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using System.Collections.Generic ;
using System.IO ;
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using BizHawk.Emulation.Common ;
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using System ;
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namespace BizHawk.Client.Common
{
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// TODO: message callback / event handler
// TODO: consider other event handlers, switching modes?
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public interface IMovie
{
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#region Status
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bool IsCountingRerecords { get ; set ; }
bool IsActive { get ; }
bool IsPlaying { get ; }
bool IsRecording { get ; }
bool IsFinished { get ; }
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bool Changes { get ; }
bool Loaded { get ; }
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#endregion
#region Properties
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double FrameCount { get ; }
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TimeSpan Time { get ; }
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/// <summary>
/// Actual length of the input log, should only be used by code that iterates or needs a real length
/// </summary>
int InputLogLength { get ; }
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IMovieHeader Header { get ; }
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#endregion
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#region File Handling API
string Filename { get ; set ; }
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bool Load ( ) ;
void Save ( ) ;
void SaveAs ( ) ;
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string GetInputLog ( ) ;
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#endregion
#region Mode Handling API
/// <summary>
/// Tells the movie to start recording from the beginning.
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/// This will clear SRAM, and the movie log
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/// </summary>
void StartNewRecording ( ) ;
/// <summary>
/// Tells the movie to start playback from the beginning
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/// This will clear SRAM
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/// </summary>
void StartNewPlayback ( ) ;
/// <summary>
/// Sets the movie to inactive (note that it will still be in memory)
/// The saveChanges flag will tell the movie to save its contents to disk
/// </summary>
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/// <param name="saveChanges">if true, will save to disk</param>
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void Stop ( bool saveChanges = true ) ;
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/// <summary>
/// Switches to record mode
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/// Does not change the movie log or clear SRAM
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/// </summary>
void SwitchToRecord ( ) ;
/// <summary>
/// Switches to playback mode
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/// Does not change the movie log or clear SRAM
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/// </summary>
void SwitchToPlay ( ) ;
#endregion
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#region Editing API
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/// <summary>
/// Repalces the given frame's input with an empty frame
/// </summary>
/// <param name="frame"></param>
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void ClearFrame ( int frame ) ;
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/// <summary>
/// Adds the given input to the movie
/// Note: this edits the input log without the normal movie recording logic applied
/// </summary>
/// <param name="mg"></param>
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void AppendFrame ( MnemonicsGenerator mg ) ;
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/// <summary>
/// Replaces the input at the given frame with the given input
/// Note: this edits the input log without the normal movie recording logic applied
/// </summary>
void PokeFrame ( int frame , MnemonicsGenerator mg ) ;
/// <summary>
/// Records the given input into the given frame,
/// This is subject to normal movie recording logic
/// </summary>
void RecordFrame ( int frame , MnemonicsGenerator mg ) ;
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void Truncate ( int frame ) ;
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string GetInput ( int frame ) ;
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#endregion
#region Dubious , should reconsider
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LoadStateResult CheckTimeLines ( TextReader reader , bool onlyGuid , bool ignoreGuidMismatch , out string errorMessage ) ; // No need to return a status, no reason to have hacky flags, no need to pass a textreader
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void ExtractInputLog ( TextReader reader , bool isMultitracking ) ; // how about the movie know if it is multi-tracking rather than having to pass it in
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#endregion
}
}
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// TODO: delete this and refactor code that uses it!
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public enum LoadStateResult { Pass , GuidMismatch , TimeLineError , FutureEventError , NotInRecording , EmptyLog , MissingFrameNumber }