1 #ifndef MAME2003_H 2 #define MAME2003_H 3 4 #include <stdio.h> 5 #include <libretro.h> 6 #include <file/file_path.h> 7 #include <compat/posix_string.h> 8 #include "osd_cpu.h" 9 #include "inptport.h" 10 11 /* 12 * we can't #include <retro_miscellaneous.h> to bring in PATH_MAX_LENGTH due to namespace conflicts 13 * involing the DWORD define so we'll include only some useful bits for now 14 */ 15 #include <retro_inline.h> 16 17 #include <limits.h> 18 19 #ifndef PATH_MAX_LENGTH 20 #if defined(_XBOX1) || defined(_3DS) || defined(PSP) || defined(PS2) || defined(GEKKO)|| defined(WIIU) || defined(ORBIS) || defined(__PS3__) 21 #define PATH_MAX_LENGTH 512 22 #else 23 #define PATH_MAX_LENGTH 4096 24 #endif 25 #endif 26 27 /* 28 * end of retro_miscellaneous.h bits 29 */ 30 31 #ifdef __cplusplus 32 extern "C" { 33 #endif 34 35 /* The Win32 port requires this constant for variable arg routines. */ 36 #ifndef CLIB_DECL 37 #define CLIB_DECL 38 #endif 39 40 #ifdef __LP64__ 41 #define FPTR unsigned long /* 64bit: sizeof(void *) is sizeof(long) */ 42 #else 43 #define FPTR unsigned int 44 #endif 45 46 47 extern void mame2003_video_get_geometry(struct retro_game_geometry *geom); 48 49 50 /****************************************************************************** 51 52 Shared libretro log interface 53 set in mame2003.c 54 55 ******************************************************************************/ 56 extern retro_log_printf_t log_cb; 57 58 59 /****************************************************************************** 60 61 frontend message interface 62 implemented in mame2003.c 63 64 ******************************************************************************/ 65 extern void frontend_message_cb(const char *message_string, unsigned frames_to_display); 66 67 68 struct retro_variable_default 69 { 70 const char *key; 71 const char *defaults_string; 72 }; 73 74 enum 75 { 76 IDX_CLASSIC = 0, 77 IDX_MODERN, 78 IDX_8BUTTON, 79 IDX_6BUTTON, 80 IDX_PAD_end, 81 }; 82 83 #define PLAYER_COUNT 6 84 85 enum /*the "display numbers" for each player, as opposed to their array index */ 86 { 87 DISP_PLAYER1 = 1, 88 DISP_PLAYER2, 89 DISP_PLAYER3, 90 DISP_PLAYER4, 91 DISP_PLAYER5, 92 DISP_PLAYER6 93 }; 94 95 96 /****************************************************************************** 97 98 Display 99 100 ******************************************************************************/ 101 102 /* mame_bitmap used to be declared here, but has moved to common.c */ 103 /* sadly, the include order requires that at least this forward declaration is here */ 104 struct mame_bitmap; 105 struct mame_display; 106 struct performance_info; 107 struct rectangle; 108 struct rom_load_data; 109 110 111 /* these are the parameters passed into osd_create_display */ 112 struct osd_create_params 113 { 114 int width, height; /* width and height */ 115 int aspect_x, aspect_y; /* aspect ratio X:Y */ 116 int depth; /* depth, either 16(palette), 15(RGB) or 32(RGB) */ 117 int colors; /* colors in the palette (including UI) */ 118 float fps; /* frame rate */ 119 int video_attributes; /* video flags from driver */ 120 int orientation; /* orientation requested by the user */ 121 }; 122 123 124 125 /* 126 Create a display screen, or window, of the given dimensions (or larger). It is 127 acceptable to create a smaller display if necessary, in that case the user must 128 have a way to move the visibility window around. 129 130 The params contains all the information the 131 Attributes are the ones defined in driver.h, they can be used to perform 132 optimizations, e.g. dirty rectangle handling if the game supports it, or faster 133 blitting routines with fixed palette if the game doesn't change the palette at 134 run time. The VIDEO_PIXEL_ASPECT_RATIO flags should be honored to produce a 135 display of correct proportions. 