stella/src/emucore/OSystem.hxx

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//============================================================================
//
// SSSS tt lll lll
// SS SS tt ll ll
// SS tttttt eeee ll ll aaaa
// SSSS tt ee ee ll ll aa
// SS tt eeeeee ll ll aaaaa -- "An Atari 2600 VCS Emulator"
// SS SS tt ee ll ll aa aa
// SSSS ttt eeeee llll llll aaaaa
//
// Copyright (c) 1995-2015 by Bradford W. Mott, Stephen Anthony
// and the Stella Team
//
// See the file "License.txt" for information on usage and redistribution of
// this file, and for a DISCLAIMER OF ALL WARRANTIES.
//
// $Id$
//============================================================================
#ifndef OSYSTEM_HXX
#define OSYSTEM_HXX
class Cartridge;
class CheatManager;
class CommandMenu;
class Console;
class Debugger;
class Launcher;
class Menu;
class Properties;
class PropertiesSet;
class Random;
class SerialPort;
class Settings;
class Sound;
class StateManager;
class VideoDialog;
#include "FSNode.hxx"
#include "FrameBuffer.hxx"
#include "PNGLibrary.hxx"
#include "bspf.hxx"
struct TimingInfo {
uInt64 start;
uInt64 current;
uInt64 virt;
uInt64 totalTime;
uInt64 totalFrames;
};
/**
This class provides an interface for accessing operating system specific
functions. It also comprises an overall parent object, to which all the
other objects belong.
@author Stephen Anthony
@version $Id$
*/
class OSystem
{
friend class EventHandler;
friend class VideoDialog;
public:
/**
Create a new OSystem abstract class
*/
OSystem();
/**
Destructor
*/
virtual ~OSystem();
/**
Create all child objects which belong to this OSystem
*/
virtual bool create();
public:
/**
Get the event handler of the system.
@return The event handler
*/
EventHandler& eventHandler() const { return *myEventHandler; }
/**
Get the frame buffer of the system.
@return The frame buffer
*/
FrameBuffer& frameBuffer() const { return *myFrameBuffer; }
/**
Get the sound object of the system.
@return The sound object
*/
Sound& sound() const { return *mySound; }
/**
Get the settings object of the system.
@return The settings object
*/
Settings& settings() const { return *mySettings; }
/**
Get the random object of the system.
@return The random object
*/
Random& random() const { return *myRandom; }
/**
Get the set of game properties for the system.
@return The properties set object
*/
PropertiesSet& propSet() const { return *myPropSet; }
/**
Get the console of the system. The console won't always exist,
so we should test if it's available.
@return The console object
*/
Console& console() const { return *myConsole; }
bool hasConsole() const { return myConsole != nullptr; }
/**
Get the serial port of the system.
@return The serial port object
*/
SerialPort& serialPort() const { return *mySerialPort; }
/**
Get the settings menu of the system.
@return The settings menu object
*/
Menu& menu() const { return *myMenu; }
/**
Get the command menu of the system.
@return The command menu object
*/
CommandMenu& commandMenu() const { return *myCommandMenu; }
/**
Get the ROM launcher of the system.
@return The launcher object
*/
Launcher& launcher() const { return *myLauncher; }
/**
Get the state manager of the system.
@return The statemanager object
*/
StateManager& state() const { return *myStateManager; }
/**
Get the PNG handler of the system.
@return The PNGlib object
*/
PNGLibrary& png() const { return *myPNGLib; }
/**
This method should be called to load the current settings from an rc file.
It first loads the settings from the config file, then informs subsystems
about the new settings.
*/
void loadConfig();
/**
This method should be called to save the current settings to an rc file.
It first asks each subsystem to update its settings, then it saves all
settings to the config file.
*/
void saveConfig();
#ifdef DEBUGGER_SUPPORT
/**
Get the ROM debugger of the system.
@return The debugger object
*/
Debugger& debugger() const { return *myDebugger; }
#endif
#ifdef CHEATCODE_SUPPORT
/**
Get the cheat manager of the system.
