#ifndef OSDEPEND_H
#define OSDEPEND_H

#include "osd_cpu.h"
#include "inptport.h"

#ifdef __cplusplus
extern "C" {
#endif

/* The Win32 port requires this constant for variable arg routines. */
#ifndef CLIB_DECL
#define CLIB_DECL
#endif

#ifdef __LP64__
#define FPTR unsigned long   /* 64bit: sizeof(void *) is sizeof(long)  */
#else
#define FPTR unsigned int
#endif


int osd_init(void);
void osd_exit(void);


/******************************************************************************

	Display

******************************************************************************/

/* mame_bitmap used to be declared here, but has moved to common.c */
/* sadly, the include order requires that at least this forward declaration is here */
struct mame_bitmap;
struct mame_display;
struct performance_info;
struct rectangle;
struct rom_load_data;


/* these are the parameters passed into osd_create_display */
struct osd_create_params
{
	int width, height;			/* width and height */
	int aspect_x, aspect_y;		/* aspect ratio X:Y */
	int depth;					/* depth, either 16(palette), 15(RGB) or 32(RGB) */
	int colors;					/* colors in the palette (including UI) */
	float fps;					/* frame rate */
	int video_attributes;		/* video flags from driver */
	int orientation;			/* orientation requested by the user */
};



/*
  Create a display screen, or window, of the given dimensions (or larger). It is
  acceptable to create a smaller display if necessary, in that case the user must
  have a way to move the visibility window around.

  The params contains all the information the
  Attributes are the ones defined in driver.h, they can be used to perform
  optimizations, e.g. dirty rectangle handling if the game supports it, or faster
  blitting routines with fixed palette if the game doesn't change the palette at
  run time. The VIDEO_PIXEL_ASPECT_RATIO flags should be honored to produce a
  display of correct proportions.
  Orientation is the screen orientation (as defined in driver.h) which will be done
  by the core. This can be used to select thinner screen modes for vertical games
  (ORIENTATION_SWAP_XY set), or even to ask the user to rotate the monitor if it's
  a pivot model. Note that the OS dependent code must NOT perform any rotation,
  this is done entirely in the core.
  Depth can be 8 or 16 for palettized modes, meaning that the core will store in the
  bitmaps logical pens which will have to be remapped through a palette at blit time,
  and 15 or 32 for direct mapped modes, meaning that the bitmaps will contain RGB
  triplets (555 or 888). For direct mapped modes, the VIDEO_RGB_DIRECT flag is set
  in the attributes field.

  Returns 0 on success.
*/
int osd_create_display(const struct osd_create_params *params, UINT32 *rgb_components);
void osd_close_display(void);


/*
  osd_skip_this_frame() must return 0 if the current frame will be displayed.
  This can be used by drivers to skip cpu intensive processing for skipped
  frames, so the function must return a consistent result throughout the
  current frame. The function MUST NOT check timers and dynamically determine
  whether to display the frame: such calculations must be done in
  osd_update_video_and_audio(), and they must affect the FOLLOWING frames, not
  the current one. At the end of osd_update_video_and_audio(), the code must
  already know exactly whether the next frame will be skipped or not.
*/
int osd_skip_this_frame(void);


/*
  Update video and audio. game_bitmap contains the game display, while
  debug_bitmap an image of the debugger window (if the debugger is active; NULL
  otherwise). They can be shown one at a time, or in two separate windows,
  depending on the OS limitations. If only one is shown, the user must be able
  to toggle between the two by pressing IPT_UI_TOGGLE_DEBUG; moreover,
  osd_debugger_focus() will be used by the core to force the display of a
  specific bitmap, e.g. the debugger one when the debugger becomes active.

  leds_status is a bitmask of lit LEDs, usually player start lamps. They can be
  simulated using the keyboard LEDs, or in other ways e.g. by placing graphics
  on the window title bar.
*/
void osd_update_video_and_audio(struct mame_display *display);


/*
  Provides a hook to allow the OSD system to override processing of a
  snapshot.  This function will either return a new bitmap, for which the
  caller is responsible for freeing.
*/
struct mame_bitmap *osd_override_snapshot(struct mame_bitmap *bitmap, struct rectangle *bounds);

/*
  Returns a pointer to the text to display when the FPS display is toggled.
  This normally includes information about the frameskip, FPS, and percentage
  of full game speed.
*/
const char *osd_get_fps_text(const struct performance_info *performance);



/******************************************************************************

	Sound

******************************************************************************/

/*
  osd_start_audio_stream() is called at the start of the emulation to initialize
  the output stream, then osd_update_audio_stream() is called every frame to
  feed new data. osd_stop_audio_stream() is called when the emulation is stopped.

