BizHawk/BizHawk.Emulation/Consoles/Nintendo/Gameboy/LibGambatte.cs

420 lines
18 KiB
C#

using System;
using System.Runtime.InteropServices;
namespace BizHawk.Emulation.Consoles.GB
{
/// <summary>
/// static bindings into libgambatte.dll
/// </summary>
public static class LibGambatte
{
/// <summary>
///
/// </summary>
/// <returns>opaque state pointer</returns>
[DllImport("libgambatte.dll", CallingConvention = CallingConvention.Cdecl)]
public static extern IntPtr gambatte_create();
/// <summary>
///
/// </summary>
/// <param name="core">opaque state pointer</param>
[DllImport("libgambatte.dll", CallingConvention = CallingConvention.Cdecl)]
public static extern void gambatte_destroy(IntPtr core);
[Flags]
public enum LoadFlags : uint
{
/// <summary>Treat the ROM as not having CGB support regardless of what its header advertises</summary>
FORCE_DMG = 1,
/// <summary>Use GBA intial CPU register values when in CGB mode.</summary>
GBA_CGB = 2,
/// <summary>Use heuristics to detect and support some multicart MBCs disguised as MBC1.</summary>
MULTICART_COMPAT = 4
}
/// <summary>
/// Load ROM image.
/// </summary>
/// <param name="core">opaque state pointer</param>
/// <param name="romdata">the rom data, can be disposed of once this function returns</param>
/// <param name="length">length of romdata in bytes</param>
/// <param name="now">RTC time when the rom is loaded</param>
/// <param name="flags">ORed combination of LoadFlags.</param>
/// <returns>0 on success, negative value on failure.</returns>
[DllImport("libgambatte.dll", CallingConvention = CallingConvention.Cdecl)]
public static extern int gambatte_load(IntPtr core, byte[] romdata, uint length, long now, LoadFlags flags);
/// <summary>
/// Emulates until at least 'samples' stereo sound samples are produced in the supplied buffer,
/// or until a video frame has been drawn.
///
/// There are 35112 stereo sound samples in a video frame.
/// May run for up to 2064 stereo samples too long.
/// A stereo sample consists of two native endian 2s complement 16-bit PCM samples,
/// with the left sample preceding the right one.
///
/// Returns early when a new video frame has finished drawing in the video buffer,
/// such that the caller may update the video output before the frame is overwritten.
/// The return value indicates whether a new video frame has been drawn, and the
/// exact time (in number of samples) at which it was drawn.
/// </summary>
/// <param name="core">opaque state pointer</param>
/// <param name="videobuf">160x144 RGB32 (native endian) video frame buffer or null</param>
/// <param name="pitch">distance in number of pixels (not bytes) from the start of one line to the next in videoBuf.</param>
/// <param name="soundbuf">buffer with space >= samples + 2064</param>
/// <param name="samples">in: number of stereo samples to produce, out: actual number of samples produced</param>
/// <returns>sample number at which the video frame was produced. -1 means no frame was produced.</returns>
[DllImport("libgambatte.dll", CallingConvention = CallingConvention.Cdecl)]
public static extern int gambatte_runfor(IntPtr core, int[] videobuf, int pitch, short[] soundbuf, ref uint samples);
[DllImport("libgambatte.dll", CallingConvention = CallingConvention.Cdecl)]
unsafe public static extern int gambatte_runfor(IntPtr core, int* videobuf, int pitch, short* soundbuf, ref uint samples);
/// <summary>
/// Reset to initial state.
/// Equivalent to reloading a ROM image, or turning a Game Boy Color off and on again.
