>
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<IMG BORDER=0 SRC=icon1.gif>COM_METHOD_DECL  <B>GetOption</B>(int <!2><A HREF="#DOC.550">id</A>, csVariant* value)
 <DD><I></I>
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<IMG BORDER=0 SRC=icon1.gif>COM_METHOD_DECL  <B>GetNumberOptions</B>(int& num)
 <DD><I></I>
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<IMG BORDER=0 SRC=icon1.gif>COM_METHOD_DECL  <B>GetOptionDescription</B>(int idx, csOptionDescription* option)
 <DD><I></I>
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<IMG BORDER=0 SRC=icon1.gif> struct  <B>ImageArea</B>
 <DD><I>This structure is used for saving/restoring areas of screen</I>
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<IMG BORDER=0 SRC=icon1.gif> struct  <B>RGBpaletteEntry</B>
 <DD><I>A RGB palette entry</I>
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<IMG BORDER=0 SRC=icon1.gif> <A HREF=csMouseCursorID.html><B>csMouseCursorID</B></A> 
 <DD><I>
Standard mouse cursor IDs</I>
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<IMG BORDER=0 SRC=icon1.gif> <A HREF=csPixelFormat.html><B>csPixelFormat</B></A> 
 <DD><I>
Structure describing the pixel format</I>
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<IMG BORDER=0 SRC=icon1.gif> <A HREF=IUnknown.2.html><B>IUnknown</B></A> 
 <DD><I>
This is the interface for 2D renderer</I>
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<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(Initialize)</B>()
 <DD><I>Initialize the 2D graphics system.</I>
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<IMG BORDER=0 SRC=icon1.gif> <A HREF=BeginDraw.html><B>(BeginDraw)</B></A> 
 <DD><I>
This routine should be called before any draw operations</I>
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<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(FinishDraw)</B>()
 <DD><I>This routine should be called when you finished drawing.</I>
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<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(Print)</B>(<!1><A HREF="csRect.html">csRect</A>* pArea)
 <DD><I>(*) Flip video pages (or dump backbuffer into framebuffer).</I>
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<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(Clear)</B>(int color)
 <DD><I>Clear backbuffer.</I>
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<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(ClearAll)</B>(int color)
 <DD><I>Clear all video pages.</I>
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<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(DrawLine)</B>(float x1, float y1, float x2, float y2, int color)
 <DD><I>Draw a line.</I>
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<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(DrawBox)</B>(int x1, int x2, int y1, int y2, int color)
 <DD><I>Draw a box</I>
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<IMG BORDER=0 SRC=icon1.gif> <A HREF=ClipLine.html><B>(ClipLine)</B></A> 
 <DD><I>
Clip a line against given rectangle</I>
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<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(DrawPixel)</B>(int x, int y, int color)
 <DD><I>Draw a pixel.</I>
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<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(GetPixelAt)</B>(int x, int y, unsigned char** pPixel)
 <DD><I>Returns the address of the pixel at the specified (x, y) coordinates.</I>
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<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(DrawSprite)</B>(ITextureHandle *hTex, int sx, int sy, int sw, int sh, int tx, int ty, int tw, int th)
 <DD><I>Draw a sprite using a rectangle from given texture</I>
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<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(DoubleBuffer)</B>(bool Enable)
 <DD><I>Enable or disable double buffering; returns S_OK or S_FALSE.</I>
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<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(GetDoubleBufferState)</B>(bool& State)
 <DD><I>Get the double buffer state</I>
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<IMG BORDER=0 SRC=icon1.gif> <A HREF=SaveArea.html><B>(SaveArea)</B></A> 
 <DD><I>
Save a subarea of screen area into the variable Data</I>
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<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(RestoreArea)</B>(<!2><A HREF="#DOC.8">ImageArea</A>* Area, bool bFree)
 <DD><I>Restore a subarea of screen saved with SaveArea()</I>
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<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(FreeArea)</B>(<!2><A HREF="#DOC.8">ImageArea</A>* Area)
 <DD><I>Free storage allocated for a subarea of screen</I>
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<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(GetClipRect)</B>(int& nMinX, int& nMinY, int& nMaxX, int& nMaxY)
 <DD><I>Retrieve clipping rectangle</I>
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<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(SetClipRect)</B>(int nMinX, int nMinY, int nMaxX, int nMaxY)
 <DD><I>Set clipping rectangle</I>
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<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(SetMousePosition)</B>(int x, int y)
 <DD><I>Set mouse position (relative to top-left of CS window).</I>
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<IMG BORDER=0 SRC=icon1.gif> <A HREF=SetMouseCursor.html><B>(SetMouseCursor)</B></A> 
 <DD><I>
Set mouse cursor to one of predefined shape classes
(see csmcXXX enum above)</I>
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<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(SetRGB)</B>(int i, int r, int g, int b)
 <DD><I>(*) Set a color index to given R,G,B (0..255) values</I>
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<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(Write)</B>(int x, int y, int fg, int bg, char* str)
 <DD><I>Write a text string into the back buffer</I>
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<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(WriteChar)</B>(int x, int y, int fg, int bg, char c)
 <DD><I>Write a single character.</I>
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<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(GetFontID)</B>(int& <!2><A HREF="#DOC.550">id</A>)
 <DD><I>Gets the type of the font.</I>
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<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(SetFontID)</B>(int <!2><A HREF="#DOC.550">id</A>)
 <DD><I>Sets the type of the font.</I>
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<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(Open)</B>(char *Title)
 <DD><I>Open the device.</I>
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<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(Close)</B>()
 <DD><I>Close the device.</I>
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<IMG BORDER=0 SRC=icon1.gif> <A HREF=PerformExtension.html><B>(PerformExtension)</B></A> 
 <DD><I>
Perform a system specific exension</I>
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<IMG BORDER=0 SRC=icon1.gif>interface  IGraphicsInfo  :  public  <B>IUnknown</B>
 <DD><I>
This interface is used to retrieve information
about the current pixel format and palette
entries</I>
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<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(GetPage)</B>(int& nPage)
 <DD><I>Get active videopage number (starting from zero)</I>
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<IMG BORDER=0 SRC=icon1.gif> <A HREF=GetPixelBytes.html><B>(GetPixelBytes)</B></A> 
 <DD><I>
Return the number of bytes for every pixel</I>
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<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(GetPixelFormat)</B>(<!1><A HREF="csPixelFormat.html">csPixelFormat</A>* PixelFormat)
 <DD><I>
Return information about about the pixel format</I>
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<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(GetFontID)</B>(int& nID)
 <DD><I>Get the current font ID</I>
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<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(GetWidth)</B>(int& nWidth)
 <DD><I>Return the width of the framebuffer.</I>
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<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(GetHeight)</B>(int& nHeight)
 <DD><I>Return the height of the framebuffer.</I>
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<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(GetIsFullScreen)</B>(bool& bIsFullScreen)
 <DD><I>Returns 'true' if the program is being run full-screen.</I>
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<IMG BORDER=0 SRC=icon1.gif> <A HREF=GetNumPalEntries.html><B>(GetNumPalEntries)</B></A> 
 <DD><I>
Return the number of palette entries that can be modified</I>
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<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(GetPalette)</B>(<!2><A HREF="#DOC.9">RGBpaletteEntry</A>** pPalette)
 <DD><I>Get the palette (if there is one)</I>
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<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(GetStringError)</B>(HRESULT hRes, char* szErrorString)
 <DD><I>Get the string equivilent of the HRESULT.</I>
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<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(GetTextWidth)</B>(int &Width, int Font, char *text)
 <DD><I>Get the width of a string if it would be drawn with given font</I>
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<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(GetTextHeight)</B>(int &Height, int Font)
 <DD><I>Get the height of given font</I>
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<IMG BORDER=0 SRC=icon1.gif>interface  <!2><A HREF="#DOC.981">IGraphics2DFactory</A>  :  public  <!2><A HREF="#DOC.248">IUnknown</A> STDMETHOD <B>(CreateInstance)</B>(REFIID riid, <!1><A HREF="ISystem.html">ISystem</A>* piSystem, void** ppv)
 <DD><I>Create the graphics context</I>
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<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(LockServer)</B>(COMBOOL bLock)
 <DD><I>Lock or unlock from memory.</I>
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<IMG BORDER=0 SRC=icon1.gif>#define <B>CS_FX_MASK_MIXMODE</B>
 <DD><I>
Mix modes for DrawPolygonFX ()
The constants below can be ORed together if they belong to different masks</I>
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<IMG BORDER=0 SRC=icon1.gif>#define <B>CS_FX_SETALPHA</B>(alpha)
 <DD><I>Macro for easier setting of alpha bits into mixmode</I>
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<IMG BORDER=0 SRC=icon1.gif> <A HREF=G3DVertex.html><B>G3DVertex</B></A> 
 <DD><I>Vertex Structure for use with G3DPolygonDP and G3DPolygonAFP</I>
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<IMG BORDER=0 SRC=icon1.gif> <A HREF=G3DTexturedVertex.html><B>G3DTexturedVertex</B></A> 
 <DD><I>Vertex Structure for use with G3DPolygonDPQ</I>
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<IMG BORDER=0 SRC=icon1.gif> <A HREF=G3DFogInfo.html><B>G3DFogInfo</B></A> 
 <DD><I>Extra information for vertex fogging.</I>
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<IMG BORDER=0 SRC=icon1.gif> <A HREF=G3DTexturePlane.html><B>G3DTexturePlane</B></A> 
 <DD><I></I>
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<IMG BORDER=0 SRC=icon1.gif> <A HREF=G3DPolyNormal.html><B>G3DPolyNormal</B></A> 
 <DD><I></I>
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<IMG BORDER=0 SRC=icon1.gif> <A HREF=G3DPolygonDPFX.html><B>G3DPolygonDPFX</B></A> 
 <DD><I>Structure containing all info needed by DrawPolygonFX (DPFX)</I>
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<IMG BORDER=0 SRC=icon1.gif> <A HREF=G3DPolygonDP.html><B>G3DPolygonDP</B></A> 
 <DD><I>Structure containing all info needed by DrawPolygon (DP)</I>
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<IMG BORDER=0 SRC=icon1.gif>typedef  <!1><A HREF="G3DPolygonDP.html">G3DPolygonDP</A>  <B>G3DPolygonDPF</B>
 <DD><I>Structure containing all info needed by DrawPolygonFlat (DPF)</I>
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<IMG BORDER=0 SRC=icon1.gif> <A HREF=G3DPolygonAFP.html><B>G3DPolygonAFP</B></A> 
 <DD><I>Structure containing all info needed by AddFogPolygon (AFP)</I>
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<IMG BORDER=0 SRC=icon1.gif> <A HREF=G3DFltLight.html><B>G3DFltLight</B></A> 
 <DD><I></I>
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<IMG BORDER=0 SRC=icon1.gif> enum  <B>G3DZBufMode</B>
 <DD><I>Don't test/write, write, test, and write/test, respectively.</I>
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<IMG BORDER=0 SRC=icon1.gif> enum  <B>G3D_RENDERSTATEOPTION</B>
 <DD><I></I>
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<IMG BORDER=0 SRC=icon1.gif> <B></B>
 <DD><I>Bit flags for IGraphics3D::BeginDraw ()</I>
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<IMG BORDER=0 SRC=icon1.gif>#define <B>CSDRAW_2DGRAPHICS</B>
 <DD><I>We're going to draw 2D graphics</I>
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<IMG BORDER=0 SRC=icon1.gif>#define <B>CSDRAW_3DGRAPHICS</B>
 <DD><I>We're going to draw 3D graphics</I>
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<IMG BORDER=0 SRC=icon1.gif>#define <B>CSDRAW_CLEARZBUFFER</B>
 <DD><I>Clear Z-buffer ?</I>
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<IMG BORDER=0 SRC=icon1.gif>#define <B>CSDRAW_CLEARSCREEN</B>
 <DD><I>Clear frame buffer ?</I>
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<IMG BORDER=0 SRC=icon1.gif> enum  <B>G3D_COLORMODEL</B>
 <DD><I></I>
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<IMG BORDER=0 SRC=icon1.gif> enum  <B>G3D_RASTERCAPS</B>
 <DD><I></I>
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<IMG BORDER=0 SRC=icon1.gif> enum  <B>G3D_SHADECAPS</B>
 <DD><I></I>
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<IMG BORDER=0 SRC=icon1.gif> enum  <B>G3D_FILTERCAPS</B>
 <DD><I></I>
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<IMG BORDER=0 SRC=icon1.gif> enum  <B>G3D_FOGMETHOD</B>
 <DD><I></I>
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<IMG BORDER=0 SRC=icon1.gif> struct  <B>G3D_PRIMCAPS</B>
 <DD><I></I>
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<IMG BORDER=0 SRC=icon1.gif> struct  <B>G3D_CAPS</B>
 <DD><I></I>
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<IMG BORDER=0 SRC=icon1.gif> <A HREF=IUnknown.3.html><B>IUnknown</B></A> 
 <DD><I>
This is the standard 3D graphics interface</I>
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<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(Initialize)</B>()
 <DD><I>Initialize the 3D graphics system.</I>
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<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(Open)</B>(char *Title)
 <DD><I>Open the 3D graphics display.</I>
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<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(Close)</B>()
 <DD><I>Close the 3D graphics display.</I>
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<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(SetDimensions)</B>(int width, int height)
 <DD><I>Change the dimensions of the display.</I>
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<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(BeginDraw)</B>(int DrawFlags)
 <DD><I>Start a new frame (see CSDRAW_XXX bit flags)</I>
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<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(FinishDraw)</B>()
 <DD><I>End the frame and do a page swap.</I>
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<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(Print)</B>(<!1><A HREF="csRect.html">csRect</A> *area)
 <DD><I>Print the image in backbuffer</I>
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<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(SetZBufMode)</B>(<!2><A HREF="#DOC.69">G3DZBufMode</A> mode)
 <DD><I>Set the mode for the Z buffer used for drawing the next polygon.</I>
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<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(DrawPolygon)</B>(<!1><A HREF="G3DPolygonDP.html">G3DPolygonDP</A>& poly)
 <DD><I>Draw the projected polygon with light and texture.</I>
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<IMG BORDER=0 SRC=icon1.gif> <A HREF=DrawPolygonDebug.html><B>(DrawPolygonDebug)</B></A> 
 <DD><I>
Draw the projected polygon with light and texture</I>
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<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(DrawLine)</B>(<!1><A HREF="csVector3.html">csVector3</A>& v1, <!1><A HREF="csVector3.html">csVector3</A>& v2, float fov, int color)
 <DD><I>Draw a line in camera space.</I>
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<IMG BORDER=0 SRC=icon1.gif> <A HREF=StartPolygonFX.html><B>(StartPolygonFX)</B></A> 
 <DD><I>
Prepare for drawing a series of Polygon FX which all use
the same settings</I>
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<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(FinishPolygonFX)</B>()
 <DD><I>
Finish drawing a series of Polygon FX</I>
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<IMG BORDER=0 SRC=icon1.gif> <A HREF=DrawPolygonFX.html><B>(DrawPolygonFX)</B></A> 
 <DD><I>
Draw a polygon with special effects</I>
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<IMG BORDER=0 SRC=icon1.gif>COM_METHOD_DECL  <B>GetFogMode</B>(<!2><A HREF="#DOC.80">G3D_FOGMETHOD</A>& fogMethod)
 <DD><I>Get the current fog mode (G3D_FOGMETHOD).</I>
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<IMG BORDER=0 SRC=icon1.gif>COM_METHOD_DECL  <B>SetFogMode</B>(<!2><A HREF="#DOC.80">G3D_FOGMETHOD</A> fogMethod)
 <DD><I>Set the current fog mode as supported by this 3D rasterizer.</I>
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<IMG BORDER=0 SRC=icon1.gif> <A HREF=OpenFogObject.html><B>(OpenFogObject)</B></A> 
 <DD><I>
Initiate a volumetric fog object</I>
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<IMG BORDER=0 SRC=icon1.gif> <A HREF=AddFogPolygon.html><B>(AddFogPolygon)</B></A> 
 <DD><I>
Add a front or back-facing fog polygon in the current fog object</I>
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<IMG BORDER=0 SRC=icon1.gif> <A HREF=CloseFogObject.html><B>(CloseFogObject)</B></A> 
 <DD><I>
Close a volumetric fog object</I>
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<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(CacheTexture)</B>(IPolygonTexture* texture)
 <DD><I>Give a texture to csGraphics3D to cache it.</I>
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<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(UncacheTexture)</B>(IPolygonTexture* texture)
 <DD><I>Release a texture from the cache.</I>
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<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(SetRenderState)</B>(<!2><A HREF="#DOC.70">G3D_RENDERSTATEOPTION</A> op, long val)
 <DD><I>Set a renderstate value.</I>
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<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(GetRenderState)</B>(<!2><A HREF="#DOC.70">G3D_RENDERSTATEOPTION</A> op, long& val)
 <DD><I>Get a renderstate value.</I>
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<IMG BORDER=0 SRC=icon1.gif> <A HREF=GetCaps.html><B>(GetCaps)</B></A> 
 <DD><I>
Get the current driver's capabilities</I>
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<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(GetZBufPoint)</B>(int x, int y, unsigned long** nResult)
 <DD><I>Debugging: get the value of the Z buffer at some location.</I>
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<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(DumpCache)</B>(void)
 <DD><I>Dump the texture cache.</I>
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<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(ClearCache)</B>(void)
 <DD><I>Clear the texture cache.</I>
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<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(GetWidth)</B>(int& nResult)
 <DD><I>Get drawing buffer width</I>
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<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(GetHeight)</B>(int& nResult)
 <DD><I>Get drawing buffer height</I>
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<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(GetColormapFormat)</B>(G3D_COLORMAPFORMAT& g3dFormat)
 <DD><I>Get the texture representation scheme.</I>
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<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(NeedsPO2Maps)</B>()
 <DD><I>Returns S_OK if the driver needs PO2 lightmaps and texture maps, S_FALSE otherwise.</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(GetMaximumAspectRatio)</B>(int& retval)
 <DD><I>Get the maximum aspect ratio of texture maps.</I>
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<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(Get2dDriver)</B>(IGraphics2D** piG2D)
 <DD><I>Get the 2D Driver</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(GetTextureManager)</B>(ITextureManager** piTxtMgr)
 <DD><I>Get the texture manager.</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>interface  IGraphicsContextFactory  :  public  <!2><A HREF="#DOC.248">IUnknown</A> STDMETHOD <B>(CreateInstance)</B>(REFIID riid, <!1><A HREF="ISystem.html">ISystem</A>* piSystem, void** ppv)
 <DD><I>Create the graphics context</I>
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<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(LockServer)</B>(COMBOOL bLock)
 <DD><I>Lock or unlock from memory.</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>interface  IHaloRasterizer  :  public  <B>IUnknown</B>
 <DD><I>IHaloRasterizer: used to render halos (aka "light globes").</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(CreateHalo)</B>(float r, float g, float b, HALOINFO* pRetVal)
 <DD><I>Create a halo of the specified color. This must be destroyed using DestroyHalo.</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(DestroyHalo)</B>(HALOINFO haloInfo)
 <DD><I>Destroy the halo.</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(TestHalo)</B>(<!1><A HREF="csVector3.html">csVector3</A>* pCenter)
 <DD><I>Test to see if a halo would be visible (but don't attempt to draw it)</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(DrawHalo)</B>(<!1><A HREF="csVector3.html">csVector3</A>* pCenter, float fIntensity, HALOINFO haloInfo)
 <DD><I>Draw the halo given a center point and an intensity. </I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(GetImageData)</B>(<!2><A HREF="#DOC.500">RGBPixel</A>** ppResult)
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(GetWidth)</B>(int& nWidth)
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(GetHeight)</B>(int& nHeight)
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(GetSize)</B>(int& nSize)
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(MipMap)</B>(int steps, <!2><A HREF="#DOC.486">Filter3x3</A>* filt1, <!2><A HREF="#DOC.487">Filter5x5</A>* filt2, IImageFile** nimage)
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(MipMap)</B>(int steps, IImageFile** nimage)
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(Blend)</B>(<!2><A HREF="#DOC.486">Filter3x3</A>* filter, IImageFile** nimage)
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(GetMap)</B>(int nMap, unsigned char** ppResult)
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(GetWidth)</B>(int& nWidth)
