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Retro-1.d.ts
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Retro-1.d.ts
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/*
* Type Definitions for Gjs (https://gjs.guide/)
*
* These type definitions are automatically generated, do not edit them by hand.
* If you found a bug fix it in ts-for-gir itself or create a bug report on https://github.com/sammydre/ts-for-gjs
*/
/**
* Retro-1
*/
import type * as Gjs from './Gjs';
import type Gtk from './Gtk-3.0';
import type xlib from './xlib-2.0';
import type Gdk from './Gdk-3.0';
import type cairo from './cairo-1.0';
import type Pango from './Pango-1.0';
import type HarfBuzz from './HarfBuzz-0.0';
import type GObject from './GObject-2.0';
import type GLib from './GLib-2.0';
import type Gio from './Gio-2.0';
import type GdkPixbuf from './GdkPixbuf-2.0';
import type GModule from './GModule-2.0';
import type Atk from './Atk-1.0';
export namespace Retro {
/**
* Represents the axes of the analog sticks for the Libretro gamepad.
*/
enum AnalogId {
/**
* the X axis of an analog stick
*/
X,
/**
* the Y axis of an analog stick
*/
Y,
}
/**
* Represents the analog sticks for the Libretro gamepad.
*/
enum AnalogIndex {
/**
* the left analog stick
*/
LEFT,
/**
* the right analog stick
*/
RIGHT,
}
/**
* Represents the base types for Libretro controllers.
*/
enum ControllerType {
/**
* no controller
*/
NONE,
/**
* a classic gamepad
*/
JOYPAD,
/**
* a simple mouse
*/
MOUSE,
/**
* a keyboard
*/
KEYBOARD,
/**
* a lightgun
*/
LIGHTGUN,
/**
* a gamepad with analog sticks
*/
ANALOG,
/**
* a screen pointer
*/
POINTER,
/**
* a mask to get the super type of a derived one
*/
TYPE_MASK,
}
/**
* Represents the buttons for the Libretro gamepad. The available buttons are
* the same as the W3C Standard Gamepad, the SDL GameController and many other
* modern standard gamepads, but the name of the buttons may differ. See the
* <ulink url="https://w3c.github.io/gamepad/">W3C Gamepad Specification</ulink>
* and the <ulink url="https://wiki.libsdl.org/CategoryGameController">SDL
* GamepadController definition</ulink> for more information.
*/
enum JoypadId {
/**
* the bottom action button
*/
B,
/**
* the left action button
*/
Y,
/**
* the Select button
*/
SELECT,
/**
* the Start button
*/
START,
/**
* the up directional button
*/
UP,
/**
* the down directional button
*/
DOWN,
/**
* the left directional button
*/
LEFT,
/**
* the right directional button
*/
RIGHT,
/**
* the right action button
*/
A,
/**
* the top action button
*/
X,
/**
* the first left shoulder button
*/
L,
/**
* the first right shoulder button
*/
R,
/**
* the second left shoulder button
*/
L2,
/**
* the second right shoulder button
*/
R2,
/**
* the left thumb button
*/
L3,
/**
* the right thumb button
*/
R3,
}
/**
* Represents the inputs for the Libretro lightgun.
*/
enum LightgunId {
/**
* the X axis of a lightgun
*/
X,
/**
* the Y axis of a lightgun
*/
Y,
/**
* the trigger of a lightgun
*/
TRIGGER,
/**
* the cursor of a lightgun
*/
CURSOR,
/**
* the turbo button of a lightgun
*/
TURBO,
/**
* the pause button of a lightgun
*/
PAUSE,
/**
* the start button of a lightgun
*/
START,
}
/**
* Represents the memory types for the Libretro core.
*/
enum MemoryType {
/**
* the save RAM
*/
SAVE_RAM,
/**
* the real time clock
*/
RTC,
/**
* the system RAM
*/
SYSTEM_RAM,
/**
* the video RAM
*/
VIDEO_RAM,
}
/**
* Represents the inputs for the Libretro mouse.