/// </summary>
/// <param name="core">opaque state pointer</param>
/// <param name="now">RTC time when the reset occurs</param>
[DllImport("libgambatte.dll", CallingConvention = CallingConvention.Cdecl)]
public static extern void gambatte_reset(IntPtr core, long now);
/// <summary>
/// palette type for gambatte_setdmgpalettecolor
/// </summary>
public enum PalType : uint
{
BG_PALETTE = 0,
SP1_PALETTE = 1,
SP2_PALETTE = 2
};
/// <summary>
///
/// </summary>
/// <param name="core">opaque state pointer</param>
/// <param name="palnum">in [0, 2]: One of BG_PALETTE, SP1_PALETTE and SP2_PALETTE.</param>
/// <param name="colornum">in [0, 3]</param>
/// <param name="rgb32"></param>
[DllImport("libgambatte.dll", CallingConvention = CallingConvention.Cdecl)]
public static extern void gambatte_setdmgpalettecolor(IntPtr core, PalType palnum, uint colornum, uint rgb32);
/// <summary>
/// set cgb palette lookup
/// </summary>
/// <param name="core">opaque state pointer</param>
/// <param name="lut">uint32[32768], input color (r,g,b) is at lut[r | g << 5 | b << 10]</param>
[DllImport("libgambatte.dll", CallingConvention = CallingConvention.Cdecl)]
public static extern void gambatte_setcgbpalette(IntPtr core, int[] lut);
/// <summary>
/// combination of button flags used by the input callback
/// </summary>
[Flags]
public enum Buttons
{
A = 0x01,
B = 0x02,
SELECT = 0x04,
START = 0x08,
RIGHT = 0x10,
LEFT = 0x20,
UP = 0x40,
DOWN = 0x80
}
/// <summary>
/// type of the callback for input state
/// </summary>
/// <returns>bitfield combination of pressed buttons</returns>
[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
public delegate Buttons InputGetter();
/// <summary>
/// Sets the callback used for getting input state.
/// </summary>
/// <param name="core">opaque state pointer</param>
/// <param name="getinput"></param>
[DllImport("libgambatte.dll", CallingConvention = CallingConvention.Cdecl)]
public static extern void gambatte_setinputgetter(IntPtr core, InputGetter getinput);
/// <summary>
/// type of the read\write memory callbacks
/// </summary>
/// <param name="address">the address which the cpu is read\writing</param>
[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
public delegate void MemoryCallback(uint address);
/// <summary>
/// set a callback to occur immediately BEFORE EVERY cpu read
/// </summary>
/// <param name="core">opaque state pointer</param>
/// <param name="callback">null to clear</param>
[DllImport("libgambatte.dll", CallingConvention = CallingConvention.Cdecl)]
public static extern void gambatte_setreadcallback(IntPtr core, MemoryCallback callback);
/// <summary>
/// set a callback to occur immediately AFTER EVERY cpu write
/// </summary>
/// <param name="core">opaque state pointer</param>
/// <param name="callback">null to clear</param>
[DllImport("libgambatte.dll", CallingConvention = CallingConvention.Cdecl)]
public static extern void gambatte_setwritecallback(IntPtr core, MemoryCallback callback);
/// <summary>
/// type of the cpu trace callback
/// </summary>
/// <param name="data">cpu state</param>
[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
public delegate void TraceCallback(IntPtr state);
/// <summary>
/// set a callback to occur immediately BEFORE each opcode is executed
/// </summary>
/// <param name="core">opaque state pointer</param>
/// <param name="callback">null to clear</param>
[DllImport("libgambatte.dll", CallingConvention = CallingConvention.Cdecl)]
public static extern void gambatte_settracecallback(IntPtr core, TraceCallback callback);
/// <summary>
/// type of the scanline callback
/// </summary>
[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
public delegate void ScanlineCallback();
/// <summary>
/// set a callback to occur when ly reaches a particular scanline (so at the beginning of the scanline).
/// when the LCD is active, typically 145 will be the first callback after the beginning of frame advance,
/// and 144 will be the last callback right before frame advance returns
/// </summary>
/// <param name="core">opaque state pointer</param>
/// <param name="callback">null to clear</param>
/// <param name="sl">0-153 inclusive</param>
[DllImport("libgambatte.dll", CallingConvention = CallingConvention.Cdecl)]
public static extern void gambatte_setscanlinecallback(IntPtr core, ScanlineCallback callback, int sl);
/// <summary>
/// type of the RTC callback
/// </summary>
/// <returns>what time is it, unixy</returns>
[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
public delegate long RTCCallback();
/// <summary>
/// sets RTC callback. probably mandatory.
/// </summary>
/// <param name="core">opaque state pointer</param>
/// <param name="callback">the callback</param>
[DllImport("libgambatte.dll", CallingConvention = CallingConvention.Cdecl)]
public static extern void gambatte_setrtccallback(IntPtr core, RTCCallback callback);
/// <summary>
/// Sets the directory used for storing save data. The default is the same directory as the ROM Image file.
/// </summary>
/// <param name="core">opaque state pointer</param>
/// <param name="sdir"></param>
//[DllImport("libgambatte.dll", CallingConvention = CallingConvention.Cdecl)]
//public static extern void gambatte_setsavedir(IntPtr core, string sdir);
/// <summary>
/// Returns true if the currently loaded ROM image is treated as having CGB support.
