//============================================================================ // // 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) 1995-2014 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 "ZipHandler.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; } /** Get the ZIP handler of the system. @return The ZIP object, using the given file */ static ZipHandler& zip(const string& file) { myZipHandler->open(file); return *myZipHandler; } /** 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 /** Create all child objects which belong to this OSystem */ void createDebugger(Console& console); /** 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); /** Deletes the currently defined console, if it exists. Also prints some statistics (fps, total frames, etc). */ void deleteConsole(); /** 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; } 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 myEventHandler; // Pointer to the FrameBuffer object unique_ptr myFrameBuffer; // Pointer to the Sound object unique_ptr mySound; // Pointer to the Settings object unique_ptr mySettings; // Pointer to the Random object unique_ptr myRandom; // Pointer to the PropertiesSet object unique_ptr myPropSet; // Pointer to the (currently defined) Console object Console* myConsole; // Pointer to the serial port object unique_ptr mySerialPort; // Pointer to the Menu object unique_ptr myMenu; // Pointer to the CommandMenu object unique_ptr myCommandMenu; // Pointer to the Launcher object unique_ptr myLauncher; bool myLauncherUsed; // Pointer to the Debugger object Debugger* myDebugger; // Pointer to the CheatManager object unique_ptr myCheatManager; // Pointer to the StateManager object unique_ptr myStateManager; // PNG object responsible for loading/saving PNG images unique_ptr 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; // ZIP static reference variable responsible for accessing ZIP files static unique_ptr myZipHandler; 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 (calling method is responsible for deleting it) */ Console* openConsole(const FilesystemNode& romfile, string& md5, string& type, string& id); /** 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); // Copy constructor and assignment operator not supported OSystem(const OSystem&); OSystem& operator = (const OSystem&); }; #endif