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218 lines
9 KiB
C
218 lines
9 KiB
C
/**
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* DirkSimple; a dirt-simple player for FMV games.
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*
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* Please see the file LICENSE.txt in the source's root directory.
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*
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* This file written by Ryan C. Gordon.
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*/
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#ifndef INCL_DIRKSIMPLE_PLATFORM_H
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#define INCL_DIRKSIMPLE_PLATFORM_H
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include <stdint.h>
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#include <stdarg.h>
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#if defined(_WIN32) || defined(__OS2__)
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#define DIRSEP "\\"
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#else
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#define DIRSEP "/"
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#endif
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#if defined(__GNUC__) || defined(__clang__)
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#define DIRKSIMPLE_NORETURN __attribute__((noreturn))
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#elif defined(_MSC_VER)
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#define DIRKSIMPLE_NORETURN __declspec(noreturn)
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#else
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#define DIRKSIMPLE_NORETURN
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#endif
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#if defined(__EMSCRIPTEN__) && !defined(__EMSCRIPTEN_PTHREADS__)
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#define DIRKSIMPLE_MULTITHREADED 0
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#else
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#define DIRKSIMPLE_MULTITHREADED 1
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#endif
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// We might change this later for second players, lightguns, etc. Always use the macros and not hardcoded values!
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#define DIRKSIMPLE_INPUT_UP (1 << 0)
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#define DIRKSIMPLE_INPUT_DOWN (1 << 1)
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#define DIRKSIMPLE_INPUT_LEFT (1 << 2)
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#define DIRKSIMPLE_INPUT_RIGHT (1 << 3)
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#define DIRKSIMPLE_INPUT_ACTION1 (1 << 4)
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#define DIRKSIMPLE_INPUT_ACTION2 (1 << 5)
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#define DIRKSIMPLE_INPUT_COINSLOT (1 << 6)
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#define DIRKSIMPLE_INPUT_START (1 << 7)
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typedef enum DirkSimple_PixFmt
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{
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DIRKSIMPLE_PIXFMT_YV12, /* NTSC colorspace, planar YCrCb 4:2:0 */
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DIRKSIMPLE_PIXFMT_IYUV, /* NTSC colorspace, planar YCbCr 4:2:0 */
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DIRKSIMPLE_PIXFMT_RGB, /* 24 bits packed pixel RGB */
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DIRKSIMPLE_PIXFMT_RGBA, /* 32 bits packed pixel RGBA (full alpha). */
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DIRKSIMPLE_PIXFMT_BGRA, /* 32 bits packed pixel BGRA (full alpha). */
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DIRKSIMPLE_PIXFMT_RGB565 /* 16 bits packed pixel RGB565. */
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} DirkSimple_PixFmt;
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// dirksimple.c implements these, which you can call into...
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// You implement main() or whatever, and call this with the path to the game's .ogv file to start.
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// `basedir` is where to load files this app needs (scripts, icons, etc).
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// `gamename` can specify the game type if the gamepath's filename isn't in the format of "gamename.ext",
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// but can be NULL if you want us to figure that out for you.
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// `pixfmt` tells DirkSimple_discvideo to provide a specific pixel format.
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// This loads things, starts things going, and returns. If there's a failure, it
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// will call DirkSimple_panic. There is no graceful failure here.
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extern void DirkSimple_startup(const char *basedir, const char *gamepath, const char *gamename, DirkSimple_PixFmt pixfmt);
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// You call this frequently (once per frame or more).
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// `monotonic_ms` is current time in milliseconds. It must increase reliably, and doesn't matter what value it starts at.
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// `inputbits` is a bitmask of DIRKSIMPLE_INPUT_* flags.
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extern void DirkSimple_tick(uint64_t monotonic_ms, uint64_t inputbits);
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// You call this once when done with a game to clean up.
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extern void DirkSimple_shutdown(void);
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// Log a formatted string. This will eventually call DirkSimple_logwrite() in the platform code with the final formatted string.
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extern void DirkSimple_log(const char *fmt, ...);
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// These just wrap the platform malloc, etc, but call DirkSimple_panic if they fail.
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extern void *DirkSimple_xmalloc(size_t len);
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extern void *DirkSimple_xcalloc(size_t nmemb, size_t len);
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extern void *DirkSimple_xrealloc(void *ptr, size_t len);
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extern char *DirkSimple_xstrdup(const char *str);
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extern void DirkSimple_restart(void);
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extern size_t DirkSimple_serialize(void *data, size_t len);
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extern int DirkSimple_unserialize(const void *data, size_t len);
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// these are valid between a successful DirkSimple_startup and DirkSimple_shutdown.
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extern const char *DirkSimple_gamename(void);
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extern const char *DirkSimple_gamedir(void); // root of current game's data
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extern const char *DirkSimple_datadir(void); // root of all DirkSimple data
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// returns RGBA8 data for the .BMP file at `fname`. This is not super-robust,
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// but it's only meant to load small assets we control. Returns NULL on
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// error. Fills in `*_w` and `*_h` with image dimensions in pixels on
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// success. Call DirkSimple_free() on the return value when done with it.
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extern uint8_t *DirkSimple_loadbmp(const char *fname, int *_w, int *_h);
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extern void DirkSimple_setcvar(const char *name, const char *newvalue);
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// Your platform layer implements these, which dirksimple.c calls into...
