/* 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 #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, CONT_NIPPON, }; 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(); controlType getControlType(); // Pad reading int getKeysHeld(); void keysUpdate(); int getKeysDown(); int getKeysReleased(); void consumeKeys(); int leftHandedSwap(int keys); void setGameScreenSwap(bool enable); void setSensitivity(int sensitivity); // 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); void setTopScreenZoom(int percentage); // 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(); void startSound(int freq, int buffer); // Start sound hardware // 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); void setTrackPadStyleEnable(bool enable); void setTapScreenClicksEnable(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