forked from Dniel97/segatools
66 lines
2.0 KiB
C
66 lines
2.0 KiB
C
#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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MERCURY_IO_OPBTN_TEST = 0x01,
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MERCURY_IO_OPBTN_SERVICE = 0x02,
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};
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enum {
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MERCURY_IO_GAMEBTN_VOL_UP = 0x01,
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MERCURY_IO_GAMEBTN_VOL_DOWN = 0x02,
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};
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typedef void (*mercury_io_touch_callback_t)(const bool *state);
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/* Get the version of the Wacca 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 mercury_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 mercury_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 mercury_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 mercury_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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MERCURY_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 mercury_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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MERCURY_IO_GAMEBTN enum above for bit mask definitions. Inputs are split into
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a left hand side set of inputs and a right hand side set of inputs: the bit
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mappings are the same in both cases.
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All buttons are active-high, even though some buttons' electrical signals
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on a real cabinet are active-low.
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Minimum API version: 0x0100 */
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void mercury_io_get_gamebtns(uint8_t *gamebtn);
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HRESULT mercury_io_touch_init(void);
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void mercury_io_touch_start(mercury_io_touch_callback_t callback);
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