forked from Ports/perfect_dark
53 lines
1.4 KiB
C
53 lines
1.4 KiB
C
#ifndef _IN_VIDEO_H
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#define _IN_VIDEO_H
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#include <PR/ultratypes.h>
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#include <PR/gbi.h>
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// maximum framerate; if the game runs faster than this, things will break
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#if PAL
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#define VIDEO_MAX_FPS 200
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#else
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#define VIDEO_MAX_FPS 240
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#endif
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s32 videoInit(void);
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void videoStartFrame(void);
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void videoSubmitCommands(Gfx *cmds);
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void videoClearScreen(void);
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void videoEndFrame(void);
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void *videoGetWindowHandle(void);
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void videoUpdateNativeResolution(s32 w, s32 h);
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s32 videoGetNativeWidth(void);
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s32 videoGetNativeHeight(void);
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s32 videoGetWidth(void);
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s32 videoGetHeight(void);
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f32 videoGetAspect(void);
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s32 videoGetFullscreen(void);
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s32 videoGetMaximizeWindow(void);
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void videoSetMaximizeWindow(s32 fs);
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u32 videoGetTextureFilter(void);
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s32 videoGetTextureFilter2D(void);
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s32 videoGetDetailTextures(void);
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void videoSetWindowOffset(s32 x, s32 y);
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void videoSetFullscreen(s32 fs);
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void videoSetTextureFilter(u32 filter);
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void videoSetTextureFilter2D(s32 filter);
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void videoSetDetailTextures(s32 detail);
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s32 videoCreateFramebuffer(u32 w, u32 h, s32 upscale, s32 autoresize);
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void videoSetFramebuffer(s32 target);
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void videoResetFramebuffer(void);
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void videoCopyFramebuffer(s32 dst, s32 src, s32 left, s32 top);
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void videoResizeFramebuffer(s32 target, u32 w, u32 h, s32 upscale, s32 autoresize);
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s32 videoFramebuffersSupported(void);
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void videoResetTextureCache(void);
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void videoFreeCachedTexture(const void *texptr);
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#endif
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