Supermodel/osd_common/osd_common.h
Ville Linde 83f2c2259c
2006-07-12 18:56:25 +00:00

131 lines
5.3 KiB
C

/*
* Sega Model 3 Emulator
* Copyright (C) 2003 Bart Trzynadlowski, Ville Linde, Stefano Teso
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License Version 2 as published
* by the Free Software Foundation.
*
* 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 (license.txt); if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
/*
* osd_common/osd_common.h
*
* Header file which defines the OSD interface. This is included last in
* model3.h because it relies on data structures defined there.
*/
#ifndef INCLUDED_OSD_COMMON_OSD_H
#define INCLUDED_OSD_COMMON_OSD_H
/******************************************************************/
/* OSD Includes */
/******************************************************************/
#include "disasm.h" // didn't know where to put it, so I stuck it here ;)
/******************************************************************/
/* OSD Data Structures */
/******************************************************************/
/*
* OSD_CONTROLS Structure
*
* Holds the current state of the controls. Filled by the input code and used
* by the control emulation code.
*/
typedef struct
{
/*
* Common to all games
*/
UINT8 system_controls[2]; // maps directly to Fx040004 banks 0 and 1
UINT8 game_controls[2]; // map directly to Fx040008 and Fx04000C
/*
* For games with guns
*
* The gun positions are reported in screen coordinates. The emulator will
* make the appropriate adjustments. Gun coordinates should range from
* (0,0), the upper-left corner, to (495,383), the lower-right corner.
*/
UINT gun_x[2], gun_y[2]; // gun positions for players 1 (0) and 2 (1)
BOOL gun_acquired[2]; // gun acquired status for players 1 and 2
// 0 = acquired, 1 = lost
// Analog controls
int analog_axis[8];
} OSD_CONTROLS;
/******************************************************************/
/* Executable memory allocation */
/******************************************************************/
extern void *malloc_exec(int length);
extern void free_exec(void *ptr);
/******************************************************************/
/* OSD GUI */
/******************************************************************/
extern void osd_message();
extern void osd_error();
/******************************************************************/
/* Renderer */
/******************************************************************/
extern void osd_renderer_invalidate_textures(UINT x, UINT y, int u, int v, UINT w, UINT h, UINT8 *texture_sheet, int miplevel);
extern void osd_renderer_draw_model(UINT32 *, UINT32, BOOL);
extern void osd_renderer_multiply_matrix(MATRIX);
extern void osd_renderer_translate_matrix(float, float, float);
extern void osd_renderer_push_matrix(void);
extern void osd_renderer_pop_matrix(void);
extern void osd_renderer_set_light(INT, LIGHT *);
extern void osd_renderer_set_viewport(const VIEWPORT *);
extern void osd_renderer_set_coordinate_system(const MATRIX);
extern void osd_renderer_clear(BOOL, BOOL);
extern void osd_renderer_set_color_offset(BOOL, FLOAT32, FLOAT32, FLOAT32);
extern void osd_renderer_draw_layer(int layer, UINT32 color_offset, int x, int y, BOOL top);
extern void osd_renderer_get_layer_buffer(int layer_num, UINT8 **buffer, int *pitch);
extern void osd_renderer_free_layer_buffer(UINT);
extern void osd_renderer_get_palette_buffer(UINT32 **buffer, int *width, int *pitch);
extern void osd_renderer_free_palette_buffer(void);
extern void osd_renderer_get_priority_buffer(int layer_num, UINT8 **buffer, int *pitch);
extern void osd_renderer_free_priority_buffer(int layer_num);
extern void osd_renderer_blit(void);
extern void osd_renderer_begin_3d_scene(void);
extern void osd_renderer_end_3d_scene(void);
extern void osd_renderer_draw_text(int x, int y, const char* string, DWORD color, BOOL shadow);
extern UINT32 osd_renderer_get_features(void);
#define RENDERER_FEATURE_PALETTE 0x00000001
#define RENDERER_FEATURE_PRIORITY 0x00000002
/******************************************************************/
/* Sound Output */
/******************************************************************/
/******************************************************************/
/* Input */
/******************************************************************/
extern OSD_CONTROLS * osd_input_update_controls(void);
extern BOOL osd_input_init(void);
extern void osd_input_shutdown(void);
#endif // INCLUDED_OSD_COMMON_OSD_H