189 lines
6.1 KiB
C++
189 lines
6.1 KiB
C++
// Copyright 2008 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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#pragma once
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#include <functional>
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#include <optional>
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#include <string>
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#include "Common/CommonTypes.h"
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struct BootParameters;
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struct GCPadStatus;
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class PointerWrap;
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struct wiimote_key;
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namespace WiimoteEmu
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{
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struct ReportFeatures;
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}
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// Per-(video )Movie actions
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namespace Movie
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{
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// Enumerations and structs
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enum PlayMode
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{
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MODE_NONE = 0,
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MODE_RECORDING,
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MODE_PLAYING
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};
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// GameCube Controller State
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#pragma pack(push, 1)
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struct ControllerState
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{
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bool Start : 1, A : 1, B : 1, X : 1, Y : 1, Z : 1; // Binary buttons, 6 bits
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bool DPadUp : 1, DPadDown : 1, // Binary D-Pad buttons, 4 bits
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DPadLeft : 1, DPadRight : 1;
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bool L : 1, R : 1; // Binary triggers, 2 bits
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bool disc : 1; // Checks for disc being changed
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bool reset : 1; // Console reset button
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bool is_connected : 1; // Should controller be treated as connected
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bool reserved : 1; // Reserved bits used for padding, 1 bit
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u8 TriggerL, TriggerR; // Triggers, 16 bits
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u8 AnalogStickX, AnalogStickY; // Main Stick, 16 bits
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u8 CStickX, CStickY; // Sub-Stick, 16 bits
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};
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static_assert(sizeof(ControllerState) == 8, "ControllerState should be 8 bytes");
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#pragma pack(pop)
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// When making changes to the DTM format, keep in mind that there are programs other
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// than Dolphin that parse DTM files. The format is expected to be relatively stable.
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#pragma pack(push, 1)
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struct DTMHeader
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{
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u8 filetype[4]; // Unique Identifier (always "DTM"0x1A)
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char gameID[6]; // The Game ID
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bool bWii; // Wii game
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u8 controllers; // Controllers plugged in (from least to most significant,
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// the bits are GC controllers 1-4 and Wiimotes 1-4)
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bool
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bFromSaveState; // false indicates that the recording started from bootup, true for savestate
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u64 frameCount; // Number of frames in the recording
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u64 inputCount; // Number of input frames in recording
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u64 lagCount; // Number of lag frames in the recording
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u64 uniqueID; // (not implemented) A Unique ID comprised of: md5(time + Game ID)
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u32 numRerecords; // Number of rerecords/'cuts' of this TAS
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u8 author[32]; // Author's name (encoded in UTF-8)
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u8 videoBackend[16]; // UTF-8 representation of the video backend
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u8 audioEmulator[16]; // UTF-8 representation of the audio emulator
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u8 md5[16]; // MD5 of game iso
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u64 recordingStartTime; // seconds since 1970 that recording started (used for RTC)
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bool bSaveConfig; // Loads the settings below on startup if true
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bool bSkipIdle;
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bool bDualCore;
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bool bProgressive;
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bool bDSPHLE;
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bool bFastDiscSpeed;
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u8 CPUCore; // Uses the values of PowerPC::CPUCore
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bool bEFBAccessEnable;
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bool bEFBCopyEnable;
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bool bSkipEFBCopyToRam;
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bool bEFBCopyCacheEnable;
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bool bEFBEmulateFormatChanges;
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bool bImmediateXFB;
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bool bSkipXFBCopyToRam;
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u8 memcards; // Memcards inserted (from least to most significant, the bits are slot A and B)
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bool bClearSave; // Create a new memory card when playing back a movie if true
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u8 bongos; // Bongos plugged in (from least to most significant, the bits are ports 1-4)
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bool bSyncGPU;
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bool bNetPlay;
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bool bPAL60;
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u8 language;
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u8 reserved[11]; // Padding for any new config options
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u8 discChange[40]; // Name of iso file to switch to, for two disc games.
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u8 revision[20]; // Git hash
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u32 DSPiromHash;
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u32 DSPcoefHash;
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u64 tickCount; // Number of ticks in the recording
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u8 reserved2[11]; // Make heading 256 bytes, just because we can
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};
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static_assert(sizeof(DTMHeader) == 256, "DTMHeader should be 256 bytes");
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#pragma pack(pop)
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void FrameUpdate();
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void InputUpdate();
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void Init(const BootParameters& boot);
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void SetPolledDevice();
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bool IsRecordingInput();
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bool IsRecordingInputFromSaveState();
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bool IsJustStartingRecordingInputFromSaveState();
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bool IsJustStartingPlayingInputFromSaveState();
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bool IsPlayingInput();
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bool IsMovieActive();
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bool IsReadOnly();
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u64 GetRecordingStartTime();
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u64 GetCurrentFrame();
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u64 GetTotalFrames();
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u64 GetCurrentInputCount();
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u64 GetTotalInputCount();
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u64 GetCurrentLagCount();
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u64 GetTotalLagCount();
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void SetClearSave(bool enabled);
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void SignalDiscChange(const std::string& new_path);
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void SetReset(bool reset);
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bool IsConfigSaved();
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bool IsStartingFromClearSave();
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bool IsUsingMemcard(int memcard);
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void SetGraphicsConfig();
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bool IsNetPlayRecording();
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bool IsUsingPad(int controller);
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bool IsUsingWiimote(int wiimote);
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bool IsUsingBongo(int controller);
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void ChangePads(bool instantly = false);
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void ChangeWiiPads(bool instantly = false);
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void SetReadOnly(bool bEnabled);
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bool BeginRecordingInput(int controllers);
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void RecordInput(GCPadStatus* PadStatus, int controllerID);
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void RecordWiimote(int wiimote, u8* data, u8 size);
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bool PlayInput(const std::string& movie_path, std::optional<std::string>* savestate_path);
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void LoadInput(const std::string& movie_path);
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void ReadHeader();
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void PlayController(GCPadStatus* PadStatus, int controllerID);
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bool PlayWiimote(int wiimote, u8* data, const struct WiimoteEmu::ReportFeatures& rptf, int ext,
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const wiimote_key key);
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void EndPlayInput(bool cont);
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void SaveRecording(const std::string& filename);
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void DoState(PointerWrap& p);
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void Shutdown();
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void CheckPadStatus(GCPadStatus* PadStatus, int controllerID);
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void CheckWiimoteStatus(int wiimote, u8* data, const struct WiimoteEmu::ReportFeatures& rptf,
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int ext, const wiimote_key key);
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std::string GetInputDisplay();
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std::string GetRTCDisplay();
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// Done this way to avoid mixing of core and gui code
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using GCManipFunction = std::function<void(GCPadStatus*, int)>;
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using WiiManipFunction =
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std::function<void(u8*, WiimoteEmu::ReportFeatures, int, int, wiimote_key)>;
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void SetGCInputManip(GCManipFunction);
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void SetWiiInputManip(WiiManipFunction);
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void CallGCInputManip(GCPadStatus* PadStatus, int controllerID);
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void CallWiiInputManip(u8* core, WiimoteEmu::ReportFeatures rptf, int controllerID, int ext,
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const wiimote_key key);
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}
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