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 #if defined(__CELLOS_LV2__) 18 #include <sys/fs_external.h> 19 #endif 20 21 #include <limits.h> 22 23 #ifndef PATH_MAX_LENGTH 24 #if defined(__CELLOS_LV2__) 25 #define PATH_MAX_LENGTH CELL_FS_MAX_FS_PATH_LENGTH 26 #elif defined(_XBOX1) || defined(_3DS) || defined(PSP) || defined(PS2) || defined(GEKKO) || defined(WIIU) || defined(ORBIS) 27 #define PATH_MAX_LENGTH 512 28 #else 29 #define PATH_MAX_LENGTH 4096 30 #endif 31 #endif 32 33 /* 34 * end of retro_miscellaneous.h bits 35 */ 36 37 #ifdef __cplusplus 38 extern "C" { 39 #endif 40 41 /* The Win32 port requires this constant for variable arg routines. */ 42 #ifndef CLIB_DECL 43 #define CLIB_DECL 44 #endif 45 46 #ifdef __LP64__ 47 #define FPTR unsigned long /* 64bit: sizeof(void *) is sizeof(long) */ 48 #else 49 #define FPTR unsigned int 50 #endif 51 52 53 extern void mame2003_video_get_geometry(struct retro_game_geometry *geom); 54 55 56 /****************************************************************************** 57 58 Shared libretro log interface 59 set in mame2003.c 60 61 ******************************************************************************/ 62 extern retro_log_printf_t log_cb; 63 64 65 /****************************************************************************** 66 67 frontend message interface 68 implemented in mame2003.c 69 70 ******************************************************************************/ 71 extern void frontend_message_cb(const char *message_string, unsigned frames_to_display); 72 73 74 struct retro_variable_default 75 { 76 const char *key; 77 const char *defaults_string; 78 }; 79 80 enum 81 { 82 IDX_CLASSIC = 0, 83 IDX_MODERN, 84 IDX_8BUTTON, 85 IDX_6BUTTON, 86 IDX_PAD_end, 87 }; 88 89 #define PLAYER_COUNT 6 90 91 enum /*the "display numbers" for each player, as opposed to their array index */ 92 { 93 DISP_PLAYER1 = 1, 94 DISP_PLAYER2, 95 DISP_PLAYER3, 96 DISP_PLAYER4, 97 DISP_PLAYER5, 98 DISP_PLAYER6 99 }; 100 101 102 /****************************************************************************** 103 104 Display 105 106 ******************************************************************************/ 107 108 /* mame_bitmap used to be declared here, but has moved to common.c */ 109 /* sadly, the include order requires that at least this forward declaration is here */ 110 struct mame_bitmap; 111 struct mame_display; 112 struct performance_info; 113 struct rectangle; 114 struct rom_load_data; 115 116 117 /* these are the parameters passed into osd_create_display */ 118 struct osd_create_params 119 { 120 int width, height; /* width and height */ 121 int aspect_x, aspect_y; /* aspect ratio X:Y */ 122 int depth; /* depth, either 16(palette), 15(RGB) or 32(RGB) */ 123 int colors; /* colors in the palette (including UI) */ 124 float fps; /* frame rate */ 125 int video_attributes; /* video flags from driver */ 126 int orientation; /* orientation requested by the user */ 127 }; 128 129 130 131 /* 132 Create a display screen, or window, of the given dimensions (or larger). It is 133 acceptable to create a smaller display if necessary, in that case the user must 134 have a way to move the visibility window around. 135 136 The params contains all the information the 137 Attributes are the ones defined in driver.h, they can be used to perform 138 optimizations, e.g. dirty rectangle handling if the game supports it, or faster 139 blitting routines with fixed palette if the game doesn't change the palette at 140 run time. The VIDEO_PIXEL_ASPECT_RATIO flags should be honored to produce a 141 display of correct proportions. 