visualboyadvance-m/src/System.h

135 lines
3.7 KiB
C++

// -*- C++ -*-
// VisualBoyAdvance - Nintendo Gameboy/GameboyAdvance (TM) emulator.
// Copyright (C) 1999-2003 Forgotten
// Copyright (C) 2004 Forgotten and the VBA development team
// This program is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation; either version 2, or(at your option)
// any later version.
//
// This program 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 this program; if not, write to the Free Software Foundation,
// Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#ifndef VBA_SYSTEM_H
#define VBA_SYSTEM_H
#include <stdint.h>
#include <zlib.h>
#ifndef NULL
#define NULL 0
#endif
typedef uint8_t u8;
typedef uint16_t u16;
typedef uint32_t u32;
typedef uint64_t u64;
typedef int8_t s8;
typedef int16_t s16;
typedef int32_t s32;
typedef int64_t s64;
typedef unsigned char u8;
typedef unsigned short u16;
typedef unsigned int u32;
struct EmulatedSystem {
// main emulation function
void (*emuMain)(int);
// reset emulator
void (*emuReset)();
// clean up memory
void (*emuCleanUp)();
// load battery file
bool (*emuReadBattery)(const char *);
// write battery file
bool (*emuWriteBattery)(const char *);
// load state
bool (*emuReadState)(const char *);
// save state
bool (*emuWriteState)(const char *);
// load memory state (rewind)
bool (*emuReadMemState)(char *, int);
// write memory state (rewind)
bool (*emuWriteMemState)(char *, int);
// write PNG file
bool (*emuWritePNG)(const char *);
// write BMP file
bool (*emuWriteBMP)(const char *);
// emulator update CPSR (ARM only)
void (*emuUpdateCPSR)();
// emulator has debugger
bool emuHasDebugger;
// clock ticks to emulate
int emuCount;
};
extern void log(const char *,...);
extern bool systemPauseOnFrame();
extern void systemGbPrint(u8 *,int,int,int,int);
extern void systemScreenCapture(int);
extern void systemDrawScreen();
// updates the joystick data
extern bool systemReadJoypads();
// return information about the given joystick, -1 for default joystick
extern u32 systemReadJoypad(int);
extern u32 systemGetClock();
extern void systemMessage(int, const char *, ...);
extern void systemSetTitle(const char *);
extern void systemWriteDataToSoundBuffer();
extern void systemSoundShutdown();
extern void systemSoundPause();
extern void systemSoundResume();
extern void systemSoundReset();
extern bool systemSoundInit();
extern void systemScreenMessage(const char *);
extern void systemUpdateMotionSensor();
extern int systemGetSensorX();
extern int systemGetSensorY();
extern bool systemCanChangeSoundQuality();
extern void systemShowSpeed(int);
extern void system10Frames(int);
extern void systemFrame();
extern void systemGbBorderOn();
extern void Sm60FPS_Init();
extern bool Sm60FPS_CanSkipFrame();
extern void Sm60FPS_Sleep();
extern void DbgMsg(const char *msg, ...);
extern void winlog(const char *,...);
extern void (*dbgOutput)(const char *s, u32 addr);
extern void (*dbgSignal)(int sig,int number);
extern u16 systemColorMap16[0x10000];
extern u32 systemColorMap32[0x10000];
extern u16 systemGbPalette[24];
extern int systemRedShift;
extern int systemGreenShift;
extern int systemBlueShift;
extern int systemColorDepth;
extern int systemDebug;
extern int systemVerbose;
extern int systemFrameSkip;
extern int systemSaveUpdateCounter;
extern int systemSpeed;
extern int systemThrottle;
#define SYSTEM_SAVE_UPDATED 30
#define SYSTEM_SAVE_NOT_UPDATED 0
#endif //VBA_SYSTEM_H