  The sample rate is fixed at Machine->sample_rate. Samples are 16-bit, signed.
  When the stream is stereo, left and right samples are alternated in the
  stream.

  osd_start_audio_stream() and osd_update_audio_stream() must return the number
  of samples (or couples of samples, when using stereo) required for next frame.
  This will be around Machine->sample_rate / Machine->drv->frames_per_second,
  the code may adjust it by SMALL AMOUNTS to keep timing accurate and to
  maintain audio and video in sync when using vsync. Note that sound emulation,
  especially when DACs are involved, greatly depends on the number of samples
  per frame to be roughly constant, so the returned value must always stay close
  to the reference value of Machine->sample_rate / Machine->drv->frames_per_second.
  Of course that value is not necessarily an integer so at least a +/- 1
  adjustment is necessary to avoid drifting over time.
*/
int osd_start_audio_stream(int stereo);
int osd_update_audio_stream(INT16 *buffer);
void osd_stop_audio_stream(void);

/*
  control master volume. attenuation is the attenuation in dB (a negative
  number). To convert from dB to a linear volume scale do the following:
	volume = MAX_VOLUME;
	while (attenuation++ < 0)
		volume /= 1.122018454;		//	= (10 ^ (1/20)) = 1dB
*/
void osd_set_mastervolume(int attenuation);
int osd_get_mastervolume(void);

void osd_sound_enable(int enable);



/******************************************************************************

	Keyboard

******************************************************************************/

/*
  return a list of all available keys (see input.h)
*/
const struct KeyboardInfo *osd_get_key_list(void);

/*
  tell whether the specified key is pressed or not. keycode is the OS dependent
  code specified in the list returned by osd_get_key_list().
*/
int osd_is_key_pressed(int keycode);

/*
  Return the Unicode value of the most recently pressed key. This
  function is used only by text-entry routines in the user interface and should
  not be used by drivers. The value returned is in the range of the first 256
  bytes of Unicode, e.g. ISO-8859-1. A return value of 0 indicates no key down.

  Set flush to 1 to clear the buffer before entering text. This will avoid
  having prior UI and game keys leak into the text entry.
*/
int osd_readkey_unicode(int flush);



/******************************************************************************

	Joystick & Mouse/Trackball

******************************************************************************/

/*
  return a list of all available joystick inputs (see input.h)
*/
const struct JoystickInfo *osd_get_joy_list(void);

/*
  tell whether the specified joystick direction/button is pressed or not.
  joycode is the OS dependent code specified in the list returned by
  osd_get_joy_list().
*/
int osd_is_joy_pressed(int joycode);


/* We support 4 players for each analog control / trackball */
#define OSD_MAX_JOY_ANALOG	4
#define X_AXIS			0
#define Y_AXIS			1
#define Z_AXIS			2
#define PEDAL_AXIS		3
#define MAX_ANALOG_AXES	4

/* added for building joystick seq for analog inputs */
int osd_is_joystick_axis_code(int joycode);

/* Joystick calibration routines BW 19981216 */
/* Do we need to calibrate the joystick at all? */
int osd_joystick_needs_calibration(void);
/* Preprocessing for joystick calibration. Returns 0 on success */
void osd_joystick_start_calibration(void);
/* Prepare the next calibration step. Return a description of this step. */
/* (e.g. "move to upper left") */
const char *osd_joystick_calibrate_next(void);
/* Get the actual joystick calibration data for the current position */
void osd_joystick_calibrate(void);
/* Postprocessing (e.g. saving joystick data to config) */
void osd_joystick_end_calibration(void);

void osd_lightgun_read(int player, int *deltax, int *deltay);
void osd_trak_read(int player, int *deltax, int *deltay);

/* return values in the range -128 .. 128 (yes, 128, not 127) */
void osd_analogjoy_read(int player,int analog_axis[MAX_ANALOG_AXES], InputCode analogjoy_input[MAX_ANALOG_AXES]);


