flycast/core/emulator.h

195 lines
4.7 KiB
C++

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