2009-07-17 19:27:04 +02:00
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#ifndef __DRIVER_H_
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#define __DRIVER_H_
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#include <stdio.h>
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#include <string>
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#include <iosfwd>
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#include "types.h"
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#include "git.h"
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#include "file.h"
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FILE *FCEUD_UTF8fopen(const char *fn, const char *mode);
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inline FILE *FCEUD_UTF8fopen(const std::string &n, const char *mode) { return FCEUD_UTF8fopen(n.c_str(),mode); }
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std::fstream* FCEUD_UTF8_fstream(const char *n, const char *m);
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inline std::fstream* FCEUD_UTF8_fstream(const std::string &n, const char *m) { return FCEUD_UTF8_fstream(n.c_str(),m); }
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FCEUFILE* FCEUD_OpenArchiveIndex(ArchiveScanRecord& asr, std::string& fname, int innerIndex);
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FCEUFILE* FCEUD_OpenArchive(ArchiveScanRecord& asr, std::string& fname, std::string* innerFilename);
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ArchiveScanRecord FCEUD_ScanArchive(std::string fname);
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//mbg 7/23/06
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const char *FCEUD_GetCompilerString();
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//This makes me feel dirty for some reason.
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void FCEU_printf(char *format, ...);
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#define FCEUI_printf FCEU_printf
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//Video interface
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void FCEUD_SetPalette(uint8 index, uint8 r, uint8 g, uint8 b);
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void FCEUD_GetPalette(uint8 i,uint8 *r, uint8 *g, uint8 *b);
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//Displays an error. Can block or not.
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void FCEUD_PrintError(const char *s);
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void FCEUD_Message(const char *s);
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//Network interface
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//Call only when a game is loaded.
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int FCEUI_NetplayStart(int nlocal, int divisor);
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// Call when network play needs to stop.
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void FCEUI_NetplayStop(void);
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//Note: YOU MUST NOT CALL ANY FCEUI_* FUNCTIONS WHILE IN FCEUD_SendData() or FCEUD_RecvData().
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//Return 0 on failure, 1 on success.
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int FCEUD_SendData(void *data, uint32 len);
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int FCEUD_RecvData(void *data, uint32 len);
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//Display text received over the network.
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void FCEUD_NetplayText(uint8 *text);
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//Encode and send text over the network.
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void FCEUI_NetplayText(uint8 *text);
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//Called when a fatal error occurred and network play can't continue. This function
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//should call FCEUI_NetplayStop() after it has deinitialized the network on the driver
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//side.
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void FCEUD_NetworkClose(void);
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bool FCEUI_BeginWaveRecord(const char *fn);
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int FCEUI_EndWaveRecord(void);
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void FCEUI_ResetNES(void);
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void FCEUI_PowerNES(void);
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void FCEUI_NTSCSELHUE(void);
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void FCEUI_NTSCSELTINT(void);
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void FCEUI_NTSCDEC(void);
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void FCEUI_NTSCINC(void);
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void FCEUI_GetNTSCTH(int *tint, int *hue);
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void FCEUI_SetNTSCTH(int n, int tint, int hue);
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void FCEUI_SetInput(int port, ESI type, void *ptr, int attrib);
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void FCEUI_SetInputFC(ESIFC type, void *ptr, int attrib);
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//tells the emulator whether a fourscore is attached
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void FCEUI_SetInputFourscore(bool attachFourscore);
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//tells whether a fourscore is attached
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bool FCEUI_GetInputFourscore();
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void FCEUI_UseInputPreset(int preset);
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//New interface functions
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//0 to order screen snapshots numerically(0.png), 1 to order them file base-numerically(smb3-0.png).
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//this variable isn't used at all, snap is always name-based
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//void FCEUI_SetSnapName(bool a);
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//0 to keep 8-sprites limitation, 1 to remove it
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void FCEUI_DisableSpriteLimitation(int a);
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void FCEUI_SetRenderPlanes(bool sprites, bool bg);
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void FCEUI_GetRenderPlanes(bool& sprites, bool& bg);
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//name=path and file to load. returns null if it failed
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FCEUGI *FCEUI_LoadGame(const char *name, int OverwriteVidMode);
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//same as FCEUI_LoadGame, except that it can load from a tempfile.
