mirror of
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234 lines
8.2 KiB
C
234 lines
8.2 KiB
C
/***********************************************************************************
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Snes9x - Portable Super Nintendo Entertainment System (TM) emulator.
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(c) Copyright 1996 - 2002 Gary Henderson (gary.henderson@ntlworld.com),
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Jerremy Koot (jkoot@snes9x.com)
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(c) Copyright 2002 - 2004 Matthew Kendora
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(c) Copyright 2002 - 2005 Peter Bortas (peter@bortas.org)
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(c) Copyright 2004 - 2005 Joel Yliluoma (http://iki.fi/bisqwit/)
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(c) Copyright 2001 - 2006 John Weidman (jweidman@slip.net)
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(c) Copyright 2002 - 2006 funkyass (funkyass@spam.shaw.ca),
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Kris Bleakley (codeviolation@hotmail.com)
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(c) Copyright 2002 - 2010 Brad Jorsch (anomie@users.sourceforge.net),
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Nach (n-a-c-h@users.sourceforge.net),
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zones (kasumitokoduck@yahoo.com)
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(c) Copyright 2006 - 2007 nitsuja
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(c) Copyright 2009 - 2010 BearOso,
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OV2
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BS-X C emulator code
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(c) Copyright 2005 - 2006 Dreamer Nom,
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zones
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C4 x86 assembler and some C emulation code
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(c) Copyright 2000 - 2003 _Demo_ (_demo_@zsnes.com),
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Nach,
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zsKnight (zsknight@zsnes.com)
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C4 C++ code
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(c) Copyright 2003 - 2006 Brad Jorsch,
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Nach
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DSP-1 emulator code
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(c) Copyright 1998 - 2006 _Demo_,
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Andreas Naive (andreasnaive@gmail.com),
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Gary Henderson,
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Ivar (ivar@snes9x.com),
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John Weidman,
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Kris Bleakley,
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Matthew Kendora,
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Nach,
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neviksti (neviksti@hotmail.com)
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DSP-2 emulator code
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(c) Copyright 2003 John Weidman,
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Kris Bleakley,
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Lord Nightmare (lord_nightmare@users.sourceforge.net),
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Matthew Kendora,
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neviksti
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DSP-3 emulator code
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(c) Copyright 2003 - 2006 John Weidman,
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Kris Bleakley,
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Lancer,
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z80 gaiden
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DSP-4 emulator code
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(c) Copyright 2004 - 2006 Dreamer Nom,
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John Weidman,
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Kris Bleakley,
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Nach,
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z80 gaiden
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OBC1 emulator code
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(c) Copyright 2001 - 2004 zsKnight,
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pagefault (pagefault@zsnes.com),
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Kris Bleakley
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Ported from x86 assembler to C by sanmaiwashi
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SPC7110 and RTC C++ emulator code used in 1.39-1.51
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(c) Copyright 2002 Matthew Kendora with research by
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zsKnight,
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John Weidman,
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Dark Force
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SPC7110 and RTC C++ emulator code used in 1.52+
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(c) Copyright 2009 byuu,
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neviksti
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S-DD1 C emulator code
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(c) Copyright 2003 Brad Jorsch with research by
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Andreas Naive,
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John Weidman
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S-RTC C emulator code
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(c) Copyright 2001 - 2006 byuu,
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John Weidman
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ST010 C++ emulator code
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(c) Copyright 2003 Feather,
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John Weidman,
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Kris Bleakley,
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Matthew Kendora
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Super FX x86 assembler emulator code
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(c) Copyright 1998 - 2003 _Demo_,
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pagefault,
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zsKnight
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Super FX C emulator code
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(c) Copyright 1997 - 1999 Ivar,
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Gary Henderson,
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John Weidman
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Sound emulator code used in 1.5-1.51
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(c) Copyright 1998 - 2003 Brad Martin
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(c) Copyright 1998 - 2006 Charles Bilyue'
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Sound emulator code used in 1.52+
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(c) Copyright 2004 - 2007 Shay Green (gblargg@gmail.com)
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SH assembler code partly based on x86 assembler code
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(c) Copyright 2002 - 2004 Marcus Comstedt (marcus@mc.pp.se)
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2xSaI filter
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(c) Copyright 1999 - 2001 Derek Liauw Kie Fa
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HQ2x, HQ3x, HQ4x filters
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(c) Copyright 2003 Maxim Stepin (maxim@hiend3d.com)
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NTSC filter
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(c) Copyright 2006 - 2007 Shay Green
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GTK+ GUI code
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(c) Copyright 2004 - 2010 BearOso
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Win32 GUI code
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(c) Copyright 2003 - 2006 blip,
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funkyass,
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Matthew Kendora,
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Nach,
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nitsuja
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(c) Copyright 2009 - 2010 OV2
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Mac OS GUI code
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(c) Copyright 1998 - 2001 John Stiles
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(c) Copyright 2001 - 2010 zones
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Specific ports contains the works of other authors. See headers in
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individual files.
