pcsx2/pcsx2-qt/EmuThread.h

181 lines
5.7 KiB
C++

/* 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 <http://www.gnu.org/licenses/>.
*/
#pragma once
#include "pcsx2/Host.h"
#include "pcsx2/HostDisplay.h"
#include "pcsx2/Frontend/InputManager.h"
#include <QtCore/QList>
#include <QtCore/QEventLoop>
#include <QtCore/QPair>
#include <QtCore/QString>
#include <QtCore/QSemaphore>
#include <QtCore/QTimer>
#include <QtCore/QThread>
#include <atomic>
#include <memory>
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; }
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 releaseHostDisplay();
void updateDisplay();
void startBackgroundControllerPollTimer();
void stopBackgroundControllerPollTimer();
void updatePerformanceMetrics(bool force);
public Q_SLOTS:
void startVM(std::shared_ptr<VMBootParameters> boot_params);
void resetVM();
void setVMPaused(bool paused);
bool shutdownVM(bool allow_save_to_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 applySettings();
void reloadGameSettings();
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();
Q_SIGNALS:
DisplayWidget* onCreateDisplayRequested(bool fullscreen, bool render_to_main);
DisplayWidget* onUpdateDisplayRequested(bool fullscreen, bool render_to_main);
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<QPair<QString, QString>>& devices);
void onInputDeviceConnected(const QString& identifier, const QString& device_name);
void onInputDeviceDisconnected(const QString& identifier);
void onVibrationMotorsEnumerated(const QList<InputBindingKey>& 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 connectDisplaySignals(DisplayWidget* widget);
void destroyVM();
void executeVM();
void checkForSettingChanges();
void createBackgroundControllerPollTimer();
void destroyBackgroundControllerPollTimer();
void loadOurSettings();
private Q_SLOTS:
void stopInThread();
void doBackgroundControllerPoll();
void onDisplayWindowMouseMoveEvent(int x, int y);
void onDisplayWindowMouseButtonEvent(int button, bool pressed);
void onDisplayWindowMouseWheelEvent(const QPoint& delta_angle);
void onDisplayWindowResized(int width, int height, float scale);
void onDisplayWindowFocused();
void onDisplayWindowKeyEvent(int key, int mods, bool pressed);
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;
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;
};
/// <summary>
/// Helper class to pause/unpause the emulation thread.
/// </summary>
class ScopedVMPause
{
public:
ScopedVMPause(bool was_paused);
~ScopedVMPause();
private:
bool m_was_paused;
};
extern EmuThread* g_emu_thread;