Duckstation/src/core/system.h

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#pragma once
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#include "host_interface.h"
#include "types.h"
#include <memory>
#include <optional>
#include <string>
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class ByteStream;
class CDImage;
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class StateWrapper;
namespace CPU {
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class Core;
class CodeCache;
} // namespace CPU
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class Bus;
class DMA;
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class InterruptController;
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class GPU;
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class CDROM;
class Pad;
class Controller;
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class Timers;
class SPU;
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class MDEC;
class SIO;
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class System
{
public:
~System();
/// Creates a new System.
static std::unique_ptr<System> Create(HostInterface* host_interface);
// Accessing components.
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HostInterface* GetHostInterface() const { return m_host_interface; }
CPU::Core* GetCPU() const { return m_cpu.get(); }
Bus* GetBus() const { return m_bus.get(); }
DMA* GetDMA() const { return m_dma.get(); }
InterruptController* GetInterruptController() const { return m_interrupt_controller.get(); }
GPU* GetGPU() const { return m_gpu.get(); }
CDROM* GetCDROM() const { return m_cdrom.get(); }
Pad* GetPad() const { return m_pad.get(); }
Timers* GetTimers() const { return m_timers.get(); }
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SPU* GetSPU() const { return m_spu.get(); }
MDEC* GetMDEC() const { return m_mdec.get(); }
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ConsoleRegion GetRegion() const { return m_region; }
bool IsPALRegion() const { return m_region == ConsoleRegion::PAL; }
u32 GetFrameNumber() const { return m_frame_number; }
u32 GetInternalFrameNumber() const { return m_internal_frame_number; }
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u32 GetGlobalTickCounter() const { return m_global_tick_counter; }
void IncrementFrameNumber() { m_frame_number++; }
void IncrementInternalFrameNumber() { m_internal_frame_number++; }
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const Settings& GetSettings() { return m_host_interface->GetSettings(); }
const std::string& GetRunningPath() const { return m_running_game_path; }
const std::string& GetRunningCode() const { return m_running_game_code; }
const std::string& GetRunningTitle() const { return m_running_game_title; }
bool Boot(const char* filename);
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void Reset();
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bool LoadState(ByteStream* state);
bool SaveState(ByteStream* state);
/// Recreates the GPU component, saving/loading the state so it is preserved. Call when the GPU renderer changes.
bool RecreateGPU();
/// Updates GPU settings, without recreating the renderer.
void UpdateGPUSettings();
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void RunFrame();
bool LoadEXE(const char* filename, std::vector<u8>& bios_image);
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bool SetExpansionROM(const char* filename);
void SetDowncount(TickCount downcount);
void Synchronize();
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// Adds ticks to the global tick counter, simulating the CPU being stalled.
void StallCPU(TickCount ticks);
// Access controllers for simulating input.
Controller* GetController(u32 slot) const;
void UpdateControllers();
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void UpdateMemoryCards();
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void UpdateCPUExecutionMode();
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bool HasMedia() const;
bool InsertMedia(const char* path);
void RemoveMedia();
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private:
System(HostInterface* host_interface);
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bool DoState(StateWrapper& sw);
bool CreateGPU();
void InitializeComponents();
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void UpdateRunningGame(const char* path, CDImage* image);
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HostInterface* m_host_interface;
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std::unique_ptr<CPU::Core> m_cpu;
std::unique_ptr<CPU::CodeCache> m_cpu_code_cache;
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std::unique_ptr<Bus> m_bus;
std::unique_ptr<DMA> m_dma;
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std::unique_ptr<InterruptController> m_interrupt_controller;
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std::unique_ptr<GPU> m_gpu;
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std::unique_ptr<CDROM> m_cdrom;
std::unique_ptr<Pad> m_pad;
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std::unique_ptr<Timers> m_timers;
std::unique_ptr<SPU> m_spu;
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std::unique_ptr<MDEC> m_mdec;
std::unique_ptr<SIO> m_sio;
ConsoleRegion m_region = ConsoleRegion::NTSC_U;
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CPUExecutionMode m_cpu_execution_mode = CPUExecutionMode::Interpreter;
u32 m_frame_number = 1;
u32 m_internal_frame_number = 1;
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u32 m_global_tick_counter = 0;
std::string m_running_game_path;
std::string m_running_game_code;
std::string m_running_game_title;
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};