/*************************************************************************** osdepend.h OS-dependent code interface. **************************************************************************** Copyright Aaron Giles All rights reserved. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: * Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. * Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. * Neither the name 'MAME' nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission. THIS SOFTWARE IS PROVIDED BY AARON GILES ''AS IS'' AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL AARON GILES BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **************************************************************************** The prototypes in this file describe the interfaces that the MAME core relies upon to interact with the outside world. They are broken out into several categories. The general flow for an OSD port of MAME is as follows: - parse the command line or display the frontend - call run_game (mame.c) with the index in the driver list of the game selected - osd_init() is called shortly afterwards; at this time, you are expected to set up the display system and create render_targets - the input system will call osd_get_code_list() - the input port system will call osd_customize_inputport_list() - the sound system will call osd_start_audio_stream() - while the game runs, osd_update() will be called periodically - when the game exits, we return from run_game() - the OSD layer is now in control again This process is expected to be in flux over the next several versions (this was written during 0.109u2 development) as some of the OSD responsibilities are pushed into the core. *******************************************************************c********/ #pragma once #ifndef __OSDEPEND_H__ #define __OSDEPEND_H__ #include "emucore.h" #include "osdcore.h" #include "inptport.h" #include "timer.h" /*----------------------------------------------------------------------------- osd_init: initialize the OSD system. Parameters: machine - pointer to a structure that contains parameters for the current "machine" Return value: None Notes: This function is responsible for initializing the OSD-specific video and input functionality, and registering that functionality with the MAME core. In terms of video, this function is expected to create one or more render_targets that will be used by the MAME core to provide graphics data to the system. Although it is possible to do this later, the assumption in the MAME core is that the user interface will be visible starting at osd_init() time, so you will have some work to do to avoid these assumptions. In terms of input, this function is expected to enumerate all input devices available and describe them to the MAME core by adding input devices and their attached items (buttons/axes) via the input system. Beyond these core responsibilities, osd_init() should also initialize any other OSD systems that require information about the current running_machine. This callback is also the last opportunity to adjust the options before they are consumed by the rest of the core. Note that there is no corresponding osd_exit(). Rather, like most systems in MAME, you can register an exit callback via the add_exit_callback() function in mame.c. Also note that there is no return value. If you need to report a fatal error, use the fatalerror() function with a friendly message to the user. Future work/changes: Audio initialization may eventually move into here as well, instead of relying on independent callbacks from each system. -----------------------------------------------------------------------------*/ void osd_init(running_machine *machine); void osd_wait_for_debugger(const device_config *device, int firststop); /****************************************************************************** Display ******************************************************************************/ void osd_update(running_machine *machine, int skip_redraw); /****************************************************************************** Sound ******************************************************************************/ void osd_update_audio_stream(running_machine *machine, INT16 *buffer, int samples_this_frame); /* control master volume. attenuation is the attenuation in dB (a negative number). To convert from dB to a linear volume scale do the following: volume = MAX_VOLUME; while (attenuation++ < 0) volume /= 1.122018454; // = (10 ^ (1/20)) = 1dB */ void osd_set_mastervolume(int attenuation); /****************************************************************************** Controls ******************************************************************************/ /* inptport.c defines some general purpose defaults for key and joystick bindings. They may be further adjusted by the OS dependent code to better match the available keyboard, e.g. one could map pause to the Pause key instead of P, or snapshot to PrtScr instead of F12. Of course the user can further change the settings to anything he/she likes. This function is called on startup, before reading the configuration from disk. Scan the list, and change the keys/joysticks you want. */ void osd_customize_input_type_list(input_type_desc *typelist); #endif /* __OSDEPEND_H__ */