mirror of
https://github.com/RetroDECK/Supermodel.git
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131 lines
5.3 KiB
C
131 lines
5.3 KiB
C
/*
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* Sega Model 3 Emulator
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* Copyright (C) 2003 Bart Trzynadlowski, Ville Linde, Stefano Teso
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License Version 2 as published
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* by the Free Software Foundation.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
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* or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
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* for more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program (license.txt); if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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/*
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* osd_common/osd_common.h
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*
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* Header file which defines the OSD interface. This is included last in
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* model3.h because it relies on data structures defined there.
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*/
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#ifndef INCLUDED_OSD_COMMON_OSD_H
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#define INCLUDED_OSD_COMMON_OSD_H
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/******************************************************************/
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/* OSD Includes */
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/******************************************************************/
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#include "disasm.h" // didn't know where to put it, so I stuck it here ;)
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/******************************************************************/
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/* OSD Data Structures */
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/******************************************************************/
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/*
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* OSD_CONTROLS Structure
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*
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* Holds the current state of the controls. Filled by the input code and used
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* by the control emulation code.
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*/
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typedef struct
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{
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/*
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* Common to all games
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*/
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UINT8 system_controls[2]; // maps directly to Fx040004 banks 0 and 1
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UINT8 game_controls[2]; // map directly to Fx040008 and Fx04000C
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/*
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* For games with guns
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*
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* The gun positions are reported in screen coordinates. The emulator will
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* make the appropriate adjustments. Gun coordinates should range from
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* (0,0), the upper-left corner, to (495,383), the lower-right corner.
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*/
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UINT gun_x[2], gun_y[2]; // gun positions for players 1 (0) and 2 (1)
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BOOL gun_acquired[2]; // gun acquired status for players 1 and 2
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// 0 = acquired, 1 = lost
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// Analog controls
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int analog_axis[8];
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} OSD_CONTROLS;
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/******************************************************************/
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/* Executable memory allocation */
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/******************************************************************/
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extern void *malloc_exec(int length);
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extern void free_exec(void *ptr);
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/******************************************************************/
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/* OSD GUI */
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/******************************************************************/
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extern void osd_message();
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extern void osd_error();
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/******************************************************************/
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/* Renderer */
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/******************************************************************/
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extern void osd_renderer_invalidate_textures(UINT x, UINT y, int u, int v, UINT w, UINT h, UINT8 *texture_sheet, int miplevel);
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extern void osd_renderer_draw_model(UINT32 *, UINT32, BOOL);
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extern void osd_renderer_multiply_matrix(MATRIX);
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extern void osd_renderer_translate_matrix(float, float, float);
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extern void osd_renderer_push_matrix(void);
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extern void osd_renderer_pop_matrix(void);
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extern void osd_renderer_set_light(INT, LIGHT *);
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extern void osd_renderer_set_viewport(const VIEWPORT *);
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extern void osd_renderer_set_coordinate_system(const MATRIX);
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extern void osd_renderer_clear(BOOL, BOOL);
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extern void osd_renderer_set_color_offset(BOOL, FLOAT32, FLOAT32, FLOAT32);
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extern void osd_renderer_draw_layer(int layer, UINT32 color_offset, int x, int y, BOOL top);
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extern void osd_renderer_get_layer_buffer(int layer_num, UINT8 **buffer, int *pitch);
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extern void osd_renderer_free_layer_buffer(UINT);
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extern void osd_renderer_get_palette_buffer(UINT32 **buffer, int *width, int *pitch);
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extern void osd_renderer_free_palette_buffer(void);
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extern void osd_renderer_get_priority_buffer(int layer_num, UINT8 **buffer, int *pitch);
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extern void osd_renderer_free_priority_buffer(int layer_num);
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extern void osd_renderer_blit(void);
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extern void osd_renderer_begin_3d_scene(void);
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extern void osd_renderer_end_3d_scene(void);
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extern void osd_renderer_draw_text(int x, int y, const char* string, DWORD color, BOOL shadow);
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extern UINT32 osd_renderer_get_features(void);
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#define RENDERER_FEATURE_PALETTE 0x00000001
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#define RENDERER_FEATURE_PRIORITY 0x00000002
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/******************************************************************/
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/* Sound Output */
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/******************************************************************/
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/******************************************************************/
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/* Input */
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/******************************************************************/
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extern OSD_CONTROLS * osd_input_update_controls(void);
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extern BOOL osd_input_init(void);
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extern void osd_input_shutdown(void);
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#endif // INCLUDED_OSD_COMMON_OSD_H
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