beetle-pce-fast-libretro/mednafen/mednafen-driver.h
2012-10-20 21:18:24 +02:00

129 lines
4.1 KiB
C++

#ifndef __MDFN_MEDNAFEN_DRIVER_H
#define __MDFN_MEDNAFEN_DRIVER_H
#include <stdio.h>
#include <vector>
#include <string>
#include "settings-common.h"
extern std::vector<MDFNGI *>MDFNSystems;
/* Indent stdout newlines +- "indent" amount */
void MDFN_indent(int indent);
void MDFN_printf(const char *format, ...) throw() MDFN_FORMATSTR(printf, 1, 2);
#define MDFNI_printf MDFN_printf
/* Displays an error. Can block or not. */
void MDFND_PrintError(const char *s);
void MDFND_Message(const char *s);
uint32 MDFND_GetTime(void);
void MDFND_Sleep(uint32 ms);
// Synchronize virtual time to actual time using members of espec:
//
// MasterCycles and MasterCyclesALMS (coupled with MasterClock of MDFNGI)
// and/or
// SoundBuf, SoundBufSize, and SoundBufSizeALMS
//
// ...and after synchronization, update the data pointed to by the pointers passed to MDFNI_SetInput().
// DO NOT CALL MDFN_* or MDFNI_* functions from within MDFND_MidSync().
// Calling MDFN_printf(), MDFN_DispMessage(),and MDFND_PrintError() are ok, though.
//
// If you do not understand how to implement this function, you can leave it empty at first, but know that doing so
// will subtly break at least one PC Engine game(Takeda Shingen), and raise input latency on some other PC Engine games.
void MDFND_MidSync(const EmulateSpecStruct *espec);
/* Being threading support. */
// Mostly based off SDL's prototypes and semantics.
// Driver code should actually define MDFN_Thread and MDFN_Mutex.
struct MDFN_Thread;
struct MDFN_Mutex;
MDFN_Thread *MDFND_CreateThread(int (*fn)(void *), void *data);
void MDFND_WaitThread(MDFN_Thread *thread, int *status);
void MDFND_KillThread(MDFN_Thread *thread);
MDFN_Mutex *MDFND_CreateMutex(void);
void MDFND_DestroyMutex(MDFN_Mutex *mutex);
int MDFND_LockMutex(MDFN_Mutex *mutex);
int MDFND_UnlockMutex(MDFN_Mutex *mutex);
/* End threading support. */
void MDFNI_Reset(void);
void MDFNI_Power(void);
/* path = path of game/file to load. returns NULL on failure. */
MDFNGI *MDFNI_LoadGame(const char *force_module, const char *path);
MDFNGI *MDFNI_LoadCD(const char *sysname, const char *devicename);
// Call this function as early as possible, even before MDFNI_Initialize()
bool MDFNI_InitializeModules(const std::vector<MDFNGI *> &ExternalSystems);
/* allocates memory. 0 on failure, 1 on success. */
/* Also pass it the base directory to load the configuration file. */
int MDFNI_Initialize(const char *basedir);
/* Sets the base directory(save states, snapshots, etc. are saved in directories
below this directory. */
void MDFNI_SetBaseDirectory(const char *dir);
/* Call only when a game is loaded. */
int MDFNI_NetplayStart(uint32 local_players, const std::string &nickname, const std::string &game_key, const std::string &connect_password);
/* Emulates a frame. */
void MDFNI_Emulate(EmulateSpecStruct *espec);
/* Closes currently loaded game */
void MDFNI_CloseGame(void);
/* Deallocates all allocated memory. Call after MDFNI_Emulate() returns. */
void MDFNI_Kill(void);
void MDFN_DispMessage(const char *format, ...) throw() MDFN_FORMATSTR(printf, 1, 2);
#define MDFNI_DispMessage MDFN_DispMessage
uint32 MDFNI_CRC32(uint32 crc, uint8 *buf, uint32 len);
// NES hackish function. Should abstract in the future.
int MDFNI_DatachSet(const uint8 *rcode);
void MDFNI_DoRewind(void);
void MDFNI_SetLayerEnableMask(uint64 mask);
void MDFNI_SetInput(int port, const char *type, void *ptr, uint32 dsize);
//int MDFNI_DiskInsert(int oride);
//int MDFNI_DiskEject(void);
//int MDFNI_DiskSelect(void);
// Arcade-support functions
// We really need to reexamine how we should abstract this, considering the initial state of the DIP switches,
// and moving the DIP switch drawing code to the driver side.
void MDFNI_ToggleDIP(int which);
void MDFNI_InsertCoin(void);
void MDFNI_ToggleDIPView(void);
// Disk/Disc-based system support functions
void MDFNI_DiskSelect(int which);
void MDFNI_DiskSelect();
void MDFNI_DiskInsert();
void MDFNI_DiskEject();
bool MDFNI_StartAVRecord(const char *path, double SoundRate);
void MDFNI_StopAVRecord(void);
bool MDFNI_StartWAVRecord(const char *path, double SoundRate);
void MDFNI_StopWAVRecord(void);
void MDFNI_DumpModulesDef(const char *fn);
#endif