*/
enum MouseId {
/**
* the X axis of a mouse
*/
X,
/**
* the Y axis of a mouse
*/
Y,
/**
* the left button of a mouse
*/
LEFT,
/**
* the right button of a mouse
*/
RIGHT,
/**
* the up direction of a mouse wheel
*/
WHEELUP,
/**
* the down direction of a mouse wheel
*/
WHEELDOWN,
/**
* the middle button of a mouse
*/
MIDDLE,
/**
* the horizontal up direction of a mouse wheel
*/
HORIZ_WHEELUP,
/**
* the horizontal down direction of a mouse wheel
*/
HORIZ_WHEELDOWN,
/**
* the fourth button of a mouse
*/
BUTTON_4,
/**
* the fifth button of a mouse
*/
BUTTON_5,
}
/**
* Represents the inputs for the Libretro pointer.
*/
enum PointerId {
/**
* the X axis of a pointer
*/
X,
/**
* the Y axis of a pointer
*/
Y,
/**
* the pression of a pointer
*/
PRESSED,
}
/**
* Represents the strength of the rumble effect.
*/
enum RumbleEffect {
/**
* the strong rumble effect
*/
STRONG,
/**
* the weak rumble effect
*/
WEAK,
}
/**
* Represents the filters that can be applied to the video output.
*/
enum VideoFilter {
/**
* a smooth but blurry video filer
*/
SMOOTH,
/**
* a sharp video filter showing every pixel
*/
SHARP,
/**
* a video filter mimicking CRT screens
*/
CRT,
}
function controller_type_get_id_count(type: ControllerType): number
function controller_type_get_index_count(type: ControllerType): number
function g_log(sender: Core, log_domain: string | null, log_level: GLib.LogLevelFlags, message: string): void
function gtk_get_resource(): Gio.Resource
function joypad_id_from_button_code(button_code: number): JoypadId
function joypad_id_to_button_code(joypad_id: JoypadId): number
function pixbuf_get_aspect_ratio(pixbuf: GdkPixbuf.Pixbuf): number
function pixbuf_set_aspect_ratio(pixbuf: GdkPixbuf.Pixbuf, aspect_ratio: number): void
function video_filter_from_string(filter: string): VideoFilter
class Controller {
/* Methods of Retro-1.Retro.Controller */
emit_state_changed(): void
/**
* Gets a flag representing the capabilities of `self`. Each bit index matches
* the #RetroControllerType of same number.
*
* For example, if `self` is an analog gamepad, the value would be: (1 <<
* RETRO_CONTROLLER_TYPE_JOYPAD) | (1 << RETRO_CONTROLLER_TYPE_ANALOG).
*/
get_capabilities(): number
/**
* Gets the main type of the controller.
*/
get_controller_type(): ControllerType
/**
* Gets the state of an input of `self`.
* @param input a #RetroInput to query `self`
*/
get_input_state(input: Input): number
/**
* Gets whether `self` supports rumble effects.
*/
get_supports_rumble(): boolean
/**
* Gets whether `self` has the capability to represent the given controller type.
* @param controller_type a #RetroControllerType
*/
has_capability(controller_type: ControllerType): boolean
/**
* Sets the rumble state of `self`.
* @param effect the rumble effect
* @param strength the rumble effect strength
*/
set_rumble_state(effect: RumbleEffect, strength: number): void
/* Virtual methods of Retro-1.Retro.Controller */
/**
* Gets a flag representing the capabilities of `self`. Each bit index matches
* the #RetroControllerType of same number.
*
* For example, if `self` is an analog gamepad, the value would be: (1 <<
* RETRO_CONTROLLER_TYPE_JOYPAD) | (1 << RETRO_CONTROLLER_TYPE_ANALOG).
*/
vfunc_get_capabilities(): number
/**
* Gets the main type of the controller.