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//name is the logical path to open; archiveFilename is the archive which contains name
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FCEUGI *FCEUI_LoadGameVirtual(const char *name, int OverwriteVidMode);
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//general purpose emulator initialization. returns true if successful
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bool FCEUI_Initialize();
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//Emulates a frame.
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void FCEUI_Emulate(uint8 **, int32 **, int32 *, int);
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//Closes currently loaded game
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void FCEUI_CloseGame(void);
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//Deallocates all allocated memory. Call after FCEUI_Emulate() returns.
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void FCEUI_Kill(void);
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//Enable/Disable game genie. a=true->enabled
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void FCEUI_SetGameGenie(bool a);
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//Set video system a=0 NTSC, a=1 PAL
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void FCEUI_SetVidSystem(int a);
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//Convenience function; returns currently emulated video system(0=NTSC, 1=PAL).
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int FCEUI_GetCurrentVidSystem(int *slstart, int *slend);
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#ifdef FRAMESKIP
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/* Should be called from FCEUD_BlitScreen(). Specifies how many frames
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to skip until FCEUD_BlitScreen() is called. FCEUD_BlitScreenDummy()
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will be called instead of FCEUD_BlitScreen() when when a frame is skipped.
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*/
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void FCEUI_FrameSkip(int x);
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#endif
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//First and last scanlines to render, for ntsc and pal emulation.
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void FCEUI_SetRenderedLines(int ntscf, int ntscl, int palf, int pall);
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//Sets the base directory(save states, snapshots, etc. are saved in directories below this directory.
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void FCEUI_SetBaseDirectory(std::string const & dir);
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//Tells FCE Ultra to copy the palette data pointed to by pal and use it.
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//Data pointed to by pal needs to be 64*3 bytes in length.
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void FCEUI_SetPaletteArray(uint8 *pal);
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//Sets up sound code to render sound at the specified rate, in samples
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//per second. Only sample rates of 44100, 48000, and 96000 are currently supported.
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//If "Rate" equals 0, sound is disabled.
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void FCEUI_Sound(int Rate);
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void FCEUI_SetSoundVolume(uint32 volume);
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void FCEUI_SetTriangleVolume(uint32 volume);
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void FCEUI_SetSquare1Volume(uint32 volume);
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void FCEUI_SetSquare2Volume(uint32 volume);
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void FCEUI_SetNoiseVolume(uint32 volume);
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void FCEUI_SetPCMVolume(uint32 volume);
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void FCEUI_SetSoundQuality(int quality);
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void FCEUD_SoundToggle(void);
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void FCEUD_SoundVolumeAdjust(int);
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int FCEUI_SelectState(int, int);
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extern void FCEUI_SelectStateNext(int);
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//"fname" overrides the default save state filename code if non-NULL.
