dolphin/Source/Core/Core/Src/OnFrame.h

121 lines
3.7 KiB
C++

// Copyright (C) 2003 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#ifndef __FRAME_H
#define __FRAME_H
#include "Common.h"
#include "pluginspecs_pad.h"
#include <string>
// Per-(video )Frame actions
namespace Frame {
// Enumerations and structs
enum PlayMode {
MODE_NONE = 0,
MODE_RECORDING,
MODE_PLAYING
};
// Gamecube Controller State
typedef struct {
bool Start, A, B, X, Y, Z; // Binary buttons, 6 bits
bool DPadUp, DPadDown, DPadLeft, DPadRight; // Binary D-Pad buttons, 4 bits
u8 L, R; // Triggers, 16 bits
u8 AnalogStickX, AnalogStickY; // Main Stick, 16 bits
u8 CStickX, CStickY; // Sub-Stick, 16 bits
bool reserved[6]; // Reserved bits, 6 bits
} ControllerState; // Total: 58 + 6 = 64 bits per frame
// Global declarations
extern bool g_bFrameStep, g_bAutoFire, g_bFirstKey, g_bPolled;
extern u32 g_autoFirstKey, g_autoSecondKey;
extern PlayMode g_playMode;
extern unsigned int g_framesToSkip, g_frameSkipCounter;
extern int g_numPads;
extern ControllerState *g_padStates;
extern FILE *g_recordfd;
extern std::string g_recordFile;
extern u64 g_frameCounter, g_lagCounter;
extern int g_numRerecords;
typedef struct {
u8 filetype[4]; // Unique Identifier (always "DTM"0x1A)
u8 gameID[6]; // The Game ID
bool bWii; // Wii game
u8 numControllers; // The number of connected controllers (1-4)
bool bFromSaveState; // false indicates that the recording started from bootup, true for savestate
u64 frameCount; // Number of frames in the recording
u64 lagCount; // Number of lag frames in the recording
u64 uniqueID; // A Unique ID comprised of: md5(time + Game ID)
u32 numRerecords; // Number of rerecords/'cuts' of this TAS
u8 author[32]; // Author's name (encoded in UTF-8)
u8 videoPlugin[16]; // UTF-8 representation of the video plugin
u8 audioPlugin[16]; // UTF-8 representation of the audio plugin
u8 padPlugin[16]; // UTF-8 representation of the input plugin
bool padding[102]; // Padding to align the header to 1024 bits
u8 reserved[128]; // Increasing size from 128 bytes to 256 bytes, just because we can
} DTMHeader;
void FrameUpdate();
void SetPolledDevice();
bool IsAutoFiring();
bool IsRecordingInput();
bool IsPlayingInput();
void SetAutoHold(bool bEnabled, u32 keyToHold = 0);
void SetAutoFire(bool bEnabled, u32 keyOne = 0, u32 keyTwo = 0);
void SetFrameStepping(bool bEnabled);
void SetFrameSkipping(unsigned int framesToSkip);
int FrameSkippingFactor();
void FrameSkipping();
void ModifyController(SPADStatus *PadStatus, int controllerID);
bool BeginRecordingInput(const char *filename, int controllers);
void RecordInput(SPADStatus *PadStatus, int controllerID);
void EndRecordingInput();
bool PlayInput(const char *filename);
void PlayController(SPADStatus *PadStatus, int controllerID);
void EndPlayInput();
};
#endif // __FRAME_H