mirror of https://github.com/PCSX2/pcsx2.git
245 lines
8.1 KiB
C++
245 lines
8.1 KiB
C++
/* PCSX2 - PS2 Emulator for PCs
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* Copyright (C) 2002-2022 PCSX2 Dev Team
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*
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* PCSX2 is free software: you can redistribute it and/or modify it under the terms
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* of the GNU Lesser General Public License as published by the Free Software Found-
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* ation, either version 3 of the License, or (at your option) any later version.
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*
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* PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
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* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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* PURPOSE. See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along with PCSX2.
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* If not, see <http://www.gnu.org/licenses/>.
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*/
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#pragma once
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#include <atomic>
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#include <memory>
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#include <functional>
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#include <optional>
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#include "pcsx2/Host.h"
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#include "pcsx2/HostDisplay.h"
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#include "pcsx2/HostSettings.h"
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#include "pcsx2/Frontend/InputManager.h"
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#include "pcsx2/VMManager.h"
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#include <QtCore/QList>
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#include <QtCore/QEventLoop>
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#include <QtCore/QMetaType>
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#include <QtCore/QPair>
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#include <QtCore/QString>
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#include <QtCore/QSemaphore>
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#include <QtCore/QString>
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#include <QtCore/QTimer>
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#include <QtCore/QThread>
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class SettingsInterface;
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class DisplayWidget;
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struct VMBootParameters;
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enum class CDVD_SourceType : uint8_t;
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Q_DECLARE_METATYPE(std::shared_ptr<VMBootParameters>);
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Q_DECLARE_METATYPE(std::optional<bool>);
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Q_DECLARE_METATYPE(GSRendererType);
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Q_DECLARE_METATYPE(InputBindingKey);
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Q_DECLARE_METATYPE(CDVD_SourceType);
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class EmuThread : public QThread
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{
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Q_OBJECT
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public:
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explicit EmuThread(QThread* ui_thread);
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~EmuThread();
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static void start();
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static void stop();
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__fi QEventLoop* getEventLoop() const { return m_event_loop; }
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__fi bool isFullscreen() const { return m_is_fullscreen; }
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__fi bool isRenderingToMain() const { return m_is_rendering_to_main; }
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__fi bool isSurfaceless() const { return m_is_surfaceless; }
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__fi bool isRunningFullscreenUI() const { return m_run_fullscreen_ui; }
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bool isOnEmuThread() const;
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bool shouldRenderToMain() const;
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/// Called back from the GS thread when the display state changes (e.g. fullscreen, render to main).
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bool acquireHostDisplay(RenderAPI api, bool clear_state_on_fail);
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void connectDisplaySignals(DisplayWidget* widget);
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void releaseHostDisplay(bool clear_state);
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void updateDisplay();
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void startBackgroundControllerPollTimer();
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void stopBackgroundControllerPollTimer();
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void updatePerformanceMetrics(bool force);
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public Q_SLOTS:
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bool confirmMessage(const QString& title, const QString& message);
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void loadSettings(SettingsInterface& si, std::unique_lock<std::mutex>& lock);
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void checkForSettingChanges(const Pcsx2Config& old_config);
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void startFullscreenUI(bool fullscreen);
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void stopFullscreenUI();
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void startVM(std::shared_ptr<VMBootParameters> boot_params);
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void resetVM();
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void setVMPaused(bool paused);
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void shutdownVM(bool save_state = true);
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void loadState(const QString& filename);
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void loadStateFromSlot(qint32 slot);
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void saveState(const QString& filename);
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void saveStateToSlot(qint32 slot);
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void toggleFullscreen();
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void setFullscreen(bool fullscreen);
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void setSurfaceless(bool surfaceless);
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void applySettings();
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void reloadGameSettings();
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void updateEmuFolders();
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void toggleSoftwareRendering();
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void switchRenderer(GSRendererType renderer);
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void changeDisc(CDVD_SourceType source, const QString& path);
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void reloadPatches();
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void reloadInputSources();
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void reloadInputBindings();
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void reloadInputDevices();
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void closeInputSources();
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void requestDisplaySize(float scale);
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void enumerateInputDevices();
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void enumerateVibrationMotors();
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void runOnCPUThread(const std::function<void()>& func);
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void queueSnapshot(quint32 gsdump_frames);
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void beginCapture(const QString& path);
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void endCapture();
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Q_SIGNALS:
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bool messageConfirmed(const QString& title, const QString& message);
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DisplayWidget* onCreateDisplayRequested(bool fullscreen, bool render_to_main);
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DisplayWidget* onUpdateDisplayRequested(bool fullscreen, bool render_to_main, bool surfaceless);
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void onResizeDisplayRequested(qint32 width, qint32 height);
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void onDestroyDisplayRequested();
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void onRelativeMouseModeRequested(bool enabled);
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/// Called when the VM is starting initialization, but has not been completed yet.
