dolphin/Source/Core/Core/Core.h

203 lines
6.4 KiB
C++

// Copyright 2008 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
// Core
// The external interface to the emulator core. Plus some extras.
// This is another part of the emu that needs cleaning - Core.cpp really has
// too much random junk inside.
#pragma once
#include <functional>
#include <memory>
#include <string>
#include <string_view>
#include "Common/CommonTypes.h"
struct BootParameters;
struct WindowSystemInfo;
namespace Core
{
class System;
bool GetIsThrottlerTempDisabled();
void SetIsThrottlerTempDisabled(bool disable);
// Returns the latest emulation speed (1 is full speed) (swings a lot)
double GetActualEmulationSpeed();
void Callback_FramePresented(double actual_emulation_speed = 1.0);
void Callback_NewField(Core::System& system);
enum class State
{
Uninitialized,
Paused,
Running,
Stopping,
Starting,
};
// Console type values based on:
// - YAGCD 4.2.1.1.2
// - OSInit (GameCube ELF from Finding Nemo)
// - OSReportInfo (Wii ELF from Rayman Raving Rabbids)
enum class ConsoleType : u32
{
// 0x0XXXXXXX Retail units - Gamecube
HW1 = 1,
HW2 = 2,
LatestProductionBoard = 3,
Reserved = 4,
// 0x0XXXXXXX Retail units - Wii
PreProductionBoard0 = 0x10, // Pre-production board 0
PreProductionBoard1 = 0x11, // Pre-production board 1
PreProductionBoard2_1 = 0x12, // Pre-production board 2-1
PreProductionBoard2_2 = 0x20, // Pre-production board 2-2
RVL_Retail1 = 0x21,
RVL_Retail2 = 0x22,
RVL_Retail3 = 0x23,
RVA1 = 0x100, // Revolution Arcade
// 0x1XXXXXXX Devkits - Gamecube
// Emulators
MacEmulator = 0x10000000, // Mac Emulator
PcEmulator = 0x10000001, // PC Emulator
// Embedded PowerPC series
Arthur = 0x10000002, // EPPC Arthur
Minnow = 0x10000003, // EPPC Minnow
// Development HW
// Version = (console_type & 0x0fffffff) - 3
FirstDevkit = 0x10000004,
SecondDevkit = 0x10000005,
LatestDevkit = 0x10000006,
ReservedDevkit = 0x10000007,
// 0x1XXXXXXX Devkits - Wii
RevolutionEmulator = 0x10000008, // Revolution Emulator
NDEV1_0 = 0x10000010, // NDEV 1.0
NDEV1_1 = 0x10000011, // NDEV 1.1
NDEV1_2 = 0x10000012, // NDEV 1.2
NDEV2_0 = 0x10000020, // NDEV 2.0
NDEV2_1 = 0x10000021, // NDEV 2.1
// 0x2XXXXXXX TDEV-based emulation HW
// Version = (console_type & 0x0fffffff) - 3
HW2TDEVSystem = 0x20000005,
LatestTDEVSystem = 0x20000006,
ReservedTDEVSystem = 0x20000007,
};
// Run a function as the CPU thread. This is an RAII alternative to the RunAsCPUThread function.
//
// If constructed from the Host thread, the CPU thread is paused and the current thread temporarily
// becomes the CPU thread.
// If constructed from the CPU thread, nothing special happens.
//
// This should only be constructed from the CPU thread or the host thread.
//
// Some functions use a parameter of this type to indicate that the function should only be called
// from the CPU thread. If the parameter is a pointer, the function has a fallback for being called
// from the wrong thread (with the argument being set to nullptr).
class CPUThreadGuard final
{
public:
explicit CPUThreadGuard(Core::System& system);
~CPUThreadGuard();
CPUThreadGuard(const CPUThreadGuard&) = delete;
CPUThreadGuard(CPUThreadGuard&&) = delete;
CPUThreadGuard& operator=(const CPUThreadGuard&) = delete;
CPUThreadGuard& operator=(CPUThreadGuard&&) = delete;
private:
Core::System& m_system;
const bool m_was_cpu_thread;
bool m_was_unpaused = false;
};
bool Init(std::unique_ptr<BootParameters> boot, const WindowSystemInfo& wsi);
void Stop();
void Shutdown();
void DeclareAsCPUThread();
void UndeclareAsCPUThread();
void DeclareAsGPUThread();
void UndeclareAsGPUThread();
std::string StopMessage(bool main_thread, std::string_view message);
bool IsRunning();
bool IsRunningAndStarted(); // is running and the CPU loop has been entered
bool IsRunningInCurrentThread(); // this tells us whether we are running in the CPU thread.
bool IsCPUThread(); // this tells us whether we are the CPU thread.
bool IsGPUThread();
bool WantsDeterminism();
// [NOT THREADSAFE] For use by Host only
void SetState(State state);
State GetState();
void SaveScreenShot();
void SaveScreenShot(std::string_view name);
// This displays messages in a user-visible way.
void DisplayMessage(std::string message, int time_in_ms);
void FrameUpdateOnCPUThread();
void OnFrameEnd();
// Run a function as the CPU thread.
//
// If called from the Host thread, the CPU thread is paused and the current thread temporarily
// becomes the CPU thread while running the function.
// If called from the CPU thread, the function will be run directly.
//
// This should only be called from the CPU thread or the host thread.
void RunAsCPUThread(std::function<void()> function);
// Run a function on the CPU thread, asynchronously.
// This is only valid to call from the host thread, since it uses PauseAndLock() internally.
void RunOnCPUThread(std::function<void()> function, bool wait_for_completion);
// for calling back into UI code without introducing a dependency on it in core
using StateChangedCallbackFunc = std::function<void(Core::State)>;
// Returns a handle
int AddOnStateChangedCallback(StateChangedCallbackFunc callback);
// Also invalidates the handle
bool RemoveOnStateChangedCallback(int* handle);
void CallOnStateChangedCallbacks(Core::State state);
// Run on the Host thread when the factors change. [NOT THREADSAFE]
void UpdateWantDeterminism(bool initial = false);
// Queue an arbitrary function to asynchronously run once on the Host thread later.
// Threadsafe. Can be called by any thread, including the Host itself.
// Jobs will be executed in RELATIVE order. If you queue 2 jobs from the same thread
// then they will be executed in the order they were queued; however, there is no
// global order guarantee across threads - jobs from other threads may execute in
// between.
// NOTE: Make sure the jobs check the global state instead of assuming everything is
// still the same as when the job was queued.
// NOTE: Jobs that are not set to run during stop will be discarded instead.
void QueueHostJob(std::function<void()> job, bool run_during_stop = false);
// Should be called periodically by the Host to run pending jobs.
// WMUserJobDispatch will be sent when something is added to the queue.
void HostDispatchJobs();
void DoFrameStep();
void UpdateInputGate(bool require_focus, bool require_full_focus = false);
void UpdateTitle();
} // namespace Core