136 Orientation is the screen orientation (as defined in driver.h) which will be done 137 by the core. This can be used to select thinner screen modes for vertical games 138 (ORIENTATION_SWAP_XY set), or even to ask the user to rotate the monitor if it's 139 a pivot model. Note that the OS dependent code must NOT perform any rotation, 140 this is done entirely in the core. 141 Depth can be 8 or 16 for palettized modes, meaning that the core will store in the 142 bitmaps logical pens which will have to be remapped through a palette at blit time, 143 and 15 or 32 for direct mapped modes, meaning that the bitmaps will contain RGB 144 triplets (555 or 888). For direct mapped modes, the VIDEO_RGB_DIRECT flag is set 145 in the attributes field. 146 147 Returns 0 on success. 148 */ 149 int osd_create_display(const struct osd_create_params *params, UINT32 *rgb_components); 150 void osd_close_display(void); 151 152 153 /* 154 osd_skip_this_frame() must return 0 if the current frame will be displayed. 155 This can be used by drivers to skip cpu intensive processing for skipped 156 frames, so the function must return a consistent result throughout the 157 current frame. The function MUST NOT check timers and dynamically determine 158 whether to display the frame: such calculations must be done in 159 osd_update_video_and_audio(), and they must affect the FOLLOWING frames, not 160 the current one. At the end of osd_update_video_and_audio(), the code must 161 already know exactly whether the next frame will be skipped or not. 162 */ 163 int osd_skip_this_frame(void); 164 165 166 /* 167 Update video and audio. game_bitmap contains the game display, while 168 debug_bitmap an image of the debugger window (if the debugger is active; NULL 169 otherwise). They can be shown one at a time, or in two separate windows, 170 depending on the OS limitations. If only one is shown, the user must be able 171 to toggle between the two by pressing IPT_UI_TOGGLE_DEBUG; moreover, 172 osd_debugger_focus() will be used by the core to force the display of a 173 specific bitmap, e.g. the debugger one when the debugger becomes active. 174 175 leds_status is a bitmask of lit LEDs, usually player start lamps. They can be 176 simulated using the keyboard LEDs, or in other ways e.g. by placing graphics 177 on the window title bar. 178 */ 179 void osd_update_video_and_audio(struct mame_display *display); 180 181 182 /****************************************************************************** 183 184 Sound 185 186 ******************************************************************************/ 187 188 /* 189 osd_start_audio_stream() is called at the start of the emulation to initialize 190 the output stream, then osd_update_audio_stream() is called every frame to 191 feed new data. osd_stop_audio_stream() is called when the emulation is stopped. 192 193 The sample rate is fixed at Machine->sample_rate. Samples are 16-bit, signed. 194 When the stream is stereo, left and right samples are alternated in the 195 stream. 196 197 osd_start_audio_stream() and osd_update_audio_stream() must return the number 198 of samples (or couples of samples, when using stereo) required for next frame. 199 This will be around Machine->sample_rate / Machine->drv->frames_per_second, 200 the code may adjust it by SMALL AMOUNTS to keep timing accurate and to 201 maintain audio and video in sync when using vsync. Note that sound emulation, 202 especially when DACs are involved, greatly depends on the number of samples 203 per frame to be roughly constant, so the returned value must always stay close 204 to the reference value of Machine->sample_rate / Machine->drv->frames_per_second. 205 Of course that value is not necessarily an integer so at least a +/- 1 206 adjustment is necessary to avoid drifting over time. 207 */ 208 int osd_start_audio_stream(int stereo); 209 int osd_update_audio_stream(INT16 *buffer); 210 void osd_stop_audio_stream(void); 211 212 213 /****************************************************************************** 214 215 Keyboard 216 217 ******************************************************************************/ 218 /* 219 return a list of all available keys (see input.h) 220 */ 221 const struct KeyboardInfo *osd_get_key_list(void); 222 223 /* 224 tell whether the specified key is pressed or not. keycode is the OS dependent 225 code specified in the list returned by osd_get_key_list(). 