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