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
|
/* 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 <nds.h>
#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
};
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();
// 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();
s32 get8BitBackBufferStride();
u16* getScalerBuffer();
void setTalkPos(int x, int y);
void setTopScreenTarget(int x, int y);
void set200PercentFixedScale(bool on);
// 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 setSoundProc(OSystem_DS::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);
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);
// 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
|