enum { DKEY_SELECT = 0, DKEY_L3, DKEY_R3, DKEY_START, DKEY_UP, DKEY_RIGHT, DKEY_DOWN, DKEY_LEFT, DKEY_L2, DKEY_R2, DKEY_L1, DKEY_R1, DKEY_TRIANGLE, DKEY_CIRCLE, DKEY_CROSS, DKEY_SQUARE, }; extern int in_type1, in_type2; extern int in_keystate, in_state_gun, in_a1[2], in_a2[2]; void in_update_analogs(void); extern void *pl_vout_buf; extern int pl_flip_cnt; void pl_text_out16(int x, int y, const char *texto, ...); void pl_start_watchdog(void); void *pl_prepare_screenshot(int *w, int *h, int *bpp); void pl_init(void); void pl_print_hud(int w, int h, int xborder); void pl_timing_prepare(int is_pal); void pl_frame_limit(void); void pl_update_gun(int *xn, int *xres, int *y, int *in); struct rearmed_cbs { void (*pl_get_layer_pos)(int *x, int *y, int *w, int *h); int (*pl_vout_open)(void); void *(*pl_vout_set_mode)(int w, int h, int bpp); void *(*pl_vout_flip)(void); void (*pl_vout_close)(void); // these are only used by some frontends void (*pl_vout_raw_flip)(int x, int y); void (*pl_vout_set_raw_vram)(void *vram); // gpu options int frameskip; int fskip_advice; struct { int iUseDither; int dwActFixes; float fFrameRateHz; int dwFrameRateTicks; } gpu_peops; struct { int abe_hack; int no_light, no_blend; } gpu_unai; }; extern struct rearmed_cbs pl_rearmed_cbs; #ifndef ARRAY_SIZE #define ARRAY_SIZE(x) (sizeof(x) / sizeof(x[0])) #endif