143 lines
4.8 KiB
C#
143 lines
4.8 KiB
C#
using System;
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using System.Collections.Generic;
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using System.IO;
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namespace BizHawk.Emulation.Common
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{
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public interface IEmulator : IDisposable
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{
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/// <summary>
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/// Video provider to the client
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/// </summary>
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IVideoProvider VideoProvider { get; }
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/// <summary>
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/// Sound provider for async operation. this is optional, and is only required after StartAsyncSound() is called and returns true
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/// </summary>
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ISoundProvider SoundProvider { get; }
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/// <summary>
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/// sound provider for sync operation. this is manditory
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/// </summary>
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ISyncSoundProvider SyncSoundProvider { get; }
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/// <summary>start async operation. (on construct, sync operation is assumed).</summary>
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/// <returns>false if core doesn't support async sound; SyncSoundProvider will continue to be used in that case</returns>
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bool StartAsyncSound();
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/// <summary>
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/// end async operation, returning to sync operation. after this, all sound requests will go to the SyncSoundProvider
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/// </summary>
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void EndAsyncSound();
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/// <summary>
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/// Defines all the possible inputs and types that the core can receive
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/// </summary>
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ControllerDefinition ControllerDefinition { get; }
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IController Controller { get; set; }
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/// <summary>
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// note that (some?) cores expect you to call SoundProvider.GetSamples() after each FrameAdvance()
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// please do this, even when rendersound = false
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/// <summary>
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/// </summary>
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void FrameAdvance(bool render, bool rendersound = true);
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/// <summary>
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/// The frame count
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/// </summary>
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int Frame { get; }
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/// <summary>
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/// The 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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/// 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; }
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/// <summary>
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/// The unique Id of the given core, for instance "NES"
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/// </summary>
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string SystemId { get; }
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/// <summary>
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/// This flag is a contract with the client.
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/// If true, the core agrees to behave in a completely deterministic manner,
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/// Features like movie recording depend on this.
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/// It is the client's responsibility to manage this flag.
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/// If a core wants to implement non-deterministic features (like speed hacks, frame-skipping), it must be done only when this flag is false
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/// if you want to set this, look in the emulator's constructor or Load() method
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/// </summary>
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bool DeterministicEmulation { get; }
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/// <summary>
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/// identifying information about a "mapper" or similar capability. null if no such useful distinction can be drawn
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/// </summary>
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string BoardName { get; }
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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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/// </summary>
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byte[] ReadSaveRam();
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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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/// </summary>
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void StoreSaveRam(byte[] data);
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/// <summary>
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/// reset saveram to a standard initial state
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/// </summary>
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void ClearSaveRam();
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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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/// </summary>
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bool SaveRamModified { get; set; }
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/// <summary>
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/// Resets the Frame and Lag counters, and any other similar counters a core might implement
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/// </summary>
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void ResetCounters();
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/// <summary>
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/// Savestate handling methods
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/// </summary>
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/// <param name="writer"></param>
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void SaveStateText(TextWriter writer);
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void LoadStateText(TextReader reader);
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void SaveStateBinary(BinaryWriter writer);
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void LoadStateBinary(BinaryReader reader);
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byte[] SaveStateBinary();
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/// <summary>
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/// true if the core would rather give a binary savestate than a text one. both must function regardless
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/// </summary>
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bool BinarySaveStatesPreferred { get; }
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/// <summary>
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/// the corecomm module in use by this core.
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/// </summary>
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CoreComm CoreComm { get; }
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// this MUST BE the same as MemoryDomains[0], else DRAGONS
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/// <summary>
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///The list of all avaialble memory domains
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/// A memory domain is a byte array that respresents a distinct part of the emulated system.
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/// By convention the Main Memory is the 1st domain in the list
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// All cores sould implement a System Bus domain that represents the standard "Open bus" range for that system,
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/// and a Main Memory which is typically the WRAM space (for instance, on NES - 0000-07FF),
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/// Other chips, and ram spaces can be added as well.
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/// Subdomains of another domain are also welcome.
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/// The MainMemory identifier will be 0 if not set
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MemoryDomainList MemoryDomains { get; }
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}
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public enum DisplayType { NTSC, PAL, DENDY }
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}
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