Duckstation/src/core/system.h
2020-11-25 23:06:41 +10:00

216 lines
5.8 KiB
C++

#pragma once
#include "common/timer.h"
#include "host_interface.h"
#include "settings.h"
#include "timing_event.h"
#include "types.h"
#include <memory>
#include <optional>
#include <string>
class ByteStream;
class CDImage;
class StateWrapper;
class Controller;
struct CheatCode;
class CheatList;
struct SystemBootParameters
{
SystemBootParameters();
SystemBootParameters(SystemBootParameters&& other);
SystemBootParameters(std::string filename_);
~SystemBootParameters();
std::string filename;
std::optional<bool> override_fast_boot;
std::optional<bool> override_fullscreen;
std::unique_ptr<ByteStream> state_stream;
u32 media_playlist_index = 0;
bool load_image_to_ram = false;
bool force_software_renderer = false;
};
namespace System {
enum : u32
{
// 5 megabytes is sufficient for now, at the moment they're around 4.2MB.
MAX_SAVE_STATE_SIZE = 5 * 1024 * 1024
};
enum : TickCount
{
MASTER_CLOCK = 44100 * 0x300 // 33868800Hz or 33.8688MHz, also used as CPU clock
};
enum class State
{
Shutdown,
Starting,
Running,
Paused
};
extern TickCount g_ticks_per_second;
/// Returns true if the filename is a PlayStation executable we can inject.
bool IsExeFileName(const char* path);
/// Returns true if the filename is a Portable Sound Format file we can uncompress/load.
bool IsPsfFileName(const char* path);
/// Returns true if the filename is a M3U Playlist we can handle.
bool IsM3UFileName(const char* path);
/// Parses an M3U playlist, returning the entries.
std::vector<std::string> ParseM3UFile(const char* path);
/// Returns the preferred console type for a disc.
ConsoleRegion GetConsoleRegionForDiscRegion(DiscRegion region);
std::string GetGameCodeForImage(CDImage* cdi);
std::string GetGameCodeForPath(const char* image_path);
DiscRegion GetRegionForCode(std::string_view code);
DiscRegion GetRegionFromSystemArea(CDImage* cdi);
DiscRegion GetRegionForImage(CDImage* cdi);
std::optional<DiscRegion> GetRegionForPath(const char* image_path);
std::string_view GetTitleForPath(const char* path);
State GetState();
void SetState(State new_state);
bool IsRunning();
bool IsPaused();
bool IsShutdown();
bool IsValid();
ConsoleRegion GetRegion();
bool IsPALRegion();
ALWAYS_INLINE TickCount GetTicksPerSecond()
{
return g_ticks_per_second;
}
ALWAYS_INLINE_RELEASE TickCount ScaleTicksToOverclock(TickCount ticks)
{
if (!g_settings.cpu_overclock_active)
return ticks;
return static_cast<TickCount>((static_cast<u64>(static_cast<u32>(ticks)) * g_settings.cpu_overclock_numerator) /
g_settings.cpu_overclock_denominator);
}
ALWAYS_INLINE_RELEASE TickCount UnscaleTicksToOverclock(TickCount ticks, TickCount* remainder)
{
if (!g_settings.cpu_overclock_active)
return ticks;
const u64 num =
(static_cast<u32>(ticks) * static_cast<u64>(g_settings.cpu_overclock_denominator)) + static_cast<u32>(*remainder);
const TickCount t = static_cast<u32>(num / g_settings.cpu_overclock_numerator);
*remainder = static_cast<u32>(num % g_settings.cpu_overclock_numerator);
return t;
}
TickCount GetMaxSliceTicks();
void UpdateOverclock();
u32 GetFrameNumber();
u32 GetInternalFrameNumber();
void FrameDone();
void IncrementInternalFrameNumber();
const std::string& GetRunningPath();
const std::string& GetRunningCode();
const std::string& GetRunningTitle();
float GetFPS();
float GetVPS();
float GetEmulationSpeed();
float GetAverageFrameTime();
float GetWorstFrameTime();
float GetThrottleFrequency();
bool Boot(const SystemBootParameters& params);
void Reset();
void Shutdown();
bool LoadState(ByteStream* state, bool update_display = true);
bool SaveState(ByteStream* state, u32 screenshot_size = 128);
/// Recreates the GPU component, saving/loading the state so it is preserved. Call when the GPU renderer changes.
bool RecreateGPU(GPURenderer renderer, bool update_display = true);
void RunFrame();
/// Sets target emulation speed.
void SetTargetSpeed(float speed);
/// Adjusts the throttle frequency, i.e. how many times we should sleep per second.
void SetThrottleFrequency(float frequency);
/// Updates the throttle period, call when target emulation speed changes.
void UpdateThrottlePeriod();
/// Throttles the system, i.e. sleeps until it's time to execute the next frame.
void Throttle();
void UpdatePerformanceCounters();
void ResetPerformanceCounters();
// Access controllers for simulating input.
Controller* GetController(u32 slot);
void UpdateControllers();
void UpdateControllerSettings();
void ResetControllers();
void UpdateMemoryCards();
/// Dumps RAM to a file.
bool DumpRAM(const char* filename);
bool HasMedia();
bool InsertMedia(const char* path);
void RemoveMedia();
/// Returns true if a playlist is being used.
bool HasMediaPlaylist();
/// Returns the number of entries in the media/disc playlist.
u32 GetMediaPlaylistCount();
/// Returns the current image from the media/disc playlist.
u32 GetMediaPlaylistIndex();
/// Returns the path to the specified playlist index.
const std::string& GetMediaPlaylistPath(u32 index);
/// Adds a new path to the media playlist.
bool AddMediaPathToPlaylist(const std::string_view& path);
/// Removes a path from the media playlist.
bool RemoveMediaPathFromPlaylist(const std::string_view& path);
bool RemoveMediaPathFromPlaylist(u32 index);
/// Changes a path from the media playlist.
bool ReplaceMediaPathFromPlaylist(u32 index, const std::string_view& path);
/// Switches to the specified media/disc playlist index.
bool SwitchMediaFromPlaylist(u32 index);
/// Returns true if there is currently a cheat list.
bool HasCheatList();
/// Accesses the current cheat list.
CheatList* GetCheatList();
/// Applies a single cheat code.
void ApplyCheatCode(const CheatCode& code);
/// Sets or clears the provided cheat list, applying every frame.
void SetCheatList(std::unique_ptr<CheatList> cheats);
} // namespace System