dolphin/Source/Core/Core/Movie.h
skidau dc63f8f461 Merge pull request #1471 from RachelBryk/reset-record
Allow hard resets to be recorded in movies.
2014-11-04 12:30:48 +11:00

187 lines
5.7 KiB
C++

// Copyright 2013 Dolphin Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#pragma once
#include <string>
#include "Common/CommonTypes.h"
struct GCPadStatus;
class PointerWrap;
struct wiimote_key;
namespace WiimoteEmu
{
struct ReportFeatures;
}
// Per-(video )Movie actions
namespace Movie
{
// Enumerations and structs
enum PlayMode
{
MODE_NONE = 0,
MODE_RECORDING,
MODE_PLAYING
};
// GameCube Controller State
#pragma pack(push,1)
struct ControllerState
{
bool Start:1, A:1, B:1, X:1, Y:1, Z:1; // Binary buttons, 6 bits
bool DPadUp:1, DPadDown:1, // Binary D-Pad buttons, 4 bits
DPadLeft:1, DPadRight:1;
bool L:1, R:1; // Binary triggers, 2 bits
bool disc:1; // Checks for disc being changed
bool reset:1; // Console reset button
bool reserved:2; // Reserved bits used for padding, 2 bits
u8 TriggerL, TriggerR; // Triggers, 16 bits
u8 AnalogStickX, AnalogStickY; // Main Stick, 16 bits
u8 CStickX, CStickY; // Sub-Stick, 16 bits
};
static_assert(sizeof(ControllerState) == 8, "ControllerState should be 8 bytes");
#pragma pack(pop)
// Global declarations
extern bool g_bDiscChange, g_bClearSave, g_bReset;
extern u64 g_titleID;
extern u64 g_currentFrame, g_totalFrames;
extern u64 g_currentLagCount;
extern u64 g_currentInputCount, g_totalInputCount;
extern std::string g_discChange;
#pragma pack(push,1)
struct DTMHeader
{
u8 filetype[4]; // Unique Identifier (always "DTM"0x1A)
u8 gameID[6]; // The Game ID
bool bWii; // Wii game
u8 numControllers; // The number of connected controllers (1-4)
bool bFromSaveState; // false indicates that the recording started from bootup, true for savestate
u64 frameCount; // Number of frames in the recording
u64 inputCount; // Number of input frames in recording
u64 lagCount; // Number of lag frames in the recording
u64 uniqueID; // (not implemented) A Unique ID comprised of: md5(time + Game ID)
u32 numRerecords; // Number of rerecords/'cuts' of this TAS
u8 author[32]; // Author's name (encoded in UTF-8)
u8 videoBackend[16]; // UTF-8 representation of the video backend
u8 audioEmulator[16]; // UTF-8 representation of the audio emulator
u8 md5[16]; // MD5 of game iso
u64 recordingStartTime; // seconds since 1970 that recording started (used for RTC)
bool bSaveConfig; // Loads the settings below on startup if true
bool bSkipIdle;
bool bDualCore;
bool bProgressive;
bool bDSPHLE;
bool bFastDiscSpeed;
u8 CPUCore; // 0 = interpreter, 1 = JIT, 2 = JITIL
bool bEFBAccessEnable;
bool bEFBCopyEnable;
bool bCopyEFBToTexture;
bool bEFBCopyCacheEnable;
bool bEFBEmulateFormatChanges;
bool bUseXFB;
bool bUseRealXFB;
u8 memcards;
bool bClearSave; // Create a new memory card when playing back a movie if true
u8 bongos;
bool bSyncGPU;
bool bNetPlay;
u8 reserved[13]; // Padding for any new config options
u8 discChange[40]; // Name of iso file to switch to, for two disc games.
u8 revision[20]; // Git hash
u32 DSPiromHash;
u32 DSPcoefHash;
u64 tickCount; // Number of ticks in the recording
u8 reserved2[11]; // Make heading 256 bytes, just because we can
};
static_assert(sizeof(DTMHeader) == 256, "DTMHeader should be 256 bytes");
#pragma pack(pop)
void FrameUpdate();
void InputUpdate();
void Init();
void SetPolledDevice();
bool IsRecordingInput();
bool IsRecordingInputFromSaveState();
bool IsJustStartingRecordingInputFromSaveState();
bool IsJustStartingPlayingInputFromSaveState();
bool IsPlayingInput();
bool IsMovieActive();
bool IsReadOnly();
u64 GetRecordingStartTime();
bool IsConfigSaved();
bool IsDualCore();
bool IsProgressive();
bool IsSkipIdle();
bool IsDSPHLE();
bool IsFastDiscSpeed();
int GetCPUMode();
bool IsStartingFromClearSave();
bool IsUsingMemcard(int memcard);
bool IsSyncGPU();
void SetGraphicsConfig();
void GetSettings();
bool IsNetPlayRecording();
bool IsUsingPad(int controller);
bool IsUsingWiimote(int wiimote);
bool IsUsingBongo(int controller);
void ChangePads(bool instantly = false);
void ChangeWiiPads(bool instantly = false);
void DoFrameStep();
void SetFrameStopping(bool bEnabled);
void SetReadOnly(bool bEnabled);
void SetFrameSkipping(unsigned int framesToSkip);
void FrameSkipping();
bool BeginRecordingInput(int controllers);
void RecordInput(GCPadStatus* PadStatus, int controllerID);
void RecordWiimote(int wiimote, u8 *data, u8 size);
bool PlayInput(const std::string& filename);
void LoadInput(const std::string& filename);
void ReadHeader();
void PlayController(GCPadStatus* PadStatus, int controllerID);
bool PlayWiimote(int wiimote, u8* data, const struct WiimoteEmu::ReportFeatures& rptf, int ext, const wiimote_key key);
void EndPlayInput(bool cont);
void SaveRecording(const std::string& filename);
void DoState(PointerWrap &p);
void CheckMD5();
void GetMD5();
void Shutdown();
void CheckPadStatus(GCPadStatus* PadStatus, int controllerID);
void CheckWiimoteStatus(int wiimote, u8* data, const struct WiimoteEmu::ReportFeatures& rptf, int ext, const wiimote_key key);
std::string GetInputDisplay();
// Done this way to avoid mixing of core and gui code
typedef void(*GCManipFunction)(GCPadStatus*, int);
typedef void(*WiiManipFunction)(u8*, WiimoteEmu::ReportFeatures, int, int, wiimote_key);
void SetGCInputManip(GCManipFunction);
void SetWiiInputManip(WiiManipFunction);
void CallGCInputManip(GCPadStatus* PadStatus, int controllerID);
void CallWiiInputManip(u8* core, WiimoteEmu::ReportFeatures rptf, int controllerID, int ext, const wiimote_key key);
}