// -*- C++ -*- // VisualBoyAdvance - Nintendo Gameboy/GameboyAdvance (TM) emulator. // Copyright (C) 1999-2003 Forgotten // Copyright (C) 2004 Forgotten and the VBA development team // This program is free software; you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation; either version 2, or(at your option) // any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program; if not, write to the Free Software Foundation, // Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #ifndef VBA_SYSTEM_H #define VBA_SYSTEM_H #include #include "unzip.h" #ifndef NULL #define NULL 0 #endif typedef uint8_t u8; typedef uint16_t u16; typedef uint32_t u32; typedef uint64_t u64; typedef int8_t s8; typedef int16_t s16; typedef int32_t s32; typedef int64_t s64; typedef unsigned char u8; typedef unsigned short u16; typedef unsigned int u32; struct EmulatedSystem { // main emulation function void (*emuMain)(int); // reset emulator void (*emuReset)(); // clean up memory void (*emuCleanUp)(); // load battery file bool (*emuReadBattery)(const char *); // write battery file bool (*emuWriteBattery)(const char *); // load state bool (*emuReadState)(const char *); // save state bool (*emuWriteState)(const char *); // load memory state (rewind) bool (*emuReadMemState)(char *, int); // write memory state (rewind) bool (*emuWriteMemState)(char *, int); // write PNG file bool (*emuWritePNG)(const char *); // write BMP file bool (*emuWriteBMP)(const char *); // emulator update CPSR (ARM only) void (*emuUpdateCPSR)(); // emulator has debugger bool emuHasDebugger; // clock ticks to emulate int emuCount; }; extern void log(const char *,...); extern bool systemPauseOnFrame(); extern void systemGbPrint(u8 *,int,int,int,int); extern void systemScreenCapture(int); extern void systemDrawScreen(); // updates the joystick data extern bool systemReadJoypads(); // return information about the given joystick, -1 for default joystick extern u32 systemReadJoypad(int); extern u32 systemGetClock(); extern void systemMessage(int, const char *, ...); extern void systemSetTitle(const char *); extern void systemWriteDataToSoundBuffer(); extern void systemSoundShutdown(); extern void systemSoundPause(); extern void systemSoundResume(); extern void systemSoundReset(); extern bool systemSoundInit(); extern void systemScreenMessage(const char *); extern void systemUpdateMotionSensor(); extern int systemGetSensorX(); extern int systemGetSensorY(); extern bool systemCanChangeSoundQuality(); extern void systemShowSpeed(int); extern void system10Frames(int); extern void systemFrame(); extern void systemGbBorderOn(); extern void Sm60FPS_Init(); extern bool Sm60FPS_CanSkipFrame(); extern void Sm60FPS_Sleep(); extern void DbgMsg(const char *msg, ...); extern void winlog(const char *,...); extern void (*dbgOutput)(const char *s, u32 addr); extern void (*dbgSignal)(int sig,int number); extern bool systemSoundOn; // old sound system extern u16 systemColorMap16[0x10000]; //extern u32 systemColorMap32[0x10000]; extern u32 *systemColorMap32; extern u16 systemGbPalette[24]; extern int systemRedShift; extern int systemGreenShift; extern int systemBlueShift; extern int systemColorDepth; extern int systemDebug; extern int systemVerbose; extern int systemFrameSkip; extern int systemSaveUpdateCounter; extern int systemSpeed; extern int systemThrottle; #define SYSTEM_SAVE_UPDATED 30 #define SYSTEM_SAVE_NOT_UPDATED 0 #endif //VBA_SYSTEM_H