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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
 * 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 "NDS/scummvm_ipc.h"

namespace DS {

enum controlType {

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();
controlType getControlType();

// Pad reading
int   getKeysHeld();
void  keysUpdate();
int   getKeysDown();
int   getKeysReleased();
void  consumeKeys();
int   leftHandedSwap(int keys);
void  setGameScreenSwap(bool enable);
void  setSensitivity(int sensitivity);

// Controls options
void  setControls(char* gameName);

// 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();
s32   get8BitBackBufferStride();
u16*  getScalerBuffer();

void  setTalkPos(int x, int y);
void  setTopScreenTarget(int x, int y);
void  set200PercentFixedScale(bool on);
void  setTopScreenZoom(int percentage);
void  setGamma(int gamma);

// 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  doSoundCallback();
void  startSound(int freq, int buffer);   // Start sound hardware
// 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();

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);
void  setTrackPadStyleEnable(bool enable);
void  setTapScreenClicksEnable(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);

void  exitGame();
gameListType* getCurrentGame();


int cygprofile_getHBlanks();


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