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