*/
vfunc_get_controller_type(): ControllerType
/**
* Gets the state of an input of `self`.
* @param input a #RetroInput to query `self`
*/
vfunc_get_input_state(input: Input): number
/**
* Gets whether `self` supports rumble effects.
*/
vfunc_get_supports_rumble(): boolean
/**
* Sets the rumble state of `self`.
* @param effect the rumble effect
* @param strength the rumble effect strength
*/
vfunc_set_rumble_state(effect: RumbleEffect, strength: number): void
/* Signals of Retro-1.Retro.Controller */
connect(sigName: "state-changed", callback: (($obj: Controller) => void)): number
connect_after(sigName: "state-changed", callback: (($obj: Controller) => void)): number
emit(sigName: "state-changed"): void
static name: string
}
interface ControllerIterator_ConstructProps extends GObject.Object_ConstructProps {
}
class ControllerIterator {
/* Fields of GObject-2.0.GObject.Object */
g_type_instance: GObject.TypeInstance
/* Methods of Retro-1.Retro.ControllerIterator */
/**
* Fetch the next #RetroController and the port number it is plugged into.
*/
next(): [ /* returnType */ boolean, /* port */ number | null, /* controller */ Controller | null ]
/* Methods of GObject-2.0.GObject.Object */
/**
* Creates a binding between `source_property` on `source` and `target_property`
* on `target`.
*
* Whenever the `source_property` is changed the `target_property` is
* updated using the same value. For instance:
*
*
* ```c
* g_object_bind_property (action, "active", widget, "sensitive", 0);
* ```
*
*
* Will result in the "sensitive" property of the widget #GObject instance to be
* updated with the same value of the "active" property of the action #GObject
* instance.
*
* If `flags` contains %G_BINDING_BIDIRECTIONAL then the binding will be mutual:
* if `target_property` on `target` changes then the `source_property` on `source`
* will be updated as well.
*
* The binding will automatically be removed when either the `source` or the
* `target` instances are finalized. To remove the binding without affecting the
* `source` and the `target` you can just call g_object_unref() on the returned
* #GBinding instance.
*
* Removing the binding by calling g_object_unref() on it must only be done if
* the binding, `source` and `target` are only used from a single thread and it
* is clear that both `source` and `target` outlive the binding. Especially it
* is not safe to rely on this if the binding, `source` or `target` can be
* finalized from different threads. Keep another reference to the binding and
* use g_binding_unbind() instead to be on the safe side.
*
* A #GObject can have multiple bindings.
* @param source_property the property on `source` to bind
* @param target the target #GObject
* @param target_property the property on `target` to bind
* @param flags flags to pass to #GBinding
*/
bind_property(source_property: string, target: GObject.Object, target_property: string, flags: GObject.BindingFlags): GObject.Binding
/**
* Creates a binding between `source_property` on `source` and `target_property`
* on `target,` allowing you to set the transformation functions to be used by
* the binding.
*
* This function is the language bindings friendly version of
* g_object_bind_property_full(), using #GClosures instead of
* function pointers.
* @param source_property the property on `source` to bind
* @param target the target #GObject
* @param target_property the property on `target` to bind
* @param flags flags to pass to #GBinding
* @param transform_to a #GClosure wrapping the transformation function from the `source` to the `target,` or %NULL to use the default
* @param transform_from a #GClosure wrapping the transformation function from the `target` to the `source,` or %NULL to use the default
*/
bind_property_full(source_property: string, target: GObject.Object, target_property: string, flags: GObject.BindingFlags, transform_to: Function, transform_from: Function): GObject.Binding
/**
* This function is intended for #GObject implementations to re-enforce
* a [floating][floating-ref] object reference. Doing this is seldom
* required: all #GInitiallyUnowneds are created with a floating reference
* which usually just needs to be sunken by calling g_object_ref_sink().