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void FCEUI_SaveState(const char *fname);
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void FCEUI_LoadState(const char *fname);
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void FCEUD_SaveStateAs(void);
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void FCEUD_LoadStateFrom(void);
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//at the minimum, you should call FCEUI_SetInput, FCEUI_SetInputFC, and FCEUI_SetInputFourscore
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//you may also need to maintain your own internal state
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void FCEUD_SetInput(bool fourscore, ESI port0, ESI port1, ESIFC fcexp);
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void FCEUD_MovieRecordTo(void);
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void FCEUD_MovieReplayFrom(void);
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void FCEUD_LuaRunFrom(void);
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int32 FCEUI_GetDesiredFPS(void);
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void FCEUI_SaveSnapshot(void);
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void FCEU_DispMessage(char *format, ...);
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#define FCEUI_DispMessage FCEU_DispMessage
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int FCEUI_DecodePAR(const char *code, int *a, int *v, int *c, int *type);
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int FCEUI_DecodeGG(const char *str, int *a, int *v, int *c);
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int FCEUI_AddCheat(const char *name, uint32 addr, uint8 val, int compare, int type);
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int FCEUI_DelCheat(uint32 which);
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int FCEUI_ToggleCheat(uint32 which);
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int32 FCEUI_CheatSearchGetCount(void);
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void FCEUI_CheatSearchGetRange(uint32 first, uint32 last, int (*callb)(uint32 a, uint8 last, uint8 current));
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void FCEUI_CheatSearchGet(int (*callb)(uint32 a, uint8 last, uint8 current, void *data), void *data);
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void FCEUI_CheatSearchBegin(void);
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void FCEUI_CheatSearchEnd(int type, uint8 v1, uint8 v2);
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void FCEUI_ListCheats(int (*callb)(char *name, uint32 a, uint8 v, int compare, int s, int type, void *data), void *data);
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int FCEUI_GetCheat(uint32 which, char **name, uint32 *a, uint8 *v, int *compare, int *s, int *type);
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int FCEUI_SetCheat(uint32 which, const char *name, int32 a, int32 v, int compare,int s, int type);
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void FCEUI_CheatSearchShowExcluded(void);
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void FCEUI_CheatSearchSetCurrentAsOriginal(void);
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//.rom
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#define FCEUIOD_ROMS 0 //Roms
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#define FCEUIOD_NV 1 //NV = nonvolatile. save data.
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#define FCEUIOD_STATES 2 //savestates
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#define FCEUIOD_FDSROM 3 //disksys.rom
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#define FCEUIOD_SNAPS 4 //screenshots
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#define FCEUIOD_CHEATS 5 //cheats
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#define FCEUIOD_MOVIES 6 //.fm2 files
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#define FCEUIOD_MEMW 7 //memory watch fiels
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#define FCEUIOD_BBOT 8 //basicbot, obsolete
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#define FCEUIOD_MACRO 9 //macro files - tasedit, currently not implemented
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#define FCEUIOD_INPUT 10 //input presets
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#define FCEUIOD_LUA 11 //lua scripts
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#define FCEUIOD_AVI 12 //default file for avi output
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#define FCEUIOD__COUNT 13 //base directory override?
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void FCEUI_SetDirOverride(int which, char *n);
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void FCEUI_MemDump(uint16 a, int32 len, void (*callb)(uint16 a, uint8 v));
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uint8 FCEUI_MemSafePeek(uint16 A);
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void FCEUI_MemPoke(uint16 a, uint8 v, int hl);
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void FCEUI_NMI(void);
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void FCEUI_IRQ(void);
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uint16 FCEUI_Disassemble(void *XA, uint16 a, char *stringo);
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void FCEUI_GetIVectors(uint16 *reset, uint16 *irq, uint16 *nmi);
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uint32 FCEUI_CRC32(uint32 crc, uint8 *buf, uint32 len);
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void FCEUI_ToggleTileView(void);
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void FCEUI_SetLowPass(int q);
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void FCEUI_NSFSetVis(int mode);
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int FCEUI_NSFChange(int amount);
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int FCEUI_NSFGetInfo(uint8 *name, uint8 *artist, uint8 *copyright, int maxlen);
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void FCEUI_VSUniToggleDIPView(void);
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void FCEUI_VSUniToggleDIP(int w);
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uint8 FCEUI_VSUniGetDIPs(void);
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void FCEUI_VSUniSetDIP(int w, int state);
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void FCEUI_VSUniCoin(void);
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void FCEUI_FDSInsert(void); //mbg merge 7/17/06 changed to void fn(void) to make it an EMUCMDFN
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//int FCEUI_FDSEject(void);
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void FCEUI_FDSSelect(void);
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int FCEUI_DatachSet(const uint8 *rcode);
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///returns a flag indicating whether emulation is paused
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int FCEUI_EmulationPaused();
