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/***************************************************************************
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__ */
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