*/
force_floating(): void
/**
* Increases the freeze count on `object`. If the freeze count is
* non-zero, the emission of "notify" signals on `object` is
* stopped. The signals are queued until the freeze count is decreased
* to zero. Duplicate notifications are squashed so that at most one
* #GObject::notify signal is emitted for each property modified while the
* object is frozen.
*
* This is necessary for accessors that modify multiple properties to prevent
* premature notification while the object is still being modified.
*/
freeze_notify(): void
/**
* Gets a named field from the objects table of associations (see g_object_set_data()).
* @param key name of the key for that association
*/
get_data(key: string): object | null
/**
* Gets a property of an object.
*
* The `value` can be:
*
* - an empty #GValue initialized by %G_VALUE_INIT, which will be
* automatically initialized with the expected type of the property
* (since GLib 2.60)
* - a #GValue initialized with the expected type of the property
* - a #GValue initialized with a type to which the expected type
* of the property can be transformed
*
* In general, a copy is made of the property contents and the caller is
* responsible for freeing the memory by calling g_value_unset().
*
* Note that g_object_get_property() is really intended for language
* bindings, g_object_get() is much more convenient for C programming.
* @param property_name the name of the property to get
* @param value return location for the property value
*/
get_property(property_name: string, value: any): void
/**
* This function gets back user data pointers stored via
* g_object_set_qdata().
* @param quark A #GQuark, naming the user data pointer
*/
get_qdata(quark: GLib.Quark): object | null
/**
* Gets `n_properties` properties for an `object`.
* Obtained properties will be set to `values`. All properties must be valid.
* Warnings will be emitted and undefined behaviour may result if invalid
* properties are passed in.
* @param names the names of each property to get
* @param values the values of each property to get
*/
getv(names: string[], values: any[]): void
/**
* Checks whether `object` has a [floating][floating-ref] reference.
*/
is_floating(): boolean
/**
* Emits a "notify" signal for the property `property_name` on `object`.
*
* When possible, eg. when signaling a property change from within the class
* that registered the property, you should use g_object_notify_by_pspec()
* instead.
*
* Note that emission of the notify signal may be blocked with
* g_object_freeze_notify(). In this case, the signal emissions are queued
* and will be emitted (in reverse order) when g_object_thaw_notify() is
* called.
* @param property_name the name of a property installed on the class of `object`.
*/
notify(property_name: string): void
/**
* Emits a "notify" signal for the property specified by `pspec` on `object`.
*
* This function omits the property name lookup, hence it is faster than
* g_object_notify().
*
* One way to avoid using g_object_notify() from within the
* class that registered the properties, and using g_object_notify_by_pspec()
* instead, is to store the GParamSpec used with
* g_object_class_install_property() inside a static array, e.g.:
*
*
* ```c
* enum
* {
* PROP_0,
* PROP_FOO,
* PROP_LAST
* };
*
* static GParamSpec *properties[PROP_LAST];
*
* static void
* my_object_class_init (MyObjectClass *klass)
* {
* properties[PROP_FOO] = g_param_spec_int ("foo", "Foo", "The foo",
* 0, 100,
* 50,
* G_PARAM_READWRITE);
* g_object_class_install_property (gobject_class,
* PROP_FOO,
* properties[PROP_FOO]);
* }
* ```
*
*
* and then notify a change on the "foo" property with:
*
*
* ```c
* g_object_notify_by_pspec (self, properties[PROP_FOO]);
* ```
*
* @param pspec the #GParamSpec of a property installed on the class of `object`.
*/
notify_by_pspec(pspec: GObject.ParamSpec): void
/**
* Increases the reference count of `object`.
*
* Since GLib 2.56, if `GLIB_VERSION_MAX_ALLOWED` is 2.56 or greater, the type
* of `object` will be propagated to the return type (using the GCC typeof()
* extension), so any casting the caller needs to do on the return type must be
* explicit.
*/
ref(): GObject.Object
/**
* Increase the reference count of `object,` and possibly remove the
* [floating][floating-ref] reference, if `object` has a floating reference.