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void onVMStarting();
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/// Called when the VM is created.
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void onVMStarted();
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/// Called when the VM is paused.
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void onVMPaused();
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/// Called when the VM is resumed after being paused.
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void onVMResumed();
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/// Called when the VM is shut down or destroyed.
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void onVMStopped();
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/// Provided by the host; called when the running executable changes.
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void onGameChanged(const QString& path, const QString& elf_override, const QString& serial, const QString& name, quint32 crc);
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void onInputDevicesEnumerated(const QList<QPair<QString, QString>>& devices);
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void onInputDeviceConnected(const QString& identifier, const QString& device_name);
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void onInputDeviceDisconnected(const QString& identifier);
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void onVibrationMotorsEnumerated(const QList<InputBindingKey>& motors);
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/// Called when a save state is loading, before the file is processed.
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void onSaveStateLoading(const QString& path);
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/// Called after a save state is successfully loaded. If the save state was invalid, was_successful will be false.
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void onSaveStateLoaded(const QString& path, bool was_successful);
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/// Called when a save state is being created/saved. The compression/write to disk is asynchronous, so this callback
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/// just signifies that the save has started, not necessarily completed.
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void onSaveStateSaved(const QString& path);
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/// Called when achievements are reloaded/refreshed (e.g. game change, login, option change).
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void onAchievementsRefreshed(quint32 id, const QString& game_info_string, quint32 total, quint32 points);
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protected:
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void run();
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private:
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/// Interval at which the controllers are polled when the system is not active.
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static constexpr u32 BACKGROUND_CONTROLLER_POLLING_INTERVAL = 100;
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/// Poll at half the vsync rate for FSUI to reduce the chance of getting a press+release in the same frame.
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static constexpr u32 FULLSCREEN_UI_CONTROLLER_POLLING_INTERVAL = 8;
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void destroyVM();
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void executeVM();
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void createBackgroundControllerPollTimer();
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void destroyBackgroundControllerPollTimer();
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void connectSignals();
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private Q_SLOTS:
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void stopInThread();
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void doBackgroundControllerPoll();
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void onDisplayWindowResized(int width, int height, float scale);
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void onApplicationStateChanged(Qt::ApplicationState state);
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void redrawDisplayWindow();
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private:
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QThread* m_ui_thread;
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QSemaphore m_started_semaphore;
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QEventLoop* m_event_loop = nullptr;
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QTimer* m_background_controller_polling_timer = nullptr;
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std::atomic_bool m_shutdown_flag{false};
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bool m_verbose_status = false;
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bool m_run_fullscreen_ui = false;
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bool m_is_rendering_to_main = false;
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bool m_is_fullscreen = false;
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bool m_is_surfaceless = false;
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bool m_save_state_on_shutdown = false;
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bool m_pause_on_focus_loss = false;
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bool m_was_paused_by_focus_loss = false;
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float m_last_speed = 0.0f;
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float m_last_game_fps = 0.0f;
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float m_last_video_fps = 0.0f;
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int m_last_internal_width = 0;
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int m_last_internal_height = 0;
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GSRendererType m_last_renderer = GSRendererType::Null;
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};
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extern EmuThread* g_emu_thread;
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namespace QtHost
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{
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/// Sets batch mode (exit after game shutdown).
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bool InBatchMode();
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/// Sets NoGUI mode (implys batch mode, does not display main window, exits on shutdown).
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bool InNoGUIMode();
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/// Returns true if the calling thread is the UI thread.
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bool IsOnUIThread();
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/// Returns true if advanced settings should be shown.
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bool ShouldShowAdvancedSettings();
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/// Executes a function on the UI thread.
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void RunOnUIThread(const std::function<void()>& func, bool block = false);
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/// Returns the application name and version, optionally including debug/devel config indicator.
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QString GetAppNameAndVersion();
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/// Returns the debug/devel config indicator.
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QString GetAppConfigSuffix();
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/// Returns the base path for resources. This may be : prefixed, if we're using embedded resources.
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QString GetResourcesBasePath();
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/// VM state, safe to access on UI thread.
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bool IsVMValid();
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bool IsVMPaused();
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} // namespace QtHost
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