/* PCSX2 - PS2 Emulator for PCs * Copyright (C) 2002-2022 PCSX2 Dev Team * * PCSX2 is free software: you can redistribute it and/or modify it under the terms * of the GNU Lesser General Public License as published by the Free Software Found- * ation, either version 3 of the License, or (at your option) any later version. * * PCSX2 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 PCSX2. * If not, see . */ #pragma once #include "pcsx2/Host.h" #include "pcsx2/HostDisplay.h" #include "pcsx2/Frontend/InputManager.h" #include #include #include #include #include #include #include #include #include class DisplayWidget; struct VMBootParameters; class EmuThread : public QThread { Q_OBJECT public: explicit EmuThread(QThread* ui_thread); ~EmuThread(); static void start(); static void stop(); __fi QEventLoop* getEventLoop() const { return m_event_loop; } __fi bool isFullscreen() const { return m_is_fullscreen; } bool isOnEmuThread() const; /// Called back from the GS thread when the display state changes (e.g. fullscreen, render to main). HostDisplay* acquireHostDisplay(HostDisplay::RenderAPI api); void connectDisplaySignals(DisplayWidget* widget); void releaseHostDisplay(); void updateDisplay(); void startBackgroundControllerPollTimer(); void stopBackgroundControllerPollTimer(); void updatePerformanceMetrics(bool force); public Q_SLOTS: void startVM(std::shared_ptr boot_params); void resetVM(); void setVMPaused(bool paused); void shutdownVM(bool save_state = true); void loadState(const QString& filename); void loadStateFromSlot(qint32 slot); void saveState(const QString& filename); void saveStateToSlot(qint32 slot); void toggleFullscreen(); void setFullscreen(bool fullscreen); void setSurfaceless(bool surfaceless); void applySettings(); void reloadGameSettings(); void updateEmuFolders(); void toggleSoftwareRendering(); void switchRenderer(GSRendererType renderer); void changeDisc(const QString& path); void reloadPatches(); void reloadInputSources(); void reloadInputBindings(); void requestDisplaySize(float scale); void enumerateInputDevices(); void enumerateVibrationMotors(); void runOnCPUThread(const std::function& func); void queueSnapshot(quint32 gsdump_frames); Q_SIGNALS: DisplayWidget* onCreateDisplayRequested(bool fullscreen, bool render_to_main); DisplayWidget* onUpdateDisplayRequested(bool fullscreen, bool render_to_main, bool surfaceless); void onResizeDisplayRequested(qint32 width, qint32 height); void onDestroyDisplayRequested(); /// Called when the VM is starting initialization, but has not been completed yet. void onVMStarting(); /// Called when the VM is created. void onVMStarted(); /// Called when the VM is paused. void onVMPaused(); /// Called when the VM is resumed after being paused. void onVMResumed(); /// Called when the VM is shut down or destroyed. void onVMStopped(); /// Provided by the host; called when the running executable changes. void onGameChanged(const QString& path, const QString& serial, const QString& name, quint32 crc); /// Called when performance metrics are changed, approx. once a second. void onPerformanceMetricsUpdated(const QString& fps_stats, const QString& gs_stats); void onInputDevicesEnumerated(const QList>& devices); void onInputDeviceConnected(const QString& identifier, const QString& device_name); void onInputDeviceDisconnected(const QString& identifier); void onVibrationMotorsEnumerated(const QList& motors); /// Called when a save state is loading, before the file is processed. void onSaveStateLoading(const QString& path); /// Called after a save state is successfully loaded. If the save state was invalid, was_successful will be false. void onSaveStateLoaded(const QString& path, bool was_successful); /// Called when a save state is being created/saved. The compression/write to disk is asynchronous, so this callback /// just signifies that the save has started, not necessarily completed. void onSaveStateSaved(const QString& path); protected: void run(); private: static constexpr u32 BACKGROUND_CONTROLLER_POLLING_INTERVAL = 100; /// Interval at which the controllers are polled when the system is not active. void destroyVM(); void executeVM(); void checkForSettingChanges(); void createBackgroundControllerPollTimer(); void destroyBackgroundControllerPollTimer(); void loadOurSettings(); private Q_SLOTS: void stopInThread(); void doBackgroundControllerPoll(); void onDisplayWindowResized(int width, int height, float scale); void onDisplayWindowFocused(); private: QThread* m_ui_thread; QSemaphore m_started_semaphore; QEventLoop* m_event_loop = nullptr; QTimer* m_background_controller_polling_timer = nullptr; std::atomic_bool m_shutdown_flag{false}; bool m_verbose_status = false; bool m_is_rendering_to_main = false; bool m_is_fullscreen = false; bool m_is_surfaceless = false; bool m_save_state_on_shutdown = false; float m_last_speed = 0.0f; float m_last_game_fps = 0.0f; float m_last_video_fps = 0.0f; int m_last_internal_width = 0; int m_last_internal_height = 0; }; extern EmuThread* g_emu_thread;