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Snes9x homepage: http://www.snes9x.com/
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Permission to use, copy, modify and/or distribute Snes9x in both binary
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and source form, for non-commercial purposes, is hereby granted without
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fee, providing that this license information and copyright notice appear
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with all copies and any derived work.
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This software is provided 'as-is', without any express or implied
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warranty. In no event shall the authors be held liable for any damages
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arising from the use of this software or it's derivatives.
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Snes9x is freeware for PERSONAL USE only. Commercial users should
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seek permission of the copyright holders first. Commercial use includes,
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but is not limited to, charging money for Snes9x or software derived from
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Snes9x, including Snes9x or derivatives in commercial game bundles, and/or
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using Snes9x as a promotion for your commercial product.
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The copyright holders request that bug fixes and improvements to the code
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should be forwarded to them so everyone can benefit from the modifications
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in future versions.
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Super NES and Super Nintendo Entertainment System are trademarks of
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Nintendo Co., Limited and its subsidiary companies.
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***********************************************************************************/
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#ifndef _CROSSHAIRS_H_
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#define _CROSSHAIRS_H_
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// Read in the specified crosshair file, replacing whatever data might be in that slot.
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// Available slots are 1-31.
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// The input file must be a PNG or a text file.
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// PNG: 15x15 pixels, palettized, with 3 colors (white, black, and transparent).
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// text: 15 lines of 16 characters (counting the \n), consisting of ' ', '#', or '.'.
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bool S9xLoadCrosshairFile (int idx, const char *filename);
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// Return the specified crosshair. Woo-hoo.
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// char * to a 225-byte string, with '#' marking foreground, '.' marking background,
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// and anything else transparent.
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const char * S9xGetCrosshair (int idx);
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// In controls.cpp. Sets the crosshair for the specified device. Defaults are:
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// cross fgcolor bgcolor
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// Mouse 1: 1 White Black
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// Mouse 2: 1 Purple White
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// Superscope: 2 White Black
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// Justifier 1: 4 Blue Black
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// Justifier 2: 4 MagicPink Black
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//
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// Available colors are: Trans, Black, 25Grey, 50Grey, 75Grey, White, Red, Orange,
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// Yellow, Green, Cyan, Sky, Blue, Violet, MagicPink, and Purple.
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// You may also prefix a 't' (e.g. tBlue) for a 50%-transparent version.
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// Use idx = -1 or fg/bg = NULL to keep the current setting.
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enum crosscontrols
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{
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X_MOUSE1,
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X_MOUSE2,
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X_SUPERSCOPE,
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X_JUSTIFIER1,
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X_JUSTIFIER2
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};
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void S9xSetControllerCrosshair (enum crosscontrols ctl, int8 idx, const char *fg, const char *bg);
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void S9xGetControllerCrosshair (enum crosscontrols ctl, int8 *idx, const char **fg, const char **bg);
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// In gfx.cpp, much like S9xDisplayChar() except it takes the parameters
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// listed and looks up GFX.Screen.
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// The 'crosshair' arg is a 15x15 image, with '#' meaning fgcolor,
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// '.' meaning bgcolor, and anything else meaning transparent.
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// Color values should be (RGB):
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// 0 = transparent 4 = 23 23 23 8 = 31 31 0 12 = 0 0 31
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// 1 = 0 0 0 5 = 31 31 31 9 = 0 31 0 13 = 23 0 31
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// 2 = 8 8 8 6 = 31 0 0 10 = 0 31 31 14 = 31 0 31
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// 3 = 16 16 16 7 = 31 16 0 11 = 0 23 31 15 = 31 0 16
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// 16-31 are 50% transparent versions of 0-15.
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void S9xDrawCrosshair (const char *crosshair, uint8 fgcolor, uint8 bgcolor, int16 x, int16 y);
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#endif
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