226 */ 227 int osd_is_key_pressed(int keycode); 228 229 /* 230 Return the Unicode value of the most recently pressed key. This 231 function is used only by text-entry routines in the user interface and should 232 not be used by drivers. The value returned is in the range of the first 256 233 bytes of Unicode, e.g. ISO-8859-1. A return value of 0 indicates no key down. 234 235 Set flush to 1 to clear the buffer before entering text. This will avoid 236 having prior UI and game keys leak into the text entry. 237 */ 238 int osd_readkey_unicode(int flush); 239 240 241 /****************************************************************************** 242 243 Joystick & Mouse/Trackball 244 245 ******************************************************************************/ 246 247 /* 248 return a list of all available joystick inputs (see input.h) 249 */ 250 const struct JoystickInfo *osd_get_joy_list(void); 251 252 /* 253 tell whether the specified joystick direction/button is pressed or not. 254 joycode is the OS dependent code specified in the list returned by 255 osd_get_joy_list(). 256 */ 257 int osd_is_joy_pressed(int joycode); 258 259 260 /* We support 4 players for each analog control / trackball */ 261 #define OSD_MAX_JOY_ANALOG 4 262 #define X_AXIS 0 263 #define Y_AXIS 1 264 #define Z_AXIS 2 265 #define PEDAL_AXIS 3 266 #define MAX_ANALOG_AXES 4 267 268 /* added for building joystick seq for analog inputs */ 269 int osd_is_joystick_axis_code(int joycode); 270 271 /* Joystick calibration routines BW 19981216 */ 272 /* Do we need to calibrate the joystick at all? */ 273 int osd_joystick_needs_calibration(void); 274 /* Preprocessing for joystick calibration. Returns 0 on success */ 275 void osd_joystick_start_calibration(void); 276 /* Prepare the next calibration step. Return a description of this step. */ 277 /* (e.g. "move to upper left") */ 278 const char *osd_joystick_calibrate_next(void); 279 /* Get the actual joystick calibration data for the current position */ 280 void osd_joystick_calibrate(void); 281 /* Postprocessing (e.g. saving joystick data to config) */ 282 void osd_joystick_end_calibration(void); 283 284 void osd_lightgun_read(int player, int *deltax, int *deltay); 285 void osd_trak_read(int player, int *deltax, int *deltay); 286 287 /* return values in the range -128 .. 128 (yes, 128, not 127) */ 288 void osd_analogjoy_read(int player,int analog_axis[MAX_ANALOG_AXES], InputCode analogjoy_input[MAX_ANALOG_AXES]); 289 290 291 /* 292 inptport.c defines some general purpose defaults for key and joystick bindings. 293 They may be further adjusted by the OS dependent code to better match the 294 available keyboard, e.g. one could map pause to the Pause key instead of P, or 295 snapshot to PrtScr instead of F12. Of course the user can further change the 296 settings to anything he/she likes. 297 This function is called on startup, before reading the configuration from disk. 298 Scan the list, and change the keys/joysticks you want. 299 */ 300 void osd_customize_inputport_defaults(struct ipd *defaults); 301 302 303 /****************************************************************************** 304 305 Timing 306 307 ******************************************************************************/ 308 309 typedef INT64 cycles_t; 310 311 /* return the current number of cycles, or some other high-resolution timer */ 312 cycles_t osd_cycles(void); 313 314 /* return the number of cycles per second */ 315 cycles_t osd_cycles_per_second(void); 316 317 /* return the current number of cycles, or some other high-resolution timer. 318 This call must be the fastest possible because it is called by the profiler; 319 it isn't necessary to know the number of ticks per seconds. */ 320 cycles_t osd_profiling_ticks(void); 321 322 323 #ifdef __cplusplus 324 } 325 #endif 326 327 #endif /* MAME2003_H */ 328