AxibugEmuOnline/AxibugEmuOnline.Client/Assets/Script/AppMain/IEmuCore.cs

45 lines
2.3 KiB
C#

using AxibugProtobuf;
using UnityEngine;
using UnityEngine.UI;
namespace AxibugEmuOnline.Client
{
public abstract class IEmuCore : MonoBehaviour
{
/// <summary> 获得模拟器核心中的状态快照对象 </summary>
public abstract object GetState();
/// <summary> 获得模拟器核心中的状态快照字节数据 </summary>
public abstract byte[] GetStateBytes();
/// <summary> 加载状态快照 </summary>
/// <param name="state">该对象应该来自核心的<see cref="GetState"/>方法的返回值,或是从<see cref="GetStateBytes"/>返回的byte数组构建</param>
public abstract void LoadState(object state);
/// <summary> 加载状态快照 </summary>
/// <param name="data">该对象应该来自核心的<see cref="GetStateBytes"/>返回的byte数组</param>
public abstract void LoadStateFromBytes(byte[] data);
/// <summary> 暂停核心推帧 </summary>
public abstract void Pause();
/// <summary> 恢复核心推帧(从Pause状态恢复) </summary>
public abstract void Resume();
/// <summary> 启动模拟器逻辑 </summary>
public abstract MsgBool StartGame(RomFile romFile);
/// <summary> 释放模拟器核心 </summary>
public abstract void Dispose();
/// <summary> 重置核心,通常由模拟器核心提供的功能 </summary>
public abstract void DoReset();
/// <summary> 获得模拟器核心的控制器设置器 </summary>
/// <returns></returns>
public abstract IControllerSetuper GetControllerSetuper();
/// <summary> 核心所属平台 </summary>
public abstract RomPlatformType Platform { get; }
/// <summary> 获取当前模拟器帧序号,在加载快照和Reset后,应当重置为0 </summary>
public abstract uint Frame { get; }
/// <summary> 模拟器核心推帧 </summary>
public abstract bool PushEmulatorFrame();
/// <summary> 模拟器核心推帧结束 </summary>
public abstract void AfterPushFrame();
public abstract void GetAudioParams(out int frequency, out int channels);
public abstract Texture OutputPixel { get; }
public abstract RawImage DrawCanvas { get; }
}
}