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(GetHeight)</B>(int& nHeight)
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(GetRealWidth)</B>(int& nWidth)
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(GetRealHeight)</B>(int& nHeight)
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(GetInVideoMemory)</B>(bool& bVal)
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(GetHighColorCache)</B>(<!1><A HREF="HighColorCache_Data.2.html">HighColorCache_Data</A>** pVal)
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(SetInVideoMemory)</B>(bool bVal)
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(SetHighColorCache)</B>(<!1><A HREF="HighColorCache_Data.2.html">HighColorCache_Data</A>* pVal)
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(GetMeanLighting)</B>(int& r, int& g, int& b)
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=IUnknown.4.html><B>IUnknown</B></A> 
 <DD><I>
This is the network interface for CS</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(Open)</B>()
 <DD><I>Open the network driver</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(Close)</B>()
 <DD><I>Close the network driver</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>interface  INetworkDriverFactory:  public  <!2><A HREF="#DOC.248">IUnknown</A> STDMETHOD <B>(CreateInstance)</B>(REFIID riid, <!1><A HREF="ISystem.html">ISystem</A> * piSystem, void **ppv)
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(LockServer)</B>(COMBOOL bLock)
 <DD><I>Lock or unlock from memory.</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=IUnknown.5.html><B>IUnknown</B></A> 
 <DD><I>
This is the network manager interface for CS</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(Open)</B>()
 <DD><I>Open the network manager (should not be called by user)</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(Close)</B>()
 <DD><I>Close the network manager (should not be called by user)</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(DoFrame)</B>()
 <DD><I>Should be called every frame</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(CreateGame)</B>(unsigned short iNumOfPlayers)
 <DD><I>Game management</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(CreatePlayer)</B>()
 <DD><I>Player management</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(CreateGroup)</B>()
 <DD><I>Group management</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(Send)</B>()
 <DD><I>Message management</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(GetLastError)</B>()
 <DD><I>Utility stuff</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>interface  INetworkManagerFactory  :  public  <!2><A HREF="#DOC.248">IUnknown</A> STDMETHOD <B>(CreateInstance)</B>(REFIID riid, <!1><A HREF="ISystem.html">ISystem</A> * piSystem, void **ppv)
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(LockServer)</B>(COMBOOL bLock)
 <DD><I>Lock or unlock from memory.</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>interface  IPolygonSet  :  public  <B>IUnknown</B>
 <DD><I>temporary - subject to change</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(GetName)</B>(const char** szName)
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> struct  <B>ComcsVector3</B>
 <DD><I>COM Vector type - for passing between DLL boundaries only!</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>interface  IPolygon3D  :  public  <B>IUnknown</B>
 <DD><I>temporary - subject to change</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(GetName)</B>(const char** szName)
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(GetParent)</B>(IPolygonSet** retval)
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(GetCameraVector)</B>(int idx, <!2><A HREF="#DOC.160">ComcsVector3</A>* retval)
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(GetTexture)</B>(int nLevel, IPolygonTexture** retval)
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(UsesMipMaps)</B>(void)
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(GetAlpha)</B>(int& retval)
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(GetLightMap)</B>(ILightMap** retval)
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>interface  IPolygonTexture  :  public  <B>IUnknown</B>
 <DD><I>temporary - subject to change</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(GetTextureHandle)</B>(ITextureHandle** retval)
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(GetFDU)</B>(float& retval)
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(GetFDV)</B>(float& retval)
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(GetWidth)</B>(int& retval)
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(GetHeight)</B>(int& retval)
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(GetMipmapLevel)</B>(int& retval)
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(GetShiftU)</B>(int& retval)
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(GetSize)</B>(long& retval)
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(GetTCacheData)</B>(void** retval)
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(SetTCacheData)</B>(void* newval)
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(GetNumPixels)</B>(int& retval)
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(GetMipMapSize)</B>(int& retval)
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(GetMipMapShift)</B>(int& retval)
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(GetIMinU)</B>(int& retval)
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(GetIMinV)</B>(int& retval)
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(GetTextureBox)</B>(float& fMinU, float& fMinV, float& fMaxU, float& fMaxV)
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(GetOriginalWidth)</B>(int& retval)
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(GetPolygon)</B>(IPolygon3D** retval)
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(RecalculateDynamicLights)</B>(bool& recalc)
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(CreateDirtyMatrix)</B>()
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(MakeAllDirty)</B>()
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(CleanIfDirty)</B>(int lu, int lv, bool& retval)
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(GetLightMap)</B>(ILightMap** retval)
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(GetNumberDirtySubTex)</B>(int& nDirty)
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(GetSubtexSize)</B>(int& retval)
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(GetDynlightOpt)</B>(bool& retval)
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=IUnknown.6.html><B>IUnknown</B></A> 
 <DD><I>
This is the sound render interface for CS</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(Open)</B>(ISoundRender *render, int frequency, bool bit16, bool stereo)
 <DD><I>Open the sound render</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(Close)</B>()
 <DD><I>Close the sound render</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(SetVolume)</B>(float vol)
 <DD><I>Set Volume [0, 1]</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(GetVolume)</B>(float *vol)
 <DD><I>Get Volume [0, 1]</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(LockMemory)</B>(void **mem, int *memsize)
 <DD><I>Lock and Get Sound Memory Buffer</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(UnlockMemory)</B>()
 <DD><I>Unlock Sound Memory Buffer</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(IsBackground)</B>(bool *back)
 <DD><I>Is driver need to be updated 'manually' ?</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(Is16Bits)</B>(bool *bit)
 <DD><I>Do driver is in 16 bits mode ?</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(IsStereo)</B>(bool *stereo)
 <DD><I>Do driver is in stereo mode ?</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(GetFrequency)</B>(int *freq)
 <DD><I>get current frequency of driver</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(IsHandleVoidSound)</B>(bool *handle)
 <DD><I>Is driver have it's own handler for no sound data else soundrender fill memory</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>interface  ISoundDriverFactory  :  public  <!2><A HREF="#DOC.248">IUnknown</A> STDMETHOD <B>(CreateInstance)</B>(REFIID riid, <!1><A HREF="ISystem.html">ISystem</A> * piSystem, void **ppv)
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(LockServer)</B>(COMBOOL bLock)
 <DD><I>Lock or unlock from memory.</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> enum  <B>SoundEnvironment</B>
 <DD><I>taken from eax preset environment</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>typedef struct   float  <B>fPosX</B>
 <DD><I>Position of listener object</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>float  <B>fDirFrontX</B>
 <DD><I>Front Direction of listener object</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>float  <B>fDirTopX</B>
 <DD><I>Top Direction of listener object</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>float  <B>fVelX</B>
 <DD><I>Velocity of listener object</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>float  <B>fDoppler</B>
 <DD><I>Doppler factor</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>float  <B>fDistance</B>
 <DD><I>Distance factor</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>float  <B>fRollOff</B>
 <DD><I>RollOff factor</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>float  <B>fHeadSize</B>
 <DD><I>Hear size (ears distance)</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif><!2><A HREF="#DOC.210">SoundEnvironment</A>  <B>Environment</B>
 <DD><I>Type of environment where is listener</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>interface  <!1><A HREF="ISoundListener.html">ISoundListener</A>  :  public  <!2><A HREF="#DOC.248">IUnknown</A> STDMETHOD <B>(SetDirection)</B>(float fx, float fy, float fz, float tx, float ty, float tz)
 <DD><I>Set direction of listener (front and top 3d vectors)</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(SetPosition)</B>(float x, float y, float z)
 <DD><I>Set position of listener</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(SetVelocity)</B>(float x, float y, float z)
 <DD><I>Set velocity of listener</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(SetDistanceFactor)</B>(float factor)
 <DD><I>Set a distance attenuator</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(SetRollOffFactor)</B>(float factor)
 <DD><I>Set a RollOff factor</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(SetDopplerFactor)</B>(float factor)
 <DD><I>Set the Doppler attenuator</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(SetHeadSize)</B>(float <!2><A HREF="#DOC.1022">size</A>)
 <DD><I>Set distance between the 2 'ears' of listener</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(SetEnvironment)</B>(<!2><A HREF="#DOC.210">SoundEnvironment</A> env)
 <DD><I>set type of environment where 'live' listener</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=ISoundListener.html><B>ISoundListener</B></A> 
 <DD><I>
This is the sound render interface for CS</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>interface  ISoundRender  :  public  <!2><A HREF="#DOC.248">IUnknown</A> STDMETHOD <B>(Open)</B>()
 <DD><I>Open the sound render</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(Close)</B>()
 <DD><I>Close the sound render</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(Update)</B>()
 <DD><I>Update Sound Render</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(SetVolume)</B>(float vol)
 <DD><I>Set Volume [0, 1]</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(GetVolume)</B>(float *vol)
 <DD><I>Get Volume [0, 1]</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(PlayEphemeral)</B>(<!1><A HREF="csSoundBuffer.html">csSoundBuffer</A> *snd)
 <DD><I>Play a sound buffer without control (it's play until his end)</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(GetListener)</B>(<!1><A HREF="ISoundListener.html">ISoundListener</A> ** ppv )
 <DD><I>Create a Listener object</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(CreateSource)</B>(ISoundSource ** ppv, <!1><A HREF="csSoundBuffer.html">csSoundBuffer</A> *snd)
 <DD><I>Create a Source object</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(MixingFunction)</B>()
 <DD><I>Internal use : mixing function (need if your render use a driver)</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>interface  ISoundRenderFactory  :  public  <!2><A HREF="#DOC.248">IUnknown</A> STDMETHOD <B>(CreateInstance)</B>(REFIID riid, <!1><A HREF="ISystem.html">ISystem</A> * piSystem, void **ppv)
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(LockServer)</B>(COMBOOL bLock)
 <DD><I>Lock or unlock from memory.</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>typedef struct   float  <B>fPosX</B>
 <DD><I>Position of sound object</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>float  <B>fVelX</B>
 <DD><I>Velocity of sound object</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>interface  ISoundSource  :  public  <!2><A HREF="#DOC.248">IUnknown</A> STDMETHOD <B>(PlaySource)</B>(bool inLoop = false)
 <DD><I>Play a source</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(StopSource)</B>()
 <DD><I>Stop to play a source</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(SetPosition)</B>(float x, float y, float z)
 <DD><I>Set position of sound object</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(SetVelocity)</B>(float x, float y, float z)
 <DD><I>Set velocity of sound object</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(GetInfoSource)</B>(csSoundSourceInfo *info)
 <DD><I>Get all proprieties of sound object</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>MSG_INTERNAL_ERROR</B>
 <DD><I>Several types of messages.</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>interface  <!1><A HREF="ISystem.html">ISystem</A>  :  public  <B>IUnknown</B>
 <DD><I>
This interface serves as a way for plug-ins to query Crystal Space about settings,
It also serves as a way for plug-ins to print through Crystal Space's printing
interfaces</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(GetWidthSetting)</B>(int& retval)
 <DD><I>returns the width requested by the configuration.</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(GetHeightSetting)</B>(int& retval)
 <DD><I>returns the height requested by the configuration.</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(GetFullScreenSetting)</B>(bool& retval)
 <DD><I>get the full screen setting</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(GetDepthSetting)</B>(int& retval)
 <DD><I>get the depth setting</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(GetSubSystemPtr)</B>(void **retval, int iSubSystemID)
 <DD><I>Get a subsystem pointer</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(Print)</B>(int mode, const char *string)
 <DD><I>print a string to the specified device.</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(FOpen)</B>(const char* filename, const char* mode, FILE** fp)
 <DD><I>open a file in a system independent way (translating directory '/' if needed).</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(FClose)</B>(FILE* fp)
 <DD><I>close a file in a system independent way.</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(GetTime)</B>(time_t& time)
 <DD><I>get the time in milliseconds.</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(Shutdown)</B>()
 <DD><I>quit the system.</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(GetShutdown)</B>(bool &Shutdown)
 <DD><I>check if system is shutting down</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(ConfigGetInt)</B>(char *Section, char *Key, int &Value, int Default = 0)
 <DD><I>Get a integer configuration value</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(ConfigGetStr)</B>(char *Section, char *Key, char *&Value, char *Default = NULL)
 <DD><I>Get a string configuration value</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(ConfigGetYesNo)</B>(char *Section, char *Key, bool &Value, bool Default = false)
 <DD><I>Get a string configuration value</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(QueueKeyEvent)</B>(int KeyCode, bool Down)
 <DD><I>Put a keyboard event into event queue </I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(QueueMouseEvent)</B>(int Button, int Down, int x, int y, int ShiftFlags)
 <DD><I>Put a mouse event into event queue </I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>interface  ITextureHandle  :  public  <!2><A HREF="#DOC.248">IUnknown</A> DECLARE_IUNKNOWN() <B>(SetTransparent)</B>(int red, int green, int blue)
 <DD><I>
A texture handle as returned by ITextureManager</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(GetTransparent)</B>(bool& retval)
 <DD><I>Get the transparent index (false if no transparency, true if transparency).</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=GetMipMapDimensions.html><B>(GetMipMapDimensions)</B></A> 
 <DD><I>
Get the dimensions for a given mipmap level (0 to 3)</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=GetBitmapDimensions.html><B>(GetBitmapDimensions)</B></A> 
 <DD><I>
Get the dimensions for the 2D texture</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=GetBitmapData.html><B>(GetBitmapData)</B></A> 
 <DD><I>
Get the bitmap data for the 2D texture</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(GetMeanColor)</B>(int& retval)
 <DD><I>Get the mean color as an index.</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(GetMeanColor)</B>(float& r, float& g, float& b)
 <DD><I>Get the mean color.</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(GetNumberOfColors)</B>(int& retval)
 <DD><I>Returns the number of colors in this texture.</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=IUnknown.7.html><B>IUnknown</B></A> 
 <DD><I>
This is the standard texture manager interface</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=Initialize.html><B>Initialize</B></A> 
 <DD><I>
Initialize the texture system</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=Prepare.html><B>Prepare</B></A> 
 <DD><I>
After all textures have been added, this function does all
needed calculations (palette, lookup tables, mipmaps, </I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=RegisterTexture.html><B>RegisterTexture</B></A> 
 <DD><I>
Register a texture</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=UnregisterTexture.html><B>UnregisterTexture</B></A> 
 <DD><I>
Unregister a texture</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=MergeTexture.html><B>MergeTexture</B></A> 
 <DD><I>
Merge a texture</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=FreeImages.html><B>FreeImages</B></A> 
 <DD><I>
Call this function if you want to release all ImageFile's as
given to this texture manager</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=ReserveColor.html><B>ReserveColor</B></A> 
 <DD><I>
Reserve RGB</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=AllocPalette.html><B>AllocPalette</B></A> 
 <DD><I>
After calling Prepare() you can call this function to allocate
the palette to the 2D driver</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>COM_METHOD_DECL  <B>FindRGB</B>(int r, int g, int b, int& color)
 <DD><I>
Return a color</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=GetVeryNice.html><B>GetVeryNice</B></A> 
 <DD><I>
Return true if VERYNICE mipmap mode is used</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>COM_METHOD_DECL  <B>SetVerbose</B>(bool vb)
 <DD><I>
Set verbose mode on/off</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>DEFAULT_LIGHT_LEVEL</B>
 <DD><I>Light level that is used when there is no light on the texture.</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>NORMAL_LIGHT_LEVEL</B>
 <DD><I>Light level that corresponds to a normally lit texture.</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>MAX_NUM_POLYGON</B>
 <DD><I>Max number of polygons that can be lit by one light. (bad practice !!!@@@)</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>MAX_DYN_POLYGON</B>
 <DD><I>Dynamic lights can light maximum 200 polygons (@@@ Remove this arbitrary limit!)</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=Blocks.html><B>Blocks</B></A> 
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSPAL_DRAFT_BACKGROUND</B>
 <DD><I>Indicices into mzDraftEditor's palette</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=mz3DWindow.html><B>mz3DWindow</B></A> 
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=mzCameraView.html><B>mzCameraView</B></A> 
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> enum  <B>mzModificationAxis2D</B>
 <DD><I>Rotation and scaling axis/center types</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> enum  <B>mzModificationAxis3D</B>
 <DD><I>3D position of modification axis</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> struct  <B>mzModificationAxis</B>
 <DD><I>Rotation and scaling axis/center structure</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=MazeEditor.html><B>MazeEditor</B></A> 
 <DD><I>
MazeEditor is a subclass of csApp and implements all top-level functionality
of Maze Editor such as manipulating windows, loading/saving models etc</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=CSPAL_DRAFT_BACKGROUND.html><B>CSPAL_DRAFT_BACKGROUND</B></A> 
 <DD><I>Indicices into mzDraftEditor's palette</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=mzDraftWindow.html><B>mzDraftWindow</B></A> 
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=mzDraftEditor.html><B>mzDraftEditor</B></A> 
 <DD><I>
This is the draft editor class</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csModelType.html><B>csModelType</B></A> 
 <DD><I>Model type: room, thing or sprite</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=mz3DModel.html><B>mz3DModel</B></A> 
 <DD><I>
This class encapsulates a 3D model object</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>MAX_POLYGON_VERTICES</B>
 <DD><I>Maximum allowed vertices in a polygon</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csPolyError.html><B>csPolyError</B></A> 
 <DD><I>Polygon error codes</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=mz3DPolygon.html><B>mz3DPolygon</B></A> 
 <DD><I>
This class represents a polygon of the 3D model</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=mzSpriteAction.html><B>mzSpriteAction</B></A> 
 <DD><I>
This class is used to store actions for 3D sprites</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>(no parent model) extern  void  <B>ftoa</B>(char *dest, float f)
 <DD><I>Floating-point to ASCIIZ but throwing off almost insignificative digits</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>extern  void  <B>ftoalp</B>(char *dest, float f)
 <DD><I>Low-precision floating-point to ASCIIZ (mostly used for user information)</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=mz3DVertex.html><B>mz3DVertex</B></A> 
 <DD><I>
The mz3DVertex class represents a vertex of the 3D model</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=Command.html><B>Command</B></A> 
 <DD><I>
This class represents a command that can be send thru the console
or by pressing a key from within the engine</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=Bot.html><B>Bot</B></A> 
 <DD><I>
A bot which moves randomly through the dungeon</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=HugeRoom.html><B>HugeRoom</B></A> 
 <DD><I>
The Huge Room demo</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> struct  <B>InfRoomData</B>
 <DD><I>
Data for every room in the infinite maze</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=InfiniteMaze.html><B>InfiniteMaze</B></A> 
 <DD><I>
The Infinite Maze demo</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=InfPortalCS.html><B>InfPortalCS</B></A> 
