stella/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) 1995-2006 by Bradford W. Mott and the Stella team
//
// See the file "license" for information on usage and redistribution of
// this file, and for a DISCLAIMER OF ALL WARRANTIES.
//
// $Id: OSystem.hxx,v 1.45 2006-12-08 16:49:27 stephena Exp $
//============================================================================
#ifndef OSYSTEM_HXX
#define OSYSTEM_HXX
class PropertiesSet;
class Menu;
class CommandMenu;
class Launcher;
class Debugger;
class CheatManager;
class VideoDialog;
#include "EventHandler.hxx"
#include "FrameBuffer.hxx"
#include "Sound.hxx"
#include "Settings.hxx"
#include "Console.hxx"
#include "StringList.hxx"
#include "Font.hxx"
#include "bspf.hxx"
/**
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: OSystem.hxx,v 1.45 2006-12-08 16:49:27 stephena Exp $
*/
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:
/**
Adds the specified settings object to the system.
@param settings The settings object to add
*/
void attach(Settings* settings) { mySettings = settings; }
/**
Get the event handler of the system
@return The event handler
*/
inline EventHandler& eventHandler() const { return *myEventHandler; }
/**
Get the frame buffer of the system
@return The frame buffer
*/
inline FrameBuffer& frameBuffer() const { return *myFrameBuffer; }
/**
Get the sound object of the system
@return The sound object
*/
inline Sound& sound() const { return *mySound; }
/**
Get the settings object of the system
@return The settings object
*/
inline Settings& settings() const { return *mySettings; }
/**
Get the set of game properties for the system
@return The properties set object
*/
inline PropertiesSet& propSet() const { return *myPropSet; }
/**
Get the console of the system.
@return The console object
*/
inline Console& console(void) const { return *myConsole; }
/**
Get the settings menu of the system.
@return The settings menu object
*/
inline Menu& menu(void) const { return *myMenu; }
/**
Get the command menu of the system.
@return The command menu object
*/
inline CommandMenu& commandMenu(void) const { return *myCommandMenu; }
/**
Get the ROM launcher of the system.
@return The launcher object
*/
inline Launcher& launcher(void) const { return *myLauncher; }
#ifdef DEVELOPER_SUPPORT
/**
Get the ROM debugger of the system.
@return The debugger object
*/
inline Debugger& debugger(void) const { return *myDebugger; }
#endif
#ifdef CHEATCODE_SUPPORT
/**
Get the cheat manager of the system.
@return The cheatmanager object
*/
inline CheatManager& cheat(void) const { return *myCheatManager; }
#endif
/**
Get the font object of the system
@return The font reference
*/
inline const GUI::Font& font() const { return *myFont; }
/**
Get the launcher font object of the system
@return The font reference
*/
inline const GUI::Font& launcherFont() const { return *myLauncherFont; }
/**
Get the console font object of the system
@return The console font reference
*/
inline const GUI::Font& consoleFont() const { return *myConsoleFont; }
/**
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(uInt32 framerate);
/**
Get the current framerate for the video system.
@return The video framerate currently in use
*/
inline uInt32 frameRate() const { return myDisplayFrameRate; }
/**
Return the default directory for storing data.
*/
const string& baseDir() const { return myBaseDir; }
/**
Return the directory for storing state files.
*/
const string& stateDir() const { return myStateDir; }
/**
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
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 gamelist
cache file (used by the Launcher to show a listing of available games).
@return String representing the full path of the gamelist cache file.
*/
const string& cacheFile() const { return myGameListCacheFile; }
/**
This method should be called to get the full path of the currently
loaded ROM.
@return String representing the full path of the ROM file.
*/
const string& romFile() const { return myRomFile; }
/**
Switches between software and OpenGL framebuffer modes.
*/
void toggleFrameBuffer();
/**
Creates a new game console from the specified romfile.
@param romfile The full pathname of the ROM to use
@return True on successful creation, otherwise false
*/
bool createConsole(const string& romfile = "");
/**
Creates a new ROM launcher, to select a new ROM to emulate.
*/
void createLauncher();
/**
The features which are conditionally compiled into Stella.
@return The supported features
*/
const string& features() const { return myFeatures; }
/**
Open the given ROM and return an array containing its contents.
