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/* 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();

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