 <DD><I>
Special subclass of PortalCS which knows how to handle
portal for which the destination has not been defined yet</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> struct  <B>csKeyMap</B>
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=WalkTest.html><B>WalkTest</B></A> 
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>void  <B>light_statics</B>()
 <DD><I>Apply lights to all static objects (currently only sprites)</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>(expression, result) struct  <B>DllRegisterData</B>
 <DD><I>use this to register an in-proc server.</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDAPI  <B>DllInitialize</B>()
 <DD><I>On initialization every dynamically-linked library should call this</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDAPI  <B>csCoCreateInstance</B>(REFCLSID rclsid, <!2><A HREF="#DOC.248">IUnknown</A>* pUnkOuter, unsigned long dwClsContext, REFIID riid, void** ppv)
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDAPI  <B>csCoGetClassObject</B>(REFCLSID rclsid, DWORD dwClsContext, COSERVERINFO * pServerInfo, REFIID riid, void** ppv)
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDAPI  <B>csCoInitialize</B>(void* lpReserved)
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDAPI_ <B>(void)</B>()
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDAPI  <B>csCLSIDFromProgID</B>(char** lpszProgID, LPCLSID pclsid)
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDAPI  <B>csProgIDFromCLSID</B>(REFCLSID clsid, char** lpszProgID)
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDAPI  <B>csRegisterServer</B>(const <!2><A HREF="#DOC.318">DllRegisterData</A>* dllRegData)
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDAPI  <B>csUnregisterServer</B>(const <!2><A HREF="#DOC.318">DllRegisterData</A>* dllRegData)
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>extern  CS_HLIBRARY  <B>csLoadLibrary</B>(char* szLibName)
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>extern  PROC  <B>csGetProcAddress</B>(CS_HLIBRARY hLib, char* szProcName)
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>extern  bool  <B>csFreeLibrary</B>(CS_HLIBRARY hLib)
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>extern  void  <B>csFreeAllLibraries</B>()
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csBeing.html><B>csBeing</B></A> 
 <DD><I>
csCollider is a generic class</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csBspPolygon.html><B>csBspPolygon</B></A> 
 <DD><I>
This class represents a polygon which can be inserted dynamically
in a BSP tree</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csBspContainer.html><B>csBspContainer</B></A> 
 <DD><I>
A container for a bunch of BSP polygons</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csCamera.html><B>csCamera</B></A> 
 <DD><I>
A camera positioned in the 3D world</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csCBufferSpan.html><B>csCBufferSpan</B></A> 
 <DD><I>
A simple span in a CBuffer line</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csCBufferLine.html><B>csCBufferLine</B></A> 
 <DD><I>
A line in the CBuffer</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csCBuffer.html><B>csCBuffer</B></A> 
 <DD><I>
The CBuffer</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csColliderPointerObject.html><B>csColliderPointerObject</B></A> 
 <DD><I>
A csColliderPointerObject which contains a pointer to a Collider Object</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csCollider.html><B>csCollider</B></A> 
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>interface  IEngineConfig  :  public  IConfig STDMETHOD <B>(SetOption)</B>(int <!2><A HREF="#DOC.550">id</A>, csVariant* value)
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(GetOption)</B>(int <!2><A HREF="#DOC.550">id</A>, csVariant* value)
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(GetNumberOptions)</B>(int& num)
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(GetOptionDescription)</B>(int idx, csOptionDescription* option)
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csEngineConfig.html><B>csEngineConfig</B></A> 
 <DD><I>
Configurator object for the 3D engine</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csCollection.html><B>csCollection</B></A> 
 <DD><I>
A collection object is for conveniance of the script language</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csColor.html><B>csColor</B></A> 
 <DD><I>
A class used to represent a color in RGB space</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csObjVector.html><B>csObjVector</B></A> 
 <DD><I>
csObjVector is a version of csVector which assumes its components
are csBase heirs</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csProgressMeter.html><B>csProgressMeter</B></A> 
 <DD><I>
The csProgressMeter class displays a simple percentage-style textual
progress meter</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csProgressPulse.html><B>csProgressPulse</B></A> 
 <DD><I>
The csProgressPulse class provides a simple twirling textual cursor built
out of the characters '-', '\', '|', and '/'</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csSprite2D.html><B>csSprite2D</B></A> 
 <DD><I>
This class is a abstraction for simple 2D sprites</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csFrame.html><B>csFrame</B></A> 
 <DD><I>
A frame for 3D sprite animation</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csSpriteAction.html><B>csSpriteAction</B></A> 
 <DD><I>
A Action frameset for a 3D sprite animation</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csSpriteTemplate.html><B>csSpriteTemplate</B></A> 
 <DD><I>
A 3D sprite based on a triangle mesh with a single texture</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>typedef void <B>(csSpriteCallback)</B>(<!1><A HREF="csSprite3D.html">csSprite3D</A>* spr, <!1><A HREF="csRenderView.html">csRenderView</A>* rview)
 <DD><I>A callback function for csSprite3D::Draw().</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csSprite3D.html><B>csSprite3D</B></A> 
 <DD><I>
A 3D sprite based on a triangle mesh with a single texture</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csView.html><B>csView</B></A> 
 <DD><I>
The csView class encapsulates the top-level Crystal Space
renderer interface</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csCurveVertex.html><B>csCurveVertex</B></A> 
 <DD><I>
Vertex resulting from a tesselated curve</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csCurveTriangle.html><B>csCurveTriangle</B></A> 
 <DD><I>
Triangle resulting from a tesselated curve</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csCurveTesselated.html><B>csCurveTesselated</B></A> 
 <DD><I>
Tesselated curve</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csCurve.html><B>csCurve</B></A> 
 <DD><I>
This is an abstract class for all curves in Crystal Space</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csCurveTemplate.html><B>csCurveTemplate</B></A> 
 <DD><I>
A curve template</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csBezierTemplate.html><B>csBezierTemplate</B></A> 
 <DD><I>
A specific curve implementation for Bezier curve template</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csBezier.html><B>csBezier</B></A> 
 <DD><I>
A specific curve implementation for Bezier curves</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=Dumper.html><B>Dumper</B></A> 
 <DD><I>
This class knows how to dump debug information about several
other classes</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>typedef struct   long  <B>type</B>
 <DD><I>
This defines the parameters for the particular light states</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=CLights.html><B>CLights</B></A> 
 <DD><I>
A uniform dynamic light</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csFog.html><B>csFog</B></A> 
 <DD><I>
Fog structure</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csHaloInformation.html><B>csHaloInformation</B></A> 
 <DD><I>This is used to keep track of halo information.</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csShadowMap.html><B>csShadowMap</B></A> 
 <DD><I>
This is a shadow-map for a pseudo-dynamic light</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csRGBLightMap.html><B>csRGBLightMap</B></A> 
 <DD><I>
A small class encapsulating an RGB lightmap</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csLightMap.html><B>csLightMap</B></A> 
 <DD><I>
The static and all dynamic lightmaps for one or more mipmap-levels of a polygon</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csLibrary.html><B>csLibrary</B></A> 
 <DD><I>
A library is a collection of templates and other stuff</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=CS_LIGHT_THINGSHADOWS.html><B>CS_LIGHT_THINGSHADOWS</B></A> 
 <DD><I>
If CS_LIGHT_THINGSHADOWS is set for a light then things will also
cast shadows</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=CS_LIGHT_HALO.html><B>CS_LIGHT_HALO</B></A> 
 <DD><I>
If CS_LIGHT_HALO is set for a light then the light generates an additional halo</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csLight.html><B>csLight</B></A> 
 <DD><I>
Superclass of all positional lights</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csStatLight.html><B>csStatLight</B></A> 
 <DD><I>
Class for a static light</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csLightHitsSprite.html><B>csLightHitsSprite</B></A> 
 <DD><I>
A light-hits-sprite structure</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csLightPatch.html><B>csLightPatch</B></A> 
 <DD><I>
A light patch</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csDynLight.html><B>csDynLight</B></A> 
 <DD><I>
Class for a dynamic light</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csLightPatchPool.html><B>csLightPatchPool</B></A> 
 <DD><I>
This is an object pool which holds objects of type
csLightPatch</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csPolygon2D.html><B>csPolygon2D</B></A> 
 <DD><I>
The following class represents a 2D polygon (the 2D coordinates are
perspective corrected coordinates)</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csPolygon2DFactory.html><B>csPolygon2DFactory</B></A> 
 <DD><I>
Factory to create csPolygon2D objects</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>extern  void  <B>PreparePolygonFX</B>(<!1><A HREF="G3DPolygonDPFX.html">G3DPolygonDPFX</A>* g3dpoly, <!1><A HREF="csVector2.html">csVector2</A>* clipped_poly, int num_vertices, <!1><A HREF="csVector2.html">csVector2</A> *orig_triangle, bool gouraud)
 <DD><I>
Prepare a filled in G3DPolygonDPFX structure for drawing via
g3d->DrawPolygonFX</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csPolygon2DQueue.html><B>csPolygon2DQueue</B></A> 
 <DD><I>
A queue for polygon 2D objects to render at a later time</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=CS_POLY_MIPMAP.html><B>CS_POLY_MIPMAP</B></A> 
 <DD><I>
If CS_POLY_MIPMAP is set for a polygon then mipmapping will be used</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=CS_POLY_LIGHTING.html><B>CS_POLY_LIGHTING</B></A> 
 <DD><I>
If CS_POLY_LIGHTING is set for a polygon then the polygon will be lit</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=CS_POLY_FLATSHADING.html><B>CS_POLY_FLATSHADING</B></A> 
 <DD><I>
If CS_POLY_FLATSHADING is set for a polygon then the polygon will not
be texture mapped but instead it will be flat shaded (possibly with gouraud)</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csPolygonLightInfo.html><B>csPolygonLightInfo</B></A> 
 <DD><I>
Structure containing lighting information valid
for all types of polygons</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csPolygonTextureType.html><B>csPolygonTextureType</B></A> 
 <DD><I>
Kind of texturing that is used for a 3D polygon</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csLightMapped.html><B>csLightMapped</B></A> 
 <DD><I>
Texture class for lightmapped polygons</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csGouraudShaded.html><B>csGouraudShaded</B></A> 
 <DD><I>
Lighting class for gouraud shaded polygons</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csPolygon3D.html><B>csPolygon3D</B></A> 
 <DD><I>
This is our main 3D polygon class</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csPolyPlane.html><B>csPolyPlane</B></A> 
 <DD><I>
This class represents a texture plane</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csPolygonSetBBox.html><B>csPolygonSetBBox</B></A> 
 <DD><I>
This structure keeps the indices of the vertices which
define the bounding box of a csPolygonSet</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csPolygonSet.html><B>csPolygonSet</B></A> 
 <DD><I>
A PolygonSet class is a set of polygons (amazing, isn't it :-)
A PolygonSet describes a set of polygons that form a convex and
(probably) closed hull</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>DEFAULT_SUBTEX_SIZE</B>
 <DD><I>The default sub-texture size.</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=H_MARGIN.html><B>H_MARGIN</B></A> 
 <DD><I>
Define a small (3 pixels) margin at the bottom and top of
the texture</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csPolyTexture.html><B>csPolyTexture</B></A> 
 <DD><I>
This class represents a lighted texture for a polygon</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csPortal.html><B>csPortal</B></A> 
 <DD><I>
This class represents a portal</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csRegion.html><B>csRegion</B></A> 
 <DD><I>
A region describes a place where you can be :-)
It is used as a superclass for csSectors and Landscape
regions</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>typedef void <B>(csDrawFunc)</B>(<!1><A HREF="csRenderView.html">csRenderView</A>* rview, int <!2><A HREF="#DOC.366">type</A>, void* entity)
 <DD><I>A callback function for csWorld::DrawFunc().</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>typedef void <B>(csLightingFunc)</B>(<!1><A HREF="csLightView.html">csLightView</A>* lview, int <!2><A HREF="#DOC.366">type</A>, void* entity)
 <DD><I>A callback function for csLight::LightingFunc().</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=CALLBACK_POLYGON.html><B>CALLBACK_POLYGON</B></A> 
 <DD><I>
Flags for the callbacks called via csWorld::DrawFunc() or
csLight::LightingFunc()</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csFogInfo.html><B>csFogInfo</B></A> 
 <DD><I>
Information for vertex based fog</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csRenderView.html><B>csRenderView</B></A> 
 <DD><I>
This structure represents all information needed for drawing
a scene</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csShadowFrustrum.html><B>csShadowFrustrum</B></A> 
 <DD><I>
This class is a csFrustrum especially used for the lighting calculations</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csFrustrumList.html><B>csFrustrumList</B></A> 
 <DD><I>
A list of frustrums</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csLightView.html><B>csLightView</B></A> 
 <DD><I>
This structure represents all information needed for static lighting</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csSector.html><B>csSector</B></A> 
 <DD><I>
A sector is a convex hull of polygons</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csSkeletonLimb.html><B>csSkeletonLimb</B></A> 
 <DD><I>
A limb in a skeletal system</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csSkeletonConnection.html><B>csSkeletonConnection</B></A> 
 <DD><I>
A connection</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csSkeleton.html><B>csSkeleton</B></A> 
 <DD><I>
The base skeleton class (or the 'body')</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csSkeletonLimbState.html><B>csSkeletonLimbState</B></A> 
 <DD><I>
A limb in a skeletal system (state version, see csSkeletonState for
more information)</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csSkeletonConnectionState.html><B>csSkeletonConnectionState</B></A> 
 <DD><I>
A connection (state version, see csSkeletonState for more information)</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csSkeletonState.html><B>csSkeletonState</B></A> 
 <DD><I>
Skeleton state</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=Stats.html><B>Stats</B></A> 
 <DD><I>
Class containing statistics information for
the renderer</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=TextureTrans.html><B>TextureTrans</B></A> 
 <DD><I>
This is a static class which encapsulates a few functions
that can transform texture information into a texture matrix/vector</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csTextureHandle.html><B>csTextureHandle</B></A> 
 <DD><I>
csTextureHandle represents a texture and its link
to the ITextureHandle as returned by ITextureManager</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csTextureList.html><B>csTextureList</B></A> 
 <DD><I>
This class maintains all named textures and their
corresponding handles</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=CS_ENTITY_CONVEX.html><B>CS_ENTITY_CONVEX</B></A> 
 <DD><I>
If CS_ENTITY_CONVEX is set then this entity is convex (what did
you expect :-)
This means the 3D engine can do various optimizations</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=CS_ENTITY_MOVEABLE.html><B>CS_ENTITY_MOVEABLE</B></A> 
 <DD><I>
If CS_ENTITY_MOVEABLE is set then this entity can move</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csThing.html><B>csThing</B></A> 
 <DD><I>
A Thing is a polygonset just like a csSector</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csThingTemplate.html><B>csThingTemplate</B></A> 
 <DD><I>
This class represents a template for a Thing</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csPolygonTemplate.html><B>csPolygonTemplate</B></A> 
 <DD><I>
A csPolygonTemplate is used by a ThingTemplate to describe a
template for a polygon</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>typedef  ULong  <B>csTranCookie</B>
 <DD><I>
A cookie for the transformation manager</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csVertexArray.html><B>csVertexArray</B></A> 
 <DD><I>
An array of vertices</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csTransformationManager.html><B>csTransformationManager</B></A> 
 <DD><I>
The transformation manager is responsible for maintaining all vertex
arrays of camera space coordinates for things, sectors, </I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csTransformedSet.html><B>csTransformedSet</B></A> 
 <DD><I>
Every entity that is interested in having a set of transformed
camera vertices has to maintain an instance of this object</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csTriangle.html><B>csTriangle</B></A> 
 <DD><I>
A triangle</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csTriangleMesh.html><B>csTriangleMesh</B></A> 
 <DD><I>
A mesh of triangles</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csTriangleVertex.html><B>csTriangleVertex</B></A> 
 <DD><I>
The representation of a vertex in a triangle mesh</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csTriangleVertices.html><B>csTriangleVertices</B></A> 
 <DD><I>
A class which holds vertices and connectivity information for a triangle
mesh</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csLOD.html><B>csLOD</B></A> 
 <DD><I>
A static class which performs the calculation
of the best order to do the collapsing</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csWfColor.html><B>csWfColor</B></A> 
 <DD><I>
A color for an object in a WireFrame</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csWfObject.html><B>csWfObject</B></A> 
 <DD><I>
Object in a WireFrame</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csWfVertex.html><B>csWfVertex</B></A> 
 <DD><I>
Vertex in a WireFrame</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csWfLine.html><B>csWfLine</B></A> 
 <DD><I>
Line in a WireFrame</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csWfPolygon.html><B>csWfPolygon</B></A> 
 <DD><I>
A polygon in a WireFrame</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csWireFrame.html><B>csWireFrame</B></A> 
 <DD><I>
A WireFrame is a set of lines, vertices and polygons in 3D</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csWireFrameCam.html><B>csWireFrameCam</B></A> 
 <DD><I>
A WireFrame associated with a camera</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=CS_NLIGHT_SHADOWS.html><B>CS_NLIGHT_SHADOWS</B></A> 
 <DD><I>
Flag for GetNearbyLights()</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=CS_NLIGHT_STATIC.html><B>CS_NLIGHT_STATIC</B></A> 
 <DD><I>
Flag for GetNearbyLights()</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=CS_NLIGHT_DYNAMIC.html><B>CS_NLIGHT_DYNAMIC</B></A> 
 <DD><I>
Flag for GetNearbyLights()</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=CS_NLIGHT_NEARBYSECTORS.html><B>CS_NLIGHT_NEARBYSECTORS</B></A> 
 <DD><I>
Flag for GetNearbyLights()</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csWorld.html><B>csWorld</B></A> 
 <DD><I>
The world! This class basicly represents the 3D engine</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=geCollider.html><B>geCollider</B></A> 
 <DD><I>
geCollider takes care of game specfic collision detection</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=gePosition.html><B>gePosition</B></A> 
 <DD><I>
gePositon will store a CS usable position</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=WriteText.html><B>WriteText</B></A> 
 <DD><I>
Draws a line of text using the 3D renderer</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>void  <B>WriteShandowText</B>(IGraphics3D* piG3D, ITextureHandle *FontHandle, ITextureHandle *ShadowHandle, int x, int y, int w, int h, int fontadjust, int shadowoffsetx, int shadowoffsety, <!2><A HREF="#DOC.499">RGBcolor</A> topcolor, <!2><A HREF="#DOC.499">RGBcolor</A> bottomcolor, const char* text)
 <DD><I>
Draws a line of text using the 3D renderer</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csBspNode.html><B>csBspNode</B></A> 
 <DD><I>
A BSP node</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csBspVisitFunc.html><B>(csBspVisitFunc)</B></A> 
 <DD><I>
Visit a node in the BSP tree</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csBspTree.html><B>csBspTree</B></A> 
 <DD><I>
The BSP tree</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csRect.html><B>csRect</B></A> 
 <DD><I>
Rectangle class: simple class for manipulating 2D rectangles</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csFrustrum.html><B>csFrustrum</B></A> 
 <DD><I>
A frustrum</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csVector2.html><B>csVector2</B></A> 
 <DD><I>
A 2D vector</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=CS_BOUNDINGBOX_MAXVALUE.html><B>CS_BOUNDINGBOX_MAXVALUE</B></A> 
 <DD><I>
The maximum value that a coordinate in the bounding box can use</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csBox.html><B>csBox</B></A> 
 <DD><I>
A bounding box in 2D space</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csMath2.html><B>csMath2</B></A> 
 <DD><I>
Various functions in 2D, such as 2D vector functions</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csIntersect2.html><B>csIntersect2</B></A> 
 <DD><I>
Some functions to perform various intersection calculations with 2D
line segments</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csVector3.html><B>csVector3</B></A> 
 <DD><I>
A 3D vector</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csMatrix3.html><B>csMatrix3</B></A> 
 <DD><I>
A 3x3 matrix</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csXRotMatrix3.html><B>csXRotMatrix3</B></A> 
 <DD><I>An instance of csMatrix3 that is initialized as a rotation about X</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csYRotMatrix3.html><B>csYRotMatrix3</B></A> 
