BizHawk/BizHawk.Client.Common/movie/IMovie.cs

171 lines
5.4 KiB
C#

using System;
using System.IO;
using BizHawk.Emulation.Common;
namespace BizHawk.Client.Common
{
// TODO: message callback / event handler
// TODO: consider other event handlers, switching modes?
public interface IMovie
{
#region Status
bool IsCountingRerecords { get; set; }
bool IsActive { get; }
bool IsPlaying { get; }
bool IsRecording { get; }
bool IsFinished { get; }
bool Changes { get; }
#endregion
#region Properties
/// <summary>
/// Gets the total number of frames that count towards the completion time of the movie
/// Possibly (but unlikely different from InputLogLength (could be infinity, or maybe an implementation automatically discounts empty frames at the end of a movie, etc)
/// </summary>
double FrameCount { get; }
/// <summary>
/// Gets the Fps used to calculate the time of the movie
/// </summary>
double Fps { get; }
/// <summary>
/// Gets the time calculation based on FrameCount and Fps
/// </summary>
TimeSpan Time { get; }
/// <summary>
/// Gets the actual length of the input log, should only be used by code that iterates or needs a real length
/// </summary>
int InputLogLength { get; }
IMovieHeader Header { get; }
#endregion
#region File Handling API
// Filename of the movie, settable by the client
string Filename { get; set; }
/// <summary>
/// Tells the movie to load the contents of Filename
/// </summary>
/// <returns>Return whether or not the file was successfully loaded</returns>
bool Load();
/// <summary>
/// Instructs the movie to save the current contents to Filename
/// </summary>
void Save();
/// <summary>
/// Extracts the current input log from the user.
/// This is provided as the means for putting the input log into savestates,
/// for the purpose of out of order savestate loading (known as "bullet-proof rerecording")
/// </summary>
/// <returns>returns a string represntation of the input log in its current state</returns>
string GetInputLog();
/// <summary>
/// Compares the input log inside reader with the movie's current input to see if the reader's input belongs to the same timeline,
/// in other words, if reader's input is completely contained in the movie's input, then it is considered in the same timeline
/// </summary>
/// <param name="reader">The reader containing the contents of the input log</param>
/// <param name="errorMessage">Returns an error message, if any</param>
/// <returns>Returns whether or not the input log in reader is in the same timeline as the movie</returns>
bool CheckTimeLines(TextReader reader, out string errorMessage);
/// <summary>
/// Takes reader and extracts the input log, then replaces the movies input log with it
/// </summary>
/// <param name="reader">The reader containing the contents of the input log</param>
/// <param name="errorMessage">Returns an error message, if any</param>
/// <returns></returns>
bool ExtractInputLog(TextReader reader, out string errorMessage);
#endregion
#region Mode Handling API
/// <summary>
/// Tells the movie to start recording from the beginning.
/// This will clear SRAM, and the movie log
/// </summary>
void StartNewRecording();
/// <summary>
/// Tells the movie to start playback from the beginning
/// This will clear SRAM
/// </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>
/// <param name="saveChanges">if true, will save to disk</param>
void Stop(bool saveChanges = true);
/// <summary>
/// Switches to record mode
/// Does not change the movie log or clear SRAM
/// </summary>
void SwitchToRecord();
/// <summary>
/// Switches to playback mode
/// Does not change the movie log or clear SRAM
/// </summary>
void SwitchToPlay();
#endregion
#region Editing API
/// <summary>
/// Replaces the given frame's input with an empty frame
/// </summary>
void ClearFrame(int frame);
/// <summary>
/// Adds the given input to the movie
/// Note: this edits the input log without the normal movie recording logic applied
/// </summary>
void AppendFrame(IController source);
/// <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, IController source);
/// <summary>
/// Records the given input into the given frame,
/// This is subject to normal movie recording logic
/// </summary>
void RecordFrame(int frame, IController source);
/// <summary>
/// Instructs the movie to remove all input from its input log after frame,
/// AFter truncating, frame will be the last frame of input in the movie's input log
/// </summary>
/// <param name="frame">The frame at which to truncate</param>
void Truncate(int frame);
/// <summary>
/// Gets a single frame of input from the movie at the given frame
/// The input will be in the same format as represented in the input log when saved as a file
/// </summary>
/// <param name="frame">The frame of input to be retrieved</param>
/// <returns></returns>
string GetInput(int frame);
#endregion
}
}