mirror of
https://github.com/dborth/fceugx.git
synced 2024-12-26 00:21:53 +01:00
241 lines
7.1 KiB
C
241 lines
7.1 KiB
C
#include <stdio.h>
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#ifdef __cplusplus
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extern "C" {
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#endif
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#include "types.h"
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#include "git.h"
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#include "debug.h"
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FILE *FCEUD_UTF8fopen(const char *fn, const char *mode);
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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(char *s);
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void FCEUD_Message(char *s);
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#ifdef NETWORK
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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
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FCEUD_RecvData().
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*/
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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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*/
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void FCEUD_NetworkClose(void);
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#endif
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int FCEUI_BeginWaveRecord(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, int type, void *ptr, int attrib);
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void FCEUI_SetInputFC(int type, void *ptr, int attrib);
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void FCEUI_DisableFourScore(int s);
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#define SI_NONE 0
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#define SI_GAMEPAD 1
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#define SI_ZAPPER 2
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#define SI_POWERPADA 3
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#define SI_POWERPADB 4
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#define SI_ARKANOID 5
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#define SIFC_NONE 0
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#define SIFC_ARKANOID 1
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#define SIFC_SHADOW 2
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#define SIFC_4PLAYER 3
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#define SIFC_FKB 4
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#define SIFC_HYPERSHOT 5
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#define SIFC_MAHJONG 6
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#define SIFC_QUIZKING 7
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#define SIFC_FTRAINERA 8
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#define SIFC_FTRAINERB 9
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#define SIFC_OEKAKIDS 10
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#define SIFC_BWORLD 11
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#define SIFC_TOPRIDER 12
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#define SIS_NONE 0
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#define SIS_DATACH 1
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#define SIS_NWC 2
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#define SIS_VSUNISYSTEM 3
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#define SIS_NSF 4
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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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void FCEUI_SetSnapName(int 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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/* -1 = no change, 0 = show, 1 = hide, 2 = internal toggle */
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void FCEUI_SetRenderDisable(int sprites, int bg);
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/* name=path and file to load. returns 0 on failure, 1 on success */
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FCEUGI *FCEUI_LoadGame(const char *name);
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/* allocates memory. 0 on failure, 1 on success. */
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int FCEUI_Initialize(void);
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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=0 disable, a=1 enable */
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void FCEUI_SetGameGenie(int 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
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below this directory. */
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void FCEUI_SetBaseDirectory(char *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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*/
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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
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supported.
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If "Rate" equals 0, sound is disabled.
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*/
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void FCEUI_Sound(int Rate);
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void FCEUI_SetSoundVolume(uint32 volume);
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void FCEUI_SetSoundQuality(int quality);
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void FCEUI_SelectState(int);
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/* "fname" overrides the default save state filename code if non-NULL. */
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void FCEUI_SaveState(char *fname);
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void FCEUI_LoadState(char *fname);
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void FCEUI_SelectMovie(int);
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void FCEUI_SaveMovie(char *fname);
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void FCEUI_LoadMovie(char *fname);
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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, uint16 *a, uint8 *v, int *c, int *type);
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int FCEUI_DecodeGG(const char *str, uint16 *a, uint8 *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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#define FCEUIOD_STATE 0
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#define FCEUIOD_SNAPS 1
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#define FCEUIOD_NV 2
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#define FCEUIOD_CHEATS 3
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#define FCEUIOD_MISC 4
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#define FCEUIOD_MOVIE 5
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#define FCEUIOD__COUNT 6
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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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int FCEUI_FDSInsert(int oride);
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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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#ifdef __cplusplus
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}
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#endif
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