1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
|
/* ScummVMDS - Scumm Interpreter DS Port
* Copyright (C) 2002-2004 The ScummVM project and Neil Millstone
*
* 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 <nds.h>
#include "stdafx.h"
#include "system.h"
#include "scummconsole.h"
#include "nds/scummvm_ipc.h"
namespace DS {
// Pen reading functions
void penInit();
void penUpdate();
bool getPenDown();
bool getPenHeld();
bool getPenReleased();
int getPenX();
int getPenY();
GLvector getPenPos();
void consumePenEvents();
// Pad reading
int getKeysHeld();
void keysUpdate();
int getKeysDown();
int getKeysReleased();
void consumeKeys();
int leftHandedSwap(int keys);
// 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();
void setTalkPos(int x, int y);
void setTopScreenTarget(int x, int y);
// Timers
void setTimerCallback(OSystem::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 setSoundProc(OSystem::SoundProc proc, void* param); // Setup a callback function for sound
void doSoundCallback(); // 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);
// 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);
// 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 setIndyFightState(bool st);
bool getIndyFightState();
// Display
bool getIsDisplayMode8Bit();
void setGameSize(int width, int height);
int getGameWidth();
int getGameHeight();
}
#endif
/* ScummVMDS - Scumm Interpreter DS Port
* Copyright (C) 2002-2004 The ScummVM project and Neil Millstone
*
* 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 <nds.h>
#include "stdafx.h"
#include "system.h"
#include "scummconsole.h"
#include "nds/scummvm_ipc.h"
namespace DS {
// Pen reading functions
void penInit();
void penUpdate();
bool getPenDown();
bool getPenHeld();
bool getPenReleased();
int getPenX();
int getPenY();
GLvector getPenPos();
void consumePenEvents();
// Pad reading
int getKeysHeld();
void keysUpdate();
int getKeysDown();
int getKeysReleased();
void consumeKeys();
int leftHandedSwap(int keys);
// 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();
void setTalkPos(int x, int y);
void setTopScreenTarget(int x, int y);
// Timers
void setTimerCallback(OSystem::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 setSoundProc(OSystem::SoundProc proc, void* param); // Setup a callback function for sound
void doSoundCallback(); // 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);
// 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);
// 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 setIndyFightState(bool st);
bool getIndyFightState();
// Display
bool getIsDisplayMode8Bit();
void setGameSize(int width, int height);
int getGameWidth();
int getGameHeight();
}
#endif
|