 <DD><I>An instance of csMatrix3 that is initialized as a rotation about Y</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csZRotMatrix3.html><B>csZRotMatrix3</B></A> 
 <DD><I>An instance of csMatrix3 that is initialized as a rotation about Z</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csPlane.html><B>csPlane</B></A> 
 <DD><I>
A plane in 3D space</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csMath3.html><B>csMath3</B></A> 
 <DD><I>
Various assorted 3D mathematical functions</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csSquaredDist.html><B>csSquaredDist</B></A> 
 <DD><I>
Some functions to perform squared distance calculations</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csIntersect3.html><B>csIntersect3</B></A> 
 <DD><I>
Some functions to perform various intersection calculations with 3D
line segments</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csPoly2D.html><B>csPoly2D</B></A> 
 <DD><I>
The following class represents a general 2D polygon with
a bounding box</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csPoly2DFactory.html><B>csPoly2DFactory</B></A> 
 <DD><I>
This factory is responsible for creating csPoly2D objects or subclasses
of csPoly2D</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csPoly3D.html><B>csPoly3D</B></A> 
 <DD><I>
The following class represents a general 3D polygon</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csVector3Array.html><B>csVector3Array</B></A> 
 <DD><I>
This is actually the same class as csPoly3D</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csClipper.html><B>csClipper</B></A> 
 <DD><I>
The csClipper class is an abstract parent to all 2D clipping objects</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csBoxClipper.html><B>csBoxClipper</B></A> 
 <DD><I>
The csBoxClipper class is able to clip convex polygons to a rectangle
(such as the screen)</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csPolygonClipper.html><B>csPolygonClipper</B></A> 
 <DD><I>
The csPolygonClipper class can be used for clipping any convex polygon
with any other polygon</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csPolyIndexed.html><B>csPolyIndexed</B></A> 
 <DD><I>
The following class represents a general polygon</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csPolygonParentInt.html><B>csPolygonParentInt</B></A> 
 <DD><I>
The 'interface' class for the parent of a set of polygons</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csPolygonInt.html><B>csPolygonInt</B></A> 
 <DD><I>
This class indicates what methods a class should use in order
to be a 'polygon'</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csPoly2DPool.html><B>csPoly2DPool</B></A> 
 <DD><I>
This is an object pool which holds objects of type
csPolygon2D</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csTransform.html><B>csTransform</B></A> 
 <DD><I>
A class which defines a transformation from one coordinate system to
another</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csReversibleTransform.html><B>csReversibleTransform</B></A> 
 <DD><I>
A class which defines a reversible transformation from one coordinate
system to another by maintaining an inverse transformation matrix</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csOrthoTransform.html><B>csOrthoTransform</B></A> 
 <DD><I>
A class which defines a reversible transformation from one coordinate
system to another by maintaining an inverse transformation matrix</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=ImageBMPFile.html><B>ImageBMPFile</B></A> 
 <DD><I>An ImageFile subclass for reading BMP files</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=BMPImageLoader.html><B>BMPImageLoader</B></A> 
 <DD><I>
The BMP Image Loader</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> struct  <B>Filter3x3</B>
 <DD><I>
A matrix for a 3x3 box filter</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> struct  <B>Filter5x5</B>
 <DD><I>
A matrix for a 5x5 box filter</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>IFE_OK</B>
 <DD><I>Status flag indicating that the image has loaded without problem.</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>IFE_BadFormat</B>
 <DD><I>Status flag indicating that the image data is in the wrong format.</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>IFE_Corrupt</B>
 <DD><I>Status flag indicating that the image data is corrupt.</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=ImageFile.html><B>ImageFile</B></A> 
 <DD><I>
An abstract class implementing an image loader</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=ImageLoader.html><B>ImageLoader</B></A> 
 <DD><I>
Extend this class to support a particular type of image loading</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=ImageGifFile.html><B>ImageGifFile</B></A> 
 <DD><I>An ImageFile subclass for reading GIF files.</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=GIFImageLoader.html><B>GIFImageLoader</B></A> 
 <DD><I>
The GIF Image Loader</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=ImageJpgFile.html><B>ImageJpgFile</B></A> 
 <DD><I>
An ImageFile subclass for reading JPG files</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=JPGImageLoader.html><B>JPGImageLoader</B></A> 
 <DD><I>
the JPEG Image Loader</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=ImagePngFile.html><B>ImagePngFile</B></A> 
 <DD><I>
An ImageFile subclass for reading PNG files</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=PNGImageLoader.html><B>PNGImageLoader</B></A> 
 <DD><I>
The PNG Image Loader</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> struct  <B>RGBcolor</B>
 <DD><I>An RGB color.</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> struct  <B>RGBPixel</B>
 <DD><I>An RGB pixel.</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> struct  <B>RGBPalEntry</B>
 <DD><I>An RGB palette entry with statistics information.</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=ImageTgaFile.html><B>ImageTgaFile</B></A> 
 <DD><I>
An ImageFile subclass for reading TGA files</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=TGAImageLoader.html><B>TGAImageLoader</B></A> 
 <DD><I>
The TGA Image Loader</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csObject.html><B>csObject</B></A> 
 <DD><I>
A generic csObject class</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csDataObject.html><B>csDataObject</B></A> 
 <DD><I>
A generic data object</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csIdType.html><B>csIdType</B></A> 
 <DD><I>
A class that represents the dynamic type of an object</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csIdFunc.html><B>csIdFunc</B></A> 
 <DD><I>
A static class with static member functions, for manipulating csIdType</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=CSOBJTYPE.html><B>CSOBJTYPE</B></A> 
 <DD><I>
Function declarations for a psuedoRTTI class</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=CSOBJTYPE_IMPL.html><B>CSOBJTYPE_IMPL</B></A> 
 <DD><I>
The function implementations for a psuedoRTTI class</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csNameObject.html><B>csNameObject</B></A> 
 <DD><I>
A csObject which contains a name</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csObjTree.html><B>csObjTree</B></A> 
 <DD><I>
A tree of csObjects, used internally by the csObject class</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csPObject.html><B>csPObject</B></A> 
 <DD><I>
A csObject which maintains a reference to the parent csObject</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csObjIterator.html><B>csObjIterator</B></A> 
 <DD><I>
An iterator for a node in a csObject tree</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csCrossBuild_Factory.html><B>csCrossBuild_Factory</B></A> 
 <DD><I>
The general cross builder interface</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csCrossBuild_SpriteTemplateFactory.html><B>csCrossBuild_SpriteTemplateFactory</B></A> 
 <DD><I>
The sprite template factory makes a whole sprite template by
extracting all the frames from a converter and stuffing them
into a csSpriteTemplate object</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csCrossBuild_ThingTemplateFactory.html><B>csCrossBuild_ThingTemplateFactory</B></A> 
 <DD><I>
The thing template factory makes a whole thing template by
extracting the first frame from a converter and stuffing it
into a csThingTemplate object</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=CSLoader.html><B>CSLoader</B></A> 
 <DD><I>
The loader for CS worlds</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csScriptEvent.html><B>csScriptEvent</B></A> 
 <DD><I>
Possible event types for scripts</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=LanguageLayer.html><B>LanguageLayer</B></A> 
 <DD><I>
The API for the language</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csScript.html><B>csScript</B></A> 
 <DD><I>
Every script gets an instance of this class</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csRunScript.html><B>csRunScript</B></A> 
 <DD><I>
For every running script there is an instance of this class</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>typedef bool <B>(IntScriptFunc)</B>(<!1><A HREF="IntRunScript.html">IntRunScript</A>*, char*)
 <DD><I>
The type that a function needs to have so that it can be
registered as a internal script</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=IntScriptRegister.html><B>IntScriptRegister</B></A> 
 <DD><I>
This class holds all registered internal scripts</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=IntScript.html><B>IntScript</B></A> 
 <DD><I>
Internal script</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=IntRunScript.html><B>IntRunScript</B></A> 
 <DD><I>
For every running script there is an instance of this class</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csObjectTrigger.html><B>csObjectTrigger</B></A> 
 <DD><I>
The toplevel class for all objects in Crystal Space that
need support for triggers (activation in the engine using
the space button currently)</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=CmdSequence.html><B>CmdSequence</B></A> 
 <DD><I>
Command sequence for the primitive scripting support</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=PrimScript.html><B>PrimScript</B></A> 
 <DD><I>
Primitive script</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=CmdSequenceRun.html><B>CmdSequenceRun</B></A> 
 <DD><I>
Runtime version of command sequence</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=PrimScriptRun.html><B>PrimScriptRun</B></A> 
 <DD><I>
Every running primitive script will get an instance of this class</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csScriptList.html><B>csScriptList</B></A> 
 <DD><I>
A static class which contains functions to add scripts to a global list</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=TriggerList.html><B>TriggerList</B></A> 
 <DD><I>
A list of triggers</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=AIFFLoader.html><B>AIFFLoader</B></A> 
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=AULoader.html><B>AULoader</B></A> 
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=IFFLoader.html><B>IFFLoader</B></A> 
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csSoundBufferLoader.html><B>csSoundBufferLoader</B></A> 
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=WAVLoader.html><B>WAVLoader</B></A> 
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csSimpleCommand.html><B>csSimpleCommand</B></A> 
 <DD><I>
An abstract command interpreter</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> enum <B></B>
 <DD><I>Two possible console modes</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csSimpleConsole.html><B>csSimpleConsole</B></A> 
 <DD><I>
The console</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=Archive.html><B>Archive</B></A> 
 <DD><I>
Archive class that can be used to work with standard </I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csCleanup.html><B>csCleanup</B></A> 
 <DD><I>
This general class holds a number of csCleanable
classes which it will clean up at destruction</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csCleanable.html><B>csCleanable</B></A> 
 <DD><I>
A class which can be cleaned up by csCleanup</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csBase.html><B>csBase</B></A> 
 <DD><I>
Base class, all other CrystalSpace classes should be derived from this</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csStrVector.html><B>csStrVector</B></A> 
 <DD><I>
csStrVector is a version of csVector which assumes its components
were allocated with 'new char *[]'</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csVector.html><B>csVector</B></A> 
 <DD><I>
csVector is an abstract class which can hold an unlimited array
of unspecified (void *) data</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CS_MAXINILINELEN</B>
 <DD><I>Maximal INI line length</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CS_B64INILINELEN</B>
 <DD><I>Maximal line length for lines containing BASE64 encoded data</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=.2.html><B></B></A> 
 <DD><I>
Structure to describe a single token</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>long  <B>id</B>
 <DD><I>value returned when token is matched</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>char*  <B>token</B>
 <DD><I>token to match</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>extern  const  char*  <B>kWhiteSpace</B>
 <DD><I>A string containing white spaces (' ', '\t', '\n', '\r')</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>char*  <B>csGetLastOffender</B>()
 <DD><I>
Get pointer to last offending token</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csGetObject.html><B>csGetObject</B></A> 
 <DD><I>
Pass in a pointer to a buffer of text</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csGetCommand.html><B>csGetCommand</B></A> 
 <DD><I>
Pass in a pointer to a buffer of text</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=GetSubText.html><B>GetSubText</B></A> 
 <DD><I>
Returns the string of text between the open and close characters</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=SkipCharacters.html><B>SkipCharacters</B></A> 
 <DD><I>
Skips any characters in the toSkip string</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=GetAssignmentText.html><B>GetAssignmentText</B></A> 
 <DD><I>
Returns the string of text after a = up to the next
whitespace</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=ScanStr.html><B>ScanStr</B></A> 
 <DD><I>
Own version of sscanf that is a bit more relaxed towards spaces
and also accepts quoted strings (the quotes will not be included into
the result string)</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=Sparse3D.html><B>Sparse3D</B></A> 
 <DD><I>
General 3D sparse matrix class</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=WideSparse3D.html><B>WideSparse3D</B></A> 
 <DD><I>
This implementation of Sparse3D is very suited where the
accesses will be very widely spaced (for example: one element
at (-1000,0,0) and one at (1000,0,0))</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=.3.html><B></B></A> 
 <DD><I>
This implementation of Sparse3D is better suited when accesses
are close together</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>TOKEN_H</B>
 <DD><I>Unimplemented @@@</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>long  <B>RndNum</B>(long minRange, long maxRange)
 <DD><I>Return a random number.</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>extern  char*  <B>strnew</B>(const char *s)
 <DD><I>Allocate a new char [] and copy the string into newly allocated storage</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=Combinations.html><B>Combinations</B></A> 
 <DD><I>
Compute all combinations of m by n</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=expandname.html><B>expandname</B></A> 
 <DD><I>
Expand a filename if it contains shortcuts ('</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=splitpath.html><B>splitpath</B></A> 
 <DD><I>
Split a pathname into separate path and name</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>inline  void  <B>iSwap</B>(int &a, int &b)
 <DD><I>Swap two integer variables</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>inline  void  <B>fSwap</B>(float &a, float &b)
 <DD><I>Swap two floating-point variables</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>inline  float  <B>fSquare</B>(float x)
 <DD><I>Return the argument squared</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>inline  unsigned  long  <B>ByteSwap32bit</B>( const unsigned long value )
 <DD><I>Byte swap 32 bit data.</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>inline  unsigned  short  <B>ByteSwap16bit</B>( const unsigned short value )
 <DD><I>Byte swap 16 bit data.</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>void  <B>ByteSwap32bitBuffer</B>( register unsigned long* const place, register unsigned long count )
 <DD><I>Byte swap 32 bit data in a buffer</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>void  <B>ByteSwap16bitBuffer</B>( register unsigned short* const place, register unsigned long count )
 <DD><I>Byte swap 16 bit data in a buffer</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>int  <B>FindNearestPowerOf2</B>(int n)
 <DD><I>finds the smallest number that is a power of two and is larger or equal to n</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>bool  <B>IsPowerOf2</B>(int n)
 <DD><I>returns true if n is a power of two</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>typedef struct  (0L, NULL, 0) uch  <B>version_needed_to_extract</B>[2]
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>typedef struct   uch  <B>version_made_by</B>[2]
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>typedef struct   ush  <B>number_this_disk</B>
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csAppBackgroundStyle.html><B>csAppBackgroundStyle</B></A> 
 <DD><I>
Application's background styles</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csApp.html><B>csApp</B></A> 
 <DD><I>
This class is a top-level CrystalSpace Windowing Toolkit object</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSBS_SHIFT</B>
 <DD><I>Button style flags: does bitmap and/or text shift when button is pressed?</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSBS_DEFAULT</B>
 <DD><I>Is this the default button?</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSBS_SELECTABLE</B>
 <DD><I>Is this button selectable?</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSBS_NOMOUSEFOCUS</B>
 <DD><I>Do not activate button when clicked by mouse</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSBS_NOKEYBOARDFOCUS</B>
 <DD><I>Do not activate button when activated with keyboard</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=CSBS_MULTICHOOSE.html><B>CSBS_MULTICHOOSE</B></A> 
 <DD><I>
Button is a multi-choose button<p>
A multi-choose button sends a cscmdButtonDeselect to all its neightbours
until a group bound is encountered</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSBS_DISMISS</B>
 <DD><I>Dismiss parent dialog when this button is pressed</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSBS_TEXTPLACEMENT</B>
 <DD><I>Text placement relative to bitmap: value mask</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSBS_TEXTABOVE</B>
 <DD><I>Draw text above bitmap</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSBS_TEXTBELOW</B>
 <DD><I>Draw text below the bitmap</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSBS_DEFAULTVALUE</B>(<!2><A HREF="#DOC.583">CSBS_SHIFT</A> | <!2><A HREF="#DOC.585">CSBS_SELECTABLE</A> | \
				 <!2><A HREF="#DOC.592">CSBS_TEXTBELOW</A>)
 <DD><I>Default button styles</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csButtonFrameStyle.html><B>csButtonFrameStyle</B></A> 
 <DD><I>Possible button frame styles</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csButton.html><B>csButton</B></A> 
 <DD><I>
The Button class implements different types of push buttons</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <B></B>
 <DD><I>The following styles are used with check boxes</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSBS_CBTYPEMASK</B>
 <DD><I>Checkbox type mask</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSBS_CB2STATE</B>
 <DD><I>The checkbox is a 2-state checkbox (on/off)</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSBS_CB3STATE</B>
 <DD><I>The checkbox is a 3-state checkbox (on/off/indefinite)</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSBS_CBAUTO</B>
 <DD><I>The checkbox automatically switches between states (on->off{->indefinite})</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSBS_DEFAULTCHECKBOX</B>(<!2><A HREF="#DOC.585">CSBS_SELECTABLE</A> | \
				 <!2><A HREF="#DOC.598">CSBS_CB2STATE</A> | <!2><A HREF="#DOC.600">CSBS_CBAUTO</A>)
 <DD><I>Default checkbox button style</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csCheckBoxState.html><B>csCheckBoxState</B></A> 
 <DD><I>Possible check box states</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csCheckBox.html><B>csCheckBox</B></A> 
 <DD><I>
The csCheckBox class is a close child of csButton class</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <B></B>
 <DD><I>Component state flags</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSS_VISIBLE</B>
 <DD><I>Component is visible</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSS_FOCUSED</B>
 <DD><I>Component is focused in parent window child list</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSS_DISABLED</B>
 <DD><I>Component is disabled</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSS_SELECTABLE</B>
 <DD><I>Component can be selected</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSS_GROUP</B>
 <DD><I>Component is the beginning of a group of components</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSS_TOPSELECT</B>
 <DD><I>Move component to top Z-order when selected</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSS_TRANSPARENT</B>
 <DD><I>Excldude component from clipping process</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSS_MODAL</B>
 <DD><I>Component is modally executing</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=.4.html><B></B></A> 
 <DD><I>
csApp contains a static array with indexes of all colors
used in windowing system</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <B></B>
 <DD><I>
Drag mode flags: these flags are used by csComp::Drag to compute
new window coordinates when dragging window with mouse</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CS_DRAG_XMIN</B>
 <DD><I>Drag left window border</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CS_DRAG_XMAX</B>
 <DD><I>Drag right window border</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CS_DRAG_YMIN</B>
 <DD><I>Drag top window border</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CS_DRAG_YMAX</B>
 <DD><I>Drag bottom window border</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CS_DRAG_MOVEABLE</B>
 <DD><I>Window is moveable</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CS_DRAG_SIZEABLE</B>
 <DD><I>Window is sizeable</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CS_DRAG_ALL</B>(<!2><A HREF="#DOC.615">CS_DRAG_XMIN</A> | <!2><A HREF="#DOC.616">CS_DRAG_XMAX</A> | \
			 <!2><A HREF="#DOC.617">CS_DRAG_YMIN</A> | <!2><A HREF="#DOC.618">CS_DRAG_YMAX</A>)
 <DD><I>All flags above combined (used when dragging with titlebar)</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csComponent.html><B>csComponent</B></A> 
 <DD><I>
Graphics system component: a menu, window etc</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csDialogFrameStyle.html><B>csDialogFrameStyle</B></A> 
