BizHawk/BizHawk.Emulation.Common/Interfaces/IEmulator.cs

186 lines
6.8 KiB
C#

using System;
using System.Collections.Generic;
using System.IO;
namespace BizHawk.Emulation.Common
{
public interface IEmulator : IDisposable
{
/// <summary>
/// Video provider to the client
/// </summary>
IVideoProvider VideoProvider { get; }
/// <summary>
/// Sound provider for async operation. this is optional, and is only required after StartAsyncSound() is called and returns true
/// </summary>
ISoundProvider SoundProvider { get; }
/// <summary>
/// sound provider for sync operation. this is manditory
/// </summary>
ISyncSoundProvider SyncSoundProvider { get; }
/// <summary>start async operation. (on construct, sync operation is assumed).</summary>
/// <returns>false if core doesn't support async sound; SyncSoundProvider will continue to be used in that case</returns>
bool StartAsyncSound();
/// <summary>
/// end async operation, returning to sync operation. after this, all sound requests will go to the SyncSoundProvider
/// </summary>
void EndAsyncSound();
/// <summary>
/// Defines all the possible inputs and types that the core can receive
/// </summary>
ControllerDefinition ControllerDefinition { get; }
IController Controller { get; set; }
/// <summary>
// note that (some?) cores expect you to call SoundProvider.GetSamples() after each FrameAdvance()
// please do this, even when rendersound = false
/// <summary>
/// </summary>
void FrameAdvance(bool render, bool rendersound = true);
/// <summary>
/// The frame count
/// </summary>
int Frame { get; }
/// <summary>
/// The lag count.
/// </summary>
int LagCount { get; set; }
/// <summary>
/// If the current frame is a lag frame.
/// All cores should define it the same, a lag frame is a frame in which input was not polled.
/// </summary>
bool IsLagFrame { get; }
/// <summary>
/// The unique Id of the given core, for instance "NES"
/// </summary>
string SystemId { get; }
/// <summary>
/// This flag is a contract with the client.
/// If true, the core agrees to behave in a completely deterministic manner,
/// Features like movie recording depend on this.
/// It is the client's responsibility to manage this flag.
/// If a core wants to implement non-deterministic features (like speed hacks, frame-skipping), it must be done only when this flag is false
/// if you want to set this, look in the emulator's constructor or Load() method
/// </summary>
bool DeterministicEmulation { get; }
/// <summary>
/// identifying information about a "mapper" or similar capability. null if no such useful distinction can be drawn
/// </summary>
string BoardName { get; }
/// <summary>
/// return a copy of the saveram. editing it won't do you any good unless you later call StoreSaveRam()
/// </summary>
byte[] ReadSaveRam();
/// <summary>
/// store new saveram to the emu core. the data should be the same size as the return from ReadSaveRam()
/// </summary>
void StoreSaveRam(byte[] data);
/// <summary>
/// reset saveram to a standard initial state
/// </summary>
void ClearSaveRam();
/// <summary>
/// Whether or not Save ram has been modified since the last save
/// </summary>
bool SaveRamModified { get; set; }
/// <summary>
/// Resets the Frame and Lag counters, and any other similar counters a core might implement
/// </summary>
void ResetCounters();
/// <summary>
/// Savestate handling methods
/// </summary>
/// <param name="writer"></param>
void SaveStateText(TextWriter writer);
void LoadStateText(TextReader reader);
void SaveStateBinary(BinaryWriter writer);
void LoadStateBinary(BinaryReader reader);
/// <summary>
/// save state binary to a byte buffer
/// </summary>
/// <returns>you may NOT modify this. if you call SaveStateBinary() again with the same core, the old data MAY be overwritten.</returns>
byte[] SaveStateBinary();
/// <summary>
/// true if the core would rather give a binary savestate than a text one. both must function regardless
/// </summary>
bool BinarySaveStatesPreferred { get; }
/// <summary>
/// the corecomm module in use by this core.
/// </summary>
CoreComm CoreComm { get; }
///The list of all avaialble memory domains
/// A memory domain is a byte array that respresents a distinct part of the emulated system.
/// By convention the Main Memory is the 1st domain in the list
// All cores sould implement a System Bus domain that represents the standard "Open bus" range for that system,
/// and a Main Memory which is typically the WRAM space (for instance, on NES - 0000-07FF),
/// Other chips, and ram spaces can be added as well.
/// Subdomains of another domain are also welcome.
/// The MainMemory identifier will be 0 if not set
MemoryDomainList MemoryDomains { get; }
//Debugging
/// <summary>
/// Returns a list of Cpu registers and their current state
/// </summary>
/// <returns></returns>
List<KeyValuePair<string, int>> GetCpuFlagsAndRegisters();
// ====settings interface====
// in addition to these methods, it's expected that the constructor or Load() method
// will take a Settings and SyncSettings object to set the initial state of the core
// (if those are null, default settings are to be used)
/// <summary>
/// get the current core settings, excepting movie settings. should be a clone of the active in-core object, and changes to the return
/// should not affect emulation (unless the object is later passed to PutSettings)
/// </summary>
/// <returns>a json-serializable object</returns>
object GetSettings();
/// <summary>
/// get the current core settings that affect movie sync. these go in movie 2.0 files, so don't make the JSON too extravagant, please
/// should be a clone of the active in-core object, and changes to the return
/// should not affect emulation (unless the object is later passed to PutSyncSettings)
/// </summary>
/// <returns>a json-serializable object</returns>
object GetSyncSettings();
/// <summary>
/// change the core settings, excepting movie settings
/// </summary>
/// <param name="o">an object of the same type as the return for GetSettings</param>
/// <returns>true if a core reboot will be required to implement these</returns>
bool PutSettings(object o);
/// <summary>
/// changes the movie-sync relevant settings. THIS SHOULD NEVER BE CALLED WHILE RECORDING
/// </summary>
/// <param name="o">an object of the same type as the return for GetSyncSettings</param>
/// <returns>true if a core reboot will be required to implement these</returns>
bool PutSyncSettings(object o);
}
public enum DisplayType { NTSC, PAL, DENDY }
}