ppsspp/Core/System.h
Unknown W. Brackets 8902e85f0a Enable the debug windows always, disable buttons.
This way you can close them/whatever, and hopefully should avoid crashes.

Only downside is you can't pause the game now and then hit stop in the
debugger.
2013-09-15 09:35:58 -07:00

76 lines
2.0 KiB
C++

// Copyright (C) 2012 PPSSPP Project
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0 or later versions.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#pragma once
#include "../Globals.h"
#include "Core/MemMap.h"
#include "Core/Host.h"
#include "Core/FileSystems/MetaFileSystem.h"
#include "Core/CoreParameter.h"
#include "Core/ELF/ParamSFO.h"
extern MetaFileSystem pspFileSystem;
extern ParamSFOData g_paramSFO;
// To synchronize the two UIs, we need to know which state we're in.
enum GlobalUIState {
UISTATE_MENU,
UISTATE_PAUSEMENU,
UISTATE_INGAME,
UISTATE_EXIT,
};
extern GlobalUIState globalUIState;
inline static void UpdateUIState(GlobalUIState newState) {
if (globalUIState != newState) {
globalUIState = newState;
host->UpdateDisassembly();
}
}
bool PSP_Init(const CoreParameter &coreParam, std::string *error_string);
bool PSP_IsInited();
void PSP_Shutdown();
void PSP_RunLoopUntil(u64 globalticks);
void PSP_RunLoopFor(int cycles);
void Audio_Init();
bool IsOnSeparateCPUThread();
bool IsAudioInitialised();
void GetSysDirectories(std::string &memstickpath, std::string &flash0path);
// RUNNING must be at 0, NEXTFRAME must be at 1.
enum CoreState
{
CORE_RUNNING = 0,
CORE_NEXTFRAME = 1,
CORE_STEPPING,
CORE_POWERDOWN,
CORE_ERROR,
};
extern volatile CoreState coreState;
extern volatile bool coreStatePending;
void Core_UpdateState(CoreState newState);
CoreParameter &PSP_CoreParameter();