195 lines
4.7 KiB
C++
195 lines
4.7 KiB
C++
/*
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Created on: Apr 20, 2020
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Copyright 2020 flyinghead
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This file is part of flycast.
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flycast is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 2 of the License, or
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(at your option) any later version.
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flycast is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with flycast. If not, see <https://www.gnu.org/licenses/>.
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*/
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#pragma once
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#include "types.h"
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#include <atomic>
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#include <future>
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#include <array>
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#include <mutex>
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#include <utility>
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#include <vector>
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#include <time.h>
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void loadGameSpecificSettings();
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void SaveSettings();
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int flycast_init(int argc, char* argv[]);
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void dc_reset(bool hard); // for tests only
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void flycast_term();
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void dc_exit();
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void dc_savestate(int index = 0, const u8 *pngData = nullptr, u32 pngSize = 0);
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void dc_loadstate(int index = 0);
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void dc_loadstate(Deserializer& deser);
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time_t dc_getStateCreationDate(int index);
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void dc_getStateScreenshot(int index, std::vector<u8>& pngData);
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enum class Event {
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Start,
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Pause,
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Resume,
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Terminate,
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LoadState,
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VBlank,
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Network,
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DiskChange,
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max = DiskChange
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};
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class EventManager
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{
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public:
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using Callback = void (*)(Event, void *);
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static void listen(Event event, Callback callback, void *param = nullptr) {
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instance().registerEvent(event, callback, param);
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}
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static void unlisten(Event event, Callback callback, void *param = nullptr) {
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instance().unregisterEvent(event, callback, param);
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}
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static void event(Event event) {
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instance().broadcastEvent(event);
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}
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private:
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EventManager() = default;
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static EventManager& instance() {
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static EventManager _instance;
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return _instance;
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}
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void registerEvent(Event event, Callback callback, void *param);
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void unregisterEvent(Event event, Callback callback, void *param);
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void broadcastEvent(Event event);
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std::array<std::vector<std::pair<Callback, void *>>, static_cast<size_t>(Event::max) + 1> callbacks;
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};
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struct LoadProgress
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{
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void reset()
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{
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cancelled = false;
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label = nullptr;
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progress = 0.f;
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}
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std::atomic<bool> cancelled;
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std::atomic<const char *> label;
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std::atomic<float> progress;
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};
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class Emulator
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{
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public:
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/**
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* Initialize the emulator. Does nothing if already initialized.
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*/
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void init();
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/**
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* Terminate the emulator. After calling this method, the application must be restarted.
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*/
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void term();
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/**
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* Load the specified game/media. Will call init() first.
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* May throw if the game cannot be loaded.
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* If a game is already loaded, or the emulator is in the error state, unloadGame() must be called first.
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*/
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void loadGame(const char *path, LoadProgress *progress = nullptr);
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/**
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* Reset the emulator in order to load another game. After calling this method, only loadGame() and term() can be called.
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* Does nothing if no game is loaded.
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*/
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void unloadGame();
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/**
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* Run the emulator in the calling thread until a frame is rendered. A game must be loaded and start() must be called
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* prior to calling this method.
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*/
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void run();
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/**
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* Prepare the emulator to start executing. Starts the execution thread if in multi-thread mode.
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* A game must be loaded successfully before calling this method.
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*/
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void start();
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/**
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* Stops the execution thread if in multi-thread mode. The game can be restarted by calling start().
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* Does nothing if the game isn't running.
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*/
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void stop();
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/**
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* Execute a single instruction.
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*/
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void step();
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/**
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* Execute instructions while PC is with range.
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*/
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void stepRange(u32 from, u32 to);
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/**
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* Return whether the emulator is currently running.
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*/
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bool running() const {
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return state == Running;
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}
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/**
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* Wait for the next frame and render it. If in single-thread mode, it will run the emulator until a frame is rendered.
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*/
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bool render();
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/**
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* Set the network state.
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*/
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void setNetworkState(bool online);
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/**
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* Called internally to reset the emulator.
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*/
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void requestReset();
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/**
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* Called internally on vblank.
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*/
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void vblank();
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private:
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bool checkStatus(bool wait = false);
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void runInternal();
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enum State {
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Uninitialized = 0,
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Init,
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Loaded,
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Running,
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Error,
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Terminated,
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};
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State state = Uninitialized;
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std::future<void> threadResult;
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bool resetRequested = false;
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bool singleStep = false;
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u64 startTime = 0;
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bool renderTimeout = false;
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u32 stepRangeFrom = 0;
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u32 stepRangeTo = 0;
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bool stopRequested = false;
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std::mutex mutex;
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};
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extern Emulator emu;
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int getGamePlatform(const std::string& filename);
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