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driver.h

#ifndef __DRIVER_H_
#define __DRIVER_H_

#include <stdio.h>
#include <string>
#include <iosfwd>

#include "types.h"
#include "git.h"
#include "file.h"

FILE *FCEUD_UTF8fopen(const char *fn, const char *mode);
inline FILE *FCEUD_UTF8fopen(const std::string &n, const char *mode) { return FCEUD_UTF8fopen(n.c_str(),mode); }
std::fstream* FCEUD_UTF8_fstream(const char *n, const char *m);
inline std::fstream* FCEUD_UTF8_fstream(const std::string &n, const char *m) { return FCEUD_UTF8_fstream(n.c_str(),m); }
FCEUFILE* FCEUD_OpenArchiveIndex(ArchiveScanRecord& asr, std::string& fname, int innerIndex);
FCEUFILE* FCEUD_OpenArchive(ArchiveScanRecord& asr, std::string& fname, std::string* innerFilename);
ArchiveScanRecord FCEUD_ScanArchive(std::string fname);

//mbg 7/23/06
const char *FCEUD_GetCompilerString();

//This makes me feel dirty for some reason.
void FCEU_printf(char *format, ...);
#define FCEUI_printf FCEU_printf

//Video interface
void FCEUD_SetPalette(uint8 index, uint8 r, uint8 g, uint8 b);
void FCEUD_GetPalette(uint8 i,uint8 *r, uint8 *g, uint8 *b);

//Displays an error.  Can block or not.
void FCEUD_PrintError(const char *s);
void FCEUD_Message(const char *s);

//Network interface

//Call only when a game is loaded.
int FCEUI_NetplayStart(int nlocal, int divisor);

// Call when network play needs to stop.
void FCEUI_NetplayStop(void);

//Note:  YOU MUST NOT CALL ANY FCEUI_* FUNCTIONS WHILE IN FCEUD_SendData() or FCEUD_RecvData().

//Return 0 on failure, 1 on success.
int FCEUD_SendData(void *data, uint32 len);
int FCEUD_RecvData(void *data, uint32 len);

//Display text received over the network.
void FCEUD_NetplayText(uint8 *text);

//Encode and send text over the network.
void FCEUI_NetplayText(uint8 *text);

//Called when a fatal error occurred and network play can't continue.  This function
//should call FCEUI_NetplayStop() after it has deinitialized the network on the driver
//side.
void FCEUD_NetworkClose(void);

bool FCEUI_BeginWaveRecord(const char *fn);
int FCEUI_EndWaveRecord(void);

void FCEUI_ResetNES(void);
void FCEUI_PowerNES(void);

void FCEUI_NTSCSELHUE(void);
void FCEUI_NTSCSELTINT(void);
void FCEUI_NTSCDEC(void);
void FCEUI_NTSCINC(void);
void FCEUI_GetNTSCTH(int *tint, int *hue);
void FCEUI_SetNTSCTH(int n, int tint, int hue);

void FCEUI_SetInput(int port, ESI type, void *ptr, int attrib);
void FCEUI_SetInputFC(ESIFC type, void *ptr, int attrib);

//tells the emulator whether a fourscore is attached
void FCEUI_SetInputFourscore(bool attachFourscore);
//tells whether a fourscore is attached
bool FCEUI_GetInputFourscore();

void FCEUI_UseInputPreset(int preset);


//New interface functions

//0 to order screen snapshots numerically(0.png), 1 to order them file base-numerically(smb3-0.png).
//this variable isn't used at all, snap is always name-based
//void FCEUI_SetSnapName(bool a);

//0 to keep 8-sprites limitation, 1 to remove it
void FCEUI_DisableSpriteLimitation(int a);

void FCEUI_SetRenderPlanes(bool sprites, bool bg);
void FCEUI_GetRenderPlanes(bool& sprites, bool& bg);

//name=path and file to load.  returns null if it failed
FCEUGI *FCEUI_LoadGame(const char *name, int OverwriteVidMode);

//same as FCEUI_LoadGame, except that it can load from a tempfile. 
//name is the logical path to open; archiveFilename is the archive which contains name
FCEUGI *FCEUI_LoadGameVirtual(const char *name, int OverwriteVidMode);

//general purpose emulator initialization. returns true if successful
bool FCEUI_Initialize();

//Emulates a frame.
void FCEUI_Emulate(uint8 **, int32 **, int32 *, int);

//Closes currently loaded game
void FCEUI_CloseGame(void);

//Deallocates all allocated memory.  Call after FCEUI_Emulate() returns.
void FCEUI_Kill(void);

//Enable/Disable game genie. a=true->enabled
void FCEUI_SetGameGenie(bool a);

//Set video system a=0 NTSC, a=1 PAL
void FCEUI_SetVidSystem(int a);

//Convenience function; returns currently emulated video system(0=NTSC, 1=PAL).
int FCEUI_GetCurrentVidSystem(int *slstart, int *slend);

