/* PCSX2 - PS2 Emulator for PCs * Copyright (C) 2002-2009 PCSX2 Dev Team * * PCSX2 is free software: you can redistribute it and/or modify it under the terms * of the GNU Lesser General Public License as published by the Free Software Found- * ation, either version 3 of the License, or (at your option) any later version. * * PCSX2 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 for more details. * * You should have received a copy of the GNU General Public License along with PCSX2. * If not, see . */ #ifndef __PLUGINCALLBACKS_H__ #define __PLUGINCALLBACKS_H__ // -------------------------------------------------------------------------------------- // PS2E - Version 2.xx! // -------------------------------------------------------------------------------------- // This header file defines the new PS2E interface, which is laid out to be a little more // efficient and easy to use, and boasts significantly improved APIs over the original // PS2E v1.xx, which was mostly a series of hacked additions on top of PS1E. In summary: // this API is designed from the ground up to suit PS2 emulation, instead of being built // on top of a PS1 API. // // Design Philosophies: // // 1. Core APIs are established using a pair of DLL bindings (one for plugin callbacks // and one for emulator callbacks), which pass structures of function pointers. // // 2. Plugin instance data should be attached to the end of the plugin's callback api // data structure (see PS2E_ComponentAPI), and the PS2E_ComponentAPI struct is // passed along with every callback defined in the structure. // // 3. All plugin callbacks use __fastcall calling convention (which passes the first // two parameters int he ECX and EDX registers). Most compilers support this, and // register parameter passing is actually the standard convetion on x86/64. // // Rationale: This design improves code generation efficiency, especially when using // points 2 and 3 together (typically reduces 2 or 3 dereferences to 1 dereference). // The drawback is that not all compilers support x86/32 __fastcall, and such compilers // will be unable to create PS2Ev2 plugins. GCC, MSVC, Intel, and Borland (as // __msfastcall) do support it, and Watcom as well using #pragma aux. Anything else // we just don't care about. Sorry. ;) // // 4. Emulation is restricted to a single instance per-process, which means that use of // static/global instance variables by plugins is perfectly valid (however discouraged // due to efficiency reasons, see 2 and 3). // // Rationale: Due to complexities in implementing an optimized PS2 emulator (dynamic // recompilation, memory protection, console pipe management, thread management, etc.) // it's really just better this way. The drawback is that every geeks' dream of having // 6 different games emulating at once, with each output texture mapped to the side of // a rotating cube, will probably never come true. Tsk. // // -------------------------------------------------------------------------------------- // <<< Important Notes to Plugin Authors >>> // -------------------------------------------------------------------------------------- // * C++ only: C++ Exceptions must be confined to your plugin! Exceptions thrown by plugins // may not be handled correctly if allowed to escape the scope of the plugin, and could // result in unexpected behavior or odd crashes (this especially true on non-Windows // operating systems). For C++ plugins this means ensuring that any code that uses // 'new' or STL containers (string, list, vector, etc) are contained within a try{} // block, since the STL can throw std::bad_alloc. // // * C++ on MSW only: SEH Exceptions must not be swallowed "blindly." In simple terms this // means do not use these without proper re-throws, as the emulator may rely on SEH // for either PS2 VM cache validation or thread cancellation: // - catch(...) // - __except(EXCEPTION_EXECUTE_HANDLER) // // * Many callbacks are optional, and have been marked as such. Any optional callback can be // left NULL. Any callback not marked optional and left NULL will cause the emulator to // invalidate the plugin on either enumeration or initialization. // // -------------------------------------------------------------------------------------- // <<< Important Notes to All Developers >>> // -------------------------------------------------------------------------------------- // * Callback APIs cannot involve LIB-C or STL objects (such as FILE or std::string). The // internal layout of these structures can vary between versions of GLIB-C / MSVCRT, and // in the case of STL and other C++ objects, can vary based on seemingly mundane compiler // switches. // // * Callback APIs cannot alloc/free memory across dynamic library boundaries. An object // allocated by a plugin must be freed by that plugin, and cannot be freed by the emu. // // * C++ exception handling cannot be used by either plugin callbacks or emulator callbacks. // This includes the emulator's Console callbacks, for example, since the nature of C++ // ID-based RTTI could cause a C++ plugin with its own catch handlers to catch exceptions // of mismatched types from the emulator. // // * Addendum to Exception Handling: On most OS's, pthreads relies on C++ exceptions to // cancel threads. On Windows, this uses SEH so it works safely even across plugin stack // frames. On all other non-MSW platforms pthreads cancelation *must* be disabled in // both emulator and plugin except for a single explicit cancelation point (usually // provided during vsync). // // * If following all these rules, then it shouldn't matter if you mix debug/release builds // of plugins, SEH options (however it's recommended to ALWAYS have SEH enabled, as it // hardly has any impact on performance on modern CPUs), compile with different versions // of your MSVC/GCC compiler, or use different versions of LibC or MSVCRT. :) #ifndef BOOL typedef int BOOL; #endif // -------------------------------------------------------------------------------------- // PS2E_HWND - OS-independent window handle // -------------------------------------------------------------------------------------- // HWND is our only operating system dependent type. For it to be defined as accurately // as possible, this header file needs to be included after whatever window/GUI platform // headers you need (wxWidgets, Windows.h, GTK, etc). // // We could be lazy with this typedef, because window handles are always a (void*) on all // platforms that matter to us (windows, gtk, OSX). But Windows has some type strictness // on its HWND define that could be useful, and well it's probably good practice to use // platform available defines when they exist. // #if defined( _WX_DEFS_H_ ) typedef WXWidget PS2E_HWND; #elif defined( _WINDEF_ ) // For Windows let's use HWND, since it has some type strictness applied to it. typedef HWND PS2E_HWND; #else // Unsupported platform... use void* as a best guess. Should work fine for almost // any GUI platform, and certainly works for any currently supported one. typedef void* PS2E_HWND; #endif // -------------------------------------------------------------------------------------- // PS2E_THISPTR - (ps2 component scope 'this' object pointer type) // -------------------------------------------------------------------------------------- // This macro provides C++ plugin authors with a reasonably friendly way to automatically // typecast the session objects for your plugin to your internal type. Just #define // PS2E_THISPTR to your internal structure type prior to loading this header file, and all // APIs will assume