// SPDX-FileCopyrightText: 2019-2022 Connor McLaughlin // SPDX-License-Identifier: (GPL-3.0 OR CC-BY-NC-ND-4.0) #pragma once #include "gdbserver.h" #include "qtutils.h" #include "core/game_list.h" #include "core/host.h" #include "core/system.h" #include "core/types.h" #include "util/gpu_device.h" #include "util/input_manager.h" #include #include #include #include #include #include #include #include #include #include #include #include #include #include class ByteStream; class QActionGroup; class QEventLoop; class QMenu; class QWidget; class QTimer; class QTranslator; class INISettingsInterface; class GPUDevice; class MainWindow; class DisplayWidget; namespace Achievements { enum class LoginRequestReason; } Q_DECLARE_METATYPE(std::optional); Q_DECLARE_METATYPE(std::shared_ptr); class EmuThread : public QThread { Q_OBJECT public: /// This class is a scoped lock on the system, which prevents it from running while /// the object exists. Its purpose is to be used for blocking/modal popup boxes, /// where the VM needs to exit fullscreen temporarily. class SystemLock { public: SystemLock(SystemLock&& lock); SystemLock(const SystemLock&) = delete; ~SystemLock(); /// Cancels any pending unpause/fullscreen transition. /// Call when you're going to destroy the system anyway. void cancelResume(); private: SystemLock(bool was_paused, bool was_fullscreen); friend EmuThread; bool m_was_paused; bool m_was_fullscreen; }; public: explicit EmuThread(QThread* ui_thread); ~EmuThread(); static void start(); static void stop(); ALWAYS_INLINE bool isOnThread() const { return QThread::currentThread() == this; } ALWAYS_INLINE bool isOnUIThread() const { return QThread::currentThread() == m_ui_thread; } ALWAYS_INLINE QEventLoop* getEventLoop() const { return m_event_loop; } ALWAYS_INLINE bool isFullscreen() const { return m_is_fullscreen; } ALWAYS_INLINE bool isRenderingToMain() const { return m_is_rendering_to_main; } ALWAYS_INLINE bool isSurfaceless() const { return m_is_surfaceless; } ALWAYS_INLINE bool isRunningFullscreenUI() const { return m_run_fullscreen_ui; } std::optional acquireRenderWindow(bool recreate_window); void connectDisplaySignals(DisplayWidget* widget); void releaseRenderWindow(); void startBackgroundControllerPollTimer(); void stopBackgroundControllerPollTimer(); void wakeThread(); bool shouldRenderToMain() const; void loadSettings(SettingsInterface& si); void checkForSettingsChanges(const Settings& old_settings); void bootOrLoadState(std::string path); void updatePerformanceCounters(); void resetPerformanceCounters(); /// Locks the system by pausing it, while a popup dialog is displayed. /// This version is **only** for the system thread. UI thread should use the MainWindow variant. SystemLock pauseAndLockSystem(); Q_SIGNALS: void errorReported(const QString& title, const QString& message); bool messageConfirmed(const QString& title, const QString& message); void debuggerMessageReported(const QString& message); void settingsResetToDefault(); void onInputDevicesEnumerated(const QList>& devices); void onInputDeviceConnected(const QString& identifier, const QString& device_name); void onInputDeviceDisconnected(const QString& identifier); void onVibrationMotorsEnumerated(const QList& motors); void systemStarting(); void systemStarted(); void systemDestroyed(); void systemPaused(); void systemResumed(); void gameListRefreshed(); std::optional onAcquireRenderWindowRequested(bool recreate_window, bool fullscreen, bool render_to_main, bool surfaceless, bool use_main_window_pos); void onResizeRenderWindowRequested(qint32 width, qint32 height); void onReleaseRenderWindowRequested(); void focusDisplayWidgetRequested(); void runningGameChanged(const QString& filename, const QString& game_serial, const QString& game_title); void inputProfileLoaded(); void mouseModeRequested(bool relative, bool hide_cursor); void fullscreenUIStateChange(bool running); void achievementsLoginRequested(Achievements::LoginRequestReason reason); void achievementsLoginSucceeded(const QString& display_name, quint32 points, quint32 sc_points, quint32 unread_messages); void achievementsRefreshed(quint32 id, const QString& game_info_string); void achievementsChallengeModeChanged(bool enabled); void cheatEnabled(quint32 index, bool enabled); public Q_SLOTS: void setDefaultSettings(bool system = true, bool controller = true); void applySettings(bool display_osd_messages = false); void