#pragma once #include "common/timer.h" #include "settings.h" #include "types.h" #include #include #include #include #include #include #include #include class AudioStream; class ByteStream; class CDImage; class HostDisplay; class GameList; class System; class HostInterface { friend System; public: HostInterface(); virtual ~HostInterface(); /// Access to host display. ALWAYS_INLINE HostDisplay* GetDisplay() const { return m_display; } /// Access to host audio stream. ALWAYS_INLINE AudioStream* GetAudioStream() const { return m_audio_stream.get(); } /// Returns a settings object which can be modified. ALWAYS_INLINE Settings& GetSettings() { return m_settings; } /// Returns the game list. ALWAYS_INLINE const GameList* GetGameList() const { return m_game_list.get(); } bool BootSystemFromFile(const char* filename); bool BootSystemFromBIOS(); void PauseSystem(bool paused); void ResetSystem(); void DestroySystem(); /// Loads the current emulation state from file. Specifying a slot of -1 loads the "resume" game state. bool LoadState(bool global, s32 slot); bool LoadState(const char* filename); /// Saves the current emulation state to a file. Specifying a slot of -1 saves the "resume" save state. bool SaveState(bool global, s32 slot); bool SaveState(const char* filename); /// Loads the resume save state for the given game. Optionally boots the game anyway if loading fails. bool ResumeSystemFromState(const char* filename, bool boot_on_failure); /// Loads the most recent resume save state. This may be global or per-game. bool ResumeSystemFromMostRecentState(); /// Saves the resume save state, call when shutting down. Not called automatically on DestroySystem() since that can /// be called as a result of an error. bool SaveResumeSaveState(); virtual void ReportError(const char* message); virtual void ReportMessage(const char* message); void ReportFormattedError(const char* format, ...); void ReportFormattedMessage(const char* format, ...); /// Adds OSD messages, duration is in seconds. void AddOSDMessage(const char* message, float duration = 2.0f); void AddFormattedOSDMessage(float duration, const char* format, ...); /// 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; protected: enum : u32 { AUDIO_SAMPLE_RATE = 44100, AUDIO_CHANNELS = 2, AUDIO_BUFFER_SIZE = 2048, AUDIO_BUFFERS = 2, PER_GAME_SAVE_STATE_SLOTS = 10, GLOBAL_SAVE_STATE_SLOTS = 10 }; struct OSDMessage { std::string text; Common::Timer time; float duration; }; struct SaveStateInfo { std::string path; u64 timestamp; s32 slot; bool global; }; virtual bool AcquireHostDisplay() = 0; virtual void ReleaseHostDisplay() = 0; virtual std::unique_ptr CreateAudioStream(AudioBackend backend) = 0; virtual void OnSystemCreated(); virtual void OnSystemPaused(bool paused); virtual void OnSystemDestroyed(); virtual void OnSystemPerformanceCountersUpdated(); virtual void OnRunningGameChanged(); virtual void OnControllerTypeChanged(u32 slot); void SetUserDirectory(); /// Ensures all subdirectories of the user directory are created. void CreateUserDirectorySubdirectories(); /// Returns the path of the settings file. std::string GetSettingsFileName() const; /// Returns the path of the game list cache file. std::string GetGameListCacheFileName() const; /// Returns the path of the game database cache file. std::string GetGameListDatabaseFileName() const; /// Returns the path to a save state file. Specifying an index of -1 is the "resume" save state. std::string GetGameSaveStateFileName(const char* game_code, s32 slot) const; /// Returns the path to a save state file. Specifying an index of -1 is the "resume" save state. std::string GetGlobalSaveStateFileName(s32 slot) const; /// 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; /// Returns a list of save states for the specified game code. std::vector GetAvailableSaveStates(const char* game_code) const; /// Returns the most recent resume save state. std::string GetMostRecentResumeSaveStatePath() const; /// Loads the BIOS image for the specified region. std::optional> GetBIOSImage(ConsoleRegion region); /// Restores all settings to defaults. void SetDefaultSettings(); /// Applies new settings, updating internal state as needed. apply_callback should call m_settings.Load() after /// locking any required mutexes. void UpdateSettings(const std::function& apply_callback); /// Quick switch between software and hardware rendering. void ToggleSoftwareRendering(); /// Adjusts the internal (render) resolution of the hardware backends. void ModifyResolutionScale(s32 increment); /// Switches the GPU renderer by saving state, recreating the display window, and restoring state (if needed). void RecreateSystem(); /// Increases timer resolution when supported by the host OS. void SetTimerResolutionIncreased(bool enabled); void UpdateSpeedLimiterState(); void DrawFPSWindow(); void DrawOSDMessages(); void DrawDebugWindows(); HostDisplay* m_display = nullptr; std::unique_ptr m_audio_stream; std::unique_ptr m_system; std::unique_ptr m_game_list; Settings m_settings; std::string m_user_directory; bool m_paused = false; bool m_speed_limiter_temp_disabled = false; bool m_speed_limiter_enabled = false; bool m_timer_resolution_increased = false; std::deque m_osd_messages; std::mutex m_osd_messages_lock; private: void CreateAudioStream(); };