Duckstation/src/core/host_interface.h

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#pragma once
#include "common/string.h"
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#include "common/timer.h"
#include "settings.h"
#include "types.h"
#include <chrono>
#include <deque>
#include <functional>
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#include <memory>
#include <mutex>
#include <optional>
#include <string>
#include <vector>
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enum LOGLEVEL;
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class AudioStream;
class ByteStream;
class CDImage;
class HostDisplay;
class GameList;
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class System;
struct SystemBootParameters;
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class HostInterface
{
friend System;
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public:
enum : u32
{
AUDIO_SAMPLE_RATE = 44100,
AUDIO_CHANNELS = 2,
DEFAULT_AUDIO_BUFFER_SIZE = 2048
};
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HostInterface();
virtual ~HostInterface();
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/// Access to host display.
ALWAYS_INLINE HostDisplay* GetDisplay() const { return m_display; }
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/// Access to host audio stream.
ALWAYS_INLINE AudioStream* GetAudioStream() const { return m_audio_stream.get(); }
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/// Returns a settings object which can be modified.
ALWAYS_INLINE Settings& GetSettings() { return m_settings; }
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/// Access to emulated system.
ALWAYS_INLINE System* GetSystem() const { return m_system.get(); }
/// Initializes the emulator frontend.
virtual bool Initialize();
/// Shuts down the emulator frontend.
virtual void Shutdown();
virtual bool BootSystem(const SystemBootParameters& parameters);
virtual void PowerOffSystem();
virtual void ResetSystem();
virtual void DestroySystem();
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/// Loads state from the specified filename.
bool LoadState(const char* filename);
virtual void ReportError(const char* message);
virtual void ReportMessage(const char* message);
virtual bool ConfirmMessage(const char* message);
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void ReportFormattedError(const char* format, ...);
void ReportFormattedMessage(const char* format, ...);
bool ConfirmFormattedMessage(const char* format, ...);
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/// Adds OSD messages, duration is in seconds.
virtual void AddOSDMessage(std::string message, float duration = 2.0f);
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void AddFormattedOSDMessage(float duration, const char* format, ...);
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/// Returns the base user directory path.
ALWAYS_INLINE const std::string& GetUserDirectory() const { return m_user_directory; }
/// Returns a path relative to the user directory.
std::string GetUserDirectoryRelativePath(const char* format, ...) const;
/// Returns a path relative to the application directory (for system files).
std::string GetProgramDirectoryRelativePath(const char* format, ...) const;
/// Returns a string which can be used as part of a filename, based on the current date/time.
static TinyString GetTimestampStringForFileName();
/// Displays a loading screen with the logo, rendered with ImGui. Use when executing possibly-time-consuming tasks
/// such as compiling shaders when starting up.
virtual void DisplayLoadingScreen(const char* message, int progress_min = -1, int progress_max = -1, int progress_value = -1);
/// Retrieves information about specified game from game list.
virtual void GetGameInfo(const char* path, CDImage* image, std::string* code, std::string* title);
/// Enables the software cursor. Can be called multiple times, but must be matched by a call to DisableSoftwareCursor().
void EnableSoftwareCursor();
/// Disables the software cursor, preventing it from being renderered.
void DisableSoftwareCursor();
protected:
virtual bool AcquireHostDisplay() = 0;
virtual void ReleaseHostDisplay() = 0;
virtual std::unique_ptr<AudioStream> CreateAudioStream(AudioBackend backend) = 0;
virtual void OnSystemCreated();
virtual void OnSystemDestroyed();
virtual void OnSystemPerformanceCountersUpdated();
virtual void OnSystemStateSaved(bool global, s32 slot);
virtual void OnRunningGameChanged();
virtual void OnControllerTypeChanged(u32 slot);
/// Restores all settings to defaults.
virtual void SetDefaultSettings(SettingsInterface& si);
/// Loads settings to m_settings and any frontend-specific parameters.
virtual void LoadSettings(SettingsInterface& si);
/// Saves current settings variables to ini.
virtual void SaveSettings(SettingsInterface& si);
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/// Checks for settings changes, std::move() the old settings away for comparing beforehand.
virtual void CheckForSettingsChanges(const Settings& old_settings);
/// Switches the GPU renderer by saving state, recreating the display window, and restoring state (if needed).
virtual void RecreateSystem();
/// Sets the user directory to the program directory, i.e. "portable mode".
void SetUserDirectoryToProgramDirectory();
/// Returns the default path to a memory card.
std::string GetSharedMemoryCardPath(u32 slot) const;
/// Returns the default path to a memory card for a specific game.
std::string GetGameMemoryCardPath(const char* game_code, u32 slot) const;
/// Loads the BIOS image for the specified region.
std::optional<std::vector<u8>> GetBIOSImage(ConsoleRegion region);
/// Quick switch between software and hardware rendering.
void ToggleSoftwareRendering();
/// Adjusts the internal (render) resolution of the hardware backends.
void ModifyResolutionScale(s32 increment);
bool SaveState(const char* filename);
void CreateAudioStream();
HostDisplay* m_display = nullptr;
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std::unique_ptr<AudioStream> m_audio_stream;
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std::unique_ptr<System> m_system;
Settings m_settings;
std::string m_program_directory;
std::string m_user_directory;
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u32 m_software_cursor_use_count = 0;
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};