fix ups to the documentation of service interfaces
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@ -54,6 +54,7 @@ namespace BizHawk.Emulation.Common
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bool Has(string blockname);
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/// <summary>
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/// Gets or sets a value indicating whether the status is active.
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/// This is just a hook, if needed, to readily suspend logging, without having to rewire the core
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/// </summary>
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bool Active { get; set; }
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@ -3,8 +3,8 @@
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namespace BizHawk.Emulation.Common
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{
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/// <summary>
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/// This service manages debugging capabilities from the core to the client. Tools such as the debugger make use of this, as well as lua scripting
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/// This service specifically manages getting/setting cpu registers, managing breakpoints, and stepping through cpu instructions
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/// This service manages debugging capabilities from the core to the client. Tools such as the debugger make use of this, as well as LUA scripting
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/// This service specifically manages getting/setting CPU registers, managing breakpoints, and stepping through CPU instructions
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/// Providing a disassembly is managed by another service, these are aspects outside of the disassembler that are essential to debugging tools
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/// Tools like the debugger will gracefully degrade based on the availability of each component of this service,
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/// it is expected that any of these features will throw a NotImplementedException if not implemented, and the client will manage accordingly
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@ -12,17 +12,17 @@ namespace BizHawk.Emulation.Common
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public interface IDebuggable : IEmulatorService
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{
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/// <summary>
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/// Returns a list of Cpu registers and their current state
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/// Returns a list of CPU registers and their current state
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/// </summary>
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IDictionary<string, RegisterValue> GetCpuFlagsAndRegisters();
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/// <summary>
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/// Sets a given Cpu register to the given value
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/// Sets a given CPU register to the given value
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/// </summary>
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void SetCpuRegister(string register, int value);
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/// <summary>
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/// A memory callback implementation that manages memory callback functionality
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/// Gets a memory callback implementation that manages memory callback functionality
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/// </summary>
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IMemoryCallbackSystem MemoryCallbacks { get; }
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@ -38,8 +38,8 @@ namespace BizHawk.Emulation.Common
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void Step(StepType type);
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/// <summary>
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/// Total number of cpu cycles since the beginning of the core's lifecycle
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/// Note that the cpu in this case is the "main" cpu, for some cores that may be somewhat subjective
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/// Gets the total number of CPU cycles since the beginning of the core's lifecycle
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/// Note that the CPU in this case is the "main" CPU, for some cores that may be somewhat subjective
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/// </summary>
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int TotalExecutedCycles { get; } // TODO: this should probably be a long, but most cores were using int, oh well
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}
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@ -1,23 +1,23 @@
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namespace BizHawk.Emulation.Common
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{
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/// <summary>
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/// This service specifices the interaction of the client and the core in terms of the state of input polling
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/// This service specifies the interaction of the client and the core in terms of the state of input polling
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/// A lag frame is a frame in which input was not polled
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/// Input callbacks fire whenever input is polled
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/// This service is used for the lag counter on the front end, if available. In addition,
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/// lua script makes use of input callbacks as well as reporting lag status
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/// LUA script makes use of input callbacks as well as reporting lag status
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/// Setters for both the count and lag flag are used by tools who offer custom notions of lag
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/// Additionally, movie support could in theory make use of input callbacks
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/// </summary>
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public interface IInputPollable : IEmulatorService
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{
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/// <summary>
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/// The lag count.
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/// Gets or sets the current lag count.
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/// </summary>
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int LagCount { get; set; }
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/// <summary>
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/// If the current frame is a lag frame.
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/// Gets or sets a value indicating whether or not current frame is a lag frame.
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/// All cores should define it the same, a lag frame is a frame in which input was not polled.
