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