#ifndef __DRIVER_H_ #define __DRIVER_H_ #include #include #include #include "types.h" #include "git.h" FILE *FCEUD_UTF8fopen(const char *fn, const char *mode); inline FILE *FCEUD_UTF8fopen(const std::string &n, const char *mode) { return FCEUD_UTF8fopen(n.c_str(),mode); } std::fstream* FCEUD_UTF8_fstream(const char *n, const char *m); inline std::fstream* FCEUD_UTF8_fstream(const std::string &n, const char *m) { return FCEUD_UTF8_fstream(n.c_str(),m); } //mbg 7/23/06 const char *FCEUD_GetCompilerString(); //This makes me feel dirty for some reason. void FCEU_printf(char *format, ...); #define FCEUI_printf FCEU_printf //Video interface void FCEUD_SetPalette(uint8 index, uint8 r, uint8 g, uint8 b); void FCEUD_GetPalette(uint8 i,uint8 *r, uint8 *g, uint8 *b); //Displays an error. Can block or not. void FCEUD_PrintError(const char *s); void FCEUD_Message(const char *s); //Network interface //Call only when a game is loaded. int FCEUI_NetplayStart(int nlocal, int divisor); // Call when network play needs to stop. void FCEUI_NetplayStop(void); //Note: YOU MUST NOT CALL ANY FCEUI_* FUNCTIONS WHILE IN FCEUD_SendData() or FCEUD_RecvData(). //Return 0 on failure, 1 on success. int FCEUD_SendData(void *data, uint32 len); int FCEUD_RecvData(void *data, uint32 len); //Display text received over the network. void FCEUD_NetplayText(uint8 *text); //Encode and send text over the network. void FCEUI_NetplayText(uint8 *text); //Called when a fatal error occurred and network play can't continue. This function //should call FCEUI_NetplayStop() after it has deinitialized the network on the driver //side. void FCEUD_NetworkClose(void); bool FCEUI_BeginWaveRecord(const char *fn); int FCEUI_EndWaveRecord(void); void FCEUI_ResetNES(void); void FCEUI_PowerNES(void); void FCEUI_NTSCSELHUE(void); void FCEUI_NTSCSELTINT(void); void FCEUI_NTSCDEC(void); void FCEUI_NTSCINC(void); void FCEUI_GetNTSCTH(int *tint, int *hue); void FCEUI_SetNTSCTH(int n, int tint, int hue); void FCEUI_SetInput(int port, ESI type, void *ptr, int attrib); void FCEUI_SetInputFC(ESIFC type, void *ptr, int attrib); //tells the emulator whether a fourscore is attached void FCEUI_SetInputFourscore(bool attachFourscore); //tells whether a fourscore is attached bool FCEUI_GetInputFourscore(); void FCEUI_UseInputPreset(int preset); //New interface functions //0 to order screen snapshots numerically(0.png), 1 to order them file base-numerically(smb3-0.png). void FCEUI_SetSnapName(int a); //0 to keep 8-sprites limitation, 1 to remove it void FCEUI_DisableSpriteLimitation(int a); void FCEUI_SetRenderPlanes(bool sprites, bool bg); void FCEUI_GetRenderPlanes(bool& sprites, bool& bg); //name=path and file to load. returns 0 on failure, 1 on success FCEUGI *FCEUI_LoadGame(const char *name, int OverwriteVidMode); //general purpose emulator initialization. returns true if successful bool FCEUI_Initialize(); //Emulates a frame. void FCEUI_Emulate(uint8 **, int32 **, int32 *, int); //Closes currently loaded game void FCEUI_CloseGame(void); //Deallocates all allocated memory. Call after FCEUI_Emulate() returns. void FCEUI_Kill(void); //Enable/Disable game genie. a=true->enabled void FCEUI_SetGameGenie(bool a); //Set video system a=0 NTSC, a=1 PAL void FCEUI_SetVidSystem(int a); //Convenience function; returns currently emulated video system(0=NTSC, 1=PAL). int FCEUI_GetCurrentVidSystem(int *slstart, int *slend); #ifdef FRAMESKIP /* Should be called from FCEUD_BlitScreen(). Specifies how many frames to skip until