CURSOR_LEFT,
CURSOR_RIGHT,
- MOD_NUM_KEYPAD = 0x40000000
+ MOD_CTRL = 0x10000000,
+ MOD_SHFT = 0x20000000,
+ MOD_NUM_KEYPAD = 0x40000000,
+ MOD_MASK = 0x70000000 /* mask for all modifiers */
};
#define IS_MOUSE_DOWN(m) ( (unsigned)((m) - LEFT_BUTTON) <= \
unsigned long random_bits(random_state *state, int bits);
unsigned long random_upto(random_state *state, unsigned long limit);
void random_free(random_state *state);
+/* random.c also exports SHA, which occasionally comes in useful. */
+typedef unsigned long uint32;
+typedef struct {
+ uint32 h[5];
+ unsigned char block[64];
+ int blkused;
+ uint32 lenhi, lenlo;
+} SHA_State;
+void SHA_Init(SHA_State *s);
+void SHA_Bytes(SHA_State *s, void *p, int len);
+void SHA_Final(SHA_State *s, unsigned char *output);
+void SHA_Simple(void *p, int len, unsigned char *output);
/*
* Data structure containing the function calls and data specific
void (*redraw)(frontend *fe, game_drawstate *ds, game_state *oldstate,
game_state *newstate, int dir, game_ui *ui, float anim_time,
float flash_time);
- float (*anim_length)(game_state *oldstate, game_state *newstate, int dir);
- float (*flash_length)(game_state *oldstate, game_state *newstate, int dir);
+ float (*anim_length)(game_state *oldstate, game_state *newstate, int dir,
+ game_ui *ui);
+ float (*flash_length)(game_state *oldstate, game_state *newstate, int dir,
+ game_ui *ui);
int (*wants_statusbar)(void);
};