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///returns a flag indicating whether a one frame step has been requested
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int FCEUI_EmulationFrameStepped();
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///clears the framestepped flag. use it after youve stepped your one frame
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void FCEUI_ClearEmulationFrameStepped();
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///sets the EmulationPaused flags
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void FCEUI_SetEmulationPaused(int val);
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///toggles the paused bit (bit0) for EmulationPaused. caused FCEUD_DebugUpdate() to fire if the emulation pauses
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void FCEUI_ToggleEmulationPause();
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//indicates whether input aids should be drawn (such as crosshairs, etc; usually in fullscreen mode)
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bool FCEUD_ShouldDrawInputAids();
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///called when the emulator closes a game
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void FCEUD_OnCloseGame(void);
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void FCEUI_FrameAdvance(void);
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void FCEUI_FrameAdvanceEnd(void);
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//AVI Output
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int FCEUI_AviBegin(const char* fname);
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void FCEUI_AviEnd(void);
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void FCEUI_AviVideoUpdate(const unsigned char* buffer);
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void FCEUI_AviSoundUpdate(void* soundData, int soundLen);
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bool FCEUI_AviIsRecording();
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void FCEUD_AviRecordTo(void);
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void FCEUD_AviStop(void);
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///A callback that the emu core uses to poll the state of a given emulator command key
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typedef int TestCommandState(int cmd);
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///Signals the emu core to poll for emulator commands and take actions
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void FCEUI_HandleEmuCommands(TestCommandState* testfn);
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//Emulation speed
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enum EMUSPEED_SET
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{
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EMUSPEED_SLOWEST=0,
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EMUSPEED_SLOWER,
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EMUSPEED_NORMAL,
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EMUSPEED_FASTER,
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EMUSPEED_FASTEST
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};
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void FCEUD_SetEmulationSpeed(int cmd);
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void FCEUD_TurboOn(void);
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void FCEUD_TurboOff(void);
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void FCEUD_TurboToggle(void);
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int FCEUD_ShowStatusIcon(void);
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void FCEUD_ToggleStatusIcon(void);
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void FCEUD_HideMenuToggle(void);
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///signals the driver to perform a file open GUI operation
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void FCEUD_CmdOpen(void);
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//new merge-era driver routines here:
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///signals that the cpu core hit a breakpoint. this function should not return until the core is ready for the next cycle
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void FCEUD_DebugBreakpoint();
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///the driver should log the current instruction, if it wants (we should move the code in the win driver that does this to the shared area)
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void FCEUD_TraceInstruction();
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///the driver might should update its NTView (only used if debugging support is compiled in)
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void FCEUD_UpdateNTView(int scanline, bool drawall);
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///the driver might should update its PPUView (only used if debugging support is compiled in)
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void FCEUD_UpdatePPUView(int scanline, int drawall);
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///I am dissatisfied with this method of getting an option from the driver to the core. but that is what we're using for now
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bool FCEUD_PauseAfterPlayback();
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///called when fceu changes something in the video system you might be interested in
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void FCEUD_VideoChanged();
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enum EFCEUI
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{
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FCEUI_STOPAVI, FCEUI_QUICKSAVE, FCEUI_QUICKLOAD, FCEUI_SAVESTATE, FCEUI_LOADSTATE,
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FCEUI_NEXTSAVESTATE,FCEUI_PREVIOUSSAVESTATE,FCEUI_VIEWSLOTS,
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FCEUI_STOPMOVIE, FCEUI_RECORDMOVIE, FCEUI_PLAYMOVIE,
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FCEUI_OPENGAME, FCEUI_CLOSEGAME,
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FCEUI_TASEDIT,
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FCEUI_RESET, FCEUI_POWER,FCEUI_PLAYFROMBEGINNING
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};
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//checks whether an EFCEUI is valid right now
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bool FCEU_IsValidUI(EFCEUI ui);
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#ifdef __cplusplus
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extern "C"
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#endif
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FILE *FCEUI_UTF8fopen_C(const char *n, const char *m);
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#endif //__DRIVER_H_
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