ppsspp/Core/System.h
Unknown W. Brackets 753ac95307 Debugger: Fix game.reset by adding a reboot status.
We don't want EmuScreen to auto-exit, and we don't want to double-lock the
debugger lifecycle lock.  Let's just handle reboot specifically.
2022-10-01 18:13:22 -07:00

145 lines
4.0 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 "Common/CommonTypes.h"
#include "Common/File/Path.h"
#include "Core/CoreParameter.h"
class MetaFileSystem;
class ParamSFOData;
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,
UISTATE_EXCEPTION,
};
// Use these in conjunction with GetSysDirectory.
enum PSPDirectories {
DIRECTORY_PSP,
DIRECTORY_CHEATS,
DIRECTORY_SCREENSHOT,
DIRECTORY_SYSTEM,
DIRECTORY_GAME,
DIRECTORY_SAVEDATA,
DIRECTORY_PAUTH,
DIRECTORY_DUMP,
DIRECTORY_SAVESTATE,
DIRECTORY_CACHE,
DIRECTORY_TEXTURES,
DIRECTORY_PLUGINS,
DIRECTORY_APP_CACHE, // Use the OS app cache if available
DIRECTORY_VIDEO,
DIRECTORY_AUDIO,
DIRECTORY_MEMSTICK_ROOT,
DIRECTORY_EXDATA,
DIRECTORY_CUSTOM_SHADERS,
DIRECTORY_CUSTOM_THEMES,
};
class GraphicsContext;
enum class GPUBackend;
void ResetUIState();
void UpdateUIState(GlobalUIState newState);
GlobalUIState GetUIState();
void SetGPUBackend(GPUBackend type, const std::string &device = "");
GPUBackend GetGPUBackend();
std::string GetGPUBackendDevice();
bool PSP_Init(const CoreParameter &coreParam, std::string *error_string);
bool PSP_InitStart(const CoreParameter &coreParam, std::string *error_string);
bool PSP_InitUpdate(std::string *error_string);
bool PSP_IsIniting();
bool PSP_IsInited();
bool PSP_IsRebooting();
bool PSP_IsQuitting();
void PSP_Shutdown();
bool PSP_Reboot(std::string *error_string);
void PSP_BeginHostFrame();
void PSP_EndHostFrame();
void PSP_RunLoopWhileState();
void PSP_RunLoopUntil(u64 globalticks);
void PSP_RunLoopFor(int cycles);
void PSP_SetLoading(const std::string &reason);
std::string PSP_GetLoading();
// Used to wait for background loading thread.
struct PSP_LoadingLock {
PSP_LoadingLock();
~PSP_LoadingLock();
};
// Call before PSP_BeginHostFrame() in order to not miss any GPU stats.
void Core_UpdateDebugStats(bool collectStats);
// Increments or decrements an internal counter. Intended to be used by debuggers.
void Core_ForceDebugStats(bool enable);
void Audio_Init();
void Audio_Shutdown();
bool IsAudioInitialised();
void UpdateLoadedFile(FileLoader *fileLoader);
// NOTE: These are almost all derived from g_Config.memStickDirectory directly -
// they are not stored anywhere.
Path GetSysDirectory(PSPDirectories directoryType);
#ifdef _WIN32
void InitSysDirectories();
#endif
// RUNNING must be at 0, NEXTFRAME must be at 1.
enum CoreState {
// Emulation is running normally.
CORE_RUNNING = 0,
// Emulation was running normally, just reached the end of a frame.
CORE_NEXTFRAME = 1,
// Emulation is paused, CPU thread is sleeping.
CORE_STEPPING, // Can be used for recoverable runtime errors (ignored memory exceptions)
// Core is being powered up.
CORE_POWERUP,
// Core is being powered down.
CORE_POWERDOWN,
// An error happened at boot.
CORE_BOOT_ERROR,
// Unrecoverable runtime error. Recoverable errors should use CORE_STEPPING.
CORE_RUNTIME_ERROR,
};
extern bool coreCollectDebugStats;
extern volatile CoreState coreState;
extern volatile bool coreStatePending;
void Core_UpdateState(CoreState newState);
inline CoreParameter &PSP_CoreParameter() {
extern CoreParameter g_CoreParameter;
return g_CoreParameter;
}