mirror of https://github.com/PCSX2/pcsx2.git
247 lines
7.9 KiB
C++
247 lines
7.9 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 <functional>
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#include <optional>
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#include <string>
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#include <vector>
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#include <string>
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#include <string_view>
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#include <optional>
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#include "common/Pcsx2Defs.h"
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#include "Config.h"
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enum class CDVD_SourceType : uint8_t;
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enum class VMState
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{
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Shutdown,
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Initializing,
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Running,
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Paused,
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Stopping,
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};
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struct VMBootParameters
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{
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std::string filename;
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std::string elf_override;
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std::string save_state;
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std::optional<s32> state_index;
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std::optional<CDVD_SourceType> source_type;
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std::optional<bool> fast_boot;
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std::optional<bool> fullscreen;
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};
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namespace VMManager
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{
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/// Makes sure that AVX2 is available if we were compiled with it.
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bool PerformEarlyHardwareChecks(const char** error);
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/// Returns the current state of the VM.
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VMState GetState();
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/// Alters the current state of the VM.
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void SetState(VMState state);
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/// Returns true if there is an active virtual machine.
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bool HasValidVM();
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/// Returns the path of the disc currently running.
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std::string GetDiscPath();
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/// Returns the crc of the executable currently running.
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u32 GetGameCRC();
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/// Returns the serial of the disc/executable currently running.
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std::string GetGameSerial();
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/// Returns the name of the disc/executable currently running.
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std::string GetGameName();
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/// Initializes all system components.
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bool Initialize(const VMBootParameters& boot_params);
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/// Destroys all system components.
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void Shutdown(bool save_resume_state);
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/// Resets all subsystems to a cold boot.
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void Reset();
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/// Runs the VM until the CPU execution is canceled.
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void Execute();
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/// Changes the pause state of the VM, resetting anything needed when unpausing.
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void SetPaused(bool paused);
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/// Reloads settings, and applies any changes present.
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void ApplySettings();
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/// Reloads game specific settings, and applys any changes present.
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bool ReloadGameSettings();
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/// Reloads cheats/patches. If verbose is set, the number of patches loaded will be shown in the OSD.
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void ReloadPatches(bool verbose, bool show_messages_when_disabled);
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/// Returns the save state filename for the given game serial/crc.
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std::string GetSaveStateFileName(const char* game_serial, u32 game_crc, s32 slot);
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/// Returns the path to save state for the specified disc/elf.
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std::string GetSaveStateFileName(const char* filename, s32 slot);
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/// Returns true if there is a save state in the specified slot.
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bool HasSaveStateInSlot(const char* game_serial, u32 game_crc, s32 slot);
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/// Loads state from the specified file.
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bool LoadState(const char* filename);
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/// Loads state from the specified slot.
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bool LoadStateFromSlot(s32 slot);
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/// Saves state to the specified filename.
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bool SaveState(const char* filename, bool zip_on_thread = true);
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/// Saves state to the specified slot.
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bool SaveStateToSlot(s32 slot, bool zip_on_thread = true);
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/// Waits until all compressing save states have finished saving to disk.
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void WaitForSaveStateFlush();
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/// Returns the current limiter mode.
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LimiterModeType GetLimiterMode();
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/// Updates the host vsync state, as well as timer frequencies. Call when the speed limiter is adjusted.
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void SetLimiterMode(LimiterModeType type);
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/// Runs the virtual machine for the specified number of video frames, and then automatically pauses.
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void FrameAdvance(u32 num_frames = 1);
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/// Changes the disc in the virtual CD/DVD drive. Passing an empty will remove any current disc.
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/// Returns false if the new disc can't be opened.
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bool ChangeDisc(std::string path);
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/// Returns true if the specified path is an ELF.
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bool IsElfFileName(const std::string_view& path);
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/// Returns true if the specified path is a GS Dump.
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bool IsGSDumpFileName(const std::string_view& path);
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/// Returns true if the specified path is a save state.
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bool IsSaveStateFileName(const std::string_view& path);
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/// Returns true if the specified path is a disc/elf/etc.
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bool IsLoadableFileName(const std::string_view& path);
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/// Returns the path for the game settings ini file for the specified CRC.
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std::string GetGameSettingsPath(const std::string_view& game_serial, u32 game_crc);
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/// Resizes the render window to the display size, with an optional scale.
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/// If the scale is set to 0, the internal resolution will be used, otherwise it is treated as a multiplier to 1x.
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void RequestDisplaySize(float scale = 0.0f);
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/// Internal callbacks, implemented in the emu core.
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namespace Internal
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{
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/// Performs early global initialization.
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bool InitializeGlobals();
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/// Releases resources allocated in InitializeGlobals().
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void ReleaseGlobals();
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/// Reserves memory for the virtual machines.
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bool InitializeMemory();
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/// Completely releases all memory for the virtual machine.
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void ReleaseMemory();
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const std::string& GetElfOverride();
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bool IsExecutionInterrupted();
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void EntryPointCompilingOnCPUThread();
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void GameStartingOnCPUThread();
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void VSyncOnCPUThread();
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}
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} // namespace VMManager
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namespace Host
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{
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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 shut down or destroyed.
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void OnVMDestroyed();
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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 performance metrics are updated, approximately once a second.
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void OnPerformanceMetricsUpdated();
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/// Called when a save state is loading, before the file is processed.
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void OnSaveStateLoading(const std::string_view& filename);
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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 std::string_view& filename, 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 std::string_view& filename);
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/// Provided by the host; called when the running executable changes.
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void OnGameChanged(const std::string& disc_path, const std::string& game_serial, const std::string& game_name, u32 game_crc);
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/// Provided by the host; called once per frame at guest vsync.
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void PumpMessagesOnCPUThread();
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/// Provided by the host; called when a state is saved, and the frontend should invalidate its save state cache.
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void InvalidateSaveStateCache();
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/// Requests a specific display window size.
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void RequestResizeHostDisplay(s32 width, s32 height);
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/// Safely executes a function on the VM thread.
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void RunOnCPUThread(std::function<void()> function, bool block = false);
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/// Asynchronously starts refreshing the game list.
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void RefreshGameListAsync(bool invalidate_cache);
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/// Cancels game list refresh, if there is one in progress.
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void CancelGameListRefresh();
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/// Requests shut down and exit of the hosting application. This may not actually exit,
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/// if the user cancels the shutdown confirmation.
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void RequestExit(bool save_state_if_running);
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/// Requests shut down of the current virtual machine.
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void RequestVMShutdown(bool save_state);
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/// Returns true if the hosting application is currently fullscreen.
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bool IsFullscreen();
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/// Alters fullscreen state of hosting application.
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void SetFullscreen(bool enabled);
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}
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