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#include <common/system.h>
#include <ronin/soundcommon.h>
#define NUM_BUFFERS 4
class OSystem_Dreamcast : public OSystem {
public:
OSystem_Dreamcast();
// Set colors of the palette
void set_palette(const byte *colors, uint start, uint num);
// Set the size of the video bitmap.
// Typically, 320x200
void init_size(uint w, uint h);
int16 get_height() { return _screen_h; }
int16 get_width() { return _screen_w; }
// Draw a bitmap to screen.
// The screen will not be updated to reflect the new bitmap
void copy_rect(const byte *buf, int pitch, int x, int y, int w, int h);
void move_screen(int dx, int dy, int height);
// Update the dirty areas of the screen
void update_screen();
// Either show or hide the mouse cursor
bool show_mouse(bool visible);
void warp_mouse(int x, int y);
// Set the position of the mouse cursor
void set_mouse_pos(int x, int y);
// Set the bitmap that's used when drawing the cursor.
void set_mouse_cursor(const byte *buf, uint w, uint h, int hotspot_x, int hotspot_y);
// Shaking is used in SCUMM. Set current shake position.
void set_shake_pos(int shake_pos);
// Get the number of milliseconds since the program was started.
uint32 get_msecs();
// Delay for a specified amount of milliseconds
void delay_msecs(uint msecs);
// Create a thread
void create_thread(ThreadProc *proc, void *param);
// Get the next event.
// Returns true if an event was retrieved.
bool poll_event(Event *event);
// Set function that generates samples
bool set_sound_proc(SoundProc *proc, void *param, SoundFormat format);
void clear_sound_proc();
// Poll cdrom status
// Returns true if cd audio is playing
bool poll_cdrom();
// Play cdrom audio track
void play_cdrom(int track, int num_loops, int start_frame, int end_frame);
// Stop cdrom audio track
void stop_cdrom();
// Update cdrom audio status
void update_cdrom();
// Quit
void quit();
// Set a parameter
uint32 property(int param, Property *value);
// Overlay
void show_overlay();
void hide_overlay();
void clear_overlay();
void grab_overlay(int16 *buf, int pitch);
void copy_rect_overlay(const int16 *buf, int pitch, int x, int y, int w, int h);
// Add a callback timer
virtual void set_timer(int timer, int (*callback)(int));
// Mutex handling
virtual void *create_mutex();
virtual void lock_mutex(void *mutex);
virtual void unlock_mutex(void *mutex);
virtual void delete_mutex(void *mutex);
// Savefile handling
virtual SaveFileManager *get_savefile_manager();
static OSystem *create();
private:
int _ms_cur_x, _ms_cur_y, _ms_cur_w, _ms_cur_h, _ms_old_x, _ms_old_y;
int _ms_hotspot_x, _ms_hotspot_y, _ms_visible, _devpoll;
int _current_shake_pos, _screen_w, _screen_h;
int _overlay_x, _overlay_y;
unsigned char *_ms_buf;
SoundProc *_sound_proc;
void *_sound_proc_param;
bool _overlay_visible, _overlay_dirty, _screen_dirty;
int _screen_buffer, _overlay_buffer, _mouse_buffer;
bool _hires;
float _overlay_fade;
uint32 _timer_duration, _timer_next_expiry;
bool _timer_active;
int (*_timer_callback) (int);
unsigned char *screen;
unsigned short *mouse;
unsigned short *overlay;
void *screen_tx[NUM_BUFFERS];
void *mouse_tx[NUM_BUFFERS];
void *ovl_tx[NUM_BUFFERS];
unsigned short palette[256];
short temp_sound_buffer[RING_BUFFER_SAMPLES];
void checkSound();
void drawMouse(int xdraw, int ydraw, int w, int h,
unsigned char *buf, bool visible);
};
extern int handleInput(struct mapledev *pad,
int &mouse_x, int &mouse_y,
byte &shiftFlags);
extern void initSound();
extern bool selectGame(char *&, char *&, class Icon &);
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