BizHawk/libgambatte/include/gambatte.h

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/***************************************************************************
* Copyright (C) 2007 by Sindre Aamås *
* aamas@stud.ntnu.no *
* *
* This program is free software; you can redistribute it and/or modify *
* it under the terms of the GNU General Public License version 2 as *
* published by the Free Software Foundation. *
* *
* 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 version 2 for more details. *
* *
* You should have received a copy of the GNU General Public License *
* version 2 along with this program; if not, write to the *
* Free Software Foundation, Inc., *
* 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. *
***************************************************************************/
#ifndef GAMBATTE_H
#define GAMBATTE_H
#include "inputgetter.h"
#include "gbint.h"
#include <string>
#include <sstream>
namespace gambatte {
enum { BG_PALETTE = 0, SP1_PALETTE = 1, SP2_PALETTE = 2 };
class GB {
public:
GB();
~GB();
enum LoadFlag {
FORCE_DMG = 1, /**< Treat the ROM as not having CGB support regardless of what its header advertises. */
GBA_CGB = 2, /**< Use GBA intial CPU register values when in CGB mode. */
MULTICART_COMPAT = 4 /**< Use heuristics to detect and support some multicart MBCs disguised as MBC1. */
};
/** Load ROM image.
*
* @param romfile Path to rom image file. Typically a .gbc, .gb, or .zip-file (if zip-support is compiled in).
* @param flags ORed combination of LoadFlags.
* @return 0 on success, negative value on failure.
*/
int load(const char *romfiledata, unsigned romfilelength, unsigned flags = 0);
/** Emulates until at least 'samples' stereo sound samples are produced in the supplied buffer,
* or until a video frame has been drawn.
*
* There are 35112 stereo sound samples in a video frame.
* May run for up to 2064 stereo samples too long.
* A stereo sample consists of two native endian 2s complement 16-bit PCM samples,
* with the left sample preceding the right one. Usually casting soundBuf to/from
* short* is OK and recommended. The reason for not using a short* in the interface
* is to avoid implementation-defined behaviour without compromising performance.
*
* Returns early when a new video frame has finished drawing in the video buffer,
* such that the caller may update the video output before the frame is overwritten.
* The return value indicates whether a new video frame has been drawn, and the
* exact time (in number of samples) at which it was drawn.
*
* @param videoBuf 160x144 RGB32 (native endian) video frame buffer or 0
* @param pitch distance in number of pixels (not bytes) from the start of one line to the next in videoBuf.
* @param soundBuf buffer with space >= samples + 2064
* @param samples in: number of stereo samples to produce, out: actual number of samples produced
* @return sample number at which the video frame was produced. -1 means no frame was produced.
*/
long runFor(gambatte::uint_least32_t *videoBuf, int pitch,
gambatte::uint_least32_t *soundBuf, unsigned &samples);
/** Reset to initial state.
* Equivalent to reloading a ROM image, or turning a Game Boy Color off and on again.
*/
void reset();
/** @param palNum 0 <= palNum < 3. One of BG_PALETTE, SP1_PALETTE and SP2_PALETTE.
* @param colorNum 0 <= colorNum < 4
*/
void setDmgPaletteColor(unsigned palNum, unsigned colorNum, unsigned rgb32);
/** Sets the callback used for getting input state. */
void setInputGetter(InputGetter *getInput);
void setReadCallback(void (*callback)(unsigned));
void setWriteCallback(void (*callback)(unsigned));
/** Sets the directory used for storing save data. The default is the same directory as the ROM Image file. */
void setSaveDir(const std::string &sdir);
/** Returns true if the currently loaded ROM image is treated as having CGB support. */
bool isCgb() const;
/** Returns true if a ROM image is loaded. */
bool isLoaded() const;
/** Writes persistent cartridge data to disk. NOT Done implicitly on ROM close. */
void loadSavedata(const char *data);
int saveSavedataLength();
void saveSavedata(char *dest);
// 0 = vram, 1 = rom, 2 = wram, 3 = cartram, 4 = oam, 5 = hram
bool getMemoryArea(int which, unsigned char **data, int *length);
/** Saves emulator state to the state slot selected with selectState().
* The data will be stored in the directory given by setSaveDir().
*
* @param videoBuf 160x144 RGB32 (native endian) video frame buffer or 0. Used for saving a thumbnail.
* @param pitch distance in number of pixels (not bytes) from the start of one line to the next in videoBuf.
* @return success
*/
//bool saveState(const gambatte::uint_least32_t *videoBuf, int pitch);
/** Loads emulator state from the state slot selected with selectState().
* @return success
*/
//bool loadState();
/** Saves emulator state to the file given by 'filepath'.
*
* @param videoBuf 160x144 RGB32 (native endian) video frame buffer or 0. Used for saving a thumbnail.
* @param pitch distance in number of pixels (not bytes) from the start of one line to the next in videoBuf.
* @return success
*/
bool saveState(const gambatte::uint_least32_t *videoBuf, int pitch, std::ostream &file);
/** Loads emulator state from the file given by 'filepath'.
* @return success
*/
bool loadState(std::istream &file);
/** Selects which state slot to save state to or load state from.
* There are 10 such slots, numbered from 0 to 9 (periodically extended for all n).
*/
void selectState(int n);
/** Current state slot selected with selectState(). Returns a value between 0 and 9 inclusive. */
int currentState() const;
/** ROM header title of currently loaded ROM image. */
const std::string romTitle() const;
/** Set Game Genie codes to apply to currently loaded ROM image. Cleared on ROM load.
* @param codes Game Genie codes in format HHH-HHH-HHH;HHH-HHH-HHH;... where H is [0-9]|[A-F]
*/
void setGameGenie(const std::string &codes);
/** Set Game Shark codes to apply to currently loaded ROM image. Cleared on ROM load.
* @param codes Game Shark codes in format 01HHHHHH;01HHHHHH;... where H is [0-9]|[A-F]
*/
void setGameShark(const std::string &codes);
unsigned char ExternalRead(unsigned short addr);
void ExternalWrite(unsigned short addr, unsigned char val);
private:
struct Priv;
Priv *const p_;
GB(const GB &);
GB & operator=(const GB &);
};
}
#endif