pcsx2/common/include/PluginCallbacks.h

1421 lines
63 KiB
C++

/* PCSX2 - PS2 Emulator for PCs
* Copyright (C) 2002-2010 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 <http://www.gnu.org/licenses/>.
*/
#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/library 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 convention 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 reserved.
// .
// .
// .
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 its 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
// need more than an integers 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 its 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::EmuOpen().
//
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 freed.
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
{
// EmuOpen
// 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: EmuOpen 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* EmuOpen)( PS2E_THISPTR thisptr, const PS2E_SessionInfo *session );
// EmuClose
// This function is called by the emulator prior to stopping emulation. The window
// handle specified in EmuOpen 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 EmuOpen() 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 EmuOpen()
// 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 EmuOpen()
// (after a call to EmuClose()).
//
// Plugin authors should ensure to re-read and re-apply all settings on EmuOpen(),
// 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_McdSizeInfo
// --------------------------------------------------------------------------------------
struct PS2E_McdSizeInfo
{
u16 SectorSize; // Size of each sector, in bytes. (only 512 and 1024 are valid)
u16 EraseBlockSizeInSectors; // Size of the erase block, in sectors (max is 16)
u32 McdSizeInSectors; // Total size of the card, in sectors (no upper limit)
};
// --------------------------------------------------------------------------------------
// 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:
// False if the card is not available, or True if it is available.
//
BOOL (PS2E_CALLBACK* McdIsPresent)( PS2E_THISPTR thisptr, uint port, uint slot );
// McdGetSectorSize (can be NULL)
// Requests memorycard formatting information from the Mcd provider. See the description of
// PS2E_McdSizeInfo for details on each field. If the Mcd provider supports only standard 8MB
// carts, then this function can be NULL.
//
// Returns:
// Assigned values for memorycard sector size and sector count in 'outways.'
//
void (PS2E_CALLBACK* McdGetSizeInfo)( PS2E_THISPTR thisptr, uint port, uint slot, PS2E_McdSizeInfo* outways );
// McdIsPSX
// Checks if the memorycard is a PSX one from the Mcd provider.
//
// Returns:
// False: PS2, True: PSX
//
bool (PS2E_CALLBACK* McdIsPSX)( 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:
// False on failure, and True 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:
// False on failure, and True 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:
// False on failure, and True 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
};
enum PS2E_KeyModifiers
{
PS2E_SHIFT = 1,
PS2E_CONTROL = 2,
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:
// False if the card/pad is not available, or True 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__