 <DD><I>
Possible dialog frame styles<p>
Dialog can have no frame (default) or can have a horizontal or vertical
"frame" which is used for horizontal and vertical toolbars</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csDialog.html><B>csDialog</B></A> 
 <DD><I>
The Dialog class is a single-colored canvas which contains a
number of child controls</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csGraphicsPipeline.html><B>csGraphicsPipeline</B></A> 
 <DD><I>
Graphics System pipeline class<p>
This class implements all drawing operations (which are then passed to
System->piG2D object)</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csInputLineFrameStyle.html><B>csInputLineFrameStyle</B></A> 
 <DD><I>Possible input line frame styles</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSIL_DEFAULTLENGTH</B>
 <DD><I>Default input line maximal field length</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csInputLine.html><B>csInputLine</B></A> 
 <DD><I>
The Input Line class implements a rectangular are where user can
enter any text</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csKeyboardAccelerator.html><B>csKeyboardAccelerator</B></A> 
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSS_LISTBOXITEM_SELECTED</B>
 <DD><I>Additional state flag used to mark selected list box itens</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csListBoxItemStyle.html><B>csListBoxItemStyle</B></A> 
 <DD><I>
List box items are divided into several subtypes which will be
shown in different colors</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csListBoxItem.html><B>csListBoxItem</B></A> 
 <DD><I>This class encapsulates a menu item</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <B></B>
 <DD><I>
List box styles</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSLBS_MULTIPLESEL</B>
 <DD><I>List box can have multiple items selected</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSLBS_HSCROLL</B>
 <DD><I>List box has a horizontal scroll bar</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSLBS_VSCROLL</B>
 <DD><I>List box has a vertical scroll bar</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSLBS_DEFAULTVALUE</B>
 <DD><I>Default list box style</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csListBoxFrameStyle.html><B>csListBoxFrameStyle</B></A> 
 <DD><I>List box frame styles</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=.5.html><B></B></A> 
 <DD><I>
List box - specific messages</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csListBox.html><B>csListBox</B></A> 
 <DD><I>
List box class is a rectangle which contains a number of list box
items</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=.6.html><B></B></A> 
 <DD><I>
In fact, menu class is a bit messy just now, and as soon as I will have time
it should be cleaned up</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <B></B>
 <DD><I>
Menu item styles</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSMIS_CHECKED</B>
 <DD><I>Menu item has a checkmark at the left</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSMIS_SEPARATOR</B>
 <DD><I>Menu item is a separator</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSMIS_NEWCOLUMN</B>
 <DD><I>This menu item starts a new column (if frame style != csmfsBar)</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSMIS_NOCLOSE</B>
 <DD><I>Do not close menu when menu item is activated</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSMIS_DEFAULTVALUE</B>
 <DD><I>Default menu item styles</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csMenuItem.html><B>csMenuItem</B></A> 
 <DD><I>This class encapsulates a menu item</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=.7.html><B></B></A> 
 <DD><I>csMenu class messages</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csMenuFrameStyle.html><B>csMenuFrameStyle</B></A> 
 <DD><I>Possible menu frame styles</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSMS_HIDEINACTIVE</B>
 <DD><I>Menu style flags: hide menu when it deactivates</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSMS_DEFAULTVALUE</B>
 <DD><I>Default menu style value</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csMenu.html><B>csMenu</B></A> 
 <DD><I>
The Menu class represents two types of menu: vertical (popup)
menus and bar menus</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=__CSMOUSE_H__.html><B>__CSMOUSE_H__</B></A> 
 <DD><I>
Just a small example how menus can be defined and used:
<pre>
csComponent *window = new csWindow (app, "Window title");
csMenu *menu = (csMenu *)window->GetChild (CSWID_MENUBAR);
if (menu)
{
submenu = new csMenu (NULL);
(void)new csMenuItem (menu, "~File", submenu);
(void)new csMenuItem (submenu, "~Open\tCtrl+O", cscmdNothing);
(void)new csMenuItem (submenu, "~Save\tCtrl+S", cscmdNothing);
(void)new csMenuItem (submenu, "~Close", cscmdNothing);
(void)new csMenuItem (submenu);
(void)new csMenuItem (submenu, "~Quit\tCtrl+Q", cscmdQuit);
[</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csMousePointer.html><B>csMousePointer</B></A> 
 <DD><I>
This class encapsulates mouse pointer</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csMouse.html><B>csMouse</B></A> 
 <DD><I>
This class handles mouse pointer and generates mouse events</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSBS_DEFAULTRADIOBUTTON</B>(<!2><A HREF="#DOC.585">CSBS_SELECTABLE</A>)
 <DD><I>Default radio button style</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csRadioButton.html><B>csRadioButton</B></A> 
 <DD><I>
The csRadioButton class is a close child of csButton class</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSSB_DEFAULTSIZE</B>(3+3+9)
 <DD><I>Recommended scroll bar size (width or height)</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csScrollBarFrameStyle.html><B>csScrollBarFrameStyle</B></A> 
 <DD><I>Possible scrollbar frame styles</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csScrollBarStatus.html><B>csScrollBarStatus</B></A> 
 <DD><I>Scroll bar range structure</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=.8.html><B></B></A> 
 <DD><I>csScrollBar class messages</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csScrollBar.html><B>csScrollBar</B></A> 
 <DD><I>
The ScrollBar component class is used to scroll left/right or
up/down windows whose content does not fit into their size</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csSpinBoxItem.html><B>csSpinBoxItem</B></A> 
 <DD><I>Spin box item structure</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <B></B>
 <DD><I>Spin box item placement values</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSSB_ITEM_BEFOREALL</B>
 <DD><I>Insert item before all other items</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSSB_ITEM_AFTERALL</B>
 <DD><I>Insert item after all other items</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csSpinBox.html><B>csSpinBox</B></A> 
 <DD><I>
The spinbox class is a combination of an input line and a bi-directional
arrow button which can be used to switch input line contents back and
forth between a set of predefined values</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csStaticStyle.html><B>csStaticStyle</B></A> 
 <DD><I>Possible static component styles</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSSTA_HALIGNMASK</B>
 <DD><I>Horizontal text alignment mask</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSSTA_LEFT</B>
 <DD><I>Align text horizontally to the left (default)</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSSTA_RIGHT</B>
 <DD><I>Align text horizontally to the right</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSSTA_HCENTER</B>
 <DD><I>Center text horizontally</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSSTA_VALIGNMASK</B>
 <DD><I>Vertical text alignment mask</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSSTA_TOP</B>
 <DD><I>Align text to top</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSSTA_BOTTOM</B>
 <DD><I>Align text to bottom</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSSTA_VCENTER</B>
 <DD><I>Center text vertically (default)</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=.9.html><B></B></A> 
 <DD><I>Static control class messages</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csStatic.html><B>csStatic</B></A> 
 <DD><I>
The Static component class represents a decorative control
(widget) which usually does not have functionality, but
serves as a decoration</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=.10.html><B></B></A> 
 <DD><I>csTimer class messages</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csTimer.html><B>csTimer</B></A> 
 <DD><I>
Timer is a pseudo-component class which counts time and generates a
cscmdTimerPulse command to its parent each time timer crosses
bound between two periods</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csTitleBar.html><B>csTitleBar</B></A> 
 <DD><I>
The TitleBar class represents a bar with a text string written across
which is usually drawn at the top of complex windows :-)</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSWID_BUTSYSMENU</B>
 <DD><I>Window system menu button ID</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSWID_BUTCLOSE</B>
 <DD><I>Window close button ID</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSWID_BUTHIDE</B>
 <DD><I>Window hide button ID</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSWID_BUTMAXIMIZE</B>
 <DD><I>Window maximize button ID</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSWID_TITLEBAR</B>
 <DD><I>Window title bar ID</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSWID_MENUBAR</B>
 <DD><I>Window menu bar ID</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSWID_CLIENT</B>
 <DD><I>Client window ID</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSWID_SYSMENU</B>
 <DD><I>System menu ID</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSWID_TOOLBAR</B>
 <DD><I>Tool bar ID</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSWID_FILENAME</B>
 <DD><I>File name entry field in file dialogs</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSWID_PATHNAME</B>
 <DD><I>Path name entry field in file dialogs</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSWID_DIRLIST</B>
 <DD><I>Directory list box in file dialogs</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSWID_FILELIST</B>
 <DD><I>File list box in file dialogs</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSWS_BUTSYSMENU</B>
 <DD><I>Window style flags: does window have a system menu?</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSWS_BUTCLOSE</B>
 <DD><I>Does window have a close button?</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSWS_BUTHIDE</B>
 <DD><I>Does window have a hide button?</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSWS_BUTMAXIMIZE</B>
 <DD><I>Does window have a maximize/restore button?</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSWS_TITLEBAR</B>
 <DD><I>Does window have a titlebar?</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSWS_MENUBAR</B>
 <DD><I>Does window have a menu bar?</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSWS_CLIENTBORDER</B>
 <DD><I>Does window draw a thin 3D frame around client window?</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSWS_TOOLBAR</B>
 <DD><I>Does window have a tool bar?</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSWS_TBPOS_MASK</B>
 <DD><I>Toolbar position mask</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSWS_TBPOS_TOP</B>
 <DD><I>Toolbar is automatically placed at top of window (below menu bar)</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSWS_TBPOS_BOTTOM</B>
 <DD><I>Toolbar is automatically placed at bottom of window</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSWS_TBPOS_LEFT</B>
 <DD><I>Toolbar is automatically placed at left of window</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSWS_TBPOS_RIGHT</B>
 <DD><I>Toolbar is automatically placed at right of window</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSWS_DEFAULTVALUE</B>(<!2><A HREF="#DOC.696">CSWS_BUTSYSMENU</A> | <!2><A HREF="#DOC.697">CSWS_BUTCLOSE</A> | \
				 <!2><A HREF="#DOC.698">CSWS_BUTHIDE</A> | <!2><A HREF="#DOC.699">CSWS_BUTMAXIMIZE</A> | \
				 <!2><A HREF="#DOC.700">CSWS_TITLEBAR</A> | <!2><A HREF="#DOC.701">CSWS_MENUBAR</A>)
 <DD><I>Default window style</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> enum  <B>csWindowFrameStyle</B>
 <DD><I>Possible window frame styles</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=.11.html><B></B></A> 
 <DD><I>
The following commands are generated by titlebar buttons</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csWindow.html><B>csWindow</B></A> 
 <DD><I>
A csWindow object is a rectangular area of screen with border
which optionally contains a titlebar, a menubar and a client
component</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> struct  <B>csPaletteExport</B>
 <DD><I>
Control palette export structure</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>extern  <!2><A HREF="#DOC.713">csPaletteExport</A>  <B>cswsPalette</B>[]
 <DD><I>A global array containing CSWS palette for all component types</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <B></B>
 <DD><I>
These are indexes into cswsPalette for each component type</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSPAL_APP</B>
 <DD><I>Application palette index</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSPAL_BUTTON</B>
 <DD><I>Button palette index</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSPAL_DIALOG</B>
 <DD><I>Dialog palette index</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSPAL_INPUTLINE</B>
 <DD><I>Input line palette index</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSPAL_LISTBOX</B>
 <DD><I>List box palette index</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSPAL_MENUITEM</B>
 <DD><I>Menu item palette index</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSPAL_MENU</B>
 <DD><I>Menu palette index</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSPAL_STATIC</B>
 <DD><I>Static component palette index</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSPAL_TITLEBAR</B>
 <DD><I>Title bar palette index</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSPAL_WINDOW</B>
 <DD><I>Window palette index</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSPAL_LISTBOXITEM</B>
 <DD><I>List box item palette index</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSPAL_SCROLLBAR</B>
 <DD><I>Scroll bar palette index</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=.12.html><B></B></A> 
 <DD><I>
csApp class color palette indexes</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSPAL_APP_WORKSPACE</B>
 <DD><I>Workspace color index</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=.13.html><B></B></A> 
 <DD><I>
csButton class color palette indexes</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSPAL_BUTTON_BACKGROUND</B>
 <DD><I>button background</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSPAL_BUTTON_DEFFRAME</B>
 <DD><I>default button frame</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSPAL_BUTTON_DARK3D</B>
 <DD><I>3D border dark</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSPAL_BUTTON_LIGHT3D</B>
 <DD><I>3D border light</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSPAL_BUTTON_TEXT</B>
 <DD><I>button text</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSPAL_BUTTON_DTEXT</B>
 <DD><I>button disabled text</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=.14.html><B></B></A> 
 <DD><I>
csDialog class color palette indexes</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSPAL_DIALOG_BACKGROUND</B>
 <DD><I>Background color index</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSPAL_DIALOG_DARK3D</B>
 <DD><I>3D border dark</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSPAL_DIALOG_LIGHT3D</B>
 <DD><I>3D border light</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSPAL_DIALOG_2DARK3D</B>
 <DD><I>2nd level 3D border dark</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSPAL_DIALOG_2LIGHT3D</B>
 <DD><I>2nd level 3D border light</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=.15.html><B></B></A> 
 <DD><I>
csButton class color palette indexes</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSPAL_INPUTLINE_BACKGROUND</B>
 <DD><I>input line background</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSPAL_INPUTLINE_BACKGROUND2</B>
 <DD><I>Background color for csifsThickRect</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSPAL_INPUTLINE_DARK3D</B>
 <DD><I>3D border dark</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSPAL_INPUTLINE_LIGHT3D</B>
 <DD><I>3D border light</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSPAL_INPUTLINE_2DARK3D</B>
 <DD><I>2nd level 3D border dark</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSPAL_INPUTLINE_2LIGHT3D</B>
 <DD><I>2nd level 3D border light</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSPAL_INPUTLINE_TEXT</B>
 <DD><I>input line text</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSPAL_INPUTLINE_SELBACKGROUND</B>
 <DD><I>input line selection background</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSPAL_INPUTLINE_SELTEXT</B>
 <DD><I>input line selected text</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=.16.html><B></B></A> 
 <DD><I>
csListBox class color palette indexes</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSPAL_LISTBOX_BACKGROUND</B>
 <DD><I>list box background</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSPAL_LISTBOX_BACKGROUND2</B>
 <DD><I>background color for cslfsThickRect</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSPAL_LISTBOX_DARK3D</B>
 <DD><I>3D border dark</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSPAL_LISTBOX_LIGHT3D</B>
 <DD><I>3D border light</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSPAL_LISTBOX_2DARK3D</B>
 <DD><I>2nd level 3D border dark</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSPAL_LISTBOX_2LIGHT3D</B>
 <DD><I>2nd level 3D border light</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSPAL_LISTBOX_TEXT</B>
 <DD><I>list box text</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSPAL_LISTBOX_SELBACKGROUND</B>
 <DD><I>list box selection background</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSPAL_LISTBOX_SELTEXT</B>
 <DD><I>list box selected text</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=.17.html><B></B></A> 
 <DD><I>
csMenuItem class color palette indexes</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSPAL_MENUITEM_BACKGROUND</B>
 <DD><I>Unselected menu item background</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSPAL_MENUITEM_SELECTION</B>
 <DD><I>Selected menu item background</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSPAL_MENUITEM_UTEXT</B>
 <DD><I>Unselected text</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSPAL_MENUITEM_STEXT</B>
 <DD><I>Selected text</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSPAL_MENUITEM_DTEXT</B>
 <DD><I>Disabled text</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSPAL_MENUITEM_DARK3D</B>
 <DD><I>Separator 3D dark</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSPAL_MENUITEM_LIGHT3D</B>
 <DD><I>Separator 3D light</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=.18.html><B></B></A> 
 <DD><I>
csMenu class color palette indexes</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSPAL_MENU_BACKGROUND</B>
 <DD><I>Menu background</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSPAL_MENU_DARK3D</B>
 <DD><I>3D border dark</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSPAL_MENU_LIGHT3D</B>
 <DD><I>3D border light</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSPAL_MENU_2DARK3D</B>
 <DD><I>3D border 2nd level dark</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSPAL_MENU_2LIGHT3D</B>
 <DD><I>3D border 2nd level light</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=.19.html><B></B></A> 
 <DD><I>
csStatic class color palette indexes</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSPAL_STATIC_BACKGROUND</B>
 <DD><I>static component background</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSPAL_STATIC_ITEXT</B>
 <DD><I>static component text / inactive</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSPAL_STATIC_ATEXT</B>
 <DD><I>static component text / active</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSPAL_STATIC_DARK3D</B>
 <DD><I>3D border dark</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSPAL_STATIC_LIGHT3D</B>
 <DD><I>3D border light</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=.20.html><B></B></A> 
 <DD><I>
csTitleBar class color palette indexes</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSPAL_TITLEBAR_DARK3D</B>
 <DD><I>3D border dark</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSPAL_TITLEBAR_LIGHT3D</B>
 <DD><I>3D border light</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSPAL_TITLEBAR_PBACKGROUND</B>
 <DD><I>passive title background</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSPAL_TITLEBAR_PTEXT</B>
 <DD><I>passive title text</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSPAL_TITLEBAR_PDARK3D</B>
 <DD><I>passive title 3D bars dark</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSPAL_TITLEBAR_PLIGHT3D</B>
 <DD><I>passive title 3D bars light</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSPAL_TITLEBAR_ABACKGROUND</B>
 <DD><I>active title background</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSPAL_TITLEBAR_ATEXT</B>
 <DD><I>active title text</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSPAL_TITLEBAR_ADARK3D</B>
 <DD><I>active title 3D bars dark</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSPAL_TITLEBAR_ALIGHT3D</B>
 <DD><I>active title 3D bars light</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=.21.html><B></B></A> 
 <DD><I>
csWindow class color palette indexes</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSPAL_WINDOW_DARK3D</B>
 <DD><I>3D border dark</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSPAL_WINDOW_LIGHT3D</B>
 <DD><I>3D border light</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSPAL_WINDOW_2DARK3D</B>
 <DD><I>3D border 2nd level dark</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSPAL_WINDOW_2LIGHT3D</B>
 <DD><I>3D border 2nd level light</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSPAL_WINDOW_BORDER</B>
 <DD><I>border normal</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=.22.html><B></B></A> 
 <DD><I>
csListBoxItem class color palette indexes</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSPAL_LISTBOXITEM_BACKGROUND</B>
 <DD><I>Unselected listbox item background</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSPAL_LISTBOXITEM_SELECTION</B>
 <DD><I>Selected listbox item background</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSPAL_LISTBOXITEM_SELRECT</B>
 <DD><I>Thin rectangle around selected item </I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSPAL_LISTBOXITEM_DTEXT</B>
 <DD><I>Disabled text</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSPAL_LISTBOXITEM_UNTEXT</B>
 <DD><I>Unselected normal text</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSPAL_LISTBOXITEM_SNTEXT</B>
 <DD><I>Selected normal text</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSPAL_LISTBOXITEM_UETEXT</B>
 <DD><I>Unselected emphasized text</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSPAL_LISTBOXITEM_SETEXT</B>
 <DD><I>Selected emphasized text</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=.23.html><B></B></A> 
 <DD><I>
csScrollBar class color palette indexes</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSPAL_SCROLLBAR_BACKGROUND</B>
