/**************************************************************************** * FCE Ultra * Nintendo Wii/Gamecube Port * * Tantric 2008-2009 * * fceusupport.cpp * * FCEU Support Functions ****************************************************************************/ #include #include "fceugx.h" #include "fceusupport.h" #include "pad.h" #include "gcaudio.h" #include "gcvideo.h" #include "menu.h" bool turbo = false; /** * Closes a game. Frees memory, and deinitializes the drivers. */ int CloseGame() { if(!romLoaded) { return(0); } FCEUI_CloseGame(); GameInfo = 0; return(1); } // File Control FILE *FCEUD_UTF8fopen(const char *n, const char *m) { return NULL; } EMUFILE_FILE* FCEUD_UTF8_fstream(const char *n, const char *m) { return NULL; } bool FCEUD_ShouldDrawInputAids() { return GCSettings.crosshair; } // General Logging void FCEUD_PrintError(const char *errormsg) { //if(GuiLoaded()) // ErrorPrompt(errormsg); } void FCEUD_Message(const char *text) { } void FCEUD_VideoChanged() { } FCEUFILE* FCEUD_OpenArchiveIndex(ArchiveScanRecord& asr, std::string &fname, int innerIndex) { return 0; } FCEUFILE* FCEUD_OpenArchive(ArchiveScanRecord& asr, std::string& fname, std::string* innerFilename) { return 0; } ArchiveScanRecord FCEUD_ScanArchive(std::string fname) { return ArchiveScanRecord(); } // main interface to FCE Ultra void FCEUD_Update(uint8 *XBuf, int32 *Buffer, int32 Count) { if(Buffer && Count > 0) PlaySound(Buffer, Count); // play sound if(XBuf) RenderFrame(XBuf); // output video frame GetJoy(); // check controller input } //CAK: Stereoscopic 3D Update functions //CAK: This buffer saves the previous frame (usually the left eye) // so it can be mixed with the current frame (usually the right eye) uint8 XBufLeft[256*256]; //CAK: This uses the previous frame for the right eye, and the current frame for the left eye // It then sets the previous frame to the current frame. This is only for the Orb-3D game, and hasn't // been tested yet. Probably more than one frame difference will be needed, which requires a circluar // buffer of several frames. void FCEUD_UpdatePulfrich(uint8 *XBuf, int32 *Buffer, int32 Count) { if(Buffer && Count > 0) PlaySound(Buffer, Count); // play sound if(XBuf) { RenderStereoFrames(XBuf, XBufLeft); // output video frame memcpy(XBufLeft, XBuf, sizeof(XBufLeft)); // output video frame } GetJoy(); // check controller input } //CAK: This doesn't actually draw anything, it just saves the frame in a buffer while we wait // for the corresponding right frame. void FCEUD_UpdateLeft(uint8 *XBuf, int32 *Buffer, int32 Count) { if (Buffer && Count > 0) PlaySound(Buffer, Count); // play sound if (XBuf) memcpy(XBufLeft, XBuf, sizeof(XBufLeft)); // output video frame GetJoy(); // check controller input } //CAK: This draws the saved left frame and the passed in right frame together in 3D. // How it so isn't relevant to this function, since the stereoscopic methods are handled in gcvideo.cpp void FCEUD_UpdateRight(uint8 *XBuf, int32 *Buffer, int32 Count) { if (Buffer && Count > 0) PlaySound(Buffer, Count); // play sound if (XBuf) RenderStereoFrames(XBufLeft, XBuf); // output video frames GetJoy(); // check controller input } // Netplay int FCEUD_SendData(void *data, uint32 len) { return 1; } int FCEUD_RecvData(void *data, uint32 len) { return 0; } void FCEUD_NetworkClose(void) { } void FCEUD_NetplayText(uint8 *text) { } // dummy functions #define DUMMY(f) void f(void) { } DUMMY(FCEUD_HideMenuToggle) DUMMY(FCEUD_TurboOn) DUMMY(FCEUD_TurboOff) DUMMY(FCEUD_TurboToggle) DUMMY(FCEUD_SaveStateAs) DUMMY(FCEUD_LoadStateFrom) DUMMY(FCEUD_MovieRecordTo) DUMMY(FCEUD_MovieReplayFrom) DUMMY(FCEUD_ToggleStatusIcon) DUMMY(FCEUD_DebugBreakpoint) DUMMY(FCEUD_SoundToggle) DUMMY(FCEUD_AviRecordTo) DUMMY(FCEUD_AviStop) void FCEUI_AviVideoUpdate(const unsigned char* buffer) { } int FCEUD_ShowStatusIcon(void) { return 0; } bool FCEUI_AviIsRecording(void) { return 0; } bool FCEUI_AviEnableHUDrecording() { return 0; } void FCEUI_SetAviEnableHUDrecording(bool enable) { } bool FCEUI_AviDisableMovieMessages() { return true; } const char *FCEUD_GetCompilerString() { return NULL; } void FCEUI_UseInputPreset(int preset) { } void FCEUD_SoundVolumeAdjust(int n) { } void FCEUD_SetEmulationSpeed(int cmd) { }