stella/src/emucore/OSystem.hxx

613 lines
17 KiB
C++

//============================================================================
//
// 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) 1995-2020 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.
//============================================================================
#ifndef OSYSTEM_HXX
#define OSYSTEM_HXX
class Console;
class FrameBuffer;
class EventHandler;
class Properties;
class PropertiesSet;
class Random;
class Sound;
class StateManager;
class TimerManager;
class HighScoresManager;
class EmulationWorker;
class AudioSettings;
#ifdef CHEATCODE_SUPPORT
class CheatManager;
#endif
#ifdef DEBUGGER_SUPPORT
class Debugger;
#endif
#ifdef GUI_SUPPORT
class CommandMenu;
class Launcher;
class Menu;
class MessageMenu;
class TimeMachine;
class VideoDialog;
#endif
#ifdef PNG_SUPPORT
class PNGLibrary;
#endif
#ifdef SQLITE_SUPPORT
class SettingsDb;
#endif
#include <chrono>
#include "FSNode.hxx"
#include "FrameBufferConstants.hxx"
#include "EventHandlerConstants.hxx"
#include "FpsMeter.hxx"
#include "Settings.hxx"
#include "Logger.hxx"
#include "bspf.hxx"
#include "repository/KeyValueRepository.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
*/
class OSystem
{
friend class EventHandler;
public:
OSystem();
virtual ~OSystem();
/**
Create all child objects which belong to this OSystem
*/
virtual bool create();
/**
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();
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;
/**
Get the audio settings object of the system.
@return The audio settings object
*/
AudioSettings& audioSettings() { return *myAudioSettings; }
#ifdef GUI_SUPPORT
/**
Get the high score manager of the system.
@return The highscore manager object
*/
HighScoresManager& highScores() const { return *myHighScoresManager; }
#endif
/**
Get the state manager of the system.
@return The statemanager object
*/
StateManager& state() const { return *myStateManager; }
/**
Get the timer/callback manager of the system.
@return The timermanager object
*/
TimerManager& timer() const { return *myTimerManager; }
/**
This method should be called to initiate the process of loading settings
from the config file. It takes care of loading settings, applying
commandline overrides, and finally validating all settings.
*/
void loadConfig(const Settings::Options& options);
/**
This method should be called to save the current settings. It first asks
each subsystem to update its settings, then it saves all settings to the
config file.
*/
void saveConfig();
#ifdef CHEATCODE_SUPPORT
/**
Get the cheat manager of the system.
@return The cheatmanager object
*/
CheatManager& cheat() const { return *myCheatManager; }
#endif
#ifdef DEBUGGER_SUPPORT
/**
Get the ROM debugger of the system.
@return The debugger object
*/
Debugger& debugger() const { return *myDebugger; }
#endif
#ifdef GUI_SUPPORT
/**
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 message menu of the system.
@return The message menu object
*/
MessageMenu& messageMenu() const { return *myMessageMenu; }
/**
Get the ROM launcher of the system.
@return The launcher object
*/
Launcher& launcher() const { return *myLauncher; }
/**
Get the time machine of the system (manages state files).
@return The time machine object
*/
TimeMachine& timeMachine() const { return *myTimeMachine; }
#endif
#ifdef PNG_SUPPORT
/**
Get the PNG handler of the system.
@return The PNGlib object
*/
PNGLibrary& png() const { return *myPNGLib; }
#endif
/**
Set all config file paths for the OSystem.
*/
void setConfigPaths();
/**
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 storing nvram
(flash/EEPROM) files.
*/
const string& nvramDir() const { return myNVRamDir; }
#ifdef CHEATCODE_SUPPORT
/**
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; }
#endif
#ifdef PNG_SUPPORT
/**
Return the full/complete directory name for saving and loading
PNG snapshots.
*/
const string& snapshotSaveDir() const { return mySnapshotSaveDir; }
const string& snapshotLoadDir() const { return mySnapshotLoadDir; }
#endif
/**
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; }
/**
Checks if a valid a user-defined palette file exists.
*/
bool checkUserPalette(bool outputError = false) const;
/**
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; }
/**
The default locations for saving and loading various files that
don't already have a specific location.
*/
const string& defaultSaveDir() const { return myDefaultSaveDir; }
const string& defaultLoadDir() const { return myDefaultLoadDir; }
/**
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 Unique pointer to the array
*/
ByteBuffer openROM(const FilesystemNode& rom, string& md5, size_t& size);
/**
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; }
/**
Reset FPS measurement.
