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https://github.com/PCSX2/pcsx2.git
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* RecordingControls - > InputRecordingControls (+ function refactors & simplifications) * Avoid mutating g_FrameCount - now use isolated frameCounter & startingFrame variables for input recordings * Pause or resume emulation preemptively based on GUI actions * Exclusively handle GS window title updates in FrameForGS
141 lines
4.1 KiB
C++
141 lines
4.1 KiB
C++
/* PCSX2 - PS2 Emulator for PCs
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* Copyright (C) 2002-2020 PCSX2 Dev Team
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*
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* PCSX2 is free software: you can redistribute it and/or modify it under the terms
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* of the GNU Lesser General Public License as published by the Free Software Found-
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* ation, either version 3 of the License, or (at your option) any later version.
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*
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* PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
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* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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* PURPOSE. See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along with PCSX2.
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* If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "PrecompiledHeader.h"
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#include "App.h"
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#include "Counters.h"
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#include "DebugTools/Debug.h"
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#include "GSFrame.h"
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#include "MemoryTypes.h"
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#include "InputRecording.h"
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#include "InputRecordingControls.h"
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#ifndef DISABLE_RECORDING
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InputRecordingControls g_InputRecordingControls;
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void InputRecordingControls::HandleFrameAdvanceAndPausing()
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{
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// This function can be called multiple times per frame via Counters::rcntUpdate_vSync,
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// often this is twice per frame but this may vary as Counters.cpp mentions the
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// vsync timing can change.
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//
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// As a safeguard, use the global g_FrameCount to know when the frame counter has truly changed.
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//
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// NOTE - Do not mutate g_FrameCount or use it's value to set the input recording's internal frame counter
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if (frameCountTracker != g_FrameCount) {
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frameCountTracker = g_FrameCount;
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g_InputRecording.IncrementFrameCounter();
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} else {
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if (pauseEmulation) {
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emulationCurrentlyPaused = true;
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CoreThread.PauseSelf();
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}
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return;
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}
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if (g_InputRecording.IsRecordingReplaying() && g_InputRecording.GetFrameCounter() >= g_InputRecording.GetInputRecordingData().GetTotalFrames()) {
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pauseEmulation = true;
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}
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// If we havn't yet advanced atleast a single frame from when we paused, setup things to be paused
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if (frameAdvancing && frameAdvanceMarker < g_InputRecording.GetFrameCounter())
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{
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frameAdvancing = false;
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pauseEmulation = true;
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}
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// Pause emulation if we need to (either due to frame advancing, or pause has been explicitly toggled on)
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if (pauseEmulation && CoreThread.IsOpen() && CoreThread.IsRunning()) {
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emulationCurrentlyPaused = true;
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CoreThread.PauseSelf();
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}
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}
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void InputRecordingControls::ResumeCoreThreadIfStarted()
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{
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if (resumeEmulation && CoreThread.IsOpen() && CoreThread.IsPaused()) {
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CoreThread.Resume();
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resumeEmulation = false;
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emulationCurrentlyPaused = false;
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}
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}
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void InputRecordingControls::FrameAdvance()
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{
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if (g_InputRecording.IsRecordingReplaying() && g_InputRecording.GetFrameCounter() >= g_InputRecording.GetInputRecordingData().GetTotalFrames())
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{
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g_InputRecording.RecordModeToggle();
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return;
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}
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frameAdvanceMarker = g_InputRecording.GetFrameCounter();
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frameAdvancing = true;
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Resume();
