rpcsx/rpcs3/Emu/System.h

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#pragma once
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#include "VFS.h"
enum class system_type
{
ps3,
psv, // Experimental
//psp, // Hypothetical
};
// Current process type
extern system_type g_system;
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enum class frame_type;
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struct EmuCallbacks
{
std::function<void(std::function<void()>)> call_after;
std::function<void()> process_events;
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std::function<void()> exit;
std::function<std::shared_ptr<class KeyboardHandlerBase>()> get_kb_handler;
std::function<std::shared_ptr<class MouseHandlerBase>()> get_mouse_handler;
std::function<std::shared_ptr<class PadHandlerBase>()> get_pad_handler;
std::function<std::unique_ptr<class GSFrameBase>(frame_type, int, int)> get_gs_frame;
std::function<std::shared_ptr<class GSRender>()> get_gs_render;
std::function<std::shared_ptr<class AudioThread>()> get_audio;
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std::function<std::shared_ptr<class MsgDialogBase>()> get_msg_dialog;
std::function<std::unique_ptr<class SaveDialogBase>()> get_save_dialog;
};
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enum Status : u32
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{
Running,
Paused,
Stopped,
Ready,
};
class Emulator final
{
atomic_t<u32> m_status{Stopped};
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EmuCallbacks m_cb;
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atomic_t<u64> m_pause_start_time; // set when paused
atomic_t<u64> m_pause_amend_time; // increased when resumed
std::string m_path;
std::string m_elf_path;
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std::string m_cache_path;
std::string m_title_id;
std::string m_title;
public:
Emulator() = default;
void SetCallbacks(EmuCallbacks&& cb)
{
m_cb = std::move(cb);
}
const auto& GetCallbacks() const
{
return m_cb;
}
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// Call from the GUI thread
void CallAfter(std::function<void()>&& func) const
{
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return m_cb.call_after(std::move(func));
}
/** Set emulator mode to running unconditionnaly.
* Required to execute various part (PPUInterpreter, memory manager...) outside of rpcs3.
*/
void SetTestMode()
{
m_status = Running;
}
void Init();
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void SetPath(const std::string& path, const std::string& elf_path = {});
const std::string& GetPath() const
{
return m_elf_path;
}
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const std::string& GetTitleID() const
{
return m_title_id;
}
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const std::string& GetTitle() const
{
return m_title;
}
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const std::string& GetCachePath() const
{
return m_cache_path;
}
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u64 GetPauseTime()
{
return m_pause_amend_time;
}
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bool BootGame(const std::string& path, bool direct = false);
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static std::string GetGameDir();
static std::string GetLibDir();
void Load();
void Run();
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bool Pause();
void Resume();
void Stop();
bool IsRunning() const { return m_status == Running; }
bool IsPaused() const { return m_status == Paused; }
bool IsStopped() const { return m_status == Stopped; }
bool IsReady() const { return m_status == Ready; }
auto GetStatus() const { return m_status.load(); }
};
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extern Emulator Emu;