88 lines
2.3 KiB
C++
88 lines
2.3 KiB
C++
// Copyright 2013 Dolphin Emulator Project
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// Licensed under GPLv2
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// Refer to the license.txt file included.
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// Core
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// The external interface to the emulator core. Plus some extras.
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// This is another part of the emu that needs cleaning - Core.cpp really has
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// too much random junk inside.
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#pragma once
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#include <string>
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#include <vector>
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#include "Common/CommonTypes.h"
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#include "Core/CoreParameter.h"
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// TODO: ugly, remove
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extern bool g_aspect_wide;
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namespace Core
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{
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extern bool g_want_determinism;
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bool GetIsFramelimiterTempDisabled();
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void SetIsFramelimiterTempDisabled(bool disable);
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void Callback_VideoCopiedToXFB(bool video_update);
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enum EState
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{
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CORE_UNINITIALIZED,
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CORE_PAUSE,
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CORE_RUN,
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CORE_STOPPING
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};
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bool Init();
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void Stop();
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void Shutdown();
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std::string StopMessage(bool, std::string);
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bool IsRunning();
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bool IsRunningAndStarted(); // is running and the CPU loop has been entered
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bool IsRunningInCurrentThread(); // this tells us whether we are running in the CPU thread.
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bool IsCPUThread(); // this tells us whether we are the CPU thread.
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bool IsGPUThread();
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void SetState(EState _State);
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EState GetState();
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void SaveScreenShot();
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void Callback_WiimoteInterruptChannel(int _number, u16 _channelID, const void* _pData, u32 _Size);
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// This displays messages in a user-visible way.
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void DisplayMessage(const std::string& message, int time_in_ms);
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std::string GetStateFileName();
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void SetStateFileName(std::string val);
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void SetBlockStart(u32 addr);
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bool ShouldSkipFrame(int skipped);
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void VideoThrottle();
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void RequestRefreshInfo();
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void UpdateTitle();
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// waits until all systems are paused and fully idle, and acquires a lock on that state.
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// or, if doLock is false, releases a lock on that state and optionally unpauses.
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// calls must be balanced (once with doLock true, then once with doLock false) but may be recursive.
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// the return value of the first call should be passed in as the second argument of the second call.
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bool PauseAndLock(bool doLock, bool unpauseOnUnlock=true);
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// for calling back into UI code without introducing a dependency on it in core
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typedef void(*StoppedCallbackFunc)(void);
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void SetOnStoppedCallback(StoppedCallbackFunc callback);
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// Run on the GUI thread when the factors change.
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void UpdateWantDeterminism(bool initial = false);
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} // namespace
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