@param rom The absolute pathname of the ROM file
@param md5 The md5 calculated from the ROM file
@param image A pointer to store the ROM data
Note, the calling method is responsible for deleting this
@param size The amount of data read into the image array
@return False on any errors, else true
*/
bool openROM(const string& rom, string& md5, uInt8** image, int* size);
/**
Runs through one iteration of the OSystem loop, which consists of
checking for events, rendering the framebuffer, etc.
This method isn't meant to be used from mainLoop(), but instead is
used as a sort of 'yield' function, whereby other parts of the code
may block for a time, and we need to check for cancellation (used
to emulate a poor man's threading system).
*/
void run() const;
public:
//////////////////////////////////////////////////////////////////////
// The following methods are system-specific and must be implemented
// in derived classes.
//////////////////////////////////////////////////////////////////////
/**
This method runs the main loop. Since different platforms
may use different timing methods and/or algorithms, this method has
been abstracted to each platform.
*/
virtual void mainLoop() = 0;
/**
This method returns number of ticks in microseconds.
@return Current time in microseconds.
*/
virtual uInt32 getTicks() = 0;
/**
This method queries the dimensions of the screen for the given device.
*/
virtual void getScreenDimensions(int& width, int& height) = 0;
//////////////////////////////////////////////////////////////////////
// The following methods are system-specific and can be overrided in
// derived classes. Otherwise, the base methods will be used.
//////////////////////////////////////////////////////////////////////
/**
This method determines the default mapping of joystick buttons to
Stella events for a specific system/platform.
*/
virtual void setDefaultJoymap();
/**
This method determines the default mapping of joystick axis to
Stella events for a specific system/platform.
*/
virtual void setDefaultJoyAxisMap();
/**
This method determines the default mapping of joystick hats to
Stella events for a specific system/platform.
*/
virtual void setDefaultJoyHatMap();
/**
This method creates events from platform-specific hardware.
*/
virtual void pollEvent();
/**
This method answers whether the given button as already been
handled by the pollEvent() method, and as such should be ignored
in the main event handler.
*/
virtual bool joyButtonHandled(int button);
/**
Informs the OSystem of a change in EventHandler state.
*/
virtual void stateChanged(EventHandler::State state);
/**
Informs the OSystem of a change in pause status.
*/
virtual void pauseChanged(bool status);
protected:
/**
Set the base directory for all Stella files
*/
void setBaseDir(const string& basedir);
/**
Set the directory where state files are stored
*/
void setStateDir(const string& statedir);
/**
Set the locations of game properties file
*/
void setPropertiesDir(const string& path);
/**
Set the locations of config file
*/
void setConfigFile(const string& file);
/**
Set the location of the gamelist cache file
*/
void setCacheFile(const string& cachefile) { myGameListCacheFile = cachefile; }
protected:
// Pointer to the EventHandler object
EventHandler* myEventHandler;
// Pointer to the FrameBuffer object
FrameBuffer* myFrameBuffer;
// Pointer to the Sound object
Sound* mySound;
// Pointer to the Settings object
Settings* mySettings;
// Pointer to the PropertiesSet object
PropertiesSet* myPropSet;
// Pointer to the (currently defined) Console object
Console* myConsole;
// Pointer to the Menu object
Menu* myMenu;
// Pointer to the CommandMenu object
CommandMenu* myCommandMenu;
// Pointer to the Launcher object
Launcher* myLauncher;
// Pointer to the Debugger object
Debugger* myDebugger;
// Pointer to the CheatManager object
CheatManager* myCheatManager;
// Number of times per second to iterate through the main loop
uInt32 myDisplayFrameRate;
// Time per frame for a video update, based on the current framerate
uInt32 myTimePerFrame;
private:
string myBaseDir;
string myStateDir;
string myConfigFile;
string myPropertiesFile;
string myGameListCacheFile;
string myRomFile;
string myFeatures;
// The font object to use for the normal in-game GUI
GUI::Font* myFont;
// The font object to use for the ROM launcher
GUI::Font* myLauncherFont;
// The font object to use for the console/debugger
GUI::Font* myConsoleFont;
private:
/**
Creates the various framebuffers/renderers available in this system
(for now, that means either 'software' or 'opengl').
@return Success or failure of the framebuffer creation
*/
bool createFrameBuffer(bool showmessage = false);
/**
Creates the various sound devices available in this system
(for now, that means either 'SDL' or 'Null').
*/
void createSound();
// Copy constructor isn't supported by this class so make it private
OSystem(const OSystem&);
// Assignment operator isn't supported by this class so make it private
OSystem& operator = (const OSystem&);
};
#endif