2011-09-15 12:41:49 +00:00
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void lcdScanline();
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2014-01-28 10:04:58 +00:00
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void lcdOutput(uint2 color);
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2011-09-15 12:41:49 +00:00
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void joypWrite(bool p15, bool p14);
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Update to v088r08 release.
byuu says:
From this WIP, I'm starting on the impossible task of
a declarative-based GUI, which I'm calling Ethos.
base/ becomes emulator/, and we add emulator/interface.hpp, which is
a base API that all emulation cores must implement in full.
(Right now, it's kind of a hybrid to work with the old GUI and the new
GUI at the same time, of course.)
Unlike the old interfaces, the new base class also provides all general
usability hooks: loading and saving files and states, cheat codes, etc.
The new interface also contains information and vector structs to
describe all possible loading methods, controller bindings, etc; and
gives names for them all.
The actual GUI in fact should not include eg <gba/gba.hpp> anymore.
Should speed up GUI compilation.
So the idea going forward is that ethos will build a list of emulators
right when the application starts up.
Once you've appended an emulator to that list, you're done. No more GUI
changes are needed to support that system.
The GUI will have code to parse the emulator interfaces list, and build
all the requisite GUI options dynamically, declarative style.
Ultimately, once the project is finished, the new GUI should look ~99%
identical to the current GUI. But it'll probably be a whole lot smaller.
2012-04-29 06:29:54 +00:00
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uint32_t videoColor(unsigned source, uint16_t red, uint16_t green, uint16_t blue);
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2013-05-05 09:21:30 +00:00
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void videoRefresh(const uint32_t* data, unsigned pitch, unsigned width, unsigned height);
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Update to v088r08 release.
byuu says:
From this WIP, I'm starting on the impossible task of
a declarative-based GUI, which I'm calling Ethos.
base/ becomes emulator/, and we add emulator/interface.hpp, which is
a base API that all emulation cores must implement in full.
(Right now, it's kind of a hybrid to work with the old GUI and the new
GUI at the same time, of course.)
Unlike the old interfaces, the new base class also provides all general
usability hooks: loading and saving files and states, cheat codes, etc.
The new interface also contains information and vector structs to
describe all possible loading methods, controller bindings, etc; and
gives names for them all.
The actual GUI in fact should not include eg <gba/gba.hpp> anymore.
Should speed up GUI compilation.
So the idea going forward is that ethos will build a list of emulators
right when the application starts up.
Once you've appended an emulator to that list, you're done. No more GUI
changes are needed to support that system.
The GUI will have code to parse the emulator interfaces list, and build
all the requisite GUI options dynamically, declarative style.
Ultimately, once the project is finished, the new GUI should look ~99%
identical to the current GUI. But it'll probably be a whole lot smaller.
2012-04-29 06:29:54 +00:00
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void audioSample(int16_t lsample, int16_t rsample);
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int16_t inputPoll(unsigned port, unsigned device, unsigned id);
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2011-01-08 09:58:41 +00:00
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struct Packet {
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uint8 data[16];
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uint8& operator[](unsigned addr) { return data[addr & 15]; }
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};
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Packet packet[64];
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unsigned packetsize;
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unsigned joyp_id;
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bool joyp15lock;
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bool joyp14lock;
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bool pulselock;
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bool strobelock;
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bool packetlock;
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Packet joyp_packet;
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uint8 packetoffset;
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uint8 bitdata, bitoffset;
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