127 lines
3.3 KiB
C#
127 lines
3.3 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
|
|
|
|
string Filename { get; set; }
|
|
bool Load();
|
|
void Save();
|
|
string GetInputLog();
|
|
bool CheckTimeLines(TextReader reader, out string errorMessage);
|
|
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);
|
|
|
|
void Truncate(int frame);
|
|
string GetInput(int frame);
|
|
|
|
#endregion
|
|
}
|
|
}
|