using BizHawk.Common;
using BizHawk.Emulation.Common;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace BizHawk.Emulation.Cores.Consoles.Nintendo.Gameboy
{
///
///
/// current value of register $ff40 (LCDC)
public delegate void ScanlineCallback(byte lcdc);
///
///
/// The image data
/// How tall an image is, in pixels. Image is only valid up to that height and must be assumed to be garbage below that.
/// The top margin of blank pixels. Just form feeds the printer a certain amount at the top.
/// The bottom margin of blank pixels. Just form feeds the printer a certain amount at the bottom.
/// The darkness/intensity of the print job. What the exact values mean is somewhat subjective but 127 is the most exposed/darkest value.
public delegate void PrinterCallback(IntPtr image, byte height, byte top_margin, byte bottom_margin, byte exposure);
public interface IGameboyCommon : ISpecializedEmulatorService
{
bool IsCGBMode();
GPUMemoryAreas GetGPU();
///
/// set up callback
///
/// scanline. -1 = end of frame, -2 = RIGHT NOW
void SetScanlineCallback(ScanlineCallback callback, int line);
///
/// Set up printer callback
///
/// The callback to get the image. Setting this to non-null also "connects" the printer as the serial device.
void SetPrinterCallback(PrinterCallback callback);
}
public class GPUMemoryAreas : IMonitor
{
public IntPtr Vram { get; }
public IntPtr Oam { get; }
public IntPtr Sppal { get; }
public IntPtr Bgpal { get; }
private readonly IMonitor _monitor;
public GPUMemoryAreas(IntPtr vram, IntPtr oam, IntPtr sppal, IntPtr bgpal, IMonitor monitor = null)
{
Vram = vram;
Oam = oam;
Sppal = sppal;
Bgpal = bgpal;
_monitor = monitor;
}
public void Enter()
{
_monitor?.Enter();
}
public void Exit()
{
_monitor?.Exit();
}
}
}