// Copyright 2013 Dolphin Emulator Project // Licensed under GPLv2 // Refer to the license.txt file included. // Core // The external interface to the emulator core. Plus some extras. // This is another part of the emu that needs cleaning - Core.cpp really has // too much random junk inside. #pragma once #include #include #include "Common/CommonTypes.h" #include "Core/CoreParameter.h" namespace Core { // Get core parameters // TODO: kill, use SConfig instead extern SCoreStartupParameter g_CoreStartupParameter; extern bool isTabPressed; void Callback_VideoCopiedToXFB(bool video_update); enum EState { CORE_UNINITIALIZED, CORE_PAUSE, CORE_RUN, CORE_STOPPING }; bool Init(); void Stop(); std::string StopMessage(bool, std::string); bool IsRunning(); bool IsRunningAndStarted(); // is running and the cpu loop has been entered bool IsRunningInCurrentThread(); // this tells us whether we are running in the cpu thread. bool IsCPUThread(); // this tells us whether we are the cpu thread. bool IsGPUThread(); void SetState(EState _State); EState GetState(); void SaveScreenShot(); void Callback_WiimoteInterruptChannel(int _number, u16 _channelID, const void* _pData, u32 _Size); void* GetWindowHandle(); void StartTrace(bool write); // This displays messages in a user-visible way. void DisplayMessage(const std::string& message, int time_in_ms); std::string GetStateFileName(); void SetStateFileName(std::string val); int SyncTrace(); void SetBlockStart(u32 addr); void StopTrace(); bool ShouldSkipFrame(int skipped); void VideoThrottle(); void RequestRefreshInfo(); void UpdateTitle(); // waits until all systems are paused and fully idle, and acquires a lock on that state. // or, if doLock is false, releases a lock on that state and optionally unpauses. // calls must be balanced (once with doLock true, then once with doLock false) but may be recursive. // the return value of the first call should be passed in as the second argument of the second call. bool PauseAndLock(bool doLock, bool unpauseOnUnlock=true); } // namespace