*
* In other words, if the object is floating, then this call "assumes
* ownership" of the floating reference, converting it to a normal
* reference by clearing the floating flag while leaving the reference
* count unchanged. If the object is not floating, then this call
* adds a new normal reference increasing the reference count by one.
*
* Since GLib 2.56, the type of `object` will be propagated to the return type
* under the same conditions as for g_object_ref().
*/
ref_sink(): GObject.Object
/**
* Releases all references to other objects. This can be used to break
* reference cycles.
*
* This function should only be called from object system implementations.
*/
run_dispose(): void
/**
* Each object carries around a table of associations from
* strings to pointers. This function lets you set an association.
*
* If the object already had an association with that name,
* the old association will be destroyed.
*
* Internally, the `key` is converted to a #GQuark using g_quark_from_string().
* This means a copy of `key` is kept permanently (even after `object` has been
* finalized) — so it is recommended to only use a small, bounded set of values
* for `key` in your program, to avoid the #GQuark storage growing unbounded.
* @param key name of the key
* @param data data to associate with that key
*/
set_data(key: string, data?: object | null): void
/**
* Sets a property on an object.
* @param property_name the name of the property to set
* @param value the value
*/
set_property(property_name: string, value: any): void
/**
* Remove a specified datum from the object's data associations,
* without invoking the association's destroy handler.
* @param key name of the key
*/
steal_data(key: string): object | null
/**
* This function gets back user data pointers stored via
* g_object_set_qdata() and removes the `data` from object
* without invoking its destroy() function (if any was
* set).
* Usually, calling this function is only required to update
* user data pointers with a destroy notifier, for example:
*
* ```c
* void
* object_add_to_user_list (GObject *object,
* const gchar *new_string)
* {
* // the quark, naming the object data
* GQuark quark_string_list = g_quark_from_static_string ("my-string-list");
* // retrieve the old string list
* GList *list = g_object_steal_qdata (object, quark_string_list);
*
* // prepend new string
* list = g_list_prepend (list, g_strdup (new_string));
* // this changed 'list', so we need to set it again
* g_object_set_qdata_full (object, quark_string_list, list, free_string_list);
* }
* static void
* free_string_list (gpointer data)
* {
* GList *node, *list = data;
*
* for (node = list; node; node = node->next)
* g_free (node->data);
* g_list_free (list);
* }
* ```
*
* Using g_object_get_qdata() in the above example, instead of
* g_object_steal_qdata() would have left the destroy function set,
* and thus the partial string list would have been freed upon
* g_object_set_qdata_full().
* @param quark A #GQuark, naming the user data pointer
*/
steal_qdata(quark: GLib.Quark): object | null
/**
* Reverts the effect of a previous call to
* g_object_freeze_notify(). The freeze count is decreased on `object`
* and when it reaches zero, queued "notify" signals are emitted.
*
* Duplicate notifications for each property are squashed so that at most one
* #GObject::notify signal is emitted for each property, in the reverse order
* in which they have been queued.
*
* It is an error to call this function when the freeze count is zero.
*/
thaw_notify(): void
/**
* Decreases the reference count of `object`. When its reference count
* drops to 0, the object is finalized (i.e. its memory is freed).
*
* If the pointer to the #GObject may be reused in future (for example, if it is
* an instance variable of another object), it is recommended to clear the
* pointer to %NULL rather than retain a dangling pointer to a potentially
* invalid #GObject instance. Use g_clear_object() for this.
*/
unref(): void
/**
* This function essentially limits the life time of the `closure` to
* the life time of the object. That is, when the object is finalized,
* the `closure` is invalidated by calling g_closure_invalidate() on
* it, in order to prevent invocations of the closure with a finalized
* (nonexisting) object. Also, g_object_ref() and g_object_unref() are
* added as marshal guards to the `closure,` to ensure that an extra
* reference count is held on `object` during invocation of the
* `closure`. Usually, this function will be called on closures that
* use this `object` as closure data.