 <DD><I>Scroll bar background</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSPAL_SCROLLBAR_SELBACKGROUND</B>
 <DD><I>Scroll bar selected background</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSPAL_SCROLLBAR_DARK3D</B>
 <DD><I>3D border dark</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSPAL_SCROLLBAR_LIGHT3D</B>
 <DD><I>3D border light</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csWindowList.html><B>csWindowList</B></A> 
 <DD><I>
Window List class<p>
A window of this type is created when user clicks both mouse buttons
on application canvas</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=.24.html><B></B></A> 
 <DD><I>
Message box style flags (used in MessageBox (</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSMBS_NOTYPE</B>
 <DD><I>Message has no type</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSMBS_INFORMATION</B>
 <DD><I>Informational message</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSMBS_INFO</B>
 <DD><I>Same for lazy ones (like me :-)</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSMBS_WARNING</B>
 <DD><I>Warning message</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSMBS_WARN</B>
 <DD><I>Same but shorter</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSMBS_QUESTION</B>
 <DD><I>Question message</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSMBS_ERROR</B>
 <DD><I>Fatal error</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSMBS_STOP</B>
 <DD><I>Invalid operation</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSMBS_TYPEMASK</B>
 <DD><I>This is the mask used to separate message box style from other flags</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSMBS_OK</B>
 <DD><I>Message box contains a "OK" button</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSMBS_CANCEL</B>
 <DD><I>Message box contains a "Cancel" button</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSMBS_ABORT</B>
 <DD><I>Message box contains a "Abort" button</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSMBS_RETRY</B>
 <DD><I>Message box contains a "Retry" button</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSMBS_IGNORE</B>
 <DD><I>Message box contains a "Ignore" button</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSMBS_OKCANCEL</B>(<!2><A HREF="#DOC.825">CSMBS_OK</A> | <!2><A HREF="#DOC.826">CSMBS_CANCEL</A>)
 <DD><I>Message box contains a "OK" button and a "Cancel" button</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSMBS_ABORTRETRYIGNORE</B>(<!2><A HREF="#DOC.827">CSMBS_ABORT</A> | <!2><A HREF="#DOC.828">CSMBS_RETRY</A> | <!2><A HREF="#DOC.829">CSMBS_IGNORE</A>)
 <DD><I>Message box contains a "Abort" button, a "Retry" button and a "Ignore" button</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSMBS_NONMODAL</B>
 <DD><I>Message is not program-modal</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>extern  int  <B>MessageBox</B>(<!1><A HREF="csComponent.html">csComponent</A> *iParent, char *iTitle, char *iMessage, int iFlags = <!2><A HREF="#DOC.818">CSMBS_INFO</A> | <!2><A HREF="#DOC.825">CSMBS_OK</A>)
 <DD><I>Display a message box and return ID of pressed button (0 for Esc)</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>extern  <!1><A HREF="csWindow.html">csWindow</A>*  <B>csFileDialog</B>(<!1><A HREF="csComponent.html">csComponent</A> *iParent, char *iTitle, char *iFileName = "./", char *iOpenButtonText = "~Load")
 <DD><I>Create and return a new file open dialog</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>extern  void  <B>csQueryFileDialog</B>(<!1><A HREF="csWindow.html">csWindow</A> *iFileDialog, char *iFileName, size_t iFileNameSize)
 <DD><I>Query full name, filename and pathname from a file dialog</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <B></B>
 <DD><I>Compute the biggest union of a set of adjanced rectangles</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>extern  void  <B>RectUnion</B>(<!1><A HREF="csObjVector.html">csObjVector</A> &rect, <!1><A HREF="csRect.html">csRect</A> &result)
 <DD><I>(i.e. rectangles do not overlap and can have adjanced edges).</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>extern  void  <B>FindCFGBitmap</B>(<!1><A HREF="csStrVector.html">csStrVector</A> &sv, char *<!2><A HREF="#DOC.550">id</A>, int *x, int *y, int *w, int *h)
 <DD><I>Find a bitmap definition in one of CSWS.CFG bitmap arrays</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>extern  <!1><A HREF="csButton.html">csButton</A>*  <B>csNewToolbarButton</B>(<!1><A HREF="csComponent.html">csComponent</A> *iToolbar, int iCommand, char *iText, <!1><A HREF="csButtonFrameStyle.html">csButtonFrameStyle</A> iFrameStyle = csbfsThinRect, int iButtonStyle = <!2><A HREF="#DOC.583">CSBS_SHIFT</A> | <!2><A HREF="#DOC.592">CSBS_TEXTBELOW</A>)
 <DD><I>The short way to add a text button to a toolbar</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>extern  <!1><A HREF="csButton.html">csButton</A>*  <B>csNewToolbarButton</B>(<!1><A HREF="csComponent.html">csComponent</A> *iToolbar, int iCommand, <!1><A HREF="csSprite2D.html">csSprite2D</A> *bmpup = NULL, <!1><A HREF="csSprite2D.html">csSprite2D</A> *bmpdn = NULL, <!1><A HREF="csButtonFrameStyle.html">csButtonFrameStyle</A> iFrameStyle = csbfsThinRect, int iButtonStyle = <!2><A HREF="#DOC.583">CSBS_SHIFT</A>)
 <DD><I>The short way to add a icon button to a toolbar</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>extern  <!1><A HREF="csSprite2D.html">csSprite2D</A>*  <B>NewBitmap</B>(<!1><A HREF="csApp.html">csApp</A> *app, char *texturename, int tx, int ty, int tw, int th)
 <DD><I>Create and return a new bitmap (2D sprite)</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> enum <B></B>
 <DD><I>Windowing System Events</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=.25.html><B></B></A> 
 <DD><I>
Predefined Windowing System Command Codes<p>
The list below does not contain all defined messages; these are only the
most general ones</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <B></B>
 <DD><I>Shift key masks</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSMASK_SHIFT</B>
 <DD><I>"Shift" key mask</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSMASK_CTRL</B>
 <DD><I>"Ctrl" key mask</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSMASK_ALT</B>
 <DD><I>"Alt" key mask</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSMASK_ALLSHIFTS</B>(<!2><A HREF="#DOC.845">CSMASK_SHIFT</A> | <!2><A HREF="#DOC.846">CSMASK_CTRL</A> | <!2><A HREF="#DOC.847">CSMASK_ALT</A>)
 <DD><I>All shift keys</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSMASK_FIRST</B>
 <DD><I>Key is pressed for first time?</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <B></B>
 <DD><I>
Control key codes</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSKEY_ESC</B>
 <DD><I>ESCape key</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSKEY_ENTER</B>
 <DD><I>Enter key</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSKEY_TAB</B>
 <DD><I>Tab key</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSKEY_BACKSPACE</B>
 <DD><I>Back-space key</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSKEY_UP</B>
 <DD><I>Up arrow key</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSKEY_DOWN</B>
 <DD><I>Down arrow key</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSKEY_LEFT</B>
 <DD><I>Left arrow key</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSKEY_RIGHT</B>
 <DD><I>Right arrow key</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSKEY_PGUP</B>
 <DD><I>PageUp key</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSKEY_PGDN</B>
 <DD><I>PageDown key</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSKEY_HOME</B>
 <DD><I>Home key</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSKEY_END</B>
 <DD><I>End key</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSKEY_INS</B>
 <DD><I>Insert key</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSKEY_DEL</B>
 <DD><I>Delete key</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSKEY_CTRL</B>
 <DD><I>Control key</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSKEY_ALT</B>
 <DD><I>Alternative shift key</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSKEY_SHIFT</B>
 <DD><I>Shift key</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSKEY_F1</B>
 <DD><I>Function keys</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>CSKEY_CENTER</B>
 <DD><I>The "center" key ("5" on numeric keypad)</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csEvent.html><B>csEvent</B></A> 
 <DD><I>
This class represents a windowing system event</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csEventQueue.html><B>csEventQueue</B></A> 
 <DD><I>
This class represents a windowing system event queue</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=ISystem.html><B>ISystem</B></A> 
 <DD><I>
These are the low-level interfaces to input devices like keyboard
and mouse (possibly joystick will be added in the future)</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csKey.html><B>csKey</B></A> 
 <DD><I>
Keyboard driver maintains a structure containing the current state of
major control keys (see below)</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csKeyboardDriver.html><B>csKeyboardDriver</B></A> 
 <DD><I>
This is the lowest-level interface to keyboard</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csMouseDriver.html><B>csMouseDriver</B></A> 
 <DD><I>
This is the lowest-level interface to mouse</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csSndFunc.html><B>csSndFunc</B></A> 
 <DD><I>
A static class with only static member functions</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csConsole.html><B>csConsole</B></A> 
 <DD><I>
The csConsole class is just an outline of how CrystalSpace console
should work</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>extern  long  <B>convert_endian</B>(long l)
 <DD><I>Swap the bytes in a long value.</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>extern  short  <B>convert_endian</B>(short l)
 <DD><I>Swap the bytes in a short value.</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>extern  float  <B>convert_endian</B>(float l)
 <DD><I>Swap the bytes in a float value.</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>extern  void  <B>write_endian</B>(FILE* fp, long l)
 <DD><I>Write a number to a file in an endian independent way.</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>extern  void  <B>write_endian</B>(FILE* fp, char* str)
 <DD><I>Write a string to a file in an endian independent way.</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>extern  long  <B>read_long_endian</B>(FILE* fp)
 <DD><I>Read a number from a file in an endian independent way.</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>extern  char*  <B>read_str_endian</B>(FILE* fp)
 <DD><I>Read a string from a file in an endian independent way.</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>extern  t_big_endian_long*  <B>big_endian_long</B>
 <DD><I>Convert a long from machine format to big-endian</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>extern  t_little_endian_long*  <B>little_endian_long</B>
 <DD><I>Convert a long from machine format to little-endian</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>extern  t_big_endian_short*  <B>big_endian_short</B>
 <DD><I>Convert a short from machine format to big-endian</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>extern  t_little_endian_short*  <B>little_endian_short</B>
 <DD><I>Convert a short from machine format to little-endian</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>inline  UShort  <B>get_le_short</B>(UByte *buff)
 <DD><I>Read a little-endian short from address</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>inline  ULong  <B>get_le_long</B>(UByte *buff)
 <DD><I>Read a little-endian long from address</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>inline  void  <B>set_le_short</B>(UByte *buff, UShort value)
 <DD><I>Set a little-endian short on a address</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>inline  void  <B>set_le_long</B>(UByte *buff, ULong value)
 <DD><I>Set a little-endian long on a address</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csColOption.html><B>csColOption</B></A> 
 <DD><I>Class to collect all options for all COM modules in the system.</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csSystemDriver.html><B>csSystemDriver</B></A> 
 <DD><I>
This is the interface to operating system</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>__NEED_OPENDIR_PROTOTYPE</B>(s1,s2,n)
 <DD><I>Directory read functions</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> struct  <B>dirent</B>
 <DD><I>Directory entry</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> struct  <B>DIR</B>
 <DD><I>Directory handle</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csGraphics2DFactoryAA.html><B>csGraphics2DFactoryAA</B></A> 
 <DD><I>IGraphics2DFactory interface implementation</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csGraphics2DAA.html><B>csGraphics2DAA</B></A> 
 <DD><I>
The Ascii Art driver</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csGraphics2DBeLib.html><B>csGraphics2DBeLib</B></A> 
 <DD><I>Be 2D Graphics Driver</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <B></B>
 <DD><I>FIXME: I think this is unused and can be dropped (ES)</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=IXBeLibGraphicsInfo.html><B>IXBeLibGraphicsInfo</B></A> 
 <DD><I>csGraphics2DBe's implementation if IBeGraphicsInfo</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csGraphics2DGlide2xBeFactory.html><B>csGraphics2DGlide2xBeFactory</B></A> 
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csGraphics2DBeGlide.html><B>csGraphics2DBeGlide</B></A> 
 <DD><I>BeOS version.</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>interface  IGlide2xGraphicsInfo  :  public  <B>IUnknown</B>
 <DD><I>IGlide2xGraphicsInfo interface -- for Glide-specific properties.</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(Open)</B>(char* szTitle)
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(Close)</B>()
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=IXGlide2xGraphicsInfo.html><B>IXGlide2xGraphicsInfo</B></A> 
 <DD><I>csGraphics2DGlide's implementation of IGlide2xGraphicsInfo</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=FontDef.html><B>FontDef</B></A> 
 <DD><I>This structure is used to define a external list of bitmap fonts</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>extern  <!1><A HREF="FontDef.html">FontDef</A>  <B>FontList</B>[]
 <DD><I>The array containing the definitions of all fonts</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csGraphics2D.html><B>csGraphics2D</B></A> 
 <DD><I>
This is the base class for 2D renderer</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=IXGraphics2D.html><B>IXGraphics2D</B></A> 
 <DD><I>
This serves as the composite interface that implements IGraphics2D
for csGraphics2D and all derived classes</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>interface  IXGraphicsInfo  :  public  IGraphicsInfo DECLARE_IUNKNOWN <B>()</B>(int& nPage)
 <DD><I>
This serves as the composite interface that implements IGraphicsInfo
for csGraphics2D and all derived classes</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=GetPixelBytes.2.html><B>GetPixelBytes</B></A> 
 <DD><I>
Return the number of bytes for every pixel</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHODIMP  <B>GetPixelFormat</B>(<!1><A HREF="csPixelFormat.html">csPixelFormat</A>* PixelFormat)
 <DD><I>
Return information about about the pixel format</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHODIMP  <B>GetFontID</B>(int& nID)
 <DD><I>Get the current font ID</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHODIMP  <B>GetWidth</B>(int& nWidth)
 <DD><I>Return the width of the framebuffer.</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHODIMP  <B>GetHeight</B>(int& nHeight)
 <DD><I>Return the height of the framebuffer.</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHODIMP  <B>GetIsFullScreen</B>(bool& bIsFullScreen)
 <DD><I>Returns 'true' if the program is being run full-screen.</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=GetNumPalEntries.2.html><B>GetNumPalEntries</B></A> 
 <DD><I>
Return the number of palette entries that can be modified</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHODIMP  <B>GetStringError</B>( HRESULT hRes, char* szErrorString )
 <DD><I>Get the string equivilent of the HRESULT.</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHODIMP  <B>GetPalette</B>(<!2><A HREF="#DOC.9">RGBpaletteEntry</A>**)
 <DD><I>Get the palette (if any)</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHODIMP  <B>GetTextWidth</B>(int &Width, int Font, char *text)
 <DD><I>Get the width of a string if it would be drawn with given font</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHODIMP  <B>GetTextHeight</B>(int &Height, int Font)
 <DD><I>Get the height of given font</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csGraphics2DFactoryOS2DIVE.html><B>csGraphics2DFactoryOS2DIVE</B></A> 
 <DD><I>IGraphics2DFactory interface implementation</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csGraphics2DOS2DIVE.html><B>csGraphics2DOS2DIVE</B></A> 
 <DD><I>
This is the SysGraphics2D class for OS/2</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=diveWindow.html><B>diveWindow</B></A> 
 <DD><I>
DIVE window class
This class implements everything needed to use a DIVE context</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>interface  IGraphics2DDirect3DFactory  :  public  <B>IGraphics2DFactory</B>
 <DD><I>dummy interface</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csGraphics2DDDraw3Factory.html><B>csGraphics2DDDraw3Factory</B></A> 
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csGraphics2DDDraw3.html><B>csGraphics2DDDraw3</B></A> 
 <DD><I>Windows version.</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>interface  IDDraw3GraphicsInfo  :  public  <B>IUnknown</B>
 <DD><I>IDDraw3GraphicsInfo interface -- for win32 DDraw-specific properties.</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(Open)</B>(char* szTitle)
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(Close)</B>()
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(GetDirectDrawDriver)</B>( LPDIRECTDRAW* lplpDirectDraw )
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(GetDirectDrawPrimary)</B>( LPDIRECTDRAWSURFACE* lplpDirectDrawPrimary )
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(GetDirectDrawBackBuffer)</B>( LPDIRECTDRAWSURFACE* lplpDirectDrawBackBuffer )
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(GetDirectDetection)</B>(<!1><A HREF="IDirectDetectionInternal.html">IDirectDetectionInternal</A>** lplpDDetection )
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(SetColorPalette)</B>(void)
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=IXDDraw3GraphicsInfo.html><B>IXDDraw3GraphicsInfo</B></A> 
 <DD><I>csGraphics2DDDraw3's implementation if IDDraw3GraphicsInfo</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>interface  IGraphics2DDirect3DFactory  :  public  <B>IGraphics2DFactory</B>
 <DD><I>dummy interface</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csGraphics2DDDraw6.html><B>csGraphics2DDDraw6</B></A> 
 <DD><I>Windows version.</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>interface  IDDraw6GraphicsInfo  :  public  <B>IUnknown</B>
 <DD><I>IDDraw6GraphicsInfo interface -- for Win32-specific properties.</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(Open)</B>(char* szTitle)
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(Close)</B>()
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(GetDirectDrawDriver)</B>( LPDIRECTDRAW* lplpDirectDraw )
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(GetDirectDrawPrimary)</B>( LPDIRECTDRAWSURFACE4* lplpDirectDrawPrimary )
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(GetDirectDrawBackBuffer)</B>( LPDIRECTDRAWSURFACE4* lplpDirectDrawBackBuffer )
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(GetDirectDetection)</B>(<!1><A HREF="IDirectDetectionInternal.html">IDirectDetectionInternal</A>** lplpDDetection )
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(SetColorPalette)</B>(void)
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=IXDDraw6GraphicsInfo.html><B>IXDDraw6GraphicsInfo</B></A> 
 <DD><I>csGraphics2DDDraw6's implementation if IDDraw6GraphicsInfo</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> struct  <B>VESAModeInfoBlock</B>
 <DD><I>VESA mode description structure</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=VideoSystem.html><B>VideoSystem</B></A> 
 <DD><I>
Auxiliary helper class for SysGraphics2D when not using Allegro<p>
This video driver can use back buffers if enough video RAM is available:
this allows us to use page flip instead of copy operation which is
substantialy faster</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csGraphics2DFactoryDOSRAW.html><B>csGraphics2DFactoryDOSRAW</B></A> 
 <DD><I>IGraphics2DFactory interface implementation</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csGraphics2DDOSRAW.html><B>csGraphics2DDOSRAW</B></A> 
 <DD><I>Raw DOS SVGA 2D graphics driver COM class</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csGraphics2DGGIFactory.html><B>csGraphics2DGGIFactory</B></A> 
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csGraphics2DGGI.html><B>csGraphics2DGGI</B></A> 
 <DD><I>GGI version.</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csGraphics2DGlideCommon.html><B>csGraphics2DGlideCommon</B></A> 
 <DD><I>Basic OpenGL version of the 2D driver class
You can look at the openGLX graphics class as an example
of how to inherit and use this class</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>interface  IMacGraphicsInfo  :  public  <B>IUnknown</B>
 <DD><I>IMacGraphicsInfo interface -- for Mac-specific properties.</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(Open)</B>(char* szTitle)
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(Close)</B>()
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(ActivateWindow)</B>( WindowPtr theWindow, bool active )
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(UpdateWindow)</B>( WindowPtr theWindow, bool *updated )
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(PointInWindow)</B>( Point *thePoint, bool *inWindow )
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(DoesDriverNeedEvent)</B>( bool *enabled )
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(SetColorPalette)</B>( void )
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(WindowChanged)</B>( void )
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(HandleEvent)</B>( EventRecord *inEvent, bool *outEventWasProcessed )
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=IXMacGraphicsInfo.html><B>IXMacGraphicsInfo</B></A> 
 <DD><I>csGraphics2DMac's implementation of IMacGraphicsInfo</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csGraphics2DMacFactory.html><B>csGraphics2DMacFactory</B></A> 
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csGraphics2DMac.html><B>csGraphics2DMac</B></A> 
 <DD><I>Macintosh version.</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csGraphics2DGlide2xFactory.html><B>csGraphics2DGlide2xFactory</B></A> 
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>interface  IGlide2xGraphicsInfo  :  public  <B>IUnknown</B>
 <DD><I>IGlide2xGraphicsInfo interface -- for Glide-specific properties.</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(Open)</B>(char* szTitle)
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(Close)</B>()
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(GethWnd)</B>(HWND * hWnd)