@return The cheatmanager object
*/
CheatManager& cheat() const { return *myCheatManager; }
#endif
/**
Set the framerate for the video system. It's placed in this class since
the mainLoop() method is defined here.
@param framerate The video framerate to use
*/
virtual void setFramerate(float framerate);
/**
Set all config file paths for the OSystem.
*/
void setConfigPaths();
/**
Get the current framerate for the video system.
@return The video framerate currently in use
*/
float frameRate() const { return myDisplayFrameRate; }
/**
Return the default full/complete directory name for storing data.
*/
const string& baseDir() const { return myBaseDir; }
/**
Return the full/complete directory name for storing state files.
*/
const string& stateDir() const { return myStateDir; }
/**
Return the full/complete directory name for saving and loading
PNG snapshots.
*/
const string& snapshotSaveDir() const { return mySnapshotSaveDir; }
const string& snapshotLoadDir() const { return mySnapshotLoadDir; }
/**
Return the full/complete directory name for storing nvram
(flash/EEPROM) files.
*/
const string& nvramDir() const { return myNVRamDir; }
/**
Return the full/complete directory name for storing Distella cfg files.
*/
const string& cfgDir() const { return myCfgDir; }
/**
This method should be called to get the full path of the cheat file.
@return String representing the full path of the cheat filename.
*/
const string& cheatFile() const { return myCheatFile; }
/**
This method should be called to get the full path of the config file.
@return String representing the full path of the config filename.
*/
const string& configFile() const { return myConfigFile; }
/**
This method should be called to get the full path of the
(optional) palette file.
@return String representing the full path of the properties filename.
*/
const string& paletteFile() const { return myPaletteFile; }
/**
This method should be called to get the full path of the
properties file (stella.pro).
@return String representing the full path of the properties filename.
*/
const string& propertiesFile() const { return myPropertiesFile; }
/**
This method should be called to get the full path of the currently
loaded ROM.
@return FSNode object representing the ROM file.
*/
const FilesystemNode& romFile() const { return myRomFile; }
/**
Creates a new game console from the specified romfile, and correctly
initializes the system state to start emulation of the Console.
@param rom The FSNode of the ROM to use (contains path, etc)
@param md5 The MD5sum of the ROM
@param newrom Whether this is a new ROM, or a reload of current one
@return String indicating any error message (EmptyString for no errors)
*/
string createConsole(const FilesystemNode& rom, const string& md5 = "",
bool newrom = true);
/**
Reloads the current console (essentially deletes and re-creates it).
This can be thought of as a real console off/on toggle.
@return True on successful creation, otherwise false
*/
bool reloadConsole();
/**
Creates a new ROM launcher, to select a new ROM to emulate.
@param startdir The directory to use when opening the launcher;
if blank, use 'romdir' setting.
@return True on successful creation, otherwise false
*/
bool createLauncher(const string& startdir = "");
/**
Answers whether the ROM launcher was actually successfully used
at some point since the app started.
@return True if launcher was ever used, otherwise false
*/
bool launcherUsed() const { return myLauncherUsed; }
/**
Gets all possible info about the ROM by creating a temporary
Console object and querying it.
@param romfile The file node of the ROM to use
@return Some information about this ROM
*/
string getROMInfo(const FilesystemNode& romfile);
/**
The features which are conditionally compiled into Stella.
@return The supported features
*/
const string& features() const { return myFeatures; }
/**
The build information for Stella (toolkit version, architecture, etc).
@return The build info
*/
const string& buildInfo() const { return myBuildInfo; }
/**
Issue a quit event to the OSystem.
*/
void quit() { myQuitLoop = true; }
/**
Append a message to the internal log
(a newline is automatically added).
@param message The message to be appended
@param level If 0, always output the message, only append when
level is less than or equal to that in 'loglevel'
*/
void logMessage(const string& message, uInt8 level);
/**
Get the system messages logged up to this point.