reloadGameSettings(bool display_osd_messages = false); void updateEmuFolders(); void reloadInputSources(); void reloadInputBindings(); void reloadInputDevices(); void closeInputSources(); void enumerateInputDevices(); void enumerateVibrationMotors(); void startFullscreenUI(); void stopFullscreenUI(); void bootSystem(std::shared_ptr params); void resumeSystemFromMostRecentState(); void shutdownSystem(bool save_state = true); void resetSystem(); void setSystemPaused(bool paused, bool wait_until_paused = false); void changeDisc(const QString& new_disc_filename); void changeDiscFromPlaylist(quint32 index); void loadState(const QString& filename); void loadState(bool global, qint32 slot); void saveState(const QString& filename, bool block_until_done = false); void saveState(bool global, qint32 slot, bool block_until_done = false); void undoLoadState(); void setAudioOutputVolume(int volume, int fast_forward_volume); void setAudioOutputMuted(bool muted); void startDumpingAudio(); void stopDumpingAudio(); void singleStepCPU(); void dumpRAM(const QString& filename); void dumpVRAM(const QString& filename); void dumpSPURAM(const QString& filename); void saveScreenshot(); void redrawDisplayWindow(); void toggleFullscreen(); void setFullscreen(bool fullscreen, bool allow_render_to_main); void setSurfaceless(bool surfaceless); void requestDisplaySize(float scale); void loadCheatList(const QString& filename); void setCheatEnabled(quint32 index, bool enabled); void applyCheat(quint32 index); void reloadPostProcessingShaders(); void updatePostProcessingSettings(); void clearInputBindStateFromSource(InputBindingKey key); private Q_SLOTS: void stopInThread(); void onDisplayWindowMouseButtonEvent(int button, bool pressed); void onDisplayWindowMouseWheelEvent(const QPoint& delta_angle); void onDisplayWindowResized(int width, int height, float scale); void onDisplayWindowKeyEvent(int key, bool pressed); void onDisplayWindowTextEntered(const QString& text); void doBackgroundControllerPoll(); void runOnEmuThread(std::function callback); protected: void run() override; private: using InputButtonHandler = std::function; using InputAxisHandler = std::function; void createBackgroundControllerPollTimer(); void destroyBackgroundControllerPollTimer(); void setInitialState(std::optional override_fullscreen); QThread* m_ui_thread; QSemaphore m_started_semaphore; QEventLoop* m_event_loop = nullptr; QTimer* m_background_controller_polling_timer = nullptr; bool m_shutdown_flag = false; bool m_run_fullscreen_ui = false; bool m_is_rendering_to_main = false; bool m_is_fullscreen = false; bool m_is_exclusive_fullscreen = false; bool m_lost_exclusive_fullscreen = false; bool m_is_surfaceless = false; bool m_save_state_on_shutdown = false; bool m_was_paused_by_focus_loss = false; float m_last_speed = std::numeric_limits::infinity(); float m_last_game_fps = std::numeric_limits::infinity(); float m_last_video_fps = std::numeric_limits::infinity(); u32 m_last_render_width = std::numeric_limits::max(); u32 m_last_render_height = std::numeric_limits::max(); RenderAPI m_last_render_api = RenderAPI::None; bool m_last_hardware_renderer = false; }; extern EmuThread* g_emu_thread; extern GDBServer* g_gdb_server; namespace QtHost { /// Sets batch mode (exit after game shutdown). bool InBatchMode(); /// Sets NoGUI mode (implys batch mode, does not display main window, exits on shutdown). bool InNoGUIMode(); /// Executes a function on the UI thread. void RunOnUIThread(const std::function& func, bool block = false); /// Returns a list of supported languages and codes (suffixes for translation files). std::vector> GetAvailableLanguageList(); /// Default language for the platform. const char* GetDefaultLanguage(); /// Call when the language changes. void InstallTranslator(); /// Returns the application name and version, optionally including debug/devel config indicator. QString GetAppNameAndVersion(); /// Returns the debug/devel config indicator. QString GetAppConfigSuffix(); /// Returns the base path for resources. This may be : prefixed, if we're using embedded resources. QString GetResourcesBasePath(); /// Thread-safe settings access. void QueueSettingsSave(); /// VM state, safe to access on UI thread. bool IsSystemValid(); bool IsSystemPaused(); /// Accessors for game information. const QString& GetCurrentGameTitle(); const QString& GetCurrentGameSerial(); const QString& GetCurrentGamePath(); } // namespace QtHost