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=IXGlide2xGraphicsInfo.2.html><B>IXGlide2xGraphicsInfo</B></A> 
 <DD><I>csGraphics2DGlide's implementation of IGlide2xGraphicsInfo</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csGraphics2DGLBe.html><B>csGraphics2DGLBe</B></A> 
 <DD><I>Be 2D OpenGL Driver</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csGraphics2DOpenGLFontServer.html><B>csGraphics2DOpenGLFontServer</B></A> 
 <DD><I>
This class contains
basic code to read font information and build appropriate bitmaps in 
OpenGL</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csGraphics2DGLCommon.html><B>csGraphics2DGLCommon</B></A> 
 <DD><I>Basic OpenGL version of the 2D driver class
You can look at the openGLX graphics class as an example
of how to inherit and use this class</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csGraphics2DOpenGLFontServer.2.html><B>csGraphics2DOpenGLFontServer</B></A> 
 <DD><I>
This class contains
basic code to read font information and build appropriate bitmaps in 
OpenGL</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>interface  IGraphics2DOpenGLFactory  :  public  <B>IGraphics2DFactory</B>
 <DD><I>dummy interface</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csGraphics2DOpenGLFactory.html><B>csGraphics2DOpenGLFactory</B></A> 
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csGraphics2DOpenGL.html><B>csGraphics2DOpenGL</B></A> 
 <DD><I>Windows version.</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=IXOpenGLGraphicsInfo.html><B>IXOpenGLGraphicsInfo</B></A> 
 <DD><I>csGraphics2DOpenGL's implementation if IOpenGLGraphicsInfo</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csGraphics2DFactoryOS2GL.html><B>csGraphics2DFactoryOS2GL</B></A> 
 <DD><I>IGraphics2DFactory interface implementation</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csGraphics2DOS2GL.html><B>csGraphics2DOS2GL</B></A> 
 <DD><I>
This is the OS/2 OpenGL 2D driver</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=glApp.html><B>glApp</B></A> 
 <DD><I>OpenGL simple application class</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=glWindow.html><B>glWindow</B></A> 
 <DD><I>
OpenGL window class
This class implements everything needed to create and use a OpenGL context
under OS/2</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>interface  IOpenGLGraphicsInfo  :  public  <B>IUnknown</B>
 <DD><I>IOpenGLGraphicsInfo interface -- for Win32-specific properties.</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(Open)</B>(char* szTitle)
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(Close)</B>()
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(SetColorPalette)</B>(void)
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>interface  IGraphics2DOpenGLFactory  :  public  <B>IGraphics2DFactory</B>
 <DD><I>dummy interface</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csGraphics2DOpenGLFactory.2.html><B>csGraphics2DOpenGLFactory</B></A> 
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csGraphics2DOpenGL.2.html><B>csGraphics2DOpenGL</B></A> 
 <DD><I>Windows version.</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=IXOpenGLGraphicsInfo.2.html><B>IXOpenGLGraphicsInfo</B></A> 
 <DD><I>csGraphics2DOpenGL's implementation if IOpenGLGraphicsInfo</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csGraphics2DGLXFactory.html><B>csGraphics2DGLXFactory</B></A> 
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csGraphics2DGLX.html><B>csGraphics2DGLX</B></A> 
 <DD><I>XLIB version.</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csGraphics2DXLibFactory.html><B>csGraphics2DXLibFactory</B></A> 
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csGraphics2DXLib.html><B>csGraphics2DXLib</B></A> 
 <DD><I>XLIB version.</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csGraphics2DSVGALibFactory.html><B>csGraphics2DSVGALibFactory</B></A> 
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csGraphics2DSVGALib.html><B>csGraphics2DSVGALib</B></A> 
 <DD><I>SVGALIB version.</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csGraphics2DGlide2xFactory.2.html><B>csGraphics2DGlide2xFactory</B></A> 
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csGraphics2DGlideX.html><B>csGraphics2DGlideX</B></A> 
 <DD><I>XLIB version.</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csGraphics2DGlide2xFactory.3.html><B>csGraphics2DGlide2xFactory</B></A> 
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>interface  IGlide2xGraphicsInfo  :  public  <B>IUnknown</B>
 <DD><I>IGlide2xGraphicsInfo interface -- for Glide-specific properties.</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(Open)</B>(char* szTitle)
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(Close)</B>()
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(GethWnd)</B>(HWND * hWnd)
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=IXGlide2xGraphicsInfo.3.html><B>IXGlide2xGraphicsInfo</B></A> 
 <DD><I>csGraphics2DGlide's implementation of IGlide2xGraphicsInfo</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csGraphics2DGlide3xFactory.html><B>csGraphics2DGlide3xFactory</B></A> 
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>interface  IGlide3xGraphicsInfo  :  public  <B>IUnknown</B>
 <DD><I>IGlide3xGraphicsInfo interface -- for Glide-specific properties.</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(Open)</B>(char* szTitle)
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(Close)</B>()
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(GethWnd)</B>(HWND * hWnd)
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=IXGlide3xGraphicsInfo.html><B>IXGlide3xGraphicsInfo</B></A> 
 <DD><I>csGraphics3DGlide3x's implementation if IGlide3xGraphicsInfo</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=ImageColorInfo.html><B>ImageColorInfo</B></A> 
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>DEFAULT_CACHE_SIZE</B>
 <DD><I>The default texture cache size.</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=MemoryHeap.html><B>MemoryHeap</B></A> 
 <DD><I>
This class is intended to manage a memory area and allocate buffer
space from that area</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>typedef struct   <B>TextureMemoryEntry</B>
 <DD><I>An entry in memory : Pointer and Size</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>unsigned  int  <B>offset</B>
 <DD><I>Offset of this bloc from the start of memory</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>size_t  <B>size</B>
 <DD><I>Size of this bloc.</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=TextureMemoryManager.html><B>TextureMemoryManager</B></A> 
 <DD><I>The Memory manager Base Class</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=DummyTextureMemoryManager.html><B>DummyTextureMemoryManager</B></A> 
 <DD><I>This class implements all abstract function of TextureMemoryManager, but does nothing.</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=FixedTextureMemoryManager.html><B>FixedTextureMemoryManager</B></A> 
 <DD><I>This class implements a TextureMemoryManager based on a global linear bloc of memory.</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csTextureMM.html><B>csTextureMM</B></A> 
 <DD><I>
csTextureMM represents a texture and all its mipmapped
variants</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csHardwareAcceleratedTextureMM.html><B>csHardwareAcceleratedTextureMM</B></A> 
 <DD><I>
adds some methods and members needed for hardware accelerated renderers</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csTexture.html><B>csTexture</B></A> 
 <DD><I>
A simple Texture</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csTexture8.html><B>csTexture8</B></A> 
 <DD><I>
8-bit version of this texture</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csTexture16.html><B>csTexture16</B></A> 
 <DD><I>
16-bit version of this texture</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csTexture32.html><B>csTexture32</B></A> 
 <DD><I>
32-bit version of this texture</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csTextureFactory.html><B>csTextureFactory</B></A> 
 <DD><I>
Create textures</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csTextureFactory8.html><B>csTextureFactory8</B></A> 
 <DD><I>
8-bit texture creator</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csTextureFactory16.html><B>csTextureFactory16</B></A> 
 <DD><I>
16-bit texture creator</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csTextureFactory32.html><B>csTextureFactory32</B></A> 
 <DD><I>
32-bit texture creator</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csTextureManager.html><B>csTextureManager</B></A> 
 <DD><I>
General version of the texture manager</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csGraphics3DDirect3DDx5.html><B>csGraphics3DDirect3DDx5</B></A> 
 <DD><I>the Direct3D implementation of the Graphics3D class.</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=HighColorCache_Data.html><B>HighColorCache_Data</B></A> 
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> enum  <B>HIGHCOLOR_TYPE</B>
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=HighColorCache.html><B>HighColorCache</B></A> 
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> struct  <B>D3DTextureCache_Data</B>
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> struct  <B>D3DLightCache_Data</B>
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=D3DTextureCache.html><B>D3DTextureCache</B></A> 
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=D3DLightMapCache.html><B>D3DLightMapCache</B></A> 
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>PREFERED_DIST</B>
 <DD><I>The prefered distances to use for the color matching.</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=PalIdxLookup.html><B>PalIdxLookup</B></A> 
 <DD><I>
Lookup table entry corresponding to one palette entry</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csTextureManagerDirect3D.html><B>csTextureManagerDirect3D</B></A> 
 <DD><I>
OpenGL version of the texture manager</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> struct  <B>D3DTextureCache_Data</B>
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> struct  <B>D3DLightCache_Data</B>
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=D3DTextureCache.2.html><B>D3DTextureCache</B></A> 
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=D3DLightMapCache.2.html><B>D3DLightMapCache</B></A> 
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> struct  <B>D3D_TriangleFan</B>
 <DD><I>a fan of triangles.</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csGraphics3DDirect3DDx6.html><B>csGraphics3DDirect3DDx6</B></A> 
 <DD><I>the Direct3D implementation of the Graphics3D class.</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csGraphics3DGlide2x.html><B>csGraphics3DGlide2x</B></A> 
 <DD><I>the Glide implementation of the Graphics3D class.</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=PREFERED_DIST.html><B>PREFERED_DIST</B></A> 
 <DD><I>The prefered distances to use for the color matching.</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=PalIdxLookup.2.html><B>PalIdxLookup</B></A> 
 <DD><I>
Lookup table entry corresponding to one palette entry</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csTextureMMGlide.html><B>csTextureMMGlide</B></A> 
 <DD><I>
csTextureMMGlide represents a texture and all its mipmapped
variants</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csTextureManagerGlide.html><B>csTextureManagerGlide</B></A> 
 <DD><I>
Glide version of the texture manager</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=GlideTextureCache.html><B>GlideTextureCache</B></A> 
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=GlideLightmapCache.html><B>GlideLightmapCache</B></A> 
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=GlideLib.html><B>GlideLib</B></A> 
 <DD><I>Glide Library </I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=HighColorCache_Data.2.html><B>HighColorCache_Data</B></A> 
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> enum  <B>HIGHCOLOR_TYPE</B>
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=HighColorCache.2.html><B>HighColorCache</B></A> 
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=HighColorCacheAndManage_Data.html><B>HighColorCacheAndManage_Data</B></A> 
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=HighColorCacheAndManage.html><B>HighColorCacheAndManage</B></A> 
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csGraphics3DGlide3x.html><B>csGraphics3DGlide3x</B></A> 
 <DD><I>the Glide implementation of the Graphics3D class.</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=GlideTextureCache.2.html><B>GlideTextureCache</B></A> 
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=GlideLightmapCache.2.html><B>GlideLightmapCache</B></A> 
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csGraphics3DOpenGL.html><B>csGraphics3DOpenGL</B></A> 
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=HighColorCache_Data.3.html><B>HighColorCache_Data</B></A> 
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> enum  <B>HIGHCOLOR_TYPE</B>
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=HighColorCache.3.html><B>HighColorCache</B></A> 
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=OpenGLTextureCache.html><B>OpenGLTextureCache</B></A> 
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=OpenGLLightmapCache.html><B>OpenGLLightmapCache</B></A> 
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>PREFERED_DIST</B>
 <DD><I>The prefered distances to use for the color matching.</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=PalIdxLookup.3.html><B>PalIdxLookup</B></A> 
 <DD><I>
Lookup table entry corresponding to one palette entry</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csTextureManagerOpenGL.html><B>csTextureManagerOpenGL</B></A> 
 <DD><I>
OpenGL version of the texture manager</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=LOG2_STEPS_X.html><B>LOG2_STEPS_X</B></A> 
 <DD><I>
These define the quality of bilinear filtering</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>NUM_LIGHT_INTENSITIES</B>(1<<LOG2_NUM_LIGHT_INTENSITIES)
 <DD><I>
Do not change manually! This will break the code</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>EXP_256_SIZE</B>(0xffff-(1<<(17-LOG2_STEPS_Y)
 <DD><I>At this point QRound (255 * exp (-float (i) / 256.)) reaches zero</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>EXP_32_SIZE</B>
 <DD><I>Same for QRound (32 * exp (-float (i) / 256.))</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>BLENDTABLE_ADD</B>
 <DD><I>Blending table indices</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=Scan.html><B>Scan</B></A> 
 <DD><I>The only instance of this structure</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>typedef void <B>(csDrawScanline)</B>(int xx, unsigned char* d, unsigned long* z_buf, float inv_z, float u_div_z, float v_div_z)
 <DD><I>The interface definition for all draw_scanline_XXX routines</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>typedef void <B>(csDrawPIScanline)</B>(void *dest, int len, unsigned long *zbuff, long u, long du, long v, long dv, unsigned long z, long dz, unsigned char *bitmap, int bitmap_log2w)
 <DD><I>The interface definition for all draw_pi_scanline_XXX routines</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>typedef void <B>(csDrawPIScanlineGouraud)</B>(void *dest, int len, unsigned long *zbuff, long u, long du, long v, long dv, unsigned long z, long dz, unsigned char *bitmap, int bitmap_log2w, ULong r, ULong g, ULong b, long dr, long dg, long db, bool clamp)
 <DD><I>The interface definition for all draw_pi_scanline_XXX_gouraud_XXX routines</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>void  <B>csScan_Initialize</B>()
 <DD><I>Initialize all required tables</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>void  <B>csScan_Finalize</B>()
 <DD><I>Free all tables</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>void  <B>csScan_CalcBlendTables</B>(int rbits, int gbits, int bbits)
 <DD><I>Calculate blending tables (should be called each time pixel format changes)</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>void  <B>csScan_InitDraw</B>(<!1><A HREF="csGraphics3DSoftware.html">csGraphics3DSoftware</A>* g3d, IPolygonTexture* tex, <!1><A HREF="csTextureMMSoftware.html">csTextureMMSoftware</A>* texture, <!1><A HREF="csTexture.html">csTexture</A>* untxt)
 <DD><I>Initialize the scanline variables</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>void  <B>csScan_dump</B>(<!1><A HREF="csGraphics3DSoftware.html">csGraphics3DSoftware</A>* pG3D)
 <DD><I>Dump debugging information about last polygon</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>csDrawScanline  <B>csScan_draw_scanline_zfil</B>
 <DD><I>Pixel-depth independent routine</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>csDrawPIScanline  <B>csScan_draw_pi_scanline_zfil</B>
 <DD><I>Pixel-depth independent routine</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>csDrawScanline  <B>csScan_8_draw_scanline_flat_zfil</B>
 <DD><I>Draw one horizontal scanline with no texture mapping and fill Z buffer</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>csDrawScanline  <B>csScan_8_draw_scanline_flat_zuse</B>
 <DD><I>Draw one horizontal scanline with no texture mapping (but use Z buffer).</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>csDrawScanline  <B>csScan_8_draw_scanline_tex_zfil</B>
 <DD><I>Draw one horizontal scanline (no lighting).</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>csDrawScanline  <B>csScan_8_draw_scanline_tex_priv_zfil</B>
 <DD><I>Draw one horizontal scanline (no lighting, private mode).</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>csDrawScanline  <B>csScan_8_draw_scanline_tex_zuse</B>
 <DD><I>Draw one horizontal scanline (Z buffer and no lighting).</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>csDrawScanline  <B>csScan_8_draw_scanline_tex_priv_zuse</B>
 <DD><I>Draw one horizontal scanline (Z buffer and no lighting, private mode).</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>csDrawScanline  <B>csScan_8_draw_scanline_map_zfil</B>
 <DD><I>Draw one horizontal scanline (lighting).</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>csDrawScanline  <B>csScan_8_draw_scanline_map_zuse</B>
 <DD><I>Draw one horizontal scanline (Z buffer and lighting).</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>csDrawScanline  <B>csScan_8_draw_scanline_map_filt_zfil</B>
 <DD><I>Draw one horizontal scanline (lighting and filtering).</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>csDrawScanline  <B>csScan_8_draw_scanline_tex_key_zfil</B>
 <DD><I>Draw one horizontal scanline (transparent and no lighting).</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>csDrawScanline  <B>csScan_8_draw_scanline_tex_priv_key_zfil</B>
 <DD><I>Draw one horizontal scanline (transparent and no lighting, private mode).</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>csDrawScanline  <B>csScan_8_draw_scanline_map_key_zfil</B>
 <DD><I>Draw one horizontal scanline (transparent with lighting).</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>csDrawScanline  <B>csScan_8_draw_scanline_fog</B>
 <DD><I>Draw one horizontal scanline for fog.</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>csDrawScanline  <B>csScan_8_draw_scanline_fog_view</B>
 <DD><I>Draw one horizontal scanline for fog when camera is inside fog</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>csDrawScanline  <B>csScan_8_draw_scanline_map_alpha1</B>
 <DD><I>Draw one horizontal scanline (lighting and alpha transparency).</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>csDrawScanline  <B>csScan_8_draw_scanline_map_alpha2</B>
 <DD><I>Draw one horizontal scanline (lighting and alpha transparency).</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>csDrawScanline  <B>csScan_8_mmx_draw_scanline_map_zfil</B>
 <DD><I>Draw one horizontal scanline (lighting) using MMX</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>csDrawScanline  <B>csScan_8_mmx_draw_scanline_tex_zfil</B>
 <DD><I>Draw one horizontal scanline (no lighting) using MMX</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>csDrawPIScanline  <B>csScan_8_draw_pi_scanline_tex_zfil</B>
 <DD><I>Draw a perspective-incorrect texture mapped polygon scanline. Z fill only</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>csDrawPIScanline  <B>csScan_8_draw_pi_scanline_tex_zuse</B>
 <DD><I>Draw a perspective-incorrect texture mapped polygon scanline</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>csDrawPIScanline  <B>csScan_8_mmx_draw_pi_scanline_tex_zuse</B>
 <DD><I>Draw a perspective-incorrect texture mapped polygon scanline using MMX</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>csDrawScanline  <B>csScan_16_draw_scanline_flat_zfil</B>
 <DD><I>Draw one horizontal scanline (no texture mapping).</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>csDrawScanline  <B>csScan_16_draw_scanline_flat_zuse</B>
 <DD><I>Draw one horizontal scanline (Z buffer and no texture mapping).</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>csDrawScanline  <B>csScan_16_draw_scanline_tex_zfil</B>
 <DD><I>Draw one horizontal scanline (no lighting).</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>csDrawScanline  <B>csScan_16_draw_scanline_tex_priv_zfil</B>
 <DD><I>Draw one horizontal scanline (no lighting, private mode).</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>csDrawScanline  <B>csScan_16_draw_scanline_tex_zuse</B>
 <DD><I>Draw one horizontal scanline (Z buffer and no lighting).</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>csDrawScanline  <B>csScan_16_draw_scanline_tex_priv_zuse</B>
 <DD><I>Draw one horizontal scanline (no lighting, private mode).</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>csDrawScanline  <B>csScan_16_draw_scanline_map_zfil</B>
 <DD><I>Draw one horizontal scanline (lighting).</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>csDrawScanline  <B>csScan_16_draw_scanline_map_zuse</B>
 <DD><I>Draw one horizontal scanline (Z buffer and lighting).</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>csDrawScanline  <B>csScan_16_draw_scanline_map_filt_zfil</B>
 <DD><I>Draw one horizontal scanline (lighting and filtering).</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>csDrawScanline  <B>csScan_16_draw_scanline_map_filt2_zfil</B>
 <DD><I>Draw one horizontal scanline (lighting and more filtering).</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>csDrawScanline  <B>csScan_16_draw_scanline_map_key_zfil</B>
 <DD><I>Draw one horizontal scanline (transparent with lighting).</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>csDrawScanline  <B>csScan_16_draw_scanline_fog_555</B>
 <DD><I>Draw one horizontal scanline for fog.</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>csDrawScanline  <B>csScan_16_draw_scanline_fog_565</B>
 <DD><I>Draw one horizontal scanline for fog.</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>csDrawScanline  <B>csScan_16_draw_scanline_fog_view_555</B>
 <DD><I>Draw one horizontal scanline for fog assuming the camera is in fog.</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>csDrawScanline  <B>csScan_16_draw_scanline_fog_view_565</B>
 <DD><I>Draw one horizontal scanline for fog assuming the camera is in fog.</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>csDrawScanline  <B>csScan_16_draw_scanline_map_alpha50</B>
 <DD><I>Draw one horizontal scanline (lighting and alpha transparency).</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>csDrawScanline  <B>csScan_16_draw_scanline_map_alpha_555</B>
 <DD><I>Draw one horizontal scanline (lighting and alpha transparency). General case.</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>csDrawScanline  <B>csScan_16_draw_scanline_map_alpha_565</B>
