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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
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