#ifdef FRAMESKIP
/* Should be called from FCEUD_BlitScreen().  Specifies how many frames
   to skip until FCEUD_BlitScreen() is called.  FCEUD_BlitScreenDummy()
   will be called instead of FCEUD_BlitScreen() when when a frame is skipped.
*/
void FCEUI_FrameSkip(int x);
#endif

//First and last scanlines to render, for ntsc and pal emulation.
void FCEUI_SetRenderedLines(int ntscf, int ntscl, int palf, int pall);

//Sets the base directory(save states, snapshots, etc. are saved in directories below this directory.
void FCEUI_SetBaseDirectory(std::string const & dir);

//Tells FCE Ultra to copy the palette data pointed to by pal and use it.
//Data pointed to by pal needs to be 64*3 bytes in length.
void FCEUI_SetPaletteArray(uint8 *pal);

//Sets up sound code to render sound at the specified rate, in samples
//per second.  Only sample rates of 44100, 48000, and 96000 are currently supported.
//If "Rate" equals 0, sound is disabled.
void FCEUI_Sound(int Rate);
void FCEUI_SetSoundVolume(uint32 volume);
void FCEUI_SetTriangleVolume(uint32 volume);
void FCEUI_SetSquare1Volume(uint32 volume);
void FCEUI_SetSquare2Volume(uint32 volume);
void FCEUI_SetNoiseVolume(uint32 volume);
void FCEUI_SetPCMVolume(uint32 volume);

void FCEUI_SetSoundQuality(int quality);

void FCEUD_SoundToggle(void);
void FCEUD_SoundVolumeAdjust(int);

int FCEUI_SelectState(int, int);
extern void FCEUI_SelectStateNext(int);

//"fname" overrides the default save state filename code if non-NULL.
void FCEUI_SaveState(const char *fname);
void FCEUI_LoadState(const char *fname);

void FCEUD_SaveStateAs(void);
void FCEUD_LoadStateFrom(void);

//at the minimum, you should call FCEUI_SetInput, FCEUI_SetInputFC, and FCEUI_SetInputFourscore
//you may also need to maintain your own internal state
void FCEUD_SetInput(bool fourscore, ESI port0, ESI port1, ESIFC fcexp);


void FCEUD_MovieRecordTo(void);
void FCEUD_MovieReplayFrom(void);
void FCEUD_LuaRunFrom(void);

int32 FCEUI_GetDesiredFPS(void);
void FCEUI_SaveSnapshot(void);
void FCEU_DispMessage(char *format, ...);
#define FCEUI_DispMessage FCEU_DispMessage

int FCEUI_DecodePAR(const char *code, int *a, int *v, int *c, int *type);
int FCEUI_DecodeGG(const char *str, int *a, int *v, int *c);
int FCEUI_AddCheat(const char *name, uint32 addr, uint8 val, int compare, int type);
int FCEUI_DelCheat(uint32 which);
int FCEUI_ToggleCheat(uint32 which);

int32 FCEUI_CheatSearchGetCount(void);
void FCEUI_CheatSearchGetRange(uint32 first, uint32 last, int (*callb)(uint32 a, uint8 last, uint8 current));
void FCEUI_CheatSearchGet(int (*callb)(uint32 a, uint8 last, uint8 current, void *data), void *data);
void FCEUI_CheatSearchBegin(void);
void FCEUI_CheatSearchEnd(int type, uint8 v1, uint8 v2);
void FCEUI_ListCheats(int (*callb)(char *name, uint32 a, uint8 v, int compare, int s, int type, void *data), void *data);

int FCEUI_GetCheat(uint32 which, char **name, uint32 *a, uint8 *v, int *compare, int *s, int *type);
int FCEUI_SetCheat(uint32 which, const char *name, int32 a, int32 v, int compare,int s, int type);

void FCEUI_CheatSearchShowExcluded(void);
void FCEUI_CheatSearchSetCurrentAsOriginal(void);

//.rom
#define FCEUIOD_ROMS    0     //Roms
#define FCEUIOD_NV      1     //NV = nonvolatile. save data.      
#define FCEUIOD_STATES  2     //savestates      
#define FCEUIOD_FDSROM  3     //disksys.rom
#define FCEUIOD_SNAPS   4     //screenshots
#define FCEUIOD_CHEATS  5     //cheats
#define FCEUIOD_MOVIES  6     //.fm2 files
#define FCEUIOD_MEMW    7     //memory watch fiels
#define FCEUIOD_BBOT    8     //basicbot, obsolete
#define FCEUIOD_MACRO   9     //macro files - tasedit, currently not implemented
#define FCEUIOD_INPUT   10    //input presets
#define FCEUIOD_LUA     11    //lua scripts
#define FCEUIOD_AVI           12    //default file for avi output
#define FCEUIOD__COUNT  13    //base directory override?