/// </summary>
/// <param name="core">opaque state pointer</param>
/// <returns></returns>
[DllImport("libgambatte.dll", CallingConvention = CallingConvention.Cdecl)]
public static extern bool gambatte_iscgb(IntPtr core);
/// <summary>
/// Returns true if a ROM image is loaded.
/// </summary>
/// <param name="core">opaque state pointer</param>
/// <returns></returns>
[DllImport("libgambatte.dll", CallingConvention = CallingConvention.Cdecl)]
public static extern bool gambatte_isloaded(IntPtr core);
/// <summary>
/// Get persistant cart memory.
/// </summary>
/// <param name="core">opaque state pointer</param>
/// <param name="dest">byte buffer to write into. gambatte_savesavedatalength() bytes will be written</param>
[DllImport("libgambatte.dll", CallingConvention = CallingConvention.Cdecl)]
public static extern void gambatte_savesavedata(IntPtr core, byte[] dest);
/// <summary>
/// restore persistant cart memory.
/// </summary>
/// <param name="core">opaque state pointer</param>
/// <param name="data">byte buffer to read from. gambatte_savesavedatalength() bytes will be read</param>
[DllImport("libgambatte.dll", CallingConvention = CallingConvention.Cdecl)]
public static extern void gambatte_loadsavedata(IntPtr core, byte[] data);
/// <summary>
/// get the size of the persistant cart memory block. this value DEPENDS ON THE PARTICULAR CART LOADED
/// </summary>
/// <param name="core">opaque state pointer</param>
/// <returns>length in bytes. 0 means no internal persistant cart memory</returns>
[DllImport("libgambatte.dll", CallingConvention = CallingConvention.Cdecl)]
public static extern int gambatte_savesavedatalength(IntPtr core);
/// <summary>
/// Saves emulator state to a byte array
/// </summary>
/// <param name="core">opaque state pointer</param>
/// <param name="videobuf">160x144 RGB32 (native endian) video frame buffer or 0. Used for saving a thumbnail. NOT USED ANYMORE</param>
/// <param name="pitch">distance in number of pixels (not bytes) from the start of one line to the next in videoBuf.</param>
/// <param name="data">private savestate data returned by the core</param>
/// <param name="len">the length of the data in bytes</param>
/// <returns>success</returns>
[DllImport("libgambatte.dll", CallingConvention = CallingConvention.Cdecl)]
public static extern bool gambatte_savestate(IntPtr core, int[] videobuf, int pitch, ref IntPtr data, ref uint len);
/// <summary>
/// destroy data returned by gambatte_savestate() to avoid memory leaks
/// </summary>
/// <param name="data">pointer from gambatte_savestate()</param>
[DllImport("libgambatte.dll", CallingConvention = CallingConvention.Cdecl)]
public static extern void gambatte_savestate_destroy(IntPtr data);
/// <summary>
/// Loads emulator state from a byte array
/// </summary>
/// <param name="core">opaque state pointer</param>
/// <param name="data">savestate data</param>
/// <param name="len">length of the savestate data in bytes</param>
/// <returns>success</returns>
[DllImport("libgambatte.dll", CallingConvention = CallingConvention.Cdecl)]
public static extern bool gambatte_loadstate(IntPtr core, byte[] data, uint len);
/// <summary>
/// Saves emulator state to the file given by 'filepath'.
/// </summary>
/// <param name="core">opaque state pointer</param>
/// <param name="videobuf">160x144 RGB32 (native endian) video frame buffer or 0. Used for saving a thumbnail.</param>
/// <param name="pitch">distance in number of pixels (not bytes) from the start of one line to the next in videoBuf.</param>
/// <param name="filepath"></param>
/// <returns>success</returns>
//[DllImport("libgambatte.dll", CallingConvention = CallingConvention.Cdecl)]
//public static extern bool gambatte_savestate_file(IntPtr core, int[] videobuf, int pitch, string filepath);
/// <summary>
/// Loads emulator state from the file given by 'filepath'.
/// </summary>
/// <param name="core">opaque state pointer</param>
/// <param name="filepath"></param>
/// <returns>success</returns>
//[DllImport("libgambatte.dll", CallingConvention = CallingConvention.Cdecl)]
//public static extern bool gambatte_loadstate_file(IntPtr core, string filepath);
/// <summary>
/// Selects which state slot to save state to or load state from.
/// There are 10 such slots, numbered from 0 to 9 (periodically extended for all n).