/*
  inptport.c defines some general purpose defaults for key and joystick bindings.
  They may be further adjusted by the OS dependent code to better match the
  available keyboard, e.g. one could map pause to the Pause key instead of P, or
  snapshot to PrtScr instead of F12. Of course the user can further change the
  settings to anything he/she likes.
  This function is called on startup, before reading the configuration from disk.
  Scan the list, and change the keys/joysticks you want.
*/
void osd_customize_inputport_defaults(struct ipd *defaults);



/******************************************************************************

	File I/O

******************************************************************************/

/* inp header */
typedef struct
{
	char name[9];      /* 8 bytes for game->name + NUL */
	char version[3];   /* byte[0] = 0, byte[1] = version byte[2] = beta_version */
	char reserved[20]; /* for future use, possible store game options? */
} INP_HEADER;


typedef struct _osd_file osd_file;


/* These values are returned by osd_get_path_info */
enum
{
	PATH_NOT_FOUND,
	PATH_IS_FILE,
	PATH_IS_DIRECTORY
};


/* Return the number of paths for a given type */
int osd_get_path_count(int pathtype);

/* Get information on the existence of a file */
int osd_get_path_info(int pathtype, int pathindex, const char *filename);

/* Attempt to open a file with the given name and mode using the specified path type */
osd_file *osd_fopen(int pathtype, int pathindex, const char *filename, const char *mode);

/* Seek within a file */
int osd_fseek(osd_file *file, INT64 offset, int whence);

/* Return current file position */
UINT64 osd_ftell(osd_file *file);

/* Return 1 if we're at the end of file */
int osd_feof(osd_file *file);

/* Read bytes from a file */
UINT32 osd_fread(osd_file *file, void *buffer, UINT32 length);

/* Write bytes to a file */
UINT32 osd_fwrite(osd_file *file, const void *buffer, UINT32 length);

/* Close an open file */
void osd_fclose(osd_file *file);



/******************************************************************************

	Timing

******************************************************************************/

typedef INT64 cycles_t;

/* return the current number of cycles, or some other high-resolution timer */
cycles_t osd_cycles(void);

/* return the number of cycles per second */
cycles_t osd_cycles_per_second(void);

/* return the current number of cycles, or some other high-resolution timer.
   This call must be the fastest possible because it is called by the profiler;
   it isn't necessary to know the number of ticks per seconds. */
cycles_t osd_profiling_ticks(void);



/******************************************************************************

	Miscellaneous

******************************************************************************/

/* called while loading ROMs. It is called a last time with name == 0 to signal */
/* that the ROM loading process is finished. */
/* return non-zero to abort loading */
int osd_display_loading_rom_message(const char *name,struct rom_load_data *romdata);

/* called when the game is paused/unpaused, so the OS dependent code can do special */
/* things like changing the title bar or darkening the display. */
/* Note that the OS dependent code must NOT stop processing input, since the user */
/* interface is still active while the game is paused. */
void osd_pause(int paused);



#if defined MAME_NET || defined XMAME_NET
/* network */
int osd_net_init(void);
#ifdef XMAME_NET
int osd_net_active(void);
#endif
int osd_net_send(int player, unsigned char buf[], int *size);
int osd_net_recv(int player, unsigned char buf[], int *size);
#ifdef MAME_NET
int osd_net_sync(void);
#elif defined XMAME_NET
void osd_net_sync(unsigned short input_port_values[MAX_INPUT_PORTS],
		unsigned short input_port_defaults[MAX_INPUT_PORTS]);
#endif
int osd_net_input_sync(void);
int osd_net_exit(void);
int osd_net_add_player(void);
int osd_net_remove_player(int player);
int osd_net_game_init(void);
int osd_net_game_exit(void);
#endif /* MAME_NET */

#ifdef MESS
/* this is here to follow the current mame file hierarchy style */
#include "osd_mess.h"
#endif
#if (!defined(PINMAME) || defined(MAME_DEBUG) || defined(_DEBUG)) // In PinMAME, log only in debug mode.
#ifdef __GNUC__
void CLIB_DECL logerror(const char *text,...)
      __attribute__ ((format (printf, 1, 2)));
#else
void CLIB_DECL logerror(const char *text,...);
#endif
#else /* PINMAME DEBUG */
INLINE void CLIB_DECL logerror(const char *text,...) {}
#endif /* PINMAME DEBUG */

#ifdef __cplusplus
}
#endif

#endif
