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Important note for OSD ports: the get/set property functions have been retired for debug_views. Instead, there are specific functions to perform each get/set operation. In addition, the format of the update callback has changed to pass the osd private data in, and the update callback/osd private data must be passed in at view allocation time. And osd_wait_for_debugger() now gets a CPU object instead of the machine. Removed extra debugger tracking for address spaces and added some of the useful data to the address_space structure. Updated all debugger commands and views to use CPU and address space objects where appropriate. Added new memory functions for converting between bytes and addresses, and for performing translations for a given address space. Removed debugger macros that did similar things in favor of calling these functions. Rewrote most of the memory view handling. Disasm and register views still need some additional tweaking.
154 lines
5.3 KiB
C
154 lines
5.3 KiB
C
/***************************************************************************
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osdepend.h
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OS-dependent code interface.
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Copyright Nicola Salmoria and the MAME Team.
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Visit http://mamedev.org for licensing and usage restrictions.
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****************************************************************************
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The prototypes in this file describe the interfaces that the MAME core
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relies upon to interact with the outside world. They are broken out into
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several categories.
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The general flow for an OSD port of MAME is as follows:
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- parse the command line or display the frontend
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- call run_game (mame.c) with the index in the driver list of
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the game selected
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- osd_init() is called shortly afterwards; at this time, you are
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expected to set up the display system and create render_targets
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- the input system will call osd_get_code_list()
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- the input port system will call osd_customize_inputport_list()
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- the sound system will call osd_start_audio_stream()
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- while the game runs, osd_update() will be called periodically
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- when the game exits, we return from run_game()
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- the OSD layer is now in control again
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This process is expected to be in flux over the next several versions
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(this was written during 0.109u2 development) as some of the OSD
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responsibilities are pushed into the core.
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*******************************************************************c********/
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#pragma once
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#ifndef __OSDEPEND_H__
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#define __OSDEPEND_H__
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#include "mamecore.h"
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#include "osdcore.h"
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#include "inptport.h"
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#include "timer.h"
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/*-----------------------------------------------------------------------------
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osd_init: initialize the OSD system.
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Parameters:
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machine - pointer to a structure that contains parameters for the
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current "machine"
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Return value:
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None
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Notes:
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This function is responsible for initializing the OSD-specific
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video and input functionality, and registering that functionality
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with the MAME core.
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In terms of video, this function is expected to create one or more
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render_targets that will be used by the MAME core to provide graphics
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data to the system. Although it is possible to do this later, the
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assumption in the MAME core is that the user interface will be
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visible starting at osd_init() time, so you will have some work to
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do to avoid these assumptions.
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In terms of input, this function is expected to enumerate all input
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devices available and describe them to the MAME core by adding
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input devices and their attached items (buttons/axes) via the input
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system.
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Beyond these core responsibilities, osd_init() should also initialize
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any other OSD systems that require information about the current
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running_machine.
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This callback is also the last opportunity to adjust the options
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before they are consumed by the rest of the core.
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Note that there is no corresponding osd_exit(). Rather, like most
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systems in MAME, you can register an exit callback via the
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add_exit_callback() function in mame.c.
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Also note that there is no return value. If you need to report a
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fatal error, use the fatalerror() function with a friendly message
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to the user.
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Future work/changes:
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Audio initialization may eventually move into here as well,
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instead of relying on independent callbacks from each system.
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-----------------------------------------------------------------------------*/
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void osd_init(running_machine *machine);
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void osd_wait_for_debugger(const device_config *device, int firststop);
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/******************************************************************************
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Display
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******************************************************************************/
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void osd_update(running_machine *machine, int skip_redraw);
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/******************************************************************************
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Sound
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******************************************************************************/
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void osd_update_audio_stream(running_machine *machine, INT16 *buffer, int samples_this_frame);
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/*
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control master volume. attenuation is the attenuation in dB (a negative
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number). To convert from dB to a linear volume scale do the following:
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volume = MAX_VOLUME;
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while (attenuation++ < 0)
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volume /= 1.122018454; // = (10 ^ (1/20)) = 1dB
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*/
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void osd_set_mastervolume(int attenuation);
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/******************************************************************************
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Controls
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******************************************************************************/
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/*
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inptport.c defines some general purpose defaults for key and joystick bindings.
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They may be further adjusted by the OS dependent code to better match the
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available keyboard, e.g. one could map pause to the Pause key instead of P, or
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snapshot to PrtScr instead of F12. Of course the user can further change the
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settings to anything he/she likes.
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This function is called on startup, before reading the configuration from disk.
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Scan the list, and change the keys/joysticks you want.
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*/
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void osd_customize_input_type_list(input_type_desc *typelist);
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#endif /* __OSDEPEND_H__ */
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