
Storytime: Cucky's original SDL2 port work involved using SDL2's threading API to emulate the original WinAPI threading. I can't be assed with that stuff, so I used the same trick Cucky did for the Wii port, and hooked Organya up to the SDL2 audio callback. This actually opens up the possibility for perfectly-synchronised Organya playback. By that I mean, instead of needing a super low-latency audio callback, I can have the callback synchronise its audio mixing with Organya itself. I haven't done it yet, I plan to soon.
55 lines
817 B
C
55 lines
817 B
C
#pragma once
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#include "WindowsWrapper.h"
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#include "CommonDefines.h"
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struct CREDIT
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{
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int size;
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char *pData;
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int offset;
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int wait;
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int mode;
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int start_x;
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};
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struct STRIP
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{
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int flag;
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int x;
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int y;
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int cast;
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char str[0x40];
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};
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struct ILLUSTRATION
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{
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int act_no;
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int x;
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};
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struct ISLAND_SPRITE
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{
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int x;
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int y;
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};
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#define MAX_STRIP ((WINDOW_HEIGHT / 16) + 1)
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void ActionStripper();
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void PutStripper();
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void SetStripper(int x, int y, const char *text, int cast);
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void RestoreStripper();
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void ActionIllust();
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void PutIllust();
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void ReloadIllust(int a);
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void InitCreditScript();
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void ReleaseCreditScript();
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BOOL StartCreditScript();
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void ActionCredit();
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void ActionCredit_Read();
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int GetScriptNumber(const char *text);
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void SetCreditIllust(int a);
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void CutCreditIllust();
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int Scene_DownIsland(int mode);
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