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/* simple allocators, in case you don't want to use malloc */
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extern void *DirkSimple_malloc(size_t len);
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extern void *DirkSimple_calloc(size_t nmemb, size_t len);
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extern void *DirkSimple_realloc(void *ptr, size_t len);
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extern char *DirkSimple_strdup(const char *str);
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extern void DirkSimple_free(void *ptr);
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// Show an error, then terminate the process, don't return. This can
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// be called at any time!
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extern DIRKSIMPLE_NORETURN void DirkSimple_panic(const char *str);
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// Write a line of text to the logging facilities. No newlines included in `str`!
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extern void DirkSimple_writelog(const char *str);
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// abstract file i/o interface...
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typedef struct DirkSimple_Io DirkSimple_Io;
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struct DirkSimple_Io
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{
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long (*read)(DirkSimple_Io *io, void *buf, long buflen);
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long (*streamlen)(DirkSimple_Io *io);
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int (*seek)(DirkSimple_Io *io, long absolute_offset);
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void (*close)(DirkSimple_Io *io);
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void *userdata;
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};
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extern DirkSimple_Io *DirkSimple_openfile_read(const char *path);
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// This is called once, near startup, to tell you what format audio and video data will be supplied in.
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// This is async! We will not have this information during DirkSimple_startup, as we have to
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// wait for the "laserdisc" video file to supply it. Be prepared to set up your outputs
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// at some arbitrary point, possibly after a few calls to DirkSimple_tick.
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extern void DirkSimple_audioformat(int channels, int freq);
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extern void DirkSimple_videoformat(const char *gametitle, uint32_t width, uint32_t height, double fps);
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// A new frame from the "laserdisc." These won't show up every call to DirkSimple_tick, so if you need
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// to refresh the display at specific times, you should redraw with this data more than once.
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// You are expected to copy iyuv if you need to store it.
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extern void DirkSimple_discvideo(const uint8_t *iyuv);
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// More PCM audio data from the "laserdisc." These won't show up every call to DirkSimple_tick.
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// If the laserdisc wants to seek elsewhere, DiskSimple_cleardiscaudio will be called, to inform you
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// that previously queued audio should be dumped without being played.
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// `pcm` points to `numframes` sample frames of float32 PCM. So if this is stereo data and `numframes`
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// is 1, then there are exactly 2 float values available (numframes * numchannels)..
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extern void DirkSimple_discaudio(const float *pcm, int numframes);
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extern void DirkSimple_cleardiscaudio(void);
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// Called once during DirkSimple_tick, if the laserdisc is ready to play.
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// The platform layer should prepare the screen for a new frame of video
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// and render the current laserdisc frame. Other drawing commands might
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// follow that render on top of this, and will finish with a call to
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// DirkSimple_endframe.
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extern void DirkSimple_beginframe(void);
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// Called once during DirkSimple_tick, if DirkSimple_beginframe was called.
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// This signifies that rendering is complete and the frame should be presented.
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extern void DirkSimple_endframe(void);
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extern void DirkSimple_clearscreen(uint8_t r, uint8_t g, uint8_t b);
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typedef struct DirkSimple_Sprite DirkSimple_Sprite;
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struct DirkSimple_Sprite
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{
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char *name;
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int width;
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int height;
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uint8_t *rgba;
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void *platform_handle;
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DirkSimple_Sprite *next;
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};
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// Platform layer should build out any thing it needs (textures, etc) and cache them on
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// `platform_handle`, then draw the sprite as requested over the latest laserdisc frame.
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// There is an alpha channel, but it's legal to treat it as full or empty
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// for simplicity here...it's meant to be a mask, not proper blending.
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extern void DirkSimple_drawsprite(DirkSimple_Sprite *sprite, int sx, int sy, int sw, int sh, int dx, int dy, int dw, int dh, uint8_t rmod, uint8_t gmod, uint8_t bmod);
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// This is just to clear out any `platform_handle` stuff. The engine cleans up the rest.
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extern void DirkSimple_destroysprite(DirkSimple_Sprite *sprite);
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typedef struct DirkSimple_Wave DirkSimple_Wave;
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// this always comes through in the same format as the laserdisc audio.
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struct DirkSimple_Wave
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{
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char *name;
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int numframes;
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float *pcm;
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uint64_t duration_ticks;
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uint64_t ticks_when_available;
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void *platform_handle;
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DirkSimple_Wave *next;
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};
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// Platform layer should build out any thing it needs and cache them on
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// `platform_handle`, then mix the wave as requested over the latest laserdisc audio.
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// This is always in the same format as the laserdisc audio (same channels, same samplerate, etc).
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extern void DirkSimple_playwave(DirkSimple_Wave *wave);
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// This is just to clear out any `platform_handle` stuff. The engine cleans up the rest.
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extern void DirkSimple_destroywave(DirkSimple_Wave *wave);
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// copy these strings if you need to keep them.
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extern void DirkSimple_registercvar(const char *gamename, const char *name, const char *desc, const char *valid_values);
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#endif // INCL_DIRKSIMPLE_PLATFORM_H
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// end of dirksimple_platform.h ...
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