your struct type in their signature. Since all pointer types are inter- // changeable, plugin APIs will retain full compatibility as long as PS2E_THISPTR is a // pointer type. // #ifndef PS2E_THISPTR # define PS2E_THISPTR struct _PS2E_ComponentAPI* #else // Ensure the user's defined PS2E_THISPTR retains the correct signature for our // plugin API. C_ASSERT( sizeof(PS2E_THISPTR) == sizeof(void*) ); #endif // PS2E_LIB_THISPTR - (library scope version of PS2E_THISPTR) #ifndef PS2E_LIB_THISPTR # define PS2E_LIB_THISPTR void* #else // Ensure the user's defined PS2E_THISPTR retains the correct signature for our // plugin API. C_ASSERT( sizeof(PS2E_LIB_THISPTR) == sizeof(void*) ); #endif // Use fastcall by default, since under most circumstances the object-model approach of the // API will benefit considerably from it. (Yes, this means that compilers that do not // support fastcall are basically unusable for plugin creation. Too bad. :p #define PS2E_CALLBACK __fastcall #ifndef __cplusplus extern "C" { #endif // ------------------------------------------------------------------------------------ // Plugin Type / Version Enumerations // ------------------------------------------------------------------------------------ enum PS2E_ComponentTypes { PS2E_TYPE_GS = 0, PS2E_TYPE_PAD, PS2E_TYPE_SPU2, PS2E_TYPE_CDVD, PS2E_TYPE_DEV9, PS2E_TYPE_USB, PS2E_TYPE_FW, PS2E_TYPE_SIO, PS2E_TYPE_Mcd, }; enum PluginLibVersion { PS2E_VER_GS = 0x1000, PS2E_VER_PAD = 0x1000, PS2E_VER_SPU2 = 0x1000, PS2E_VER_CDVD = 0x1000, PS2E_VER_DEV9 = 0x1000, PS2E_VER_USB = 0x1000, PS2E_VER_FW = 0x1000, PS2E_VER_SIO = 0x1000 }; enum OSDIconTypes { OSD_Icon_None = 0, OSD_Icon_Error, OSD_Icon_Notice, // An exclamation point maybe? // [TODO] -- dunno. What else? // Emulators implementing their own custom non-standard icon extensions should do so // somewhere after OSD_Icon_ReserveEnd. All values below this are OSD_Icon_ReserveEnd = 0x1000 }; enum PS2E_MenuItemStyle { MenuType_Normal = 0, MenuType_Checked, MenuType_Radio, MenuType_Separator }; typedef void* PS2E_MenuHandle; typedef void* PS2E_MenuItemHandle; typedef void PS2E_CALLBACK PS2E_OnMenuItemClicked( PS2E_THISPTR* thisptr, void* userptr ); // -------------------------------------------------------------------------------------- // PS2E_ConsoleWriterAPI // -------------------------------------------------------------------------------------- // APIs for writing text to the console. Typically the emulator will write the text to // both a console window and to a disk file, however actual implementation is up to the // emulator. All text must be either 7-bit ASCII or UTF8 encoded. Other codepages or // MBCS encodings will not be displayed properly. // // Standard streams STDIO and STDERR can be used instead, however there is no guarantee // that they will be handled in a convenient fashion. Different platforms and operating // systems have different methods of standard stream pipes, which is why the ConsoleWriter // API has been exposed to plugins. // // Development Notes: // 'char' was chosen over 'wchar_t' because 'wchar_t' is a very loosely defined type that // can vary greatly between compilers (it can be as small as 8 bits and as large as a // compiler wants it to be). Because of this we can't even make assumptions about its // size within the context of a single operating system; so it just won't do. Just make // sure everything going into the function is UTF8 encoded and all is find. // typedef struct _PS2E_ConsoleWriterAPI { // Writes text to console; no newline is appended. void (PS2E_CALLBACK* Write)( const char* fmt, ... ); // Appends an automatic newline to the specified formatted output. void (PS2E_CALLBACK* WriteLn)( const char* fmt, ... ); // This function always appends a newline void (PS2E_CALLBACK* Error)( const char* fmt, ... ); // This function always appends a newline void (PS2E_CALLBACK* Warning)( const char* fmt, ... ); void* reserved[4]; } PS2E_ConsoleWriterAPI; // -------------------------------------------------------------------------------------- // PS2E_ConsoleWriterWideAPI // -------------------------------------------------------------------------------------- // This is the wide character version of the ConsoleWriter APi. Please see the description // of PS2E_ConsoleWriterAPI for details. // // Important Usage Note to Plugin Authors: // Before using the functions in this structure, you *must* confirm that the emulator's // size of wchar_t matches the size provided by your own compiler. The size of wchar_t // is provided in the PS2E_EmulatorInfo struct. // typedef struct _PS2E_ConsoleWriterWideAPI { // Writes text to console; no newline is appended. void (PS2E_CALLBACK* Write)( const wchar_t* fmt, ... ); // Appends an automatic newline to the specified formatted output. void (PS2E_CALLBACK* WriteLn)( const wchar_t* fmt, ... ); // This function always appends a newline void (PS2E_CALLBACK* Error)( const wchar_t* fmt, ... ); // This function always appends a newline void (PS2E_CALLBACK* Warning)( const wchar_t* fmt, ... ); void* reserved[4]; } PS2E_ConsoleWriterWideAPI; // -------------------------------------------------------------------------------------- // PS2E_Image // -------------------------------------------------------------------------------------- // Simple RGBA image data container, for passing surface textures to the GS plugin, and // for receiving snapshots from the GS plugin. // // fixme - this might be more ideal as BGRA or ABGR format on Windows platforms? // typedef struct _PS2E_Image { u32 width; u32 height; u8* data; // RGBA data. top to bottom. } PS2E_Image; // -------------------------------------------------------------------------------------- // PS2E_MenuItemInfo // -------------------------------------------------------------------------------------- typedef struct _PS2E_MenuItemInfo { const char* LabelText; const char* HelpText; // Optional image displayed with the menu option. The emulator may not support // this option, or may choose to ignore or resize the image if the size parameters // are outside a valid threshold. const PS2E_Image* Image; // Specifies the style of the menu, either Normal, Checked, Radio, or Separator. // This option is overridden if the SubMenu field is non-NULL (in such case the // menu assumes submenu mode) PS2E_MenuItemStyle Style; // Specifies the handle of a sub menu to bind to this menu. If NULL, the menu is // created normally. If non-NULL, the menu item will use sub-menu mode and will // ignore the Style field. PS2E_MenuHandle SubMenu; // Menu that this item is attached to. When this struct is passed into AddMenuItem, // the menu item will be automatically appended to the menu specified in this field // if the field is non-NULL (if the field is NULL then no action is taken). PS2E_MenuHandle OwnerMenu; // When FALSE the menu item will appear grayed out to the user, and unselectable. BOOL Enabled; // Optional user data pointer (or typecast integer value) void* UserPtr; // Callback issued when the menu is clicked/activated. If NULL, the menu will be // disabled (grayed). PS2E_OnMenuItemClicked* OnClicked; } PS2E_MenuItemInfo; // -------------------------------------------------------------------------------------- // PS2E_MenuItemAPI // -------------------------------------------------------------------------------------- typedef struct _PS2E_MenuItemAPI { // Allocates a new MenuItem and returns it's handle. The returned item can be added to any // menu. PS2E_MenuItemHandle (PS2E_CALLBACK* MenuItem_Create)( PS2E_THISPTR thisptr ); // Deletes the menu item and frees allocated resources. The menu