/// </summary>
/// <param name="core">opaque state pointer</param>
/// <param name="n"></param>
//[DllImport("libgambatte.dll", CallingConvention = CallingConvention.Cdecl)]
//public static extern void gambatte_selectstate(IntPtr core, int n);
/// <summary>
/// Current state slot selected with selectState(). Returns a value between 0 and 9 inclusive.
/// </summary>
/// <param name="core">opaque state pointer</param>
/// <returns></returns>
//[DllImport("libgambatte.dll", CallingConvention = CallingConvention.Cdecl)]
//public static extern int gambatte_currentstate(IntPtr core);
/// <summary>
/// ROM header title of currently loaded ROM image.
/// </summary>
/// <param name="core">opaque state pointer</param>
/// <returns></returns>
[DllImport("libgambatte.dll", CallingConvention = CallingConvention.Cdecl)]
public static extern string gambatte_romtitle(IntPtr core);
/// <summary>
/// Set Game Genie codes to apply to currently loaded ROM image. Cleared on ROM load.
/// </summary>
/// <param name="core">opaque state pointer</param>
/// <param name="codes">Game Genie codes in format HHH-HHH-HHH;HHH-HHH-HHH;... where H is [0-9]|[A-F]</param>
[DllImport("libgambatte.dll", CallingConvention = CallingConvention.Cdecl)]
public static extern void gambatte_setgamegenie(IntPtr core, string codes);
/// <summary>
/// Game Shark codes to apply to currently loaded ROM image. Cleared on ROM load.
/// </summary>
/// <param name="core">opaque state pointer</param>
/// <param name="codes">Game Shark codes in format 01HHHHHH;01HHHHHH;... where H is [0-9]|[A-F]</param>
[DllImport("libgambatte.dll", CallingConvention = CallingConvention.Cdecl)]
public static extern void gambatte_setgameshark(IntPtr core, string codes);
/// <summary>
/// memory areas that gambatte_getmemoryarea() can return
/// </summary>
public enum MemoryAreas : int
{
vram = 0,
rom = 1,
wram = 2,
cartram = 3,
oam = 4,
hram = 5,
// these last two aren't returning native memory area data, but instead converted RGB32 colors
bgpal = 6,
sppal = 7
}
/// <summary>
/// get pointer to internal memory areas, for debugging purposes
/// so long as you don't write to it, you should be completely sync-safe
/// </summary>
/// <param name="core">opaque state pointer</param>
/// <param name="which">which memory area to access</param>
/// <param name="data">pointer to the start of the area</param>
/// <param name="length">valid length of the area, in bytes</param>
/// <returns>success</returns>
[DllImport("libgambatte.dll", CallingConvention = CallingConvention.Cdecl)]
public static extern bool gambatte_getmemoryarea(IntPtr core, MemoryAreas which, ref IntPtr data, ref int length);
/// <summary>
/// read a single byte from the cpu bus. this includes all ram, rom, mmio, etc, as it is visible to the cpu (including mappers).
/// while there is no cycle cost to these reads, there may be other side effects! use at your own risk.
/// </summary>
/// <param name="core">opaque state pointer</param>
/// <param name="addr">system bus address</param>
/// <returns>byte read</returns>
[DllImport("libgambatte.dll", CallingConvention = CallingConvention.Cdecl)]
public static extern byte gambatte_cpuread(IntPtr core, ushort addr);
/// <summary>
/// write a single byte to the cpu bus. while there is no cycle cost to these writes, there can be quite a few side effects.
/// use at your own risk.
/// </summary>
/// <param name="core">opaque state pointe</param>
/// <param name="addr">system bus address</param>
/// <param name="val">byte to write</param>
[DllImport("libgambatte.dll", CallingConvention = CallingConvention.Cdecl)]
public static extern void gambatte_cpuwrite(IntPtr core, ushort addr, byte val);
/// <summary>
/// link cable stuff; never touch for normal operation
/// </summary>
/// <param name="core">opaque state pointe</param>
/// <param name="which">todo</param>
/// <returns>todo</returns>
[DllImport("libgambatte.dll", CallingConvention = CallingConvention.Cdecl)]
public static extern int gambatte_linkstatus(IntPtr core, int which);
/// <summary>
/// get reg and flag values
/// </summary>
/// <param name="core">opaque state pointer</param>
/// <param name="dest">length of at least 10, please</param>
[DllImport("libgambatte.dll", CallingConvention = CallingConvention.Cdecl)]
public static extern void gambatte_getregs(IntPtr core, int[] dest);
public enum RegIndicies : int
{
PC, SP, A, B, C, D, E, F, H, L
}
}
}