EmulatorJS/src/GameManager.js

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class EJS_GameManager {
constructor(Module) {
this.Module = Module;
this.FS = this.Module.FS;
this.functions = {
restart: this.Module.cwrap('system_restart', '', []),
getStateInfo: this.Module.cwrap('get_state_info', 'string', []), //these names are dumb
saveStateInfo: this.Module.cwrap('save_state_info', 'null', []),
loadState: this.Module.cwrap('load_state', 'number', ['string', 'number']),
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screenshot: this.Module.cwrap('cmd_take_screenshot', '', []),
simulateInput: this.Module.cwrap('simulate_input', 'null', ['number', 'number', 'number']),
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toggleMainLoop: this.Module.cwrap('toggleMainLoop', 'null', ['number']),
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getCoreOptions: this.Module.cwrap('get_core_options', 'string', []),
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setVariable: this.Module.cwrap('set_variable', 'null', ['string', 'string']),
setCheat: this.Module.cwrap('set_cheat', 'null', ['number', 'number', 'string']),
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resetCheat: this.Module.cwrap('reset_cheat', 'null', []),
toggleShader: this.Module.cwrap('shader_enable', 'null', ['number'])
}
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this.mkdir("/home");
this.mkdir("/home/web_user");
this.mkdir("/home/web_user/retroarch");
this.mkdir("/home/web_user/retroarch/userdata");
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//this.FS.writeFile("/home/web_user/retroarch/userdata/retroarch.cfg", this.getRetroArchCfg());
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this.initShaders();
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}
mkdir(path) {
try {
this.FS.mkdir(path);
} catch(e) {}
}
getRetroArchCfg() {
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return "\n";
}
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initShaders() {
if (!window.EJS_SHADERS) return;
this.mkdir("/shader");
for (const shader in window.EJS_SHADERS) {
this.FS.writeFile('/shader/'+shader, window.EJS_SHADERS[shader]);
}
}
restart() {
this.functions.restart();
}
getState() {
return new Promise(async (resolve, reject) => {
const stateInfo = (await this.getStateInfo()).split('|')
let state;
let size = stateInfo[0] >> 0;
if (size > 0) {
state = new Uint8Array(size);
let start = stateInfo[1] >> 0;
for (let i=0; i<size; i++) state[i] = this.Module.getValue(start + i);
}
resolve(state);
})
}
getStateInfo() {
this.functions.saveStateInfo();
return new Promise((resolve, reject) => {
let a;
let b = setInterval(() => {
a = this.functions.getStateInfo();
if (a) {
clearInterval(b);
resolve(a);
}
}, 50)
});
}
loadState(state) {
try {
this.FS.unlink('game.state');
} catch(e){}
this.FS.writeFile('/game.state', state);
this.functions.loadState("game.state", 0);
setTimeout(() => {
this.FS.unlink('game.state');
}, 5000)
}
screenshot() {
this.functions.screenshot();
return this.FS.readFile('screenshot.png');
}
quickSave() {
(async () => {
let slot = 0;
let name = slot + '-quick.state';
try {
this.FS.unlink(name);
} catch (e) {}
let data = await this.getState();
this.FS.writeFile('/'+name, data);
})();
}
quickLoad() {
(async () => {
let slot = 0;
let name = slot + '-quick.state';
this.functions.loadState(name, 0);
})();
}
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simulateInput(player, index, value) {
this.functions.simulateInput(player, index, value);
}
toggleMainLoop(playing) {
this.functions.toggleMainLoop(playing);
}
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getCoreOptions() {
return this.functions.getCoreOptions();
}
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setVariable(option, value) {
this.functions.setVariable(option, value);
}
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setCheat(index, enabled, code) {
this.functions.setCheat(index, enabled, code);
}
resetCheat() {
this.functions.resetCheat();
}
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toggleShader(active) {
this.functions.toggleShader(active);
}
}
window.EJS_GameManager = EJS_GameManager;