scummvm/backends/platform/ds/arm9/source/dsmain.h

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
*/
#ifndef _DSMAIN_H
#define _DSMAIN_H
#include <nds.h>
#include "osystem_ds.h"
#include "scummconsole.h"
#include "NDS/scummvm_ipc.h"
namespace DS {
enum controlType {
CONT_SCUMM_ORIGINAL,
CONT_SCUMM_SAMNMAX,
CONT_SKY,
CONT_SIMON,
CONT_FUTURE_WARS,
CONT_AGI,
CONT_GOBLINS
};
struct gameListType {
char gameId[16];
controlType control;
};
// Pen reading functions
void penInit();
void penUpdate();
bool getPenDown();
bool getPenHeld();
bool getPenReleased();
int getPenX();
int getPenY();
GLvector getPenPos();
void consumePenEvents();
// Pad reading
int getKeysHeld();
void keysUpdate();
int getKeysDown();
int getKeysReleased();
void consumeKeys();
int leftHandedSwap(int keys);
// Video
void displayMode8Bit(); // Switch to 8-bit mode5
void displayMode16Bit(); // Switch to 16-bit mode5
// Flip double buffer
void displayMode16BitFlipBuffer();
// Get address of current back buffer
u16* get16BitBackBuffer();
u16* get8BitBackBuffer();
s32 get8BitBackBufferStride();
u16* getScalerBuffer();
void setTalkPos(int x, int y);
void setTopScreenTarget(int x, int y);
void set200PercentFixedScale(bool on);
// Timers
void setTimerCallback(OSystem_DS::TimerProc proc, int interval); // Setup a callback function at a regular interval
int getMillis(); // Return the current runtime in milliseconds
void doTimerCallback(); // Call callback function if required
// Sound
void doSoundCallback(); // Call function if sound buffers need more data
void playSound(const void* data, u32 length, bool loop, bool adpcm = false, int rate = 22050); // Start a sound
void stopSound(int channel);
int getSoundFrequency();
// Event queue
void addEventsToQueue();
void VBlankHandler();
// Sam and Max Stuff
void setGameID(int id);
void setCursorIcon(const u8* icon, uint w, uint h, byte keycolor, int hotspotX, int hotspotY);
void setShowCursor(bool enable);
void setMouseCursorVisible(bool visible);
// Shake
void setShakePos(int shakePos);
// Reports
void memoryReport();
// GBAMP
bool isGBAMPAvailable();
// Sleep (I'd like some of that right now)
void checkSleepMode();
// Virtual keyboard
void setKeyboardIcon(bool enable);
bool getKeyboardIcon();
void setKeyboardEnable(bool en);
bool getKeyboardEnable();
// Options
void setLeftHanded(bool enable);
void setTouchXOffset(int x);
void setTouchYOffset(int y);
void setUnscaledMode(bool enable);
void setSnapToBorder(bool enable);
void setIndyFightState(bool st);
bool getIndyFightState();
bool isCpuScalerEnabled();
void setCpuScalerEnable(bool enable);
// Display
bool getIsDisplayMode8Bit();
void setGameSize(int width, int height);
int getGameWidth();
int getGameHeight();
// Fast RAM allocation (ITCM)
void fastRamReset();
void* fastRamAlloc(int size);
gameListType* getCurrentGame();
}
int cygprofile_getHBlanks();
#endif