BizHawk/BizHawk.Emulation/Consoles/GB/LibGambatte.cs

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C#
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Runtime.InteropServices;
namespace BizHawk.Emulation.Consoles.GB
{
/// <summary>
/// static bindings into libgambatte.dll
/// </summary>
public static class LibGambatte
{
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/// <summary>
///
/// </summary>
/// <returns>opaque state pointer</returns>
[DllImport("libgambatte.dll", CallingConvention = CallingConvention.Cdecl)]
public static extern IntPtr gambatte_create();
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/// <summary>
///
/// </summary>
/// <param name="core">opaque state pointer</param>
[DllImport("libgambatte.dll", CallingConvention = CallingConvention.Cdecl)]
public static extern void gambatte_destroy(IntPtr core);
[Flags]
public enum LoadFlags : uint
{
/// <summary>Treat the ROM as not having CGB support regardless of what its header advertises</summary>
FORCE_DMG = 1,
/// <summary>Use GBA intial CPU register values when in CGB mode.</summary>
GBA_CGB = 2,
/// <summary>Use heuristics to detect and support some multicart MBCs disguised as MBC1.</summary>
MULTICART_COMPAT = 4
}
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/// <summary>
/// Load ROM image.
/// </summary>
/// <param name="core">opaque state pointer</param>
/// <param name="filename">Path to rom image file. Typically a .gbc, .gb, or .zip-file (if zip-support is compiled in).</param>
/// <param name="flags">ORed combination of LoadFlags.</param>
/// <returns></returns>
[DllImport("libgambatte.dll", CallingConvention = CallingConvention.Cdecl)]
public static extern int gambatte_load(IntPtr core, string filename, LoadFlags flags);
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/// <summary>
/// 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.
///
/// 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.
/// </summary>
/// <param name="core">opaque state pointer</param>
/// <param name="videobuf">160x144 RGB32 (native endian) video frame buffer or null</param>
/// <param name="pitch">distance in number of pixels (not bytes) from the start of one line to the next in videoBuf.</param>
/// <param name="soundbuf">buffer with space >= samples + 2064</param>
/// <param name="samples">in: number of stereo samples to produce, out: actual number of samples produced</param>
/// <returns>sample number at which the video frame was produced. -1 means no frame was produced.</returns>
[DllImport("libgambatte.dll", CallingConvention = CallingConvention.Cdecl)]
public static extern int gambatte_runfor(IntPtr core, uint[] videobuf, int pitch, short[] soundbuf, ref uint samples);
/// <summary>
/// Reset to initial state.
/// Equivalent to reloading a ROM image, or turning a Game Boy Color off and on again.
/// </summary>
/// <param name="core">opaque state pointer</param>
[DllImport("libgambatte.dll", CallingConvention = CallingConvention.Cdecl)]
public static extern void gambatte_reset(IntPtr core);
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/// <summary>
/// palette type for gambatte_setdmgpalettecolor
/// </summary>
public enum PalType : uint
{
BG_PALETTE = 0,
SP1_PALETTE = 1,
SP2_PALETTE = 2
};
/// <summary>
///
/// </summary>
/// <param name="core">opaque state pointer</param>
/// <param name="palnum">0 <= palNum < 3. One of BG_PALETTE, SP1_PALETTE and SP2_PALETTE.</param>
/// <param name="colornum">0 <= colorNum < 4</param>
/// <param name="rgb32"></param>
[DllImport("libgambatte.dll", CallingConvention = CallingConvention.Cdecl)]
public static extern void gambatte_setdmgpalettecolor(IntPtr core, PalType palnum, uint colornum, uint rgb32);
/// <summary>
/// combination of button flags used by the input callback
/// </summary>
[Flags]
public enum Buttons
{
A = 0x01,
B = 0x02,
SELECT = 0x04,
START = 0x08,
RIGHT = 0x10,
LEFT = 0x20,
UP = 0x40,
DOWN = 0x80
}
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/// <summary>
/// Sets the callback used for getting input state.
/// </summary>
/// <param name="core">opaque state pointer</param>
/// <param name="getinput"></param>
[DllImport("libgambatte.dll", CallingConvention = CallingConvention.Cdecl)]
public static extern void gambatte_setinputgetter(IntPtr core, Func<Buttons> getinput);
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/// <summary>
/// Sets the directory used for storing save data. The default is the same directory as the ROM Image file.
/// </summary>
/// <param name="core">opaque state pointer</param>
/// <param name="sdir"></param>
[DllImport("libgambatte.dll", CallingConvention = CallingConvention.Cdecl)]
public static extern void gambatte_setsavedir(IntPtr core, string sdir);
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/// <summary>
/// Returns true if the currently loaded ROM image is treated as having CGB support.