*/
void resetFps();
float frameRate() const;
/**
Attempt to override the base directory that will be used by derived
classes, and use this one instead. Note that this is only a hint;
derived classes are free to ignore this, as some can't use an
alternate base directory.
Alternatively, attempt to use the application directory directly.
Again, this is not supported on all systems, so it may be simply
ignored.
*/
static void overrideBaseDir(const string& path) { ourOverrideBaseDir = path; }
static void overrideBaseDirWithApp() { ourOverrideBaseDirWithApp = true; }
public:
//////////////////////////////////////////////////////////////////////
// The following methods are system-specific and can be overrided in
// derived classes. Otherwise, the base methods will be used.
//////////////////////////////////////////////////////////////////////
/**
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(EventHandlerState state) { }
protected:
virtual shared_ptr<KeyValueRepository> createSettingsRepository();
//////////////////////////////////////////////////////////////////////
// The following methods are system-specific and *must* be
// implemented in derived classes.
//////////////////////////////////////////////////////////////////////
/**
Determine the base directory and main configuration file from the
derived class. It can also use hints, as described below.
@param basedir The base directory for all configuration files
@param cfgfile The fully qualified pathname of the config file
(including the base directory)
@param savedir The default directory to save various other files
@param loaddir The default directory to load various other files
@param useappdir A hint that the base dir should be set to the
app directory; not all ports can do this, so
they are free to ignore it
@param usedir A hint that the base dir should be set to this
parameter; not all ports can do this, so
they are free to ignore it
*/
virtual void getBaseDirAndConfig(string& basedir, string& cfgfile,
string& savedir, string& loaddir,
bool useappdir, const string& usedir) = 0;
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 audio settings object
unique_ptr<AudioSettings> myAudioSettings;
#ifdef CHEATCODE_SUPPORT
// Pointer to the CheatManager object
unique_ptr<CheatManager> myCheatManager;
#endif
#ifdef DEBUGGER_SUPPORT
// Pointer to the Debugger object
unique_ptr<Debugger> myDebugger;
#endif
#ifdef GUI_SUPPORT
// Pointer to the Menu object
unique_ptr<Menu> myMenu;
// Pointer to the CommandMenu object
unique_ptr<CommandMenu> myCommandMenu;
// Pointer to the CommandMenu object
unique_ptr<MessageMenu> myMessageMenu;
// Pointer to the Launcher object
unique_ptr<Launcher> myLauncher;
// Pointer to the TimeMachine object
unique_ptr<TimeMachine> myTimeMachine;
#endif
#ifdef PNG_SUPPORT
// PNG object responsible for loading/saving PNG images
unique_ptr<PNGLibrary> myPNGLib;
#endif
// Pointer to the StateManager object
unique_ptr<StateManager> myStateManager;
// Pointer to the TimerManager object
unique_ptr<TimerManager> myTimerManager;
#ifdef GUI_SUPPORT
// Pointer to the HighScoresManager object
unique_ptr<HighScoresManager> myHighScoresManager;
#endif
// Indicates whether ROM launcher was ever opened during this run
bool myLauncherUsed{false};
// Indicates whether to stop the main loop
bool myQuitLoop{false};
private:
string myBaseDir;
string myStateDir;
string mySnapshotSaveDir;
string mySnapshotLoadDir;
string myNVRamDir;
string myDefaultSaveDir;
string myDefaultLoadDir;
string myCheatFile;
string myConfigFile;
string myPaletteFile;
string myPropertiesFile;
FilesystemNode myRomFile;
string myRomMD5;
string myFeatures;
string myBuildInfo;
static constexpr uInt32 FPS_METER_QUEUE_SIZE = 100;
FpsMeter myFpsMeter{FPS_METER_QUEUE_SIZE};
// If not empty, a hint for derived classes to use this as the
// base directory (where all settings are stored)
// Derived classes are free to ignore it and use their own defaults
static string ourOverrideBaseDir;
static bool ourOverrideBaseDirWithApp;
#ifdef SQLITE_SUPPORT
shared_ptr<SettingsDb> mySettingsDb;
#endif
private:
/**
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
@return The actual Console object, otherwise nullptr.
*/
unique_ptr<Console> openConsole(const FilesystemNode& romfile, string& md5);
/**
Close and finalize any currently open console.
*/
void closeConsole();
/**
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);
double dispatchEmulation(EmulationWorker& emulationWorker);
// Following constructors and assignment operators not supported
OSystem(const OSystem&) = delete;
OSystem(OSystem&&) = delete;
OSystem& operator=(const OSystem&) = delete;
OSystem& operator=(OSystem&&) = delete;
};
#endif