void FCEUI_SetDirOverride(int which, char *n);

void FCEUI_MemDump(uint16 a, int32 len, void (*callb)(uint16 a, uint8 v));
uint8 FCEUI_MemSafePeek(uint16 A);
void FCEUI_MemPoke(uint16 a, uint8 v, int hl);
void FCEUI_NMI(void);
void FCEUI_IRQ(void);
uint16 FCEUI_Disassemble(void *XA, uint16 a, char *stringo);
void FCEUI_GetIVectors(uint16 *reset, uint16 *irq, uint16 *nmi);

uint32 FCEUI_CRC32(uint32 crc, uint8 *buf, uint32 len);

void FCEUI_ToggleTileView(void);
void FCEUI_SetLowPass(int q);

void FCEUI_NSFSetVis(int mode);
int FCEUI_NSFChange(int amount);
int FCEUI_NSFGetInfo(uint8 *name, uint8 *artist, uint8 *copyright, int maxlen);

void FCEUI_VSUniToggleDIPView(void);
void FCEUI_VSUniToggleDIP(int w);
uint8 FCEUI_VSUniGetDIPs(void);
void FCEUI_VSUniSetDIP(int w, int state);
void FCEUI_VSUniCoin(void);

void FCEUI_FDSInsert(void); //mbg merge 7/17/06 changed to void fn(void) to make it an EMUCMDFN
//int FCEUI_FDSEject(void);
void FCEUI_FDSSelect(void);

int FCEUI_DatachSet(const uint8 *rcode);

///returns a flag indicating whether emulation is paused
int FCEUI_EmulationPaused();
///returns a flag indicating whether a one frame step has been requested
int FCEUI_EmulationFrameStepped();
///clears the framestepped flag. use it after youve stepped your one frame
void FCEUI_ClearEmulationFrameStepped();
///sets the EmulationPaused flags
void FCEUI_SetEmulationPaused(int val);
///toggles the paused bit (bit0) for EmulationPaused. caused FCEUD_DebugUpdate() to fire if the emulation pauses
void FCEUI_ToggleEmulationPause();

//indicates whether input aids should be drawn (such as crosshairs, etc; usually in fullscreen mode)
bool FCEUD_ShouldDrawInputAids();

///called when the emulator closes a game
void FCEUD_OnCloseGame(void);

void FCEUI_FrameAdvance(void);
void FCEUI_FrameAdvanceEnd(void);

//AVI Output
int FCEUI_AviBegin(const char* fname);
void FCEUI_AviEnd(void);
void FCEUI_AviVideoUpdate(const unsigned char* buffer);
void FCEUI_AviSoundUpdate(void* soundData, int soundLen);
bool FCEUI_AviIsRecording();

void FCEUD_AviRecordTo(void);
void FCEUD_AviStop(void);

///A callback that the emu core uses to poll the state of a given emulator command key
typedef int TestCommandState(int cmd);
///Signals the emu core to poll for emulator commands and take actions
void FCEUI_HandleEmuCommands(TestCommandState* testfn);


//Emulation speed
enum EMUSPEED_SET
{
      EMUSPEED_SLOWEST=0,
      EMUSPEED_SLOWER,
      EMUSPEED_NORMAL,
      EMUSPEED_FASTER,
      EMUSPEED_FASTEST
};
void FCEUD_SetEmulationSpeed(int cmd);
void FCEUD_TurboOn(void);
void FCEUD_TurboOff(void);
void FCEUD_TurboToggle(void);

int FCEUD_ShowStatusIcon(void);
void FCEUD_ToggleStatusIcon(void);
void FCEUD_HideMenuToggle(void);

///signals the driver to perform a file open GUI operation
void FCEUD_CmdOpen(void);

//new merge-era driver routines here:

///signals that the cpu core hit a breakpoint. this function should not return until the core is ready for the next cycle
void FCEUD_DebugBreakpoint();

///the driver should log the current instruction, if it wants (we should move the code in the win driver that does this to the shared area)
void FCEUD_TraceInstruction();

///the driver might should update its NTView (only used if debugging support is compiled in)
void FCEUD_UpdateNTView(int scanline, bool drawall);

///the driver might should update its PPUView (only used if debugging support is compiled in)
void FCEUD_UpdatePPUView(int scanline, int drawall);

///I am dissatisfied with this method of getting an option from the driver to the core. but that is what we're using for now
bool FCEUD_PauseAfterPlayback();

///called when fceu changes something in the video system you might be interested in
void FCEUD_VideoChanged();

enum EFCEUI
{
      FCEUI_STOPAVI, FCEUI_QUICKSAVE, FCEUI_QUICKLOAD, FCEUI_SAVESTATE, FCEUI_LOADSTATE,
      FCEUI_NEXTSAVESTATE,FCEUI_PREVIOUSSAVESTATE,FCEUI_VIEWSLOTS,
      FCEUI_STOPMOVIE, FCEUI_RECORDMOVIE, FCEUI_PLAYMOVIE,
      FCEUI_OPENGAME, FCEUI_CLOSEGAME,
      FCEUI_TASEDIT,
      FCEUI_RESET, FCEUI_POWER,FCEUI_PLAYFROMBEGINNING
};

//checks whether an EFCEUI is valid right now
bool FCEU_IsValidUI(EFCEUI ui);

#ifdef __cplusplus
extern "C"
#endif
FILE *FCEUI_UTF8fopen_C(const char *n, const char *m);

#endif //__DRIVER_H_

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