struct Program : Emulator::Platform { //program.cpp Program(string_vector arguments); auto main() -> void; auto quit() -> void; //interface.cpp auto open(uint id, string name, vfs::file::mode mode, bool required) -> vfs::shared::file override; auto load(uint id, string name, string type, string_vector options = {}) -> Emulator::Platform::Load override; auto videoRefresh(const uint32* data, uint pitch, uint width, uint height) -> void override; auto audioSample(const double* samples, uint channels) -> void override; auto inputPoll(uint port, uint device, uint input) -> int16 override; auto inputRumble(uint port, uint device, uint input, bool enable) -> void override; //game.cpp auto load() -> void; auto loadFile(string location) -> vector; auto loadSuperNintendo(string location) -> void; auto loadGameBoy(string location) -> void; auto save() -> void; auto unload() -> void; //game-pak.cpp auto openPakSFC(string name, vfs::file::mode mode) -> vfs::shared::file; auto openPakGB(string name, vfs::file::mode mode) -> vfs::shared::file; //game-rom.cpp auto openRomSFC(string name, vfs::file::mode mode) -> vfs::shared::file; auto openRomGB(string name, vfs::file::mode mode) -> vfs::shared::file; //paths.cpp auto path(string type, string location, string extension = "") -> string; auto gamePath() -> string; auto cheatPath() -> string; auto statePath() -> string; //states.cpp auto loadState(string filename) -> bool; auto saveState(string filename) -> bool; auto saveRecoveryState() -> bool; //utility.cpp auto initializeVideoDriver() -> void; auto initializeAudioDriver() -> void; auto initializeInputDriver() -> void; auto updateVideoShader() -> void; auto connectDevices() -> void; auto applyHacks() -> void; auto showMessage(string text) -> void; auto showFrameRate(string text) -> void; auto updateStatus() -> void; auto focused() -> bool; public: struct SuperNintendo { string label; string location; string manifest; Markup::Node document; vector program; vector data; vector expansion; vector firmware; } superNintendo; struct GameBoy { string location; string manifest; Markup::Node document; vector program; } gameBoy; struct BSMemory { } bsMemory; struct SufamiTurbo { } sufamiTurbo[2]; string_vector gameQueue; uint64 autoSaveTime; uint64 statusTime; string statusMessage; string statusFrameRate; }; extern unique_pointer program;