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Remove unnecessary Src/ folders
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188
Source/Core/Core/Movie.h
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188
Source/Core/Core/Movie.h
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// Copyright 2013 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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#ifndef __MOVIE_H
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#define __MOVIE_H
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#include "Common.h"
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#include "../InputCommon/GCPadStatus.h"
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#include <string>
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#include "ChunkFile.h"
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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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// Enumerations and structs
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enum PlayMode {
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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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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 reserved:3; // Reserved bits used for padding, 4 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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}; // Total: 60 + 4 = 64 bits per frame
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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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// Global declarations
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extern bool g_bFrameStep, g_bPolled, g_bReadOnly, g_bDiscChange, g_bClearSave;
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extern PlayMode g_playMode;
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extern u64 g_titleID;
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extern u32 g_framesToSkip, g_frameSkipCounter;
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extern u8 g_numPads;
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extern ControllerState *g_padStates;
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extern char g_playingFile[256];
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extern std::string g_recordFile;
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extern u64 g_currentByte, g_totalBytes;
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extern u64 g_currentFrame, g_totalFrames;
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extern u64 g_currentLagCount, g_totalLagCount;
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extern u64 g_currentInputCount, g_totalInputCount;
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extern std::string g_discChange;
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extern u32 g_rerecords;
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#pragma pack(push,1)
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struct DTMHeader {
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u8 filetype[4]; // Unique Identifier (always "DTM"0x1A)
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u8 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 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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unsigned char 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 bCopyEFBToTexture;
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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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bool bMemcard;
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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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u8 reserved[13]; // 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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u8 reserved2[27]; // 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 IsReadOnly();
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u64 GetRecordingStartTime();
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bool IsConfigSaved();
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bool IsDualCore();
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bool IsProgressive();
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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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bool IsStartingFromClearSave();
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bool IsUsingMemcard();
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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 SetFrameStopping(bool bEnabled);
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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(SPADStatus *PadStatus, int controllerID);
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void RecordWiimote(int wiimote, u8 *data, u8 size);
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bool PlayInput(const char *filename);
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void LoadInput(const char *filename);
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void ReadHeader();
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void PlayController(SPADStatus *PadStatus, int controllerID);
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bool PlayWiimote(int wiimote, u8* data, const struct WiimoteEmu::ReportFeatures& rptf, int irMode);
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void EndPlayInput(bool cont);
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void SaveRecording(const char *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(SPADStatus *PadStatus, int controllerID);
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void CheckWiimoteStatus(int wiimote, u8* data, const struct WiimoteEmu::ReportFeatures& rptf, int irMode);
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std::string GetInputDisplay();
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// Done this way to avoid mixing of core and gui code
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typedef void(*ManipFunction)(SPADStatus *, int);
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void SetInputManip(ManipFunction);
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void CallInputManip(SPADStatus *PadStatus, int controllerID);
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};
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#endif // __MOVIE_H
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