item will be removed from // whatever menu it is attached to. If the menu item has a SubMenu, the SubMenu is not // deleted. void (PS2E_CALLBACK* MenuItem_Delete)( PS2E_MenuItemHandle mitem ); // (Re-)Assigns all properties for a menu. Assignment generally takes effect immediately. void (PS2E_CALLBACK* MenuItem_SetEverything)( PS2E_MenuItemHandle mitem, const PS2E_MenuItemInfo* info ); // Sets the text label of a menu item. void (PS2E_CALLBACK* MenuItem_SetText)( PS2E_MenuItemHandle mitem, const char* text ); // Assigns the help text for a menu item. This text is typically shown in a status // bar at the bottom of the current window. This value may be ignored if the emu // interface does not have a context for help text. void (PS2E_CALLBACK* MenuItem_SetHelpText)( PS2E_MenuItemHandle mitem, const char* helptxt ); // Gives the menu item an accompanying image (orientation of the image may depend // on the operating system platform). void (PS2E_CALLBACK* MenuItem_SetImage)( PS2E_MenuItemHandle mitem, const PS2E_Image* image ); // Gives the menu item an accompanying image (orientation of the image may depend // on the operating system platform). // // Returns: // TRUE if the image was loaded successfully, or FALSE if the image was not found, // could not be opened, or the image data is invalid (not a PNG, or data corrupted). BOOL (PS2E_CALLBACK* MenuItem_SetImagePng_FromFile)( PS2E_MenuItemHandle mitem, const char* filename ); // Gives the menu item an accompanying image (orientation of the image may depend on // the operating system platform). Image is loaded from memory using a memory stream // reader. This method is useful for loading image data embedded into the dll. // // Returns: // TRUE if the image was loaded successfully, or FALSE if the image data is invalid // (not a PNG, or data corrupted). BOOL (PS2E_CALLBACK* MenuItem_SetImagePng_FromMemory)( PS2E_MenuItemHandle mitem, const u8* data ); // Assigns the menu item's style. void (PS2E_CALLBACK* MenuItem_SetStyle)( PS2E_MenuItemHandle mitem, PS2E_MenuItemStyle style ); // Assigns a pointer value that the plugin can use to attach user-defined data to // specific menu items. The value can be any integer typecast if you don't actually // eed more than an integer's worth of data. void (PS2E_CALLBACK* MenuItem_SetUserData)( PS2E_MenuItemHandle mitem, void* dataptr ); // Assigns a submenu to the menu item, causing it to open the sub menu in cascade // fashion. When a submenu is assigned, the Style attribute of the menu will be // ignored. Passing NULL into this function will clear the submenu and return the // menu item to whatever it's current Style attribute is set to. void (PS2E_CALLBACK* MenuItem_SetSubMenu)( PS2E_MenuItemHandle mitem, PS2E_MenuHandle submenu ); // Assigns the callback function for this menu (important!). If passed NULL, the menu // item will be automatically disabled (grayed out) by the emulator. void (PS2E_CALLBACK* MenuItem_SetCallback)( PS2E_MenuItemHandle mitem, PS2E_OnMenuItemClicked* onClickedCallback ); // Assigns the enabled status of a MenuItem. Use FALSE to gray out the menuitem option. void (PS2E_CALLBACK* MenuItem_Enable)( PS2E_MenuItemHandle mitem, BOOL enable ); // Returns the current enable status of the specified menu item. BOOL (PS2E_CALLBACK* MenuItem_IsEnabled)( PS2E_MenuItemHandle mitem ); void* reserved[4]; } PS2E_MenuItemAPI; // -------------------------------------------------------------------------------------- // PS2E_VersionInfo // -------------------------------------------------------------------------------------- // This structure is populated by the plugin via the PS2E_PluginLibAPI::GetVersion() // callback. Specify -1 for any Version or Revision to disable/ignore it. The emulator // will not factor that info into the display name of the plugin. // typedef struct _PS2E_VersionInfo { // Low/Mid/High versions combine to form a number in the format of: 2.3.1 // ... where 2 is the high version, 3 mid, and 1 low. s16 VersionHigh; s16 VersionMid; s16 VersionLow; // Revision typically refers a revision control system (such as SVN). When displayed // by the emulator it will have an 'r' prefixed before it. s32 Revision; } PS2E_VersionInfo; // -------------------------------------------------------------------------------------- // PS2E_SessionInfo // -------------------------------------------------------------------------------------- // This struct is populated by the emulator prior to starting emulation, and is passed to // each plugin via a call to PS2E_PluginLibAPI::EmuStart(). // typedef struct _PS2E_SessionInfo { PS2E_HWND window; u32* CycleEE; // current EE cycle count u32* CycleIOP; // current IOP cycle count u32 ElfCRC; // CRC of the ELF header for this app/game // Sony's assigned serial number, valid only for CD/CDVD games (ASCII-Z string). // Ex: SLUS-2932 // // (if the running app is not a sony-registered game, the serial will be a zero // length string). char Serial[16]; } PS2E_SessionInfo; // -------------------------------------------------------------------------------------- // PS2E_EmulatorInfo // -------------------------------------------------------------------------------------- // This struct is populated by the emulator when the application is started, and is passed // to plugins via PS2E_InitAPI. Plugins may optionally use this information to determine // compatibility or to select which special CPU-oriented builds and/or functions to bind // to callbacks. // // The GetInt/GetBoolean/GetString/etc methods Provide an interface through which a plugin // can retrieve special emulator-specific settings and information, or fetch options straight // from the emulator's ini file itself. These are intended for advanced plugin/emu binding // only, and should generally be accompanied with the appropriate version/name checks. // // Emulators may implement this as a direct match to the emu's ini file/registry contents // (recommended), or may provide additional and/or alternative custom strings. Direct // ini.registry relationships are preferred since those are easy for a plugin author to // reference without documentation. // typedef struct _PS2E_EmulatorInfo { // brief name of the emulator (ex: "PCSX2") [required] // Depending on the design of the emulator, this string may optionally include version // information, however that is not recommended since it can inhibit backward support. const char* EmuName; // Version information. All fields besides the emulator's name are optional. PS2E_VersionInfo EmuVersion; // Number of Physical Cores, as detected by the emulator. // This should always match the real # of cores supported by hardware. int PhysicalCores; // Number of Logical Cores, as detected and/or managed by the emulator. // This is not necessarily a reflection of real hardware capabilities. The emu reserves // the right to report this value as it deems appropriate, in management of threading // resources. int LogicalCores; // Specifies the size of the wchar_t of the emulator, in bytes. Plugin authors should be // sure to check this against your own sizeof(wchar_t) before using any API that has // a wchar_t parameter (such as the ConsoleWriterWide interface). wchar_t is a loosely // defined type that can range from 8 bits to 32 bits (realistically, although there is // no actual limit on size), and can vary between compilers for the same platform. int Sizeof_wchar_t; // Reserved area for future expansion of the structure (avoids having to upgrade the // plugin api for amending new extensions). int reserved1[6]; // GetInt // Self-explanatory. // // Returns: // 0 - Value was