* @param closure #GClosure to watch
*/
watch_closure(closure: Function): void
/* Virtual methods of GObject-2.0.GObject.Object */
vfunc_constructed(): void
vfunc_dispatch_properties_changed(n_pspecs: number, pspecs: GObject.ParamSpec): void
vfunc_dispose(): void
vfunc_finalize(): void
vfunc_get_property(property_id: number, value: any, pspec: GObject.ParamSpec): void
/**
* Emits a "notify" signal for the property `property_name` on `object`.
*
* When possible, eg. when signaling a property change from within the class
* that registered the property, you should use g_object_notify_by_pspec()
* instead.
*
* Note that emission of the notify signal may be blocked with
* g_object_freeze_notify(). In this case, the signal emissions are queued
* and will be emitted (in reverse order) when g_object_thaw_notify() is
* called.
* @param pspec
*/
vfunc_notify(pspec: GObject.ParamSpec): void
vfunc_set_property(property_id: number, value: any, pspec: GObject.ParamSpec): void
/* Signals of GObject-2.0.GObject.Object */
/**
* The notify signal is emitted on an object when one of its properties has
* its value set through g_object_set_property(), g_object_set(), et al.
*
* Note that getting this signal doesn’t itself guarantee that the value of
* the property has actually changed. When it is emitted is determined by the
* derived GObject class. If the implementor did not create the property with
* %G_PARAM_EXPLICIT_NOTIFY, then any call to g_object_set_property() results
* in ::notify being emitted, even if the new value is the same as the old.
* If they did pass %G_PARAM_EXPLICIT_NOTIFY, then this signal is emitted only
* when they explicitly call g_object_notify() or g_object_notify_by_pspec(),
* and common practice is to do that only when the value has actually changed.
*
* This signal is typically used to obtain change notification for a
* single property, by specifying the property name as a detail in the
* g_signal_connect() call, like this:
*
*
* ```c
* g_signal_connect (text_view->buffer, "notify::paste-target-list",
* G_CALLBACK (gtk_text_view_target_list_notify),
* text_view)
* ```
*
*
* It is important to note that you must use
* [canonical parameter names][canonical-parameter-names] as
* detail strings for the notify signal.
* @param pspec the #GParamSpec of the property which changed.
*/
connect(sigName: "notify", callback: (($obj: ControllerIterator, pspec: GObject.ParamSpec) => void)): number
connect_after(sigName: "notify", callback: (($obj: ControllerIterator, pspec: GObject.ParamSpec) => void)): number
emit(sigName: "notify", pspec: GObject.ParamSpec): void
connect(sigName: string, callback: any): number
connect_after(sigName: string, callback: any): number
emit(sigName: string, ...args: any[]): void
disconnect(id: number): void
static name: string
constructor (config?: ControllerIterator_ConstructProps)
_init (config?: ControllerIterator_ConstructProps): void
static $gtype: GObject.Type
}
interface Core_ConstructProps extends GObject.Object_ConstructProps {
/* Constructor properties of Retro-1.Retro.Core */
content_directory?: string
/**
* The filename of the core.
*/
filename?: string
/**
* The number of frames to run ahead of time. This allows to know in advance
* what should happen in the given number of frames, allowing to react in
* advance.
*
* Note that this is resource intensive as the core will be iterated over
* multiple times for each perceived iteration. In order to work, this
* requires the cores to properly support serialization, otherwise the
* behavior is undefined.
*/
runahead?: number
/**
* The save directory of the core.
*
* The core will save some data here.
*/
save_directory?: string
/**
* The speed ratio at wich the core will run.
*/
speed_rate?: number
/**
* The system directory of the core.
*
* The core will look here for additional data, such as firmware ROMs or
* configuration files.
*/
system_directory?: string
/**
* The name of the user.
*/
user_name?: string
}
class Core {
/* Properties of Retro-1.Retro.Core */
/**
* The Libretro API version implement by the core.
