snes9xgx/source/snes9x/crosshairs.h

221 lines
7.8 KiB
C
Raw Normal View History

/**********************************************************************************
Snes9x - Portable Super Nintendo Entertainment System (TM) emulator.
2008-09-10 07:57:37 +02:00
(c) Copyright 1996 - 2002 Gary Henderson (gary.henderson@ntlworld.com),
Jerremy Koot (jkoot@snes9x.com)
(c) Copyright 2002 - 2004 Matthew Kendora
(c) Copyright 2002 - 2005 Peter Bortas (peter@bortas.org)
(c) Copyright 2004 - 2005 Joel Yliluoma (http://iki.fi/bisqwit/)
(c) Copyright 2001 - 2006 John Weidman (jweidman@slip.net)
2008-09-10 07:57:37 +02:00
(c) Copyright 2002 - 2006 funkyass (funkyass@spam.shaw.ca),
Kris Bleakley (codeviolation@hotmail.com)
(c) Copyright 2002 - 2007 Brad Jorsch (anomie@users.sourceforge.net),
Nach (n-a-c-h@users.sourceforge.net),
zones (kasumitokoduck@yahoo.com)
2008-09-10 07:57:37 +02:00
(c) Copyright 2006 - 2007 nitsuja
BS-X C emulator code
(c) Copyright 2005 - 2006 Dreamer Nom,
zones
C4 x86 assembler and some C emulation code
(c) Copyright 2000 - 2003 _Demo_ (_demo_@zsnes.com),
Nach,
zsKnight (zsknight@zsnes.com)
C4 C++ code
(c) Copyright 2003 - 2006 Brad Jorsch,
Nach
DSP-1 emulator code
(c) Copyright 1998 - 2006 _Demo_,
Andreas Naive (andreasnaive@gmail.com)
Gary Henderson,
Ivar (ivar@snes9x.com),
John Weidman,
Kris Bleakley,
Matthew Kendora,
Nach,
neviksti (neviksti@hotmail.com)
DSP-2 emulator code
(c) Copyright 2003 John Weidman,
Kris Bleakley,
Lord Nightmare (lord_nightmare@users.sourceforge.net),
Matthew Kendora,
neviksti
DSP-3 emulator code
(c) Copyright 2003 - 2006 John Weidman,
Kris Bleakley,
Lancer,
z80 gaiden
DSP-4 emulator code
(c) Copyright 2004 - 2006 Dreamer Nom,
John Weidman,
Kris Bleakley,
Nach,
z80 gaiden
OBC1 emulator code
(c) Copyright 2001 - 2004 zsKnight,
pagefault (pagefault@zsnes.com),
Kris Bleakley,
Ported from x86 assembler to C by sanmaiwashi
SPC7110 and RTC C++ emulator code
(c) Copyright 2002 Matthew Kendora with research by
zsKnight,
John Weidman,
Dark Force
S-DD1 C emulator code
(c) Copyright 2003 Brad Jorsch with research by
Andreas Naive,
John Weidman
S-RTC C emulator code
(c) Copyright 2001-2006 byuu,
John Weidman
ST010 C++ emulator code
(c) Copyright 2003 Feather,
John Weidman,
Kris Bleakley,
Matthew Kendora
Super FX x86 assembler emulator code
(c) Copyright 1998 - 2003 _Demo_,
pagefault,
zsKnight,
Super FX C emulator code
(c) Copyright 1997 - 1999 Ivar,
Gary Henderson,
John Weidman
Sound DSP emulator code is derived from SNEeSe and OpenSPC:
(c) Copyright 1998 - 2003 Brad Martin
(c) Copyright 1998 - 2006 Charles Bilyue'
SH assembler code partly based on x86 assembler code
(c) Copyright 2002 - 2004 Marcus Comstedt (marcus@mc.pp.se)
2xSaI filter
(c) Copyright 1999 - 2001 Derek Liauw Kie Fa
2008-09-10 07:57:37 +02:00
HQ2x, HQ3x, HQ4x filters
(c) Copyright 2003 Maxim Stepin (maxim@hiend3d.com)
2008-09-10 07:57:37 +02:00
Win32 GUI code
(c) Copyright 2003 - 2006 blip,
funkyass,
Matthew Kendora,
Nach,
nitsuja
Mac OS GUI code
(c) Copyright 1998 - 2001 John Stiles
(c) Copyright 2001 - 2007 zones
Specific ports contains the works of other authors. See headers in
individual files.