@return The list of log messages
*/
const string& logMessages() const { return myLogMessages; }
/**
Return timing information (start time of console, current
number of frames rendered, etc.
*/
const TimingInfo& timingInfo() const { return myTimingInfo; }
public:
//////////////////////////////////////////////////////////////////////
// The following methods are system-specific and can be overrided in
// derived classes. Otherwise, the base methods will be used.
//////////////////////////////////////////////////////////////////////
/**
This method returns number of ticks in microseconds since some
pre-defined time in the past. *NOTE*: it is necessary that this
pre-defined time exists between runs of the application, and must
be (relatively) unique. For example, the time since the system
started running is not a good choice, since it can be duplicated.
The current implementation uses time since the UNIX epoch.
@return Current time in microseconds.
*/
virtual uInt64 getTicks() const;
/**
This method runs the main loop. Since different platforms
may use different timing methods and/or algorithms, this method can
be overrided. However, the port then takes all responsibility for
running the emulation and taking care of timing.
*/
virtual void mainLoop();
/**
Informs the OSystem of a change in EventHandler state.
*/
virtual void stateChanged(EventHandler::State state) { }
/**
Returns the default save and load paths for the snapshot directory.
Since this varies greatly among different systems and is the one
directory that most end-users care about (vs. config file stuff
that usually isn't user-modifiable), we create a special method
for it.
*/
virtual string defaultSnapSaveDir() { return "~" BSPF_PATH_SEPARATOR; }
virtual string defaultSnapLoadDir() { return "~" BSPF_PATH_SEPARATOR; }
Added 'WINDOWED_SUPPORT' compile-time argument, which can be used for those systems which don't actually have a windowing environment. When this is set, toggling from fullscreen will not be possible, and certain window-related UI functions will not be accessible. Completely revamped video subsystem. Windowed and fullscreen modes are now dealt with separately. Windows can be zoomed using the 'zoom_ui' and 'zoom_tia' arguments. Fullscreen modes are now set by resolution, not zoom, so you can specify to always use a certain fullscreen resolution, and the images will be scaled appropriately. This also fixes the fullscreen issues on widescreen monitors; just select a widescreen video mode, and the aspect ratio will always be correct. Removed dirty-rect support for software rendering of the TIA image, as it ended up being slower than just updating the entire image. For those resolutions where it will start to slow down (1024x768 or higher), one should be using OpenGL. Fixed issue in Windows when returning from fullscreen mode made the window constantly 'shrink' in size. It was related to auto-detecting the desktop resolution, which is really the job of SDL. As such, all further releases of Stella will require SDL 1.2.10, which includes this auto-detection code internally. Made ROM launcher resizable, configurable in sizes from 320x240 to 800x600. Updated the UIDialog to change these quantities from the UI (Stella will need to be restarted for it to take effect). Removed aspect ratio support, since it was causing problems, and the new fullscreen mode work has made it obsolete. i *may* consider it again in the future, if there's sufficient demand. Added 'fullres' commandline argument, used to set the fullscreen resolution. Added 'launcherres' commandline argument, used to set the ROM launcher resolution. This replaces 'launchersize' argument, which has been removed. Changed 'scale_ui' and 'scale_tia' to 'zoom_ui' and 'zoom_tia', respectively. Their function remains the same. Changed meaning of 'gl_fsmax' argument to specify what modes to use fullscreen OpenGL scaling (previously, this was a boolean, and didn't consider different modes). git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@1323 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
2007-06-20 16:33:23 +00:00
protected:
/**
Set the base directory for all Stella files (these files may be
located in other places through settings).