FCEUD_BlitScreen() is called. FCEUD_BlitScreenDummy() will be called instead of FCEUD_BlitScreen() when when a frame is skipped. */ void FCEUI_FrameSkip(int x); #endif //First and last scanlines to render, for ntsc and pal emulation. void FCEUI_SetRenderedLines(int ntscf, int ntscl, int palf, int pall); //Sets the base directory(save states, snapshots, etc. are saved in directories below this directory. void FCEUI_SetBaseDirectory(std::string const & dir); //Tells FCE Ultra to copy the palette data pointed to by pal and use it. //Data pointed to by pal needs to be 64*3 bytes in length. void FCEUI_SetPaletteArray(uint8 *pal); //Sets up sound code to render sound at the specified rate, in samples //per second. Only sample rates of 44100, 48000, and 96000 are currently supported. //If "Rate" equals 0, sound is disabled. void FCEUI_Sound(int Rate); void FCEUI_SetSoundVolume(uint32 volume); void FCEUI_SetSoundQuality(int quality); void FCEUD_SoundToggle(void); void FCEUD_SoundVolumeAdjust(int); int FCEUI_SelectState(int, int); //"fname" overrides the default save state filename code if non-NULL. void FCEUI_SaveState(char *fname); void FCEUI_LoadState(char *fname); void FCEUD_SaveStateAs(void); void FCEUD_LoadStateFrom(void); //at the minimum, you should call FCEUI_SetInput, FCEUI_SetInputFC, and FCEUI_SetInputFourscore //you may also need to maintain your own internal state void FCEUD_SetInput(bool fourscore, ESI port0, ESI port1, ESIFC fcexp); void FCEUD_MovieRecordTo(void); void FCEUD_MovieReplayFrom(void); int32 FCEUI_GetDesiredFPS(void); void FCEUI_SaveSnapshot(void); void FCEU_DispMessage(char *format, ...); #define FCEUI_DispMessage FCEU_DispMessage int FCEUI_DecodePAR(const char *code, int *a, int *v, int *c, int *type); int FCEUI_DecodeGG(const char *str, int *a, int *v, int *c); int FCEUI_AddCheat(const char *name, uint32 addr, uint8 val, int compare, int type); int FCEUI_DelCheat(uint32 which); int FCEUI_ToggleCheat(uint32 which); int32 FCEUI_CheatSearchGetCount(void); void FCEUI_CheatSearchGetRange(uint32 first, uint32 last, int (*callb)(uint32 a, uint8 last, uint8 current)); void FCEUI_CheatSearchGet(int (*callb)(uint32 a, uint8 last, uint8 current, void *data), void *data); void FCEUI_CheatSearchBegin(void); void FCEUI_CheatSearchEnd(int type, uint8 v1, uint8 v2); void FCEUI_ListCheats(int (*callb)(char *name, uint32 a, uint8 v, int compare, int s, int type, void *data), void *data); int FCEUI_GetCheat(uint32 which, char **name, uint32 *a, uint8 *v, int *compare, int *s, int *type); int FCEUI_SetCheat(uint32 which, const char *name, int32 a, int32 v, int compare,int s, int type); void FCEUI_CheatSearchShowExcluded(void); void FCEUI_CheatSearchSetCurrentAsOriginal(void); #define FCEUIOD_ROMS 0 #define FCEUIOD_NV 1 #define FCEUIOD_STATES 2 #define FCEUIOD_FDSROM 3 #define FCEUIOD_SNAPS 4 #define FCEUIOD_CHEATS 5 #define FCEUIOD_MOVIES 6 #define FCEUIOD_MEMW 7 #define FCEUIOD_BBOT 8 #define FCEUIOD_MACRO 9 #define FCEUIOD_INPUT 10 #define FCEUIOD_LUA 11 #define FCEUIOD__COUNT 12 void FCEUI_SetDirOverride(int which, char *n); void FCEUI_MemDump(uint16 a, int32 len, void (*callb)(uint16 a, uint8 v)); uint8 FCEUI_MemSafePeek(uint16 A); void FCEUI_MemPoke(uint16 a, uint8 v, int hl); void FCEUI_NMI(void); void FCEUI_IRQ(void); uint16 FCEUI_Disassemble(void *XA, uint16 a, char *stringo); void FCEUI_GetIVectors(uint16 *reset, uint16 *irq, uint16 *nmi); uint32 FCEUI_CRC32(uint32 crc, uint8 *buf, uint32 len); void FCEUI_ToggleTileView(void); void