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/// </summary>
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bool IsLagFrame { get; set; }
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@ -1,7 +1,7 @@
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namespace BizHawk.Emulation.Common
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{
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/// <summary>
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/// This service provides the means for a core to specify region information to the client, such NTSC vs PAL
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/// This service provides the means for a core to specify region information to the client, such NTSC versus PAL
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/// If provided the client will use this to asses FPS and also use it to calculate movie times
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/// </summary>
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public interface IRegionable : IEmulatorService
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@ -1,25 +1,25 @@
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namespace BizHawk.Emulation.Common
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{
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/// <summary>
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/// This service provdes the system by which a client can request SRam data to be stored by the client
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/// This service provides the system by which a client can request SRam data to be stored by the client
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/// SaveRam encompasses things like battery backed ram, memory cards, and data saved to disk drives
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/// If available, save files will be automatically loaded when loading a ROM,
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/// In addition the client will provide features like sram-anchored movies, and ways to clear SaveRam
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/// In addition the client will provide features like SRAM-anchored movies, and ways to clear SaveRam
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/// </summary>
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public interface ISaveRam : IEmulatorService
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{
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/// <summary>
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/// return a copy of the saveram. editing it won't do you any good unless you later call StoreSaveRam()
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/// Returns a copy of the SaveRAM. Editing it won't do you any good unless you later call StoreSaveRam()
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/// </summary>
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byte[] CloneSaveRam();
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/// <summary>
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/// store new saveram to the emu core. the data should be the same size as the return from ReadSaveRam()
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/// store new SaveRAM to the emu core. the data should be the same size as the return from ReadSaveRam()
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/// </summary>
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void StoreSaveRam(byte[] data);
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/// <summary>
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/// Whether or not Save ram has been modified since the last save
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/// Gets a value indicating whether or not SaveRAM has been modified since the last save
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/// </summary>
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bool SaveRamModified { get; }
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}
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@ -24,7 +24,7 @@ namespace BizHawk.Emulation.Common
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/// VERY IMPORTANT: changes to the object returned by this function SHOULD NOT have any effect on emulation
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/// (unless the object is later passed to PutSettings)
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/// </summary>
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/// <returns>a json-serializable object</returns>
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/// <returns>a JSON serializable object</returns>
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TSettings GetSettings();
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/// <summary>
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@ -33,7 +33,7 @@ namespace BizHawk.Emulation.Common
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/// VERY IMPORTANT: changes to the object returned by this function MUST NOT have any effect on emulation
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/// (unless the object is later passed to PutSyncSettings)
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/// </summary>
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/// <returns>a json-serializable object</returns>
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/// <returns>a JSON serializable object</returns>
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TSync GetSyncSettings();
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/// <summary>
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@ -9,7 +9,7 @@
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public interface IVideoProvider : IEmulatorService
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{
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/// <summary>
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/// Returns a framebuffer of the current video content
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/// Returns a frame buffer of the current video content
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/// </summary>
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int[] GetVideoBuffer();
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@ -17,21 +17,35 @@
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// they should define the smallest size that the buffer can be placed inside such that:
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// 1. no actual pixel data is lost
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// 2. aspect ratio is accurate
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/// <summary>
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/// Gets a value that together with <seealso cref="VirtualHeight"/>, describes a metric on the screen
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/// they should define the smallest size that the buffer can be placed inside such that:
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/// 1. no actual pixel data is lost
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/// 2. aspect ratio is accurate
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/// </summary>
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int VirtualWidth { get; }
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/// <summary>
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/// Gets a value that together with <seealso cref="VirtualWidth"/>, describes a metric on the screen
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/// they should define the smallest size that the buffer can be placed inside such that:
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/// 1. no actual pixel data is lost
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/// 2. aspect ratio is accurate
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/// </summary>
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int VirtualHeight { get; }
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/// <summary>
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/// The width of the frame buffer
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/// Gets the width of the frame buffer
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/// </summary>
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int BufferWidth { get; }
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/// <summary>
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/// The height of the frame buffer
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/// Gets the height of the frame buffer
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/// </summary>
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int BufferHeight { get; }
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/// <summary>
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/// The default color when no other color is applied
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/// Gets the default color when no other color is applied
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/// Often cores will set this to something other than black
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/// to show that the core is in fact loaded and frames are rendering
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/// which is less obvious if it is the same as the default video output
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