142 Orientation is the screen orientation (as defined in driver.h) which will be done 143 by the core. This can be used to select thinner screen modes for vertical games 144 (ORIENTATION_SWAP_XY set), or even to ask the user to rotate the monitor if it's 145 a pivot model. Note that the OS dependent code must NOT perform any rotation, 146 this is done entirely in the core. 147 Depth can be 8 or 16 for palettized modes, meaning that the core will store in the 148 bitmaps logical pens which will have to be remapped through a palette at blit time, 149 and 15 or 32 for direct mapped modes, meaning that the bitmaps will contain RGB 150 triplets (555 or 888). For direct mapped modes, the VIDEO_RGB_DIRECT flag is set 151 in the attributes field. 152 153 Returns 0 on success. 154 */ 155 int osd_create_display(const struct osd_create_params *params, UINT32 *rgb_components); 156 void osd_close_display(void); 157 158 159 /* 160 osd_skip_this_frame() must return 0 if the current frame will be displayed. 161 This can be used by drivers to skip cpu intensive processing for skipped 162 frames, so the function must return a consistent result throughout the 163 current frame. The function MUST NOT check timers and dynamically determine 164 whether to display the frame: such calculations must be done in 165 osd_update_video_and_audio(), and they must affect the FOLLOWING frames, not 166 the current one. At the end of osd_update_video_and_audio(), the code must 167 already know exactly whether the next frame will be skipped or not. 168 */ 169 int osd_skip_this_frame(void); 170 171 172 /* 173 Update video and audio. game_bitmap contains the game display, while 174 debug_bitmap an image of the debugger window (if the debugger is active; NULL 175 otherwise). They can be shown one at a time, or in two separate windows, 176 depending on the OS limitations. If only one is shown, the user must be able 177 to toggle between the two by pressing IPT_UI_TOGGLE_DEBUG; moreover, 178 osd_debugger_focus() will be used by the core to force the display of a 179 specific bitmap, e.g. the debugger one when the debugger becomes active. 180 181 leds_status is a bitmask of lit LEDs, usually player start lamps. They can be 182 simulated using the keyboard LEDs, or in other ways e.g. by placing graphics 183 on the window title bar. 184 */ 185 void osd_update_video_and_audio(struct mame_display *display); 186 187 188 /****************************************************************************** 189 190 Sound 191 192 ******************************************************************************/ 193 194 /* 195 osd_start_audio_stream() is called at the start of the emulation to initialize 196 the output stream, then osd_update_audio_stream() is called every frame to 197 feed new data. osd_stop_audio_stream() is called when the emulation is stopped. 198 199 The sample rate is fixed at Machine->sample_rate. Samples are 16-bit, signed. 200 When the stream is stereo, left and right samples are alternated in the 201 stream. 202 203 osd_start_audio_stream() and osd_update_audio_stream() must return the number 204 of samples (or couples of samples, when using stereo) required for next frame. 205 This will be around Machine->sample_rate / Machine->drv->frames_per_second, 206 the code may adjust it by SMALL AMOUNTS to keep timing accurate and to 207 maintain audio and video in sync when using vsync. Note that sound emulation, 208 especially when DACs are involved, greatly depends on the number of samples 209 per frame to be roughly constant, so the returned value must always stay close 210 to the reference value of Machine->sample_rate / Machine->drv->frames_per_second. 211 Of course that value is not necessarily an integer so at least a +/- 1 212 adjustment is necessary to avoid drifting over time. 213 */ 214 int osd_start_audio_stream(int stereo); 215 int osd_update_audio_stream(INT16 *buffer); 216 void osd_stop_audio_stream(void); 217 218 219 /****************************************************************************** 220 221 Keyboard 222 223 ******************************************************************************/ 224 /* 225 return a list of all available keys (see input.h) 226 */ 227 const struct KeyboardInfo *osd_get_key_list(void); 228 229 /* 230 tell whether the specified key is pressed or not. keycode is the OS dependent 231 code specified in the list returned by osd_get_key_list(). 