FCEUI_SetLowPass(int q); void FCEUI_NSFSetVis(int mode); int FCEUI_NSFChange(int amount); int FCEUI_NSFGetInfo(uint8 *name, uint8 *artist, uint8 *copyright, int maxlen); void FCEUI_VSUniToggleDIPView(void); void FCEUI_VSUniToggleDIP(int w); uint8 FCEUI_VSUniGetDIPs(void); void FCEUI_VSUniSetDIP(int w, int state); void FCEUI_VSUniCoin(void); void FCEUI_FDSInsert(void); //mbg merge 7/17/06 changed to void fn(void) to make it an EMUCMDFN //int FCEUI_FDSEject(void); void FCEUI_FDSSelect(void); int FCEUI_DatachSet(const uint8 *rcode); ///returns a flag indicating whether emulation is paused int FCEUI_EmulationPaused(); ///returns a flag indicating whether a one frame step has been requested int FCEUI_EmulationFrameStepped(); ///clears the framestepped flag. use it after youve stepped your one frame void FCEUI_ClearEmulationFrameStepped(); ///sets the EmulationPaused flags void FCEUI_SetEmulationPaused(int val); ///toggles the paused bit (bit0) for EmulationPaused. caused FCEUD_DebugUpdate() to fire if the emulation pauses void FCEUI_ToggleEmulationPause(); //indicates whether input aids should be drawn (such as crosshairs, etc; usually in fullscreen mode) bool FCEUD_ShouldDrawInputAids(); ///called when the emulator closes a game void FCEUD_OnCloseGame(void); void FCEUI_FrameAdvance(void); void FCEUI_FrameAdvanceEnd(void); //AVI Output int FCEUI_AviBegin(const char* fname); void FCEUI_AviEnd(void); void FCEUI_AviVideoUpdate(const unsigned char* buffer); void FCEUI_AviSoundUpdate(void* soundData, int soundLen); bool FCEUI_AviIsRecording(); void FCEUD_AviRecordTo(void); void FCEUD_AviStop(void); ///A callback that the emu core uses to poll the state of a given emulator command key typedef int TestCommandState(int cmd); ///Signals the emu core to poll for emulator commands and take actions void FCEUI_HandleEmuCommands(TestCommandState* testfn); //Emulation speed enum EMUSPEED_SET { EMUSPEED_SLOWEST=0, EMUSPEED_SLOWER, EMUSPEED_NORMAL, EMUSPEED_FASTER, EMUSPEED_FASTEST }; void FCEUD_SetEmulationSpeed(int cmd); void FCEUD_TurboOn(void); void FCEUD_TurboOff(void); void FCEUD_TurboToggle(void); int FCEUD_ShowStatusIcon(void); void FCEUD_ToggleStatusIcon(void); void FCEUD_HideMenuToggle(void); ///signals the driver to perform a file open GUI operation void FCEUD_CmdOpen(void); //new merge-era driver routines here: ///signals that the cpu core hit a breakpoint. this function should not return until the core is ready for the next cycle void FCEUD_DebugBreakpoint(); ///the driver should log the current instruction, if it wants (we should move the code in the win driver that does this to the shared area) void FCEUD_TraceInstruction(); ///the driver might should update its NTView (only used if debugging support is compiled in) void FCEUD_UpdateNTView(int scanline, int drawall); ///the driver might should update its PPUView (only used if debugging support is compiled in) void FCEUD_UpdatePPUView(int scanline, int drawall); ///I am dissatisfied with this method of getting an option from the driver to the core. but that is what we're using for now bool FCEUD_PauseAfterPlayback(); enum EFCEUI { FCEUI_STOPAVI, FCEUI_SAVESTATE, FCEUI_LOADSTATE, FCEUI_STOPMOVIE, FCEUI_RECORDMOVIE, FCEUI_PLAYMOVIE, FCEUI_OPENGAME, FCEUI_CLOSEGAME, FCEUI_TASEDIT, FCEUI_RESET, FCEUI_POWER, }; //checks whether an EFCEUI is valid right now bool FCEU_IsValidUI(EFCEUI ui); #ifdef __cplusplus extern "C" #endif FILE *FCEUI_UTF8fopen_C(const char *n, const char *m); #endif //__DRIVER_H_