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Replaces them with forward declarations of used types, or removes them entirely if they aren't used at all. This also replaces certain Common headers with less inclusive ones (in terms of definitions they pull in).
86 lines
2.2 KiB
C++
86 lines
2.2 KiB
C++
// 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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// Core
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// The external interface to the emulator core. Plus some extras.
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// This is another part of the emu that needs cleaning - Core.cpp really has
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// too much random junk inside.
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#pragma once
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#include <string>
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#include <vector>
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#include "Common/CommonTypes.h"
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// TODO: ugly, remove
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extern bool g_aspect_wide;
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namespace Core
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{
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extern bool g_want_determinism;
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bool GetIsFramelimiterTempDisabled();
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void SetIsFramelimiterTempDisabled(bool disable);
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void Callback_VideoCopiedToXFB(bool video_update);
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enum EState
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{
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CORE_UNINITIALIZED,
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CORE_PAUSE,
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CORE_RUN,
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CORE_STOPPING
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};
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bool Init();
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void Stop();
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std::string StopMessage(bool, std::string);
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bool IsRunning();
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bool IsRunningAndStarted(); // is running and the CPU loop has been entered
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bool IsRunningInCurrentThread(); // this tells us whether we are running in the CPU thread.
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bool IsCPUThread(); // this tells us whether we are the CPU thread.
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bool IsGPUThread();
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void SetState(EState _State);
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EState GetState();
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void SaveScreenShot();
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void Callback_WiimoteInterruptChannel(int _number, u16 _channelID, const void* _pData, u32 _Size);
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// This displays messages in a user-visible way.
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void DisplayMessage(const std::string& message, int time_in_ms);
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std::string GetStateFileName();
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void SetStateFileName(std::string val);
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void SetBlockStart(u32 addr);
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bool ShouldSkipFrame(int skipped);
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void VideoThrottle();
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void RequestRefreshInfo();
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void UpdateTitle();
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// waits until all systems are paused and fully idle, and acquires a lock on that state.
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// or, if doLock is false, releases a lock on that state and optionally unpauses.
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// calls must be balanced (once with doLock true, then once with doLock false) but may be recursive.
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// the return value of the first call should be passed in as the second argument of the second call.
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bool PauseAndLock(bool doLock, bool unpauseOnUnlock=true);
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// for calling back into UI code without introducing a dependency on it in core
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typedef void(*StoppedCallbackFunc)(void);
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void SetOnStoppedCallback(StoppedCallbackFunc callback);
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// Run on the GUI thread when the factors change.
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void UpdateWantDeterminism(bool initial = false);
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} // namespace
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