 <DD><I>Draw one horizontal scanline (lighting and alpha transparency). General case.</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>csDrawScanline  <B>csScan_16_mmx_draw_scanline_map_zfil</B>
 <DD><I>Draw one horizontal scanline (lighting) using MMX</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>csDrawScanline  <B>csScan_16_mmx_draw_scanline_tex_zfil</B>
 <DD><I>Draw one horizontal scanline (no lighting).</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>csDrawPIScanline  <B>csScan_16_draw_pi_scanline_tex_zfil</B>
 <DD><I>Draw a perspective-incorrect texture mapped polygon scanline. Z fill only</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>csDrawPIScanline  <B>csScan_16_draw_pi_scanline_tex_zuse</B>
 <DD><I>Draw a perspective-incorrect texture mapped polygon scanline</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>csDrawPIScanline  <B>csScan_16_draw_pi_scanline_flat_zuse</B>
 <DD><I>Draw a flat-lighted perspective-incorrect texture mapped polygon scanline</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>csDrawPIScanline  <B>csScan_16_draw_pi_scanline_flat_zfil</B>
 <DD><I>Draw a flat-lighted perspective-incorrect textured scanline with Z-fill</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>csDrawPIScanline  <B>csScan_16_mmx_draw_pi_scanline_tex_zuse</B>
 <DD><I>Draw a perspective-incorrect texture mapped polygon scanline</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>csDrawPIScanlineGouraud  <B>csScan_16_draw_pi_scanline_tex_gouraud_zfil_555</B>
 <DD><I>Draw a perspective-incorrect texture mapped polygon scanline with gouraud shading. Z fill only</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>csDrawPIScanlineGouraud  <B>csScan_16_draw_pi_scanline_tex_gouraud_zfil_565</B>
 <DD><I>Draw a perspective-incorrect texture mapped polygon scanline with gouraud shading. Z fill only</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>csDrawPIScanlineGouraud  <B>csScan_16_draw_pi_scanline_tex_gouraud_zuse_555</B>
 <DD><I>Draw a perspective-incorrect texture mapped polygon scanline with gouraud shading.</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>csDrawPIScanlineGouraud  <B>csScan_16_draw_pi_scanline_tex_gouraud_zuse_565</B>
 <DD><I>Draw a perspective-incorrect texture mapped polygon scanline with gouraud shading.</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>csDrawPIScanlineGouraud  <B>csScan_16_draw_pi_scanline_flat_gouraud_zfil_555</B>
 <DD><I>Draw a single-color Gouraud-shaded polygon in 5-5-5 pixel format with Z-fill</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>csDrawPIScanlineGouraud  <B>csScan_16_draw_pi_scanline_flat_gouraud_zfil_565</B>
 <DD><I>Draw a single-color Gouraud-shaded polygon in 5-6-5 pixel format with Z-fill</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>csDrawPIScanlineGouraud  <B>csScan_16_draw_pi_scanline_flat_gouraud_zuse_555</B>
 <DD><I>Draw a single-color Gouraud-shaded polygon in 5-5-5 pixel format</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>csDrawPIScanlineGouraud  <B>csScan_16_draw_pi_scanline_flat_gouraud_zuse_565</B>
 <DD><I>Draw a single-color Gouraud-shaded polygon in 5-6-5 pixel format</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>csDrawPIScanlineGouraud  <B>csScan_16_draw_pifx_scanline_zfil_555</B>
 <DD><I>Draw a perspective-incorrect polygon scanline with various effects Z fill only</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>csDrawPIScanlineGouraud  <B>csScan_16_draw_pifx_scanline_zfil_565</B>
 <DD><I>Draw a perspective-incorrect polygon scanline with various effects Z fill only</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>csDrawPIScanlineGouraud  <B>csScan_16_draw_pifx_scanline_zuse_555</B>
 <DD><I>Draw a perspective-incorrect polygon scanline with various effects</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>csDrawPIScanlineGouraud  <B>csScan_16_draw_pifx_scanline_zuse_565</B>
 <DD><I>Draw a perspective-incorrect polygon scanline with various effects</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>csDrawPIScanlineGouraud  <B>csScan_16_draw_pifx_scanline_transp_zfil_555</B>
 <DD><I>Draw a perspective-incorrect polygon scanline with various effects Z fill only (colorkeying)</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>csDrawPIScanlineGouraud  <B>csScan_16_draw_pifx_scanline_transp_zfil_565</B>
 <DD><I>Draw a perspective-incorrect polygon scanline with various effects Z fill only (colorkeying)</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>csDrawPIScanlineGouraud  <B>csScan_16_draw_pifx_scanline_transp_zuse_555</B>
 <DD><I>Draw a perspective-incorrect polygon scanline with various effects (colorkeying)</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>csDrawPIScanlineGouraud  <B>csScan_16_draw_pifx_scanline_transp_zuse_565</B>
 <DD><I>Draw a perspective-incorrect polygon scanline with various effects (colorkeying)</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>csDrawScanline  <B>csScan_32_draw_scanline_flat_zfil</B>
 <DD><I>Draw one horizontal scanline (no texture mapping).</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>csDrawScanline  <B>csScan_32_draw_scanline_flat_zuse</B>
 <DD><I>Draw one horizontal scanline (Z buffer and no texture mapping).</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>csDrawScanline  <B>csScan_32_draw_scanline_tex_zfil</B>
 <DD><I>Draw one horizontal scanline (no lighting).</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>csDrawScanline  <B>csScan_32_draw_scanline_tex_zuse</B>
 <DD><I>Draw one horizontal scanline (Z buffer and no lighting).</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>csDrawScanline  <B>csScan_32_draw_scanline_map_zfil</B>
 <DD><I>Draw one horizontal scanline (lighting).</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>csDrawScanline  <B>csScan_32_draw_scanline_map_zuse</B>
 <DD><I>Draw one horizontal scanline (Z buffer and lighting).</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>csDrawScanline  <B>csScan_32_mmx_draw_scanline_map_zfil</B>
 <DD><I>Draw a perspective-incorrect texture mapped polygon scanline using MMX</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>csDrawScanline  <B>csScan_32_mmx_draw_scanline_tex_zfil</B>
 <DD><I>Draw one horizontal scanline (no lighting) using MMX</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>csDrawScanline  <B>csScan_32_draw_scanline_fog</B>
 <DD><I>Draw one horizontal scanline for fog</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>csDrawScanline  <B>csScan_32_draw_scanline_fog_view</B>
 <DD><I>Draw one horizontal scanline for fog assuming the camera is in fog</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>csDrawScanline  <B>csScan_32_draw_scanline_map_alpha50</B>
 <DD><I>Draw one horizontal scanline (lighting and alpha transparency).</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>csDrawScanline  <B>csScan_32_draw_scanline_map_alpha</B>
 <DD><I>Draw one horizontal scanline (lighting and alpha transparency). General case.</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>csDrawPIScanline  <B>csScan_32_draw_pi_scanline_flat_zfil</B>
 <DD><I>Draw a perspective-incorrect flat shaded polygon scanline with Z-fill</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>csDrawPIScanline  <B>csScan_32_draw_pi_scanline_flat_zuse</B>
 <DD><I>Draw a perspective-incorrect flat shaded polygon scanline</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>csDrawPIScanline  <B>csScan_32_draw_pi_scanline_tex_zfil</B>
 <DD><I>Draw a perspective-incorrect texture mapped polygon scanline. Z fill only</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>csDrawPIScanline  <B>csScan_32_draw_pi_scanline_tex_zuse</B>
 <DD><I>Draw a perspective-incorrect texture mapped polygon scanline</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>csDrawPIScanlineGouraud  <B>csScan_32_draw_pi_scanline_flat_gouraud_zfil</B>
 <DD><I>Draw a perspective-incorrect flat shaded polygon scanline with Gouraud and Z-fill</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>csDrawPIScanlineGouraud  <B>csScan_32_draw_pi_scanline_flat_gouraud_zuse</B>
 <DD><I>Draw a perspective-incorrect flat shaded polygon scanline with Gouraud shading</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>csDrawPIScanlineGouraud  <B>csScan_32_draw_pi_scanline_tex_gouraud_zfil</B>
 <DD><I>Draw a perspective-incorrect texture mapped polygon scanline with gouraud shading.</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>csDrawPIScanlineGouraud  <B>csScan_32_draw_pi_scanline_tex_gouraud_zuse</B>
 <DD><I>Draw a perspective-incorrect texture mapped polygon scanline with gouraud shading. Z fill only</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>csDrawPIScanlineGouraud  <B>csScan_32_draw_pifx_scanline_zfil</B>
 <DD><I>Draw a perspective-incorrect polygon scanline with various effects Z fill only</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>csDrawPIScanlineGouraud  <B>csScan_32_draw_pifx_scanline_zuse</B>
 <DD><I>Draw a perspective-incorrect polygon scanline with various effects</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>csDrawPIScanlineGouraud  <B>csScan_32_draw_pifx_scanline_transp_zfil</B>
 <DD><I>Draw a perspective-incorrect polygon scanline with various effects Z fill (colorkeying)</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>csDrawPIScanlineGouraud  <B>csScan_32_draw_pifx_scanline_transp_zuse</B>
 <DD><I>Draw a perspective-incorrect polygon scanline with various effects (colorkeying)</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> struct  <B>FogBuffer</B>
 <DD><I>This structure is used to hold references to all current fog objects.</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>interface  IXConfig3DSoft  :  public  IConfig DECLARE_IUNKNOWN <B>()</B>(int <!2><A HREF="#DOC.550">id</A>, csVariant* value)
 <DD><I>Composite version of IConfig.</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csGraphics3DSoftware.html><B>csGraphics3DSoftware</B></A> 
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=TXT_GLOBAL.html><B>TXT_GLOBAL</B></A> 
 <DD><I>The internal texture mapping modes.</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=H_MARGIN.2.html><B>H_MARGIN</B></A> 
 <DD><I>
Define a small (3 pixels) margin at the bottom and top of
the texture</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=PalIdxLookup.4.html><B>PalIdxLookup</B></A> 
 <DD><I>
Lookup table entry corresponding to one palette entry</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=TextureTablesTrueRgb.html><B>TextureTablesTrueRgb</B></A> 
 <DD><I>
Lookup table class for true_rgb mode
(used for display output of 8 and 16-bit and texture width
of 8-bit and with true_rgb mode)</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=TextureTablesTrueRgbPriv.html><B>TextureTablesTrueRgbPriv</B></A> 
 <DD><I>
Lookup table class for true_rgb mode and TXT_PRIVATE textures</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=TextureTablesWhite16.html><B>TextureTablesWhite16</B></A> 
 <DD><I>
Two tables with white light</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=TextureTablesWhite8.html><B>TextureTablesWhite8</B></A> 
 <DD><I>
Two tables with white light</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=TextureTablesPalette.html><B>TextureTablesPalette</B></A> 
 <DD><I>
Lookup table to convert a 16-bit truecolor value to
an 8-bit palette index and the other way around</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=TextureTablesAlpha.html><B>TextureTablesAlpha</B></A> 
 <DD><I>
Lookup table for alpha mapping</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>#define <B>PREFERED_DIST</B>
 <DD><I>The prefered distances to use for the color matching.</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=TxtCmapPrivate.html><B>TxtCmapPrivate</B></A> 
 <DD><I>
A class containing the private colormap and translation
to the global colormap for a single texture</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csTextureMMSoftware.html><B>csTextureMMSoftware</B></A> 
 <DD><I>
csTextureMMSoftware represents a texture and all its mipmapped
variants</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csTextureManagerSoftware.html><B>csTextureManagerSoftware</B></A> 
 <DD><I>
Software version of the texture manager</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> struct  <B>TCacheData</B>
 <DD><I>Structure used by the texture cache routines.</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=TCacheLightedTexture.html><B>TCacheLightedTexture</B></A> 
 <DD><I>
This structure represents a lighted texture as used
by the software texture cache</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=TextureCache.html><B>TextureCache</B></A> 
 <DD><I>
This class implements the software texture cache
for 8-bit modes (16-bit mode overrides this class)</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=TextureCache16.html><B>TextureCache16</B></A> 
 <DD><I>
This class implements the software texture cache for 16-bit mode</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=TextureCache32.html><B>TextureCache32</B></A> 
 <DD><I>
This class implements the software texture cache for 32-bit mode</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csNetworkDriverSockets.html><B>csNetworkDriverSockets</B></A> 
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csNetworkDriverSocketsFactory.html><B>csNetworkDriverSocketsFactory</B></A> 
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csNetworkManagerSimple.html><B>csNetworkManagerSimple</B></A> 
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csNetworkManagerSimpleFactory.html><B>csNetworkManagerSimpleFactory</B></A> 
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=AudioDevice.html><B>AudioDevice</B></A> 
 <DD><I>audio device</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csSoundBuffer.html><B>csSoundBuffer</B></A> 
 <DD><I>
Wave class :<br>
It's the 'sound' PCM stored data<br>
16 bits is signed (short)<br>
8 bits is unsigned (unsigned char)<p>

Warning : size is the number of samples not the size of data
i</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=Channel.html><B>Channel</B></A> 
 <DD><I>
channel class :
store a SoundBuffer, set its volume, activity, pan, priority</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=SysSystemDriver.html><B>SysSystemDriver</B></A> 
 <DD><I>Amiga/Warp3D version</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=SysGraphics2D.html><B>SysGraphics2D</B></A> 
 <DD><I>Amiga/Warp3D version</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=SysKeyboardDriver.html><B>SysKeyboardDriver</B></A> 
 <DD><I>Amiga/Warp3D version</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=SysMouseDriver.html><B>SysMouseDriver</B></A> 
 <DD><I>Amiga/Warp3D version</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=SysSystemDriver.2.html><B>SysSystemDriver</B></A> 
 <DD><I>DJGPP version.</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=SysKeyboardDriver.2.html><B>SysKeyboardDriver</B></A> 
 <DD><I>DJGPP version.</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=SysMouseDriver.2.html><B>SysMouseDriver</B></A> 
 <DD><I>DJGPP version.</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=KeyboardHandler.html><B>KeyboardHandler</B></A> 
 <DD><I>Simple keyboard handling helper class for SysKeyboardDriver</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=MouseHandler.html><B>MouseHandler</B></A> 
 <DD><I>Simple mouse handling helper class for SysMouseDriver</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>interface  IDosSystemDriver  :  public  <!2><A HREF="#DOC.248">IUnknown</A> STDMETHOD <B>(EnablePrintf)</B>(bool Enable)
 <DD><I>Enable or disable text-mode CsPrintf</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(SetMousePosition)</B>(int x, int y)
 <DD><I>Set mouse position since mouse driver is part of system driver</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> struct  <B>RawEventQueue</B>
 <DD><I>Events ring buffer structure</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>extern  volatile  <!2><A HREF="#DOC.1220">RawEventQueue</A>  <B>event_queue</B>[]
 <DD><I>Mouse and keyboard event queue</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>extern  volatile  int  <B>event_queue_head</B>
 <DD><I>Event buffer head and tail pointer</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csGraphics2DMacFactory.2.html><B>csGraphics2DMacFactory</B></A> 
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csGraphics2DMac.2.html><B>csGraphics2DMac</B></A> 
 <DD><I>Macintosh version.</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=SysKeyboardDriver.3.html><B>SysKeyboardDriver</B></A> 
 <DD><I>Macintosh version.</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>interface  IMacSystemDriver  :  public  <!2><A HREF="#DOC.248">IUnknown</A> STDMETHOD <B>(GetInstance)</B>(HINSTANCE* retval)
 <DD><I>Returns the HINSTANCE of the program</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(GetIsActive)</B>()
 <DD><I>Returns S_OK if the program is 'active', S_FALSE otherwise.</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(GetCmdShow)</B>(int* retval)
 <DD><I>Gets the nCmdShow of the WinMain().</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=SysSystemDriver.3.html><B>SysSystemDriver</B></A> 
 <DD><I>
This is the System driver for OS/2</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=SysKeyboardDriver.4.html><B>SysKeyboardDriver</B></A> 
 <DD><I>
This is the Keyboard class for OS/2</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=SysMouseDriver.3.html><B>SysMouseDriver</B></A> 
 <DD><I>
This is the Mouse class for OS/2</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>interface  IOS2SystemDriver  :  public  <!2><A HREF="#DOC.248">IUnknown</A> STDMETHOD <B>(GetSettings)</B>(int &WindowX, int &WindowY, int &WindowWidth, int &WindowHeight, bool &HardwareCursor)
 <DD><I>Get user settings</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(KeyboardEvent)</B>(int ScanCode, bool Down)
 <DD><I>Put a keyboard event into event queue</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(MouseEvent)</B>(int Button, int Down, int x, int y, int ShiftFlags)
 <DD><I>Put a mouse event into event queue</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(FocusEvent)</B>(bool Enable)
 <DD><I>Put a focus change event into event queue</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(TerminateEvent)</B>()
 <DD><I>Handle application termination event</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>interface  IUnixSystemDriver  :  public  <!2><A HREF="#DOC.248">IUnknown</A> STDMETHOD <B>(GetSettings)</B>(int &SimDepth, bool &UseSHM, bool &HardwareCursor)
 <DD><I>Get user settings</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(SetLoopCallback)</B>(LoopCallback Callback, void *Param)
 <DD><I>Set a callback that gets called from inside the main event loop</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(KeyboardEvent)</B>(int Key, bool Down)
 <DD><I>Put a keyboard event into event queue</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(MouseEvent)</B>(int Button, int Down, int x, int y, int ShiftFlags)
 <DD><I>Put a mouse event into event queue</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(FocusEvent)</B>(int Enable)
 <DD><I>Put a focus change event into event queue</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=SysSystemDriver.4.html><B>SysSystemDriver</B></A> 
 <DD><I>Unix version.</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=SysKeyboardDriver.5.html><B>SysKeyboardDriver</B></A> 
 <DD><I>Unix version.</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=SysMouseDriver.4.html><B>SysMouseDriver</B></A> 
 <DD><I>Unix version.</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <B></B>
 <DD><I>WATCOM/DOS version.</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=SysSystemDriver.5.html><B>SysSystemDriver</B></A> 
 <DD><I>
This is the System driver for DOS</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=SysGraphics2D.2.html><B>SysGraphics2D</B></A> 
 <DD><I>WATCOM/DOS version.</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=SysKeyboardDriver.6.html><B>SysKeyboardDriver</B></A> 
 <DD><I>WATCOM/DOS version.</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=SysMouseDriver.5.html><B>SysMouseDriver</B></A> 
 <DD><I>WATCOM/DOS version.</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>extern  volatile  mouse_queue_element  <B>mouse_queue</B>[64]
 <DD><I>Mouse events ring buffer</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>extern  volatile  int  <B>mouse_queue_head</B>
 <DD><I>Mouse events buffer top and bottom pointer</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=DirectDetection2D.html><B>DirectDetection2D</B></A> 
 <DD><I>Description of DirectDraw device</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=DirectDetection3D.html><B>DirectDetection3D</B></A> 
 <DD><I>Description of Direct3D device</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=DirectDetectionDevice.html><B>DirectDetectionDevice</B></A> 
 <DD><I>generic device (2d device + 3d device) which is a item list</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=IDirectDetectionInternal.html><B>IDirectDetectionInternal</B></A> 
 <DD><I>
This interface is only used for communication between Direct3DRender</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD_ <B>(LPD3DDEVICEDESC, GetDesc3D)</B>()
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD_ <B>(LPGUID, GetGuid3D)</B>()
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD_ <B>(bool, GetMipmap)</B>()
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD_ <B>(bool, GetAlphaBlend)</B>()
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD_ <B>(int, GetAlphaBlendType)</B>()
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD_ <B>(bool, GetAlphaBlendHalo)</B>()
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD_ <B>(bool, GetHardware)</B>()
 <DD><I></I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>(s1,s2,n) struct  <B>dirent</B>
 <DD><I>Directory entry</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> struct  <B>DIR</B>
 <DD><I>Directory handle</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=SysSystemDriver.6.html><B>SysSystemDriver</B></A> 
 <DD><I>Windows system driver</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=SysKeyboardDriver.7.html><B>SysKeyboardDriver</B></A> 
 <DD><I>Windows version.</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=SysMouseDriver.6.html><B>SysMouseDriver</B></A> 
 <DD><I>Windows version.</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>interface  IWin32SystemDriver  :  public  <!2><A HREF="#DOC.248">IUnknown</A> STDMETHOD <B>(GetInstance)</B>(HINSTANCE* retval)
 <DD><I>Returns the HINSTANCE of the program</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(GetIsActive)</B>()
 <DD><I>Returns S_OK if the program is 'active', S_FALSE otherwise.</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>STDMETHOD <B>(GetCmdShow)</B>(int* retval)
 <DD><I>Gets the nCmdShow of the WinMain().</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=csDetectCPU.html><B>csDetectCPU</B></A> 
 <DD><I>
Detect whenever current CPU supports MMX instructions and return its ID</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif>inline  void  <B>mmxEnd</B>()
 <DD><I>Call mmxEnd () before using floating-point coprocessor</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=.26.html><B></B></A> 
 <DD><I>
The following macros can be used by draw_scanline_XXXX methods
to provide high-speed assembly implementations using MMX</I>
<DT>
<IMG BORDER=0 SRC=icon1.gif> <A HREF=MMX_FILLZBUFFER.html><B>MMX_FILLZBUFFER</B></A> 
 <DD><I>
Fill Z-buffer with interpolated values </I>
</DL>
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