retrieved successfully. // 1 - Unknown value. Contents of dest are unchanged. BOOL (PS2E_CALLBACK* GetInt)( const char* name, int* dest ); // GetBoolean // Assigns *dest either 1 (true) or 0 (false). Note to Emulators: Returning any non- // zero value for true probably "works" but is not recommended, since C/C++ standard // specifically defines the result of bool->int conversions as a 0 or 1 result. // // Returns: // 0 - Value was retrieved successfully. // 1 - Unknown value. Contents of dest are unchanged. BOOL (PS2E_CALLBACK* GetBoolean)( const char* name, BOOL* result ); // GetString // Copies an ASCII-Z string into the dest pointer, to max length allowed. The result // is always safely zero-terminated (none of that snprintf crap where you have to // zero-terminate yourself >_<). // // Returns: // 0 - Value was retrieved successfully. // 1 - Unknown value. Contents of dest are unchanged. BOOL (PS2E_CALLBACK* GetString)( const char* name, char* dest, int maxlen ); // GetStringAlloc // Provides an alternative to GetString, that can retrieve strings of arbitrary length. // The plugin must provide a valid allocator callback, which takes a size parameter and // returns a pointer to an allocation large enough to hold the size. // // It is then the responsibility of the plugin to free the allocated pointer when it // is done with it. // char* (PS2E_CALLBACK* GetStringAlloc)( const char* name, void* (PS2E_CALLBACK *allocator)(int size) ); // OSD_WriteLn // This function allows the plugin to post messages to the emulator's On-Screen Display. // The OSD message will be displayed with the specified icon (optional) for the duration // of a few seconds, or until other messages have scrolled it out of view. // Implementation of the OSD is emulator specific, and there is no guarantee that the // OSD will be honored at all. If the emulator does not support OSD then this function // call is treated as a NOP. // // Typically a plugin author should only use the OSD for infrequent notices that are // potentially useful to users playing games (particularly at fullscreen). Trouble- // shooting and debug information is best dumped to console or to disk log, or displayed // using a native popup window managed by the plugin. // // Parameters: // icon - an icon identifier, typically from the PS2E_OSDIconTypes enumeration. Specific // versions of emulators may provide their own icon extensions. The emulator will // silently ignore unrecognized icon identifiers, thus retaining cross-compat. // // msg - string message displayed to the user. // void (PS2E_CALLBACK* OSD_WriteLn)( int icon, const char* msg ); // ---------------------------------------------------------------------------- // Menu / MenuItem Section // ---------------------------------------------------------------------------- void (PS2E_CALLBACK* AddMenuItem)( const PS2E_MenuItemInfo* item ); // Allocates a new menu handle and returns it. The returned menu can have any valid existing // menu items bound to it, and can be assigned as a submenu to any created MenuItem. The menu // can belong to multiple menu items, however menu items can only belong to a single menu. PS2E_MenuHandle (PS2E_CALLBACK* Menu_Create)( PS2E_THISPTR thisptr ); // Deletes the specified menu and frees its allocated memory resources. NULL pointers are // safely ignored. Any menu items also attached to this menu will be deleted. Even if you // do not explicitly delete your plugin's menu resources, the emulator will do automatic // cleanup after the plugin's instance is free'd. void (PS2E_CALLBACK* Menu_Delete)( PS2E_MenuHandle handle ); // Adds the specified menu item to this menu. Menu items can only belong to one menu at a // time. If you assign an item to a created menu that already belongs to another menu, it // will be removed from the other menu and moved to this one. To append a menu item to // multiple menus, you will need to create multiple instances of the item. void (PS2E_CALLBACK* Menu_AddItem)( PS2E_MenuHandle menu, PS2E_MenuItemHandle mitem ); // Interface for creating menu items and modifying their properties. PS2E_MenuItemAPI MenuItem; // Provides a set of basic console functions for writing text to the emulator's // console. Some emulators may not support a console, in which case these functions // will be NOPs. For plain and simple to-disk logging, plugins should create and use // their own logging facilities. PS2E_ConsoleWriterAPI Console; // Optional wide-version of the Console API. Use with caution -- wchar_t is platform and // compiler dependent, and so plugin authors should be sure to check the emulator's wchar_t // side before using this interface. See PS2E_ConsoleWriterWideAPI comments for more info. PS2E_ConsoleWriterWideAPI ConsoleW; void* reserved2[8]; } PS2E_EmulatorInfo; // -------------------------------------------------------------------------------------- // PS2E_FreezeData // -------------------------------------------------------------------------------------- // Structure used to pass savestate info between emulator and plugin. // typedef struct _PS2E_FreezeData { u32 Size; // size of the data being frozen or thawed. This value is allowed to be changed by Freeze(). void* Data; // pointer to the data target (freeze) or source (thaw) } PS2E_FreezeData; // -------------------------------------------------------------------------------------- // PS2E_ComponentAPI // -------------------------------------------------------------------------------------- // The PluginTypeAPI is provided for every PS2 component plugin (see PS2E_ComponentTypes // enumeration). For typical dlls which only provide one plugin type of functionality, // the plugin only needs one instance of this struct. For multi-type plugins, for example // a plugin that supports both DEV9 and FW together, an interface must be provided for // each component supported. // // These are functions provided to the PS2 emulator from the plugin. The emulator will // call these functions and expect the plugin to perform defined tasks. // typedef struct _PS2E_ComponentAPI { // EmuStart // This function is called by the emulator when an emulation session is started. The // plugin should take this opportunity to bind itself to the given window handle, open // necessary audio/video/input devices, etc. // // Parameters: // session - provides relevant emulation session information. Provided pointer is // valid until after the subsequent call to EmuClose() // // Threading: EmuStart is called from the GUI thread. All other emulation threads are // guaranteed to be suspended or closed at the time of this call (no locks required). // void (PS2E_CALLBACK* EmuStart)( PS2E_THISPTR thisptr, const PS2E_SessionInfo *session ); // EmuClose // This function is called by the emulator prior to stopping emulation. The window // handle specified in EmuStart is guaranteed to be valid at the time EmuClose is called, // and the plugin should unload/unbind all window dependencies at this time. // // Threading: EmuClose is called from the GUI thread. All other emulation threads are // guaranteed to be suspended or closed at the time of this call (no locks required). // void (PS2E_CALLBACK* EmuClose)( PS2E_THISPTR thisptr ); // CalcFreezeSize // This function should calculate and return the amount of memory needed for the plugin // to freeze its complete emulation state. The value can be larger than the required // amount of space, but cannot be smaller. // // The emulation state when this function is called is guaranteed to be the same as // the following call to Freeze. // // Thread Safety: // May be called from any thread (GUI, Emu, GS, Unknown, etc). // All Emulation threads are halted at a PS2 logical vsync-end event. // No locking is necessary. u32 (PS2E_CALLBACK* CalcFreezeSize)( PS2E_THISPTR thisptr ); // Freeze // This function should make a complete copy of the plugin's emulation state into the // provided dest->Data pointer. The plugin is allowed to reduce the dest->Size value // but is not allowed to make it larger. The plugin will only receive calls to Freeze // and Thaw while a plugin is in an EmuStart() state. // // Parameters: // dest - a pointer to the Data/Size destination buffer (never NULL). // // Thread Safety: // May be called from any thread (GUI, Emu, GS, Unknown, etc). // All Emulation threads are halted at a PS2 logical vsync-end event. // No locking is necessary. void (PS2E_CALLBACK* Freeze)( PS2E_THISPTR thisptr, PS2E_FreezeData* dest ); // Thaw // Plugin should restore a complete emulation state from the given FreezeData. The // plugin will only receive calls to Freeze and Thaw while a plugin is in an EmuStart() // state. // // Thread Safety: // May be called from any thread (GUI, Emu, GS, Unknown, etc). // All Emulation threads are halted at a PS2 logical vsync-end event. // No locking is necessary. void (PS2E_CALLBACK* Thaw)( PS2E_THISPTR thisptr, const PS2E_FreezeData* src ); // Configure // The plugin should open a modal dialog box with plugin-specific settings and prop- // erties. This function can be NULL, in which case the user's Configure option for // this plugin is grayed out. // // All emulation is suspended and the plugin's state is saved to memory prior to this // function being called. Configure is only called outside the context of EmuStart() // (after a call to EmuClose()). // // Plugin authors should ensure to re-read and re-apply all settings on EmuStart(), // which will ensure that any user changes will be applied immediately. For changes // that can be applied without emulation suspension, see/use the GUI extensions for // menu and toolbar shortcuts. // // Thread Safety: // Always called from the GUI thread, with emulation in a halted state (no locks // needed). void (PS2E_CALLBACK* Configure)( PS2E_THISPTR thisptr ); // GetLastError // This is an optional method with allows the emulator to retrieve extended formatted // error information about a recent failed plugin call. If implemented by the plugin, // it should store message information in it's PS2E_THISPTR allocation, and free the // string buffers when the plugin's instance is deleted. // // The plugin is allowed to return NULL for either msg_diag or msg_user (or both). // Returned pointers should be static global arrays, and must be NULL terminated. If // only one message is provided, it will be used for both console log and popup. // // Parameters: // msg_diag - diagnostic message, which is english only and typically intended for // console or disk logging. // // msg_user - optional translated user message, which is displayed as a popup to explain // to the user why the plugin failed to initialize. // // Thread safety: // * Thread Affinity: none. May be called from any thread. // * Interlocking: Instance. All calls from the emu are fully interlocked against // the plugin instance. // void (PS2E_CALLBACK* GetLastError)( PS2E_THISPTR thisptr, char* const* msg_diag, wchar_t* const* msg_user ); // Reserved area at the end of the structure, for future API expansion. void* reserved[8]; } PS2E_ComponentAPI; // -------------------------------------------------------------------------------------- // PS2E_LibraryAPI // -------------------------------------------------------------------------------------- // The LibraryAPI is an overall library-scope set of functions that perform basic Init, // Shutdown, and global configuration operations. // // These are functions provided to the PS2 emulator from the plugin. The emulator will // call these functions and expect the plugin to perform defined tasks. // // Threading: // - get* callbacks in this struct are not bound to any particular thread. Implementations // should not assume any specific thread affinity. // // - set* callbacks in this struct are bound to the GUI thread of the emulator, and will // always be invoked from that thread. // typedef struct _PS2E_LibraryAPI { // GetName // Returns an ASCII-Z (zero-terminated) string name of the plugin. The name should // *not* include version or build information. That info is returned separately // via GetVersion. The return value cannot be NULL (if it is NULL, the emulator // will assume the DLL is invalid and ignore it). // // The pointer should reference a static/global scope char array, or an allocated // heap pointer (not recommended). // // This function may be called multiple times by the emulator, so it should accommodate // for such if it performs heap allocations or other initialization procedures. const char* (PS2E_CALLBACK* GetName)(); // GetVersion // This function returns name and version information for the requested PS2 component. // If the plugin does not support the requested component, it should return NULL. // The returned pointer, if non-NULL, must be either a static value [recommended] or a // heap-allocated value, and valid for the lifetime of the plugin. // // This function may be called multiple times by the emulator, so it should accommodate // for such if it performs heap allocations or other initialization procedures. // // Typically a plugin will return the same version for all supported components. The // component parameter is mostly provided to allow this function to serve a dual purpose // of both component versioning and as a component enumerator. // // See PS2E_VersionInfo for more details. // // Parameters: // component - indicates the ps2 component plugin to be versioned. If the plugin // does not support the requested component, the function should return NULL. // const PS2E_VersionInfo* (PS2E_CALLBACK* GetVersion)( u32 component ); // Test // Called by the plugin enumerator to check the hardware availability of the specified // component. The function should return 1 if the plugin appears to be supported, or // 0 if the test failed. // // While a plugin is welcome to use its own CPU capabilities information, it is recommended // that you use the emulator provided CPU capabilities structure instead. The emulator may // have provisions in its interface to allow for the forced disabling of extended CPU cap- // abilities, for testing purposes. // BOOL (PS2E_CALLBACK* Test)( u32 component, const PS2E_EmulatorInfo* xinfo ); // NewComponentInstance // The emulator calls this function to fetch the API for the requested component. // The plugin is expected to perform an "availability test" (the same test as performed // by Test()) and return NULL if the plugin does not support the host machine's hardware // or software installations. // // This function is only called for components which the plugin returned a non-NULL // version information struct for in GetVersion(). // // Plugin Allocation Strategy: // The Component API has been designed with function invocation efficiency in mind. // To allocate your plugin's component instance you should create a structure that // contains PS2E_ComponentAPI_* as the first member (where * refers to the PS2 // component type), and plugin-specific instance data is stored as any number of // subsequent members in the struct. // // Parameters: // component - indicates the ps2 component API to return. // dest - structure to fill with plugin function implementations. Dest should // be manually typecast by the plugin to match the requested component. // // OnError: // Plugins may optionally prepare more detailed information on why the plugin failed // it's availability test which the emu can request via GetLastError. // PS2E_THISPTR (PS2E_CALLBACK* NewComponentInstance)( u32 component ); // DeleteComponentInstance // Called by the emulator when the plugin component is to be shutdown. The component API // instance pointer can be safely deleted here. void (PS2E_CALLBACK* DeleteComponentInstance)( PS2E_THISPTR instance ); // SetSettingsFolder // Callback is passed an ASCII-Z string representing the folder where the emulator's // settings files are stored (may either be under the user's documents folder, or a // location relative to the CWD of the emu application). // // Typically this callback is only issued once per plugin session, aand prior to the // opening of any PS2 components. It is the responsibility of the emu to save the // emulation state, shutdown plugins, and restart everything anew from the new settings // in such an event as a dynamic change of the settings folder. // void (PS2E_CALLBACK* SetSettingsFolder)( const char* folder ); // SetLogFolder // This callback may be issued at any time. It is the responsibility of the plugin // to do the necessary actions to close existing disk logging facilities and re-open // new facilities. // // Thread Safety: // This function is always called from the GUI thread. All emulation threads are // suspended during the call, so no locking is required. // void (PS2E_CALLBACK* SetLogFolder)( const char* folder ); // Reserved area at the end of the structure, for future API expansion. This area // should always be zeroed out, so that future versions of emulators that may have // defined functions here will recognize the functions as not supported by the plugin. void* reserved[12]; } PS2E_LibraryAPI; // -------------------------------------------------------------------------------------- // PS2E_ComponentAPI_GS // -------------------------------------------------------------------------------------- // Thread Safety: // Most GS callbacks are issued from the GS thread only, and are always called synchronously // with all other component API functions. No locks are needed, and DirectX-based GS // plugins can safely disable DX multithreading support for speedup (unless the plugin // utilizes multiple threads of its own internally). // typedef struct _PS2E_ComponentAPI_GS { // Base Component API (inherited structure) struct _PS2E_ComponentAPI Base; // SetSnapshotsFolder // Callback is passed an ASCII-Z string representing the folder where the emulator's // snapshots are to be saved (typically located under user documents, but may be CWD // or any user-specified location). // // Thread Safety: // This function may be called from either GUI thread or GS thread. Emulators calling // it from non-GS threads must ensure mutex locking with TakeSnapshot (meaning the // plugin should be free to disregard threading concerns). void (PS2E_CALLBACK* GsSetSnapshotsFolder)( PS2E_THISPTR thisptr, const char* folder ); // TakeSnapshot // The GS plugin is to save the current frame into the given target image. This // function is always called immediately after a GSvsync(), ensuring that the current // framebuffer is safely intact for capture. // // Returns TRUE if the snapshot succeeded, or FALSE if it failed (contents of dest // are considered indeterminate and will be ignored by the emu). BOOL (PS2E_CALLBACK* GsTakeSnapshot)( PS2E_THISPTR thisptr, PS2E_Image* dest ); // OSD_QueueMessage // Queues a message to the GS for display to the user. The GS can print the message // where-ever it pleases, though it's suggested that the messages be printed either // near the top or the bottom of the window (and in the black/empty area if the // game's display is letterboxed). // // Parameters: // message - text to queue (UTF8 format); will always be a single line (emulator // is responsible for pre-processing linebreaks into multiple messages). The pointer // will become invalid after this call retunrs, so be sure to make a local copy of the // text. // // timeout - Suggested timeout period, in milliseconds. This is a hint and need // not be strictly adhered to by the GS. // void (PS2E_CALLBACK* OSD_QueueMessage)( PS2E_THISPTR thisptr, const char* msg, int timeout ); // OSD_IconStatus // Sets the visibility status of an icon. Icon placement can be determined by the GS, // although it's recommended that the icon be displayed near a corner of the screen, and // be displayed in the empty/black areas if present (letterboxing). // // Parameters: // iconId - Icon status to change // alpha - 0.0 is hdden, 1.0 is visible. Other alpha values may be used as either // transparency or as a scrolling factor (ie, to scroll the icon in and out of view, in // any way the GS plugin sees fit). void (PS2E_CALLBACK* OSD_IconStatus)( PS2E_THISPTR thisptr, OSDIconTypes iconId, float alpha ); // GSvsync // // Returns FALSE if the plugin encountered a critical error while updating the display; // indicating a device or emulation failure that should terminate the current emulation. // (if any critical errors accumulated during GStransferTags or GStransferImage, they // should also be handled here by returning FALSE) // BOOL (PS2E_CALLBACK* GsVsync)(int field); // GSwriteRegs // Sends a GIFtag and associated register data. This is the main transfer method for all // GIF register data. REGLIST mode is unpacked into the forat described below. // // Note that SIGNAL, FINISH, and LABEL tags are handled internally by the emulator in a // thread-safe manner -- the GS plugin should ignore those tags when processing. // // Returns FALSE if the plugin encountered a critical error while setting texture; // indicating a device failure. // // Parameters: // pMem - pointer to source memory for the register descriptors and register data. // The first 128 bits (1 qwc) is the descriptors unrolled into 16x8 format. The // following data is (regcnt x tagcnt) QWCs in length. // // regcnt - number of registers per loop packet (register descriptors are filled // low->high). Valid range is 1->16, and will never be zero. // // nloop - number of loops of register data. Valid range is 1->32767 (upper 17 // bits are always zero). This value will never be zero. void (PS2E_CALLBACK* GsWriteRegs)(const u128 *pMem, int regcnt, int nloop); // GSwritePrim // Starts a new prim by sending the specified value to the PRIM register. The emulator // only posts this data to the GS s per the rules of GIFpath processing (note however // that packed register data can also contain PRIM writes). // // Parameters: // primData - value to write to the PRIM register. Only the bottom 10 bits are // valid. Upper bits are always zero. void (PS2E_CALLBACK* GsWritePrim)(int primData); // GSwriteImage // Uploads new image data. Data uploaded may be in any number of partial chunks, for // which the GS is responsible for managing the state machine for writes to GS memory. // // Plugin authors: Note that it is valid for games to only modify a small portion of a // larger texture buffer, or for games to modify several portions of a single large // buffer, by using mid-transfer writes to TRXPOS and TRXDIR (TRXPOS writes only become // effective once TRXDIR has been written). void (PS2E_CALLBACK* GsWriteImage)(const u128 *pMem, int qwc_cnt); // GSreadImage // This special callback is for implementing the Read mode direction of the GIFpath. // The GS plugin writes the texture data as requested by it's internally managed state // values for TRXPOS/TRXREG to the buffer provided by pMem. The buffer size is qwc_cnt // and the GS must not write more than that. void (PS2E_CALLBACK* GsReadImage)(u128 *pMem, int qwc_cnt); void* reserved[8]; } PS2E_ComponentAPI_GS; // -------------------------------------------------------------------------------------- // PS2E_ComponentAPI_Mcd // -------------------------------------------------------------------------------------- // Thread Safety: // * Thread affinity is not guaranteed. Calls may be made from either the main emu thread // or an IOP child thread (if the emulator uses one). // // * No locking required: All calls to the memory cards are interlocked by the emulator. // typedef struct _PS2E_ComponentAPI_Mcd { // Base Component API (inherited structure) struct _PS2E_ComponentAPI Base; // McdIsPresent // Called by the emulator to detect the availability of a memory card. This function // will be called frequently -- essentially whenever the SIO port for the memory card // has its status polled - so its overhead should be minimal when possible. // // Returns: // 0 if the card is not available, or 1 if it is available. // BOOL (PS2E_CALLBACK* McdIsPresent)( PS2E_THISPTR thisptr, uint port, uint slot ); // McdRead // Requests that a block of data be loaded from the memorycard into the specified dest // buffer (which is allocated by the caller). Bytes read should match the requested // size. Reads *must* be performed synchronously (function cannot return until the // read op has finished). // // Returns: // 0 on failure, and 1 on success. Emulator may use GetLastError to retrieve additional // information for logging or displaying to the user. // BOOL (PS2E_CALLBACK* McdRead)( PS2E_THISPTR thisptr, uint port, uint slot, u8 *dest, u32 adr, int size ); // McdSave // Saves the provided block of data to the memorycard at the specified seek address. // Writes *must* be performed synchronously (function cannot return until the write op // has finished). Write cache flushing is optional. // // Returns: // 0 on failure, and 1 on success. Emulator may use GetLastError to retrieve additional // information for logging or displaying to the user. // BOOL (PS2E_CALLBACK* McdSave)( PS2E_THISPTR thisptr, uint port, uint slot, const u8 *src, u32 adr, int size ); // McdEraseBlock // Saves "cleared" data to the memorycard at the specified seek address. Cleared data // is a series of 0xff values (all bits set to 1). // Writes *must* be performed synchronously (function cannot return until the write op // has finished). Write cache flushing is optional. // // Returns: // 0 on failure, and 1 on success. Emulator may use GetLastError to retrieve additional // information for logging or displaying to the user. // BOOL (PS2E_CALLBACK* McdEraseBlock)( PS2E_THISPTR thisptr, uint port, uint slot, u32 adr ); u64 (PS2E_CALLBACK* McdGetCRC)( PS2E_THISPTR thisptr, uint port, uint slot ); void* reserved[8]; } PS2E_ComponentAPI_Mcd; // ------------------------------------------------------------------------------------ // KeyEvent type enumerations // ------------------------------------------------------------------------------------ enum PS2E_KeyEventTypes { PS2E_KEY_UP = 0, PS2E_KEY_DOWN }; #define PS2E_SHIFT 1 #define PS2E_CONTROL 2 #define PS2E_ALT 4 // -------------------------------------------------------------------------------------- // PS2E_KeyEvent // -------------------------------------------------------------------------------------- // Structure used to key event data from pad plugin to emulator. // typedef struct _PS2E_KeyEvent { PS2E_KeyEventTypes event; // Value of the key being pressed or released uint value; // Combination of PS2E_SHIFT, PS2E_CONTROL, and/or PS2E_ALT, indicating which // modifier keys were also down when the key was pressed. uint flags; } PS2E_KeyEvent; // -------------------------------------------------------------------------------------- // PS2E_ComponentAPI_Pad // -------------------------------------------------------------------------------------- // Thread Safety: // * Thread affinity is not guaranteed. Even PadKeyEvent may be called from a thread not // belonging to the active window (the window where the GA is output). Other calls may // be made from either the main emu thread or an EE/IOP/GS child thread (if the emulator // uses them). // typedef struct _PS2E_ComponentAPI_Pad { // Base Component API (inherited structure) struct _PS2E_ComponentAPI Base; // PadIsPresent // Called by the emulator to detect the availability of a pad. This function will // be called frequently -- essentially whenever the SIO port for the pad has its // status polled - so its overhead should be minimal when possible. // // A plugin should behave reasonably when a pad that's not plugged in is polled. // // Returns: // 0 if the card/pad is not available, or 1 if it is available. // BOOL (PS2E_CALLBACK* PadIsPresent)( PS2E_THISPTR thisptr, uint port, uint slot ); // PadStartPoll // Called by the emulator to start polling the specified pad. // // Returns: // First byte in response to the poll (Typically 0xff). // // Threading: // Called from the EEcore thread. The emulator performs no locking of its own, so // calls to this may occur concurrently with calls to PadUpdate. // u8 (PS2E_CALLBACK* PadStartPoll)( PS2E_THISPTR thisptr, uint port, uint slot ); // PadPoll // Continues polling the specified pad, sending the given value. // // Returns: // Next byte in response to the poll. // // Threading: // Called from the EEcore thread. The emulator performs no locking of its own, so // calls to this may occur concurrently with calls to PadUpdate. // u8 (PS2E_CALLBACK* PadPoll)( PS2E_THISPTR thisptr, u8 value ); // PadKeyEvent // Called by the emulator in the gui thread to check for keys being pressed or released. // // Returns: // PS2E_KeyEvent: Key being pressed or released. Should stay valid until next call to // PadKeyEvent or plugin is closed with EmuClose. // // Threading: // May be called from any thread. The emulator performs no locking of its own, so // calls to this may occur concurrently with calls to PadUpdate. // PS2E_KeyEvent* (PS2E_CALLBACK* PadGetKeyEvent)( PS2E_THISPTR thisptr ); // PadUpdate // This callback is issued from the thread that owns the GSwindow, at roughly 50/60hz, // allowing the Pad plugin to use it for update logic that expects thread affinity with // the GSwindow. // // Threading: // Called from the same thread that owns the GSwindow (typically either a GUI thread // or an MTGS thread). The emulator performs no locking of its own, so calls to this // may occur concurrently with calls to PadKeyEvent and PadPoll. // void (PS2E_CALLBACK* PadUpdate)( PS2E_THISPTR thisptr ); void* reserved[8]; } PS2E_ComponentAPI_Pad; // -------------------------------------------------------------------------------------- // PS2E_InitAPI // -------------------------------------------------------------------------------------- // Called by the emulator when the plugin is loaded into memory. The emulator uses the // presence of this function to detect PS2E-v2 plugin API, and will direct all subsequent // calls through the returned LibraryAPI. The function is allowed to return NULL if the // emulator's version information or machine capabilities are insufficient for the // plugin's needs. // // Note: It is recommended that plugins query machine capabilities from the emulator rather // than the operating system or CPUID directly, since it allows the emulator the option of // overriding the reported capabilities, for diagnostic purposes. (such behavior is not // required, however) // // This function is called *once* for the duration of a loaded plugin. // // Returns: // A pointer to a static structure that contains the API for this plugin, or NULL if // the plugin explicitly does not support the emulator version or machine specs. // // OnError: // Plugins may optionally prepare more detailed information on why the plugin failed // it's availability test which the emu can request via PS2E_GetLastError. // // Thread Safety: // * Affinity: Called only from the Main/GUI thread. // * Interlocking: Full interlocking garaunteed. // typedef const PS2E_LibraryAPI* (PS2E_CALLBACK* _PS2E_InitAPI)( const PS2E_EmulatorInfo* emuinfo ); // -------------------------------------------------------------------------------------- // PS2E_GetLastError // -------------------------------------------------------------------------------------- // Optional method which may be called by the emulator if the plugin returned NULL on // PS2E_InitAPI. Plugins may return NULL for either/both msg_diag and msg_user. Returned // pointers should be static global arrays, and must be NULL terminated. If only one // message is provided, it will be used for both console log and popup. // // Parameters: // msg_diag - diagnostic message, which is english only and typically intended for console // or disk logging. // // msg_user - optional translated user message, which is displayed as a popup to explain // to the user why the plugin failed to initialize. // typedef void (PS2E_CALLBACK* _PS2E_GetLastError)( char* const* msg_diag, wchar_t* const* msg_user ); ////////////////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////////////////// // Begin old legacy API here (present for reference purposes only, until all plugin API // specifics have been accounted for) ////////////////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////////////////// #if 0 // SPU2 // NOTE: The read/write functions CANNOT use XMM/MMX regs // If you want to use them, need to save and restore current ones typedef s32 (CALLBACK* _SPU2init)(char *configpath); typedef s32 (CALLBACK* _SPU2open)(void *pDisplay); typedef void (CALLBACK* _SPU2close)(); typedef void (CALLBACK* _SPU2shutdown)(); typedef void (CALLBACK* _SPU2write)(u32 mem, u16 value); typedef u16 (CALLBACK* _SPU2read)(u32 mem); typedef void (CALLBACK* _SPU2readDMA4Mem)(u16 *pMem, u32 size); typedef void (CALLBACK* _SPU2writeDMA4Mem)(u16 *pMem, u32 size); typedef void (CALLBACK* _SPU2interruptDMA4)(); typedef void (CALLBACK* _SPU2readDMA7Mem)(u16 *pMem, u32 size); typedef void (CALLBACK* _SPU2writeDMA7Mem)(u16 *pMem, u32 size); typedef void (CALLBACK* _SPU2interruptDMA7)(); typedef void (CALLBACK* _SPU2readDMAMem)(u16 *pMem, u32 size, u8 core); typedef void (CALLBACK* _SPU2writeDMAMem)(u16 *pMem, u32 size, u8 core); typedef void (CALLBACK* _SPU2interruptDMA)(u8 core); typedef void (CALLBACK* _SPU2setDMABaseAddr)(uptr baseaddr); typedef void (CALLBACK* _SPU2irqCallback)(void (*SPU2callback)(),void (*DMA4callback)(),void (*DMA7callback)()); typedef bool (CALLBACK* _SPU2setupRecording)(bool start); typedef void (CALLBACK* _SPU2setClockPtr)(u32*ptr); typedef void (CALLBACK* _SPU2setTimeStretcher)(short int enable); typedef u32 (CALLBACK* _SPU2ReadMemAddr)(u8 core); typedef void (CALLBACK* _SPU2WriteMemAddr)(u8 core,u32 value); typedef void (CALLBACK* _SPU2async)(u32 cycles); typedef s32 (CALLBACK* _SPU2freeze)(u8 mode, freezeData *data); typedef void (CALLBACK* _SPU2keyEvent)(keyEvent* ev); typedef void (CALLBACK* _SPU2configure)(); typedef s32 (CALLBACK* _SPU2test)(); typedef void (CALLBACK* _SPU2about)(); // CDVD // NOTE: The read/write functions CANNOT use XMM/MMX regs // If you want to use them, need to save and restore current ones typedef s32 (CALLBACK* _CDVDinit)(char *configpath); typedef s32 (CALLBACK* _CDVDopen)(const char* pTitleFilename); typedef void (CALLBACK* _CDVDclose)(); typedef void (CALLBACK* _CDVDshutdown)(); typedef s32 (CALLBACK* _CDVDreadTrack)(u32 lsn, int mode); typedef u8* (CALLBACK* _CDVDgetBuffer)(); typedef s32 (CALLBACK* _CDVDreadSubQ)(u32 lsn, cdvdSubQ* subq); typedef s32 (CALLBACK* _CDVDgetTN)(cdvdTN *Buffer); typedef s32 (CALLBACK* _CDVDgetTD)(u8 Track, cdvdTD *Buffer); typedef s32 (CALLBACK* _CDVDgetTOC)(void* toc); typedef s32 (CALLBACK* _CDVDgetDiskType)(); typedef s32 (CALLBACK* _CDVDgetTrayStatus)(); typedef s32 (CALLBACK* _CDVDctrlTrayOpen)(); typedef s32 (CALLBACK* _CDVDctrlTrayClose)(); typedef void (CALLBACK* _CDVDkeyEvent)(keyEvent* ev); typedef s32 (CALLBACK* _CDVDfreeze)(u8 mode, freezeData *data); typedef void (CALLBACK* _CDVDconfigure)(); typedef s32 (CALLBACK* _CDVDtest)(); typedef void (CALLBACK* _CDVDabout)(); typedef void (CALLBACK* _CDVDnewDiskCB)(void (*callback)()); // DEV9 // NOTE: The read/write functions CANNOT use XMM/MMX regs // If you want to use them, need to save and restore current ones typedef s32 (CALLBACK* _DEV9init)(char *configpath); typedef s32 (CALLBACK* _DEV9open)(void *pDisplay); typedef void (CALLBACK* _DEV9close)(); typedef void (CALLBACK* _DEV9shutdown)(); typedef u8 (CALLBACK* _DEV9read8)(u32 mem); typedef u16 (CALLBACK* _DEV9read16)(u32 mem); typedef u32 (CALLBACK* _DEV9read32)(u32 mem); typedef void (CALLBACK* _DEV9write8)(u32 mem, u8 value); typedef void (CALLBACK* _DEV9write16)(u32 mem, u16 value); typedef void (CALLBACK* _DEV9write32)(u32 mem, u32 value); typedef void (CALLBACK* _DEV9readDMA8Mem)(u32 *pMem, int size); typedef void (CALLBACK* _DEV9writeDMA8Mem)(u32 *pMem, int size); typedef void (CALLBACK* _DEV9irqCallback)(DEV9callback callback); typedef DEV9handler (CALLBACK* _DEV9irqHandler)(void); typedef void (CALLBACK* _DEV9keyEvent)(keyEvent* ev); typedef s32 (CALLBACK* _DEV9freeze)(int mode, freezeData *data); typedef void (CALLBACK* _DEV9configure)(); typedef s32 (CALLBACK* _DEV9test)(); typedef void (CALLBACK* _DEV9about)(); // USB // NOTE: The read/write functions CANNOT use XMM/MMX regs // If you want to use them, need to save and restore current ones typedef s32 (CALLBACK* _USBinit)(char *configpath); typedef s32 (CALLBACK* _USBopen)(void *pDisplay); typedef void (CALLBACK* _USBclose)(); typedef void (CALLBACK* _USBshutdown)(); typedef u8 (CALLBACK* _USBread8)(u32 mem); typedef u16 (CALLBACK* _USBread16)(u32 mem); typedef u32 (CALLBACK* _USBread32)(u32 mem); typedef void (CALLBACK* _USBwrite8)(u32 mem, u8 value); typedef void (CALLBACK* _USBwrite16)(u32 mem, u16 value); typedef void (CALLBACK* _USBwrite32)(u32 mem, u32 value); typedef void (CALLBACK* _USBasync)(u32 cycles); typedef void (CALLBACK* _USBirqCallback)(USBcallback callback); typedef USBhandler (CALLBACK* _USBirqHandler)(void); typedef void (CALLBACK* _USBsetRAM)(void *mem); typedef void (CALLBACK* _USBkeyEvent)(keyEvent* ev); typedef s32 (CALLBACK* _USBfreeze)(int mode, freezeData *data); typedef void (CALLBACK* _USBconfigure)(); typedef s32 (CALLBACK* _USBtest)(); typedef void (CALLBACK* _USBabout)(); //FW typedef s32 (CALLBACK* _FWinit)(char *configpath); typedef s32 (CALLBACK* _FWopen)(void *pDisplay); typedef void (CALLBACK* _FWclose)(); typedef void (CALLBACK* _FWshutdown)(); typedef u32 (CALLBACK* _FWread32)(u32 mem); typedef void (CALLBACK* _FWwrite32)(u32 mem, u32 value); typedef void (CALLBACK* _FWirqCallback)(void (*callback)()); typedef void (CALLBACK* _FWkeyEvent)(keyEvent* ev); typedef s32 (CALLBACK* _FWfreeze)(int mode, freezeData *data); typedef void (CALLBACK* _FWconfigure)(); typedef s32 (CALLBACK* _FWtest)(); typedef void (CALLBACK* _FWabout)(); // General extern _PS2EgetLibType PS2EgetLibType; extern _PS2EgetLibVersion2 PS2EgetLibVersion2; extern _PS2EgetLibName PS2EgetLibName; extern _PS2EpassConfig PS2EpassConfig; #endif #ifndef __cplusplus } #endif #endif // __PLUGINCALLBACKS_H__