/// </summary>
/// <param name="core">opaque state pointer</param>
/// <returns></returns>
[DllImport("libgambatte.dll", CallingConvention = CallingConvention.Cdecl)]
public static extern bool gambatte_iscgb(IntPtr core);
/// <summary>
/// Returns true if a ROM image is loaded.
/// </summary>
/// <param name="core">opaque state pointer</param>
/// <returns></returns>
[DllImport("libgambatte.dll", CallingConvention = CallingConvention.Cdecl)]
public static extern bool gambatte_isloaded(IntPtr core);
/// <summary>
/// Writes persistent cartridge data to disk. Done implicitly on ROM close.
/// </summary>
/// <param name="core">opaque state pointer</param>
[DllImport("libgambatte.dll", CallingConvention = CallingConvention.Cdecl)]
public static extern void gambatte_savesavedata(IntPtr core);
/// <summary>
/// Saves emulator state to the state slot selected with gambatte_selectstate().
/// The data will be stored in the directory given by gambatte_setsavedir().
/// </summary>
/// <param name="core">opaque state pointer</param>
/// <param name="videobuf">160x144 RGB32 (native endian) video frame buffer or 0. Used for saving a thumbnail.</param>
/// <param name="pitch">distance in number of pixels (not bytes) from the start of one line to the next in videoBuf.</param>
/// <returns></returns>
[DllImport("libgambatte.dll", CallingConvention = CallingConvention.Cdecl)]
public static extern bool gambatte_savestate(IntPtr core, uint[] videobuf, int pitch);
/// <summary>
/// Loads emulator state from the state slot selected with selectState().
/// </summary>
/// <param name="core">opaque state pointer</param>
/// <returns>success</returns>
[DllImport("libgambatte.dll", CallingConvention = CallingConvention.Cdecl)]
public static extern bool gambatte_loadstate(IntPtr core);
/// <summary>
/// Saves emulator state to the file given by 'filepath'.
/// </summary>
/// <param name="core">opaque state pointer</param>
/// <param name="videobuf">160x144 RGB32 (native endian) video frame buffer or 0. Used for saving a thumbnail.</param>
/// <param name="pitch">distance in number of pixels (not bytes) from the start of one line to the next in videoBuf.</param>
/// <param name="filepath"></param>
/// <returns>success</returns>
[DllImport("libgambatte.dll", CallingConvention = CallingConvention.Cdecl)]
public static extern bool gambatte_savestate_file(IntPtr core, uint[] videobuf, int pitch, string filepath);
/// <summary>
/// Loads emulator state from the file given by 'filepath'.
/// </summary>
/// <param name="core">opaque state pointer</param>
/// <param name="filepath"></param>
/// <returns>success</returns>
[DllImport("libgambatte.dll", CallingConvention = CallingConvention.Cdecl)]
public static extern bool gambatte_loadstate_file(IntPtr core, string filepath);
/// <summary>
/// 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).
/// </summary>
/// <param name="core">opaque state pointer</param>
/// <param name="n"></param>
[DllImport("libgambatte.dll", CallingConvention = CallingConvention.Cdecl)]
public static extern void gambatte_selectstate(IntPtr core, int n);
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/// <summary>
/// Current state slot selected with selectState(). Returns a value between 0 and 9 inclusive.
/// </summary>
/// <param name="core">opaque state pointer</param>
/// <returns></returns>
[DllImport("libgambatte.dll", CallingConvention = CallingConvention.Cdecl)]
public static extern int gambatte_currentstate(IntPtr core);
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/// <summary>
/// ROM header title of currently loaded ROM image.
/// </summary>
/// <param name="core">opaque state pointer</param>
/// <returns></returns>
[DllImport("libgambatte.dll", CallingConvention = CallingConvention.Cdecl)]
public static extern string gambatte_romtitle(IntPtr core);
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/// <summary>
/// Set Game Genie codes to apply to currently loaded ROM image. Cleared on ROM load.
/// </summary>
/// <param name="core">opaque state pointer</param>
/// <param name="codes">Game Genie codes in format HHH-HHH-HHH;HHH-HHH-HHH;... where H is [0-9]|[A-F]</param>
[DllImport("libgambatte.dll", CallingConvention = CallingConvention.Cdecl)]
public static extern void gambatte_setgamegenie(IntPtr core, string codes);
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/// <summary>
/// Game Shark codes to apply to currently loaded ROM image. Cleared on ROM load.
/// </summary>
/// <param name="core">opaque state pointer</param>
/// <param name="codes">Game Shark codes in format 01HHHHHH;01HHHHHH;... where H is [0-9]|[A-F]</param>
[DllImport("libgambatte.dll", CallingConvention = CallingConvention.Cdecl)]
public static extern void gambatte_setgameshark(IntPtr core, string codes);
}
}