2008-09-10 07:57:37 +02:00
Snes9x homepage: http://www.snes9x.com
Permission to use, copy, modify and/or distribute Snes9x in both binary
2008-09-10 07:57:37 +02:00
and source form, for non-commercial purposes, is hereby granted without
fee, providing that this license information and copyright notice appear
with all copies and any derived work.
This software is provided 'as-is', without any express or implied
warranty. In no event shall the authors be held liable for any damages
arising from the use of this software or it's derivatives.
Snes9x is freeware for PERSONAL USE only. Commercial users should
seek permission of the copyright holders first. Commercial use includes,
but is not limited to, charging money for Snes9x or software derived from
Snes9x, including Snes9x or derivatives in commercial game bundles, and/or
using Snes9x as a promotion for your commercial product.
The copyright holders request that bug fixes and improvements to the code
should be forwarded to them so everyone can benefit from the modifications
in future versions.
Super NES and Super Nintendo Entertainment System are trademarks of
Nintendo Co., Limited and its subsidiary companies.
**********************************************************************************/
2008-09-10 07:57:37 +02:00
2009-11-25 07:35:14 +01:00
2009-11-30 09:14:38 +01:00
#ifndef CROSSHAIRS_H
#define CROSSHAIRS_H
/*
* Read in the specified crosshair file, replacing whatever data might be in
* that slot. Available slots are 1-31. The input file must be a PNG file,
* 15x15 pixels, palettized, with 3 colors: white, black, and transparent. Or a
* text file, 15 lines of 16 characters (counting the \n), consisting of ' ',
* '#', or '.'.
*/
bool S9xLoadCrosshairFile(int idx, const char *filename);
/*
* Return the specified crosshair. Woo-hoo. char * to a 225-byte string, with
* '#' marking foreground, '.' marking background, and anything else
* transparent.
*/
const char *S9xGetCrosshair(int idx);
/*
* In controls.cpp. Sets the crosshair for the specified device. Defaults are:
* cross fgcolor bgcolor
* Mouse 1: 1 White Black
* Mouse 2: 1 Purple White
* Superscope: 2 White Black
* Justifier 1: 4 Blue Black
* Justifier 2: 4 MagicPink Black
*
* Available colors are: Trans, Black, 25Grey, 50Grey, 75Grey, White, Red,
* Orange, Yellow, Green, Cyan, Sky, Blue, Violet, MagicPink, and Purple. You
* may also prefix a 't' (e.g. tBlue) for a 50%-transparent version.
*
* Use idx=-1 or fg/bg=NULL to keep the current setting.
*/
enum crosscontrols {
X_MOUSE1,
X_MOUSE2,
X_SUPERSCOPE,
X_JUSTIFIER1,
X_JUSTIFIER2
};
void S9xSetControllerCrosshair(enum crosscontrols ctl, int8 idx, const char *fg, const char *bg);
void S9xGetControllerCrosshair(enum crosscontrols ctl, int8 *idx, const char **fg, const char **bg);
/*
* In gfx.cpp, much like DisplayChar() except it takes the parameters listed
* and looks up GFX.Screen. The 'crosshair' arg is a 15x15 image, with '#'
* meaning fgcolor, '.' meaning bgcolor, and anything else meaning transparent.
* Color values should be (RGB):
* 0 = transparent 4=23 23 23 8=31 31 0 12= 0 0 31
* 1 = 0 0 0 5=31 31 31 9= 0 31 0 13=23 0 31
* 2 = 8 8 8 6=31 00 00 10= 0 31 31 14=31 0 31
* 3 = 16 16 16 7=31 16 00 11= 0 23 31 15=31 0 16
* 16-31 are 50% transparent versions of 0-15.
*/
void S9xDrawCrosshair(const char *crosshair, uint8 fgcolor, uint8 bgcolor, int16 x, int16 y);
#endif