*/
void setBaseDir(const string& basedir);
/**
Set the locations of config file
*/
void setConfigFile(const string& file);
protected:
// Pointer to the EventHandler object
unique_ptr<EventHandler> myEventHandler;
// Pointer to the FrameBuffer object
unique_ptr<FrameBuffer> myFrameBuffer;
// Pointer to the Sound object
unique_ptr<Sound> mySound;
// Pointer to the Settings object
unique_ptr<Settings> mySettings;
// Pointer to the Random object
unique_ptr<Random> myRandom;
// Pointer to the PropertiesSet object
unique_ptr<PropertiesSet> myPropSet;
// Pointer to the (currently defined) Console object
unique_ptr<Console> myConsole;
// Pointer to the serial port object
unique_ptr<SerialPort> mySerialPort;
// Pointer to the Menu object
unique_ptr<Menu> myMenu;
// Pointer to the CommandMenu object
unique_ptr<CommandMenu> myCommandMenu;
// Pointer to the Launcher object
unique_ptr<Launcher> myLauncher;
bool myLauncherUsed;
// Pointer to the Debugger object
unique_ptr<Debugger> myDebugger;
// Pointer to the CheatManager object
unique_ptr<CheatManager> myCheatManager;
// Pointer to the StateManager object
unique_ptr<StateManager> myStateManager;
// PNG object responsible for loading/saving PNG images
unique_ptr<PNGLibrary> myPNGLib;
// The list of log messages
string myLogMessages;
// Number of times per second to iterate through the main loop
float myDisplayFrameRate;
// Time per frame for a video update, based on the current framerate
uInt32 myTimePerFrame;
// The time (in milliseconds) from the UNIX epoch when the application starts
uInt32 myMillisAtStart;
// Indicates whether to stop the main loop
bool myQuitLoop;
private:
string myBaseDir;
string myStateDir;
string mySnapshotSaveDir;
string mySnapshotLoadDir;
string myNVRamDir;
string myCfgDir;
string myCheatFile;
string myConfigFile;
string myPaletteFile;
string myPropertiesFile;
FilesystemNode myRomFile;
string myRomMD5;
string myFeatures;
string myBuildInfo;
// Indicates whether the main processing loop should proceed
TimingInfo myTimingInfo;
private:
/**
Creates the various framebuffers/renderers available in this system.
Note that it will only create one type per run of Stella.
@return Success or failure of the framebuffer creation
*/
FBInitStatus createFrameBuffer();
/**
Creates the various sound devices available in this system
*/
void createSound();
/**
Creates an actual Console object based on the given info.
@param romfile The file node of the ROM to use (contains path)
@param md5 The MD5sum of the ROM
@param type The bankswitch type of the ROM
@param id The additional id (if any) used by the ROM
@return The actual Console object, otherwise nullptr.
*/
unique_ptr<Console> openConsole(const FilesystemNode& romfile, string& md5,
string& type, string& id);
/**
Close and finalize any currently open console.
*/
void closeConsole();
/**
Open the given ROM and return an array containing its contents.
Also, the properties database is updated with a valid ROM name
for this ROM (if necessary).
@param rom The file node of the ROM to open (contains path)
@param md5 The md5 calculated from the ROM file
(will be recalculated if necessary)
@param size The amount of data read into the image array
@return Pointer to the array, with size >=0 indicating valid data
(calling method is responsible for deleting it)
*/
uInt8* openROM(const FilesystemNode& rom, string& md5, uInt32& size);
/**
Gets all possible info about the given console.
@param console The console to use
@return Some information about this console
*/
string getROMInfo(const Console& console);
/**
Initializes the timing so that the mainloop is reset to its
initial values.
*/
void resetLoopTiming();
/**
Validate the directory name, and create it if necessary.
Also, update the settings with the new name. For now, validation
means that the path must always end with the appropriate separator.
@param path The actual path being accessed and created
@param setting The setting corresponding to the path being considered
@param defaultpath The default path to use if the settings don't exist
*/
void validatePath(string& path, const string& setting,
const string& defaultpath);
// Following constructors and assignment operators not supported
OSystem(const OSystem&) = delete;
OSystem(OSystem&&) = delete;
OSystem& operator=(const OSystem&) = delete;
OSystem& operator=(OSystem&&) = delete;
};
#endif