116 lines
3.4 KiB
C#
116 lines
3.4 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
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{
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public interface IEmulator : IDisposable
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{
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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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ControllerDefinition ControllerDefinition { get; }
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IController Controller { get; set; }
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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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void FrameAdvance(bool render, bool rendersound = true);
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int Frame { get; }
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int LagCount { get; set; }
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bool IsLagFrame { get; }
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string SystemId { get; }
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/// <summary>if you want to set this, look in the emulator's constructor or Load() method</summary>
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bool DeterministicEmulation { 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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bool SaveRamModified { get; set; }
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void ResetFrameCounter();
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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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// Arbitrary extensible core comm mechanism
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CoreInputComm CoreInputComm { get; set; }
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CoreOutputComm CoreOutputComm { get; }
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// ----- Client Debugging API stuff -----
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IList<MemoryDomain> MemoryDomains { get; }
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// this MUST BE the same as MemoryDomains[0], else DRAGONS
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MemoryDomain MainMemory { get; }
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}
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public class MemoryDomain
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{
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public readonly string Name;
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public readonly int Size;
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public readonly Endian Endian;
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public readonly Func<int, byte> PeekByte;
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public readonly Action<int, byte> PokeByte;
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public MemoryDomain(string name, int size, Endian endian, Func<int, byte> peekByte, Action<int, byte> pokeByte)
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{
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Name = name;
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Size = size;
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Endian = endian;
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PeekByte = peekByte;
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PokeByte = pokeByte;
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}
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public MemoryDomain()
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{
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}
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public MemoryDomain(MemoryDomain domain)
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{
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Name = domain.Name;
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Size = domain.Size;
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Endian = domain.Endian;
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PeekByte = domain.PeekByte;
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PokeByte = domain.PokeByte;
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}
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public override string ToString()
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{
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return Name;
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}
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}
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public enum Endian { Big, Little, Unknown }
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public enum DisplayType { NTSC, PAL }
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}
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