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