initial import
[picodrive.git] / platform / win32 / GenaDrive / app.h
CommitLineData
cc68a136 1\r
2#include <stdio.h>\r
3\r
4#ifdef _XBOX\r
5#include <xtl.h>\r
6#endif\r
7\r
8#ifndef _XBOX\r
9#define WIN32_LEAN_AND_MEAN\r
10#include <windows.h>\r
11#include <d3d8.h>\r
12#endif\r
13\r
14#include <d3dx8.h>\r
15\r
16#include "Pico.h"\r
17\r
18#define PI 3.14159265f\r
19\r
20#define RELEASE(x) if (x) x->Release(); x=NULL;\r
21\r
22#ifdef _XBOX\r
23#define HOME "d:\\"\r
24#else\r
25#define HOME ".\\"\r
26#endif\r
27\r
28// Emu.cpp\r
29extern unsigned short *EmuScreen;\r
30extern int EmuWidth,EmuHeight;\r
31int EmuInit();\r
32void EmuExit();\r
33int EmuRomLoad(char *name);\r
34int EmuFrame();\r
35\r
36// Input.cpp\r
37struct Input\r
38{\r
39 short axis[4];\r
40 unsigned char button[16];\r
41 unsigned char held[16]; // How long has the button been held\r
42 char repeat[16]; // Auto-repeat\r
43};\r
44extern struct Input Inp;\r
45int InputInit();\r
46void InputExit();\r
47int InputUpdate();\r
48int InputLightCal(int cx,int cy,int ux,int uy);\r
49\r
50// LightCal.cpp\r
51int LightCalReset();\r
52int LightCalUpdate();\r
53int LightCalRender();\r
54\r
55// Loop.cpp\r
56void preLoopInit();\r
57extern char LoopQuit;\r
58extern int LoopMode;\r
59\r
60int LoopInit();\r
61void LoopExit();\r
62int LoopCode();\r
63\r
64// Main.cpp\r
65extern HWND FrameWnd;\r
66extern int MainWidth,MainHeight;\r
67extern char AppName[];\r
68extern "C" int dprintf(char *format, ...);\r
69\r
70// Rom.cpp\r
71extern unsigned char *RomData;\r
72extern int RomLen;\r
73extern char RomName[260];\r
74int RomLoad();\r
75void RomFree();\r
76\r
77// --------------------------------------------\r
78// Direct.cpp\r
79extern IDirect3DDevice8 *Device;\r
80extern IDirect3DSurface8 *DirectBack; // Back Buffer\r
81int DirectInit();\r
82int DirectClear(unsigned int colour);\r
83int DirectScreen();\r
84int DirectPresent();\r
85void DirectExit();\r
86\r
87// DSound.cpp:\r
88int DSoundInit();\r
89void DSoundExit();\r
90int DSoundUpdate();\r
91extern short *DSoundNext; // Buffer for next sound data to put in loop\r
92//extern int DSoundSeg; // Seg length in samples\r
93void DSoundMute();\r
94void DSoundUnMute();\r
95\r
96// Font.cpp\r
97int FontInit();\r
98void FontExit();\r
99int FontSetColour(unsigned int colour);\r
100int FontText(WCHAR *,int,int);\r
101\r
102// TexScreen.cpp\r
103extern IDirect3DTexture8 *TexScreen;\r
104extern int TexWidth,TexHeight;\r
105int TexScreenInit();\r
106void TexScreenExit();\r
107int TexScreenSwizzle();\r
108int TexScreenLinear();\r