232 */ 233 int osd_is_key_pressed(int keycode); 234 235 /* 236 Return the Unicode value of the most recently pressed key. This 237 function is used only by text-entry routines in the user interface and should 238 not be used by drivers. The value returned is in the range of the first 256 239 bytes of Unicode, e.g. ISO-8859-1. A return value of 0 indicates no key down. 240 241 Set flush to 1 to clear the buffer before entering text. This will avoid 242 having prior UI and game keys leak into the text entry. 243 */ 244 int osd_readkey_unicode(int flush); 245 246 247 /****************************************************************************** 248 249 Joystick & Mouse/Trackball 250 251 ******************************************************************************/ 252 253 /* 254 return a list of all available joystick inputs (see input.h) 255 */ 256 const struct JoystickInfo *osd_get_joy_list(void); 257 258 /* 259 tell whether the specified joystick direction/button is pressed or not. 260 joycode is the OS dependent code specified in the list returned by 261 osd_get_joy_list(). 262 */ 263 int osd_is_joy_pressed(int joycode); 264 265 266 /* We support 6 players for each analog control / trackball */ 267 #define OSD_MAX_JOY_ANALOG 6 268 #define X_AXIS 0 269 #define Y_AXIS 1 270 #define Z_AXIS 2 271 #define PEDAL_AXIS 3 272 #define MAX_ANALOG_AXES 4 273 274 /* added for building joystick seq for analog inputs */ 275 int osd_is_joystick_axis_code(int joycode); 276 277 /* Joystick calibration routines BW 19981216 */ 278 /* Do we need to calibrate the joystick at all? */ 279 int osd_joystick_needs_calibration(void); 280 /* Preprocessing for joystick calibration. Returns 0 on success */ 281 void osd_joystick_start_calibration(void); 282 /* Prepare the next calibration step. Return a description of this step. */ 283 /* (e.g. "move to upper left") */ 284 const char *osd_joystick_calibrate_next(void); 285 /* Get the actual joystick calibration data for the current position */ 286 void osd_joystick_calibrate(void); 287 /* Postprocessing (e.g. saving joystick data to config) */ 288 void osd_joystick_end_calibration(void); 289 290 void osd_lightgun_read(int player, int *deltax, int *deltay); 291 void osd_trak_read(int player, int *deltax, int *deltay); 292 293 /* return values in the range -128 .. 128 (yes, 128, not 127) */ 294 void osd_analogjoy_read(int player,int analog_axis[MAX_ANALOG_AXES], InputCode analogjoy_input[MAX_ANALOG_AXES]); 295 296 297 /* 298 inptport.c defines some general purpose defaults for key and joystick bindings. 299 They may be further adjusted by the OS dependent code to better match the 300 available keyboard, e.g. one could map pause to the Pause key instead of P, or 301 snapshot to PrtScr instead of F12. Of course the user can further change the 302 settings to anything he/she likes. 303 This function is called on startup, before reading the configuration from disk. 304 Scan the list, and change the keys/joysticks you want. 305 */ 306 void osd_customize_inputport_defaults(struct ipd *defaults); 307 308 309 /****************************************************************************** 310 311 Timing 312 313 ******************************************************************************/ 314 315 typedef INT64 cycles_t; 316 317 /* return the current number of cycles, or some other high-resolution timer */ 318 cycles_t osd_cycles(void); 319 320 /* return the number of cycles per second */ 321 cycles_t osd_cycles_per_second(void); 322 323 /* return the current number of cycles, or some other high-resolution timer. 324 This call must be the fastest possible because it is called by the profiler; 325 it isn't necessary to know the number of ticks per seconds. */ 326 cycles_t osd_profiling_ticks(void); 327 328 329 #ifdef __cplusplus 330 } 331 #endif 332 333 #endif /* MAME2003_H */ 334