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System.h
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System.h
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#pragma once
#include "util/types.hpp"
#include "util/atomic.hpp"
#include <functional>
#include <memory>
#include <string>
#include <vector>
#include <set>
#include "Emu/Cell/timers.hpp"
struct progress_dialog_workaround
{
// WORKAROUND:
// We don't want to show the native dialog during gameplay.
// This can currently interfere with cell dialogs.
atomic_t<bool> skip_the_progress_dialog = false;
};
enum class localized_string_id;
enum class video_renderer;
enum class system_state : u32
{
running,
stopped,
paused,
frozen, // paused but cannot resume
ready,
};
enum class game_boot_result : u32
{
no_errors,
generic_error,
nothing_to_boot,
wrong_disc_location,
invalid_file_or_folder,
install_failed,
decryption_error,
file_creation_error,
firmware_missing,
unsupported_disc_type
};
namespace cfg_keys
{
inline const std::string title_id = "title_id"; // No config override mode
inline const std::string global = "global"; // Force global config
inline const std::string _default = "default"; // Force virtual default constructed config.yml
}
struct EmuCallbacks
{
std::function<void(std::function<void()>)> call_after;
std::function<void(bool)> on_run; // (start_playtime) continuing or going ingame, so start the clock
std::function<void()> on_pause;
std::function<void()> on_resume;
std::function<void()> on_stop;
std::function<void()> on_ready;
std::function<bool()> on_missing_fw;
std::function<bool(bool, std::function<void()>)> try_to_quit; // (force_quit, on_exit) Try to close RPCS3
std::function<void(s32, s32)> handle_taskbar_progress; // (type, value) type: 0 for reset, 1 for increment, 2 for set_limit, 3 for set_value
std::function<void()> init_kb_handler;
std::function<void()> init_mouse_handler;
std::function<void(std::string_view title_id)> init_pad_handler;
std::function<std::unique_ptr<class GSFrameBase>()> get_gs_frame;
std::function<void()> init_gs_render;
std::function<std::shared_ptr<class AudioBackend>()> get_audio;
std::function<std::shared_ptr<class MsgDialogBase>()> get_msg_dialog;
std::function<std::shared_ptr<class OskDialogBase>()> get_osk_dialog;
std::function<std::unique_ptr<class SaveDialogBase>()> get_save_dialog;
std::function<std::unique_ptr<class TrophyNotificationBase>()> get_trophy_notification_dialog;
std::function<std::string(localized_string_id, const char*)> get_localized_string;
std::function<std::u32string(localized_string_id, const char*)> get_localized_u32string;
std::string(*resolve_path)(std::string_view) = nullptr; // Resolve path using Qt
};
class Emulator final
{
atomic_t<system_state> m_state{system_state::stopped};
EmuCallbacks m_cb;
atomic_t<u64> m_pause_start_time{0}; // set when paused
atomic_t<u64> m_pause_amend_time{0}; // increased when resumed
atomic_t<u64> m_stop_ctr{0}; // Increments when emulation is stopped
video_renderer m_default_renderer;
std::string m_default_graphics_adapter;
std::string m_config_path = cfg_keys::title_id;
std::string m_path;
std::string m_path_old;
std::string m_title_id;
std::string m_title;
std::string m_app_version;
std::string m_cat;
std::string m_dir;
std::string m_sfo_dir;
std::string m_game_dir{"PS3_GAME"};
std::string m_usr{"00000001"};
u32 m_usrid{1};
// This flag should be adjusted before each Stop() or each BootGame() and similar because:
// 1. It forces an application to boot immediately by calling Run() in Load().
// 2. It signifies that we don't want to exit on Stop(), for example if we want to transition to another application.
bool m_force_boot = false;
bool m_has_gui = true;
public:
Emulator() = default;
void SetCallbacks(EmuCallbacks&& cb)
{
m_cb = std::move(cb);
}
const auto& GetCallbacks() const
{
return m_cb;
}
// Call from the GUI thread
void CallAfter(std::function<void()>&& func, bool track_emu_state = true) const
{
if (!track_emu_state)
{
return m_cb.call_after(std::move(func));
}
std::function<void()> final_func = [this, before = IsStopped(), count = +m_stop_ctr, func = std::move(func)]
{
if (count == m_stop_ctr && before == IsStopped())
{
func();
}
};
return m_cb.call_after(std::move(final_func));
}
/** Set emulator mode to running unconditionnaly.
* Required to execute various part (PPUInterpreter, memory manager...) outside of rpcs3.
*/
void SetTestMode()
{
m_state = system_state::running;
}
void Init(bool add_only = false);
std::vector<std::string> argv;
std::vector<std::string> envp;
std::vector<u8> data;
std::vector<u128> klic;
std::string disc;
std::string hdd1;
const std::string& GetBoot() const
{
return m_path;
}
const std::string& GetTitleID() const
{
return m_title_id;
}
const std::string& GetTitle() const
{
return m_title;
}
const std::string GetTitleAndTitleID() const
{
return m_title + (m_title_id.empty() ? "" : " [" + m_title_id + "]");
}
const std::string& GetAppVersion() const
{
return m_app_version;
}
const std::string& GetCat() const
{
return m_cat;
}
const std::string& GetDir() const
{
return m_dir;
}
const std::string& GetSfoDir() const
{
return m_sfo_dir;
}
// String for GUI dialogs.
const std::string& GetUsr() const
{
return m_usr;
}
// u32 for cell.
u32 GetUsrId() const
{
return m_usrid;
}
void SetUsr(const std::string& user);
std::string GetBackgroundPicturePath() const;
u64 GetPauseTime() const
{
return m_pause_amend_time;
}
const std::string& GetUsedConfig() const
{
return m_config_path;
}
game_boot_result BootGame(const std::string& path, const std::string& title_id = "", bool direct = false, bool add_only = false, const std::string& config_path = cfg_keys::title_id);
bool BootRsxCapture(const std::string& path);
void SetForceBoot(bool force_boot);
game_boot_result Load(const std::string& title_id = "", bool add_only = false, bool is_disc_patch = false);
void Run(bool start_playtime);
bool Pause(bool freeze_emulation = false);
void Resume();
void Stop(bool restart = false);
void Restart() { Stop(true); }
bool Quit(bool force_quit);
static void CleanUp();
bool IsRunning() const { return m_state == system_state::running; }
bool IsPaused() const { return m_state >= system_state::paused; } // ready is also considered paused by this function
bool IsStopped() const { return m_state == system_state::stopped; }
bool IsReady() const { return m_state == system_state::ready; }
auto GetStatus() const { system_state state = m_state; return state == system_state::frozen ? system_state::paused : state; }
bool HasGui() const { return m_has_gui; }
void SetHasGui(bool has_gui) { m_has_gui = has_gui; }
void SetDefaultRenderer(video_renderer renderer) { m_default_renderer = renderer; }
void SetDefaultGraphicsAdapter(std::string adapter) { m_default_graphics_adapter = std::move(adapter); }
std::string GetFormattedTitle(double fps) const;
void ConfigurePPUCache() const;
std::set<std::string> GetGameDirs() const;
// Check if path is inside the specified directory
bool IsPathInsideDir(std::string_view path, std::string_view dir) const;
};
extern Emulator Emu;
extern bool g_use_rtm;
extern u64 g_rtm_tx_limit1;
extern u64 g_rtm_tx_limit2;