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