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DVDInterface shouldn't need to know anything about the DTM format's 40-character limitation. Also replacing "filename" in variable names with "path" to make it clearer which variables contain the whole path and which ones only contain the filename.
197 lines
5.7 KiB
C++
197 lines
5.7 KiB
C++
// Copyright 2008 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#pragma once
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#include <string>
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#include "Common/CommonTypes.h"
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struct GCPadStatus;
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class PointerWrap;
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struct wiimote_key;
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namespace WiimoteEmu
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{
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struct ReportFeatures;
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}
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// Per-(video )Movie actions
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namespace Movie
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{
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// Enumerations and structs
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enum PlayMode
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{
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MODE_NONE = 0,
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MODE_RECORDING,
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MODE_PLAYING
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};
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// GameCube Controller State
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#pragma pack(push, 1)
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struct ControllerState
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{
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bool Start : 1, A : 1, B : 1, X : 1, Y : 1, Z : 1; // Binary buttons, 6 bits
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bool DPadUp : 1, DPadDown : 1, // Binary D-Pad buttons, 4 bits
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DPadLeft : 1, DPadRight : 1;
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bool L : 1, R : 1; // Binary triggers, 2 bits
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bool disc : 1; // Checks for disc being changed
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bool reset : 1; // Console reset button
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bool reserved : 2; // Reserved bits used for padding, 2 bits
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u8 TriggerL, TriggerR; // Triggers, 16 bits
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u8 AnalogStickX, AnalogStickY; // Main Stick, 16 bits
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u8 CStickX, CStickY; // Sub-Stick, 16 bits
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};
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static_assert(sizeof(ControllerState) == 8, "ControllerState should be 8 bytes");
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#pragma pack(pop)
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#pragma pack(push, 1)
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struct DTMHeader
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{
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u8 filetype[4]; // Unique Identifier (always "DTM"0x1A)
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char gameID[6]; // The Game ID
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bool bWii; // Wii game
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u8 numControllers; // The number of connected controllers (1-4)
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bool
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bFromSaveState; // false indicates that the recording started from bootup, true for savestate
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u64 frameCount; // Number of frames in the recording
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u64 inputCount; // Number of input frames in recording
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u64 lagCount; // Number of lag frames in the recording
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u64 uniqueID; // (not implemented) A Unique ID comprised of: md5(time + Game ID)
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u32 numRerecords; // Number of rerecords/'cuts' of this TAS
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u8 author[32]; // Author's name (encoded in UTF-8)
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u8 videoBackend[16]; // UTF-8 representation of the video backend
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u8 audioEmulator[16]; // UTF-8 representation of the audio emulator
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u8 md5[16]; // MD5 of game iso
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u64 recordingStartTime; // seconds since 1970 that recording started (used for RTC)
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bool bSaveConfig; // Loads the settings below on startup if true
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bool bSkipIdle;
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bool bDualCore;
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bool bProgressive;
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bool bDSPHLE;
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bool bFastDiscSpeed;
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u8 CPUCore; // 0 = interpreter, 1 = JIT, 2 = JITIL
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bool bEFBAccessEnable;
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bool bEFBCopyEnable;
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bool bSkipEFBCopyToRam;
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bool bEFBCopyCacheEnable;
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bool bEFBEmulateFormatChanges;
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bool bUseXFB;
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bool bUseRealXFB;
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u8 memcards;
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bool bClearSave; // Create a new memory card when playing back a movie if true
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u8 bongos;
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bool bSyncGPU;
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bool bNetPlay;
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bool bPAL60;
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u8 language;
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u8 reserved[11]; // Padding for any new config options
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u8 discChange[40]; // Name of iso file to switch to, for two disc games.
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u8 revision[20]; // Git hash
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u32 DSPiromHash;
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u32 DSPcoefHash;
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u64 tickCount; // Number of ticks in the recording
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u8 reserved2[11]; // Make heading 256 bytes, just because we can
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};
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static_assert(sizeof(DTMHeader) == 256, "DTMHeader should be 256 bytes");
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#pragma pack(pop)
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void FrameUpdate();
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void InputUpdate();
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void Init();
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void SetPolledDevice();
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bool IsRecordingInput();
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bool IsRecordingInputFromSaveState();
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bool IsJustStartingRecordingInputFromSaveState();
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bool IsJustStartingPlayingInputFromSaveState();
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bool IsPlayingInput();
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bool IsMovieActive();
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bool IsReadOnly();
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u64 GetRecordingStartTime();
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u64 GetCurrentFrame();
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u64 GetTotalFrames();
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u64 GetCurrentInputCount();
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u64 GetTotalInputCount();
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u64 GetCurrentLagCount();
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u64 GetTotalLagCount();
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void SetClearSave(bool enabled);
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void SignalDiscChange(const std::string& new_path);
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void SetReset(bool reset);
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void SetTitleId(u64 title_id);
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bool IsConfigSaved();
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bool IsDualCore();
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bool IsProgressive();
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bool IsPAL60();
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bool IsSkipIdle();
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bool IsDSPHLE();
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bool IsFastDiscSpeed();
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int GetCPUMode();
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u8 GetLanguage();
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bool IsStartingFromClearSave();
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bool IsUsingMemcard(int memcard);
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bool IsSyncGPU();
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void SetGraphicsConfig();
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void GetSettings();
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bool IsNetPlayRecording();
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bool IsUsingPad(int controller);
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bool IsUsingWiimote(int wiimote);
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bool IsUsingBongo(int controller);
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void ChangePads(bool instantly = false);
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void ChangeWiiPads(bool instantly = false);
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void DoFrameStep();
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void SetReadOnly(bool bEnabled);
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void SetFrameSkipping(unsigned int framesToSkip);
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void FrameSkipping();
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bool BeginRecordingInput(int controllers);
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void RecordInput(GCPadStatus* PadStatus, int controllerID);
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void RecordWiimote(int wiimote, u8* data, u8 size);
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bool PlayInput(const std::string& filename);
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void LoadInput(const std::string& filename);
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void ReadHeader();
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void PlayController(GCPadStatus* PadStatus, int controllerID);
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bool PlayWiimote(int wiimote, u8* data, const struct WiimoteEmu::ReportFeatures& rptf, int ext,
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const wiimote_key key);
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void EndPlayInput(bool cont);
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void SaveRecording(const std::string& filename);
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void DoState(PointerWrap& p);
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void CheckMD5();
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void GetMD5();
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void Shutdown();
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void CheckPadStatus(GCPadStatus* PadStatus, int controllerID);
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void CheckWiimoteStatus(int wiimote, u8* data, const struct WiimoteEmu::ReportFeatures& rptf,
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int ext, const wiimote_key key);
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std::string GetInputDisplay();
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std::string GetRTCDisplay();
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// Done this way to avoid mixing of core and gui code
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typedef void (*GCManipFunction)(GCPadStatus*, int);
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typedef void (*WiiManipFunction)(u8*, WiimoteEmu::ReportFeatures, int, int, wiimote_key);
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void SetGCInputManip(GCManipFunction);
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void SetWiiInputManip(WiiManipFunction);
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void CallGCInputManip(GCPadStatus* PadStatus, int controllerID);
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void CallWiiInputManip(u8* core, WiimoteEmu::ReportFeatures rptf, int controllerID, int ext,
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const wiimote_key key);
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}
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