*/
readonly api_version: number
content_directory: string
/**
* The filename of the core.
*/
readonly filename: string
/**
* The FPS rate for the core's video output.
*/
readonly frames_per_second: number
/**
* Whether a game has been loaded.
*/
readonly game_loaded: boolean
/**
* Whether the core has been initiated.
*/
readonly is_initiated: boolean
/**
* The number of frames to run ahead of time. This allows to know in advance
* what should happen in the given number of frames, allowing to react in
* advance.
*
* Note that this is resource intensive as the core will be iterated over
* multiple times for each perceived iteration. In order to work, this
* requires the cores to properly support serialization, otherwise the
* behavior is undefined.
*/
runahead: number
/**
* The save directory of the core.
*
* The core will save some data here.
*/
save_directory: string
/**
* The speed ratio at wich the core will run.
*/
speed_rate: number
/**
* Whether the core supports running with no game.
*/
readonly support_no_game: boolean
/**
* The system directory of the core.
*
* The core will look here for additional data, such as firmware ROMs or
* configuration files.
*/
system_directory: string
/**
* The name of the user.
*/
user_name: string
/* Fields of GObject-2.0.GObject.Object */
g_type_instance: GObject.TypeInstance
/* Methods of Retro-1.Retro.Core */
/**
* This initializes `self,` loads its available options and loads the medias. You
* need to boot `self` before using some of its methods.
*/
boot(): void
/**
* Gets the Libretro API version implement by the core.
*/
get_api_version(): number
/**
* Gets whether the state of `self` can be accessed.
*/
get_can_access_state(): boolean
get_content_directory(): string
/**
* Gets the filename of the core.
*/
get_filename(): string
/**
* Gets the FPS rate for the core's video output.
*/
get_frames_per_second(): number
/**
* Gets whether a game has been loaded.
*/
get_game_loaded(): boolean
/**
* Gets whether the core has been initiated.
*/
get_is_initiated(): boolean
/**
* Gets the size of a memory region of `self`.
* @param memory_type the type of memory
*/
get_memory_size(memory_type: MemoryType): number
/**
* Gets the option for the given key.
* @param key the key of the option
*/
get_option(key: string): Option
get_runahead(): number
/**
* Gets the save directory of the core.
*
* The core will save some data here.
*/
get_save_directory(): string
/**
* Gets the speed rate at which to run the core.
*/
get_speed_rate(): number
/**
* Gets whether the core supports running with no game.
*/
get_support_no_game(): boolean
/**
* Gets the system directory of the core.
*
* The core will look here for additional data, such as firmware ROMs or
* configuration files.
*/
get_system_directory(): string
/**
* Gets the name of the user.
*/
get_user_name(): string
/**
* Gets whether the core has an option for the given key.
* @param key the key of the option
*/
has_option(key: string): boolean
/**
* Creates a new #RetroControllerIterator which can be used to iterate through
* the controllers plugged into `self`.
*/
iterate_controllers(): ControllerIterator
/**
* Creates a new #RetroOptionIterator which can be used to iterate through the
* options of `self`.
*/
iterate_options(): OptionIterator
/**
* Iterate `self` for a frame.
*/
iteration(): void
/**
* Loads a memory region of `self`.
* @param memory_type the type of memory
* @param filename a file to load the data from
*/
load_memory(memory_type: MemoryType, filename: string): void
/**
* Loads the state of the `self`.
* @param filename the file to load the state from
*/
load_state(filename: string): void
/**
* Overrides default value for the option `key`. This can be used to set value
* for a startup-only option.
*
* You can use this before booting the core.
* @param key the key of the option
* @param value the default value
*/
override_option_default(key: string, value: string): void
/**
* Resets `self`.
*/
reset(): void
/**
* Starts running the core. If the core was stopped, it will restart from this
* moment.
*/
run(): void
/**
* Saves a memory region of `self`.
* @param memory_type the type of memory
* @param filename a file to save the data to
*/