forked from Hay1tsme/segatools
sekito: add hook
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103
games/sekitoio/sekitoio.h
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103
games/sekitoio/sekitoio.h
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#pragma once
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#include <windows.h>
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#include <stdint.h>
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enum {
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SEKITO_IO_OPBTN_TEST = 0x01,
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SEKITO_IO_OPBTN_SERVICE = 0x02,
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SEKITO_IO_OPBTN_COIN = 0x04,
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SEKITO_IO_OPBTN_SW1 = 0x08,
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SEKITO_IO_OPBTN_SW2 = 0x10,
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};
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enum {
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SEKITO_IO_GAMEBTN_MENU = 0x01,
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SEKITO_IO_GAMEBTN_START = 0x02,
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SEKITO_IO_GAMEBTN_STRATAGEM = 0x04,
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SEKITO_IO_GAMEBTN_STRATAGEM_LOCK = 0x08,
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SEKITO_IO_GAMEBTN_HOUGU = 0x10,
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SEKITO_IO_GAMEBTN_NUMPAD_0 = 0x100,
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SEKITO_IO_GAMEBTN_NUMPAD_1 = 0x200,
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SEKITO_IO_GAMEBTN_NUMPAD_2 = 0x400,
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SEKITO_IO_GAMEBTN_NUMPAD_3 = 0x800,
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SEKITO_IO_GAMEBTN_NUMPAD_4 = 0x1000,
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SEKITO_IO_GAMEBTN_NUMPAD_5 = 0x2000,
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SEKITO_IO_GAMEBTN_NUMPAD_6 = 0x4000,
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SEKITO_IO_GAMEBTN_NUMPAD_7 = 0x8000,
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SEKITO_IO_GAMEBTN_NUMPAD_8 = 0x10000,
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SEKITO_IO_GAMEBTN_NUMPAD_9 = 0x20000,
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SEKITO_IO_GAMEBTN_NUMPAD_CLEAR = 0x40000,
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SEKITO_IO_GAMEBTN_NUMPAD_ENTER = 0x80000,
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SEKITO_IO_GAMEBTN_TERMINAL_LEFT = 0x400000,
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SEKITO_IO_GAMEBTN_TERMINAL_UP = 0x800000,
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SEKITO_IO_GAMEBTN_TERMINAL_RIGHT = 0x1000000,
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SEKITO_IO_GAMEBTN_TERMINAL_DOWN = 0x2000000,
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SEKITO_IO_GAMEBTN_TERMINAL_LEFT_2 = 0x4000000,
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SEKITO_IO_GAMEBTN_TERMINAL_RIGHT_2 = 0x8000000,
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SEKITO_IO_GAMEBTN_TERMINAL_DECIDE = 0x10000000,
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SEKITO_IO_GAMEBTN_TERMINAL_CANCEL = 0x20000000,
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};
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/* Get the version of the Eiketsu Taisen IO API that this DLL supports. This
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function should return a positive 16-bit integer, where the high byte is
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the major version and the low byte is the minor version (as defined by the
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Semantic Versioning standard).
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The latest API version as of this writing is 0x0100. */
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uint16_t sekito_io_get_api_version(void);
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/* Initialize the IO DLL. This is the second function that will be called on
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your DLL, after sekito_io_get_api_version.
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All subsequent calls to this API may originate from arbitrary threads.
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Minimum API version: 0x0100 */
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HRESULT sekito_io_init(void);
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/* Send any queued outputs (of which there are currently none, though this may
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change in subsequent API versions) and retrieve any new inputs.
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Minimum API version: 0x0100 */
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HRESULT sekito_io_poll(void);
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/* Get the state of the cabinet's operator buttons as of the last poll. See
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SEKITO_IO_OPBTN enum above: this contains bit mask definitions for button
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states returned in *opbtn. All buttons are active-high.
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Minimum API version: 0x0100 */
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void sekito_io_get_opbtns(uint8_t *opbtn);
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/* Get the state of the cabinet's gameplay buttons as of the last poll. See
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SEKITO_IO_GAMEBTN enum above: this contains bit mask definitions for button
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states returned in *gamebtn. All buttons are active-high.
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Minimum API version: 0x0100 */
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void sekito_io_get_gamebtns(uint32_t *gamebtn);
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/* Get the position of the trackball as of the last poll.
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Minimum API version: 0x0100 */
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void sekito_io_get_trackball_position(uint16_t *stick_x, uint16_t *stick_y);
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/* Initialize LED emulation. This function will be called before any
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other sekito_io_led_*() function calls.
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All subsequent calls may originate from arbitrary threads and some may
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overlap with each other. Ensuring synchronization inside your IO DLL is
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your responsibility. */
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HRESULT sekito_io_led_init(void);
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/* Update the RGB LEDs.
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Exact layout is TBD. */
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void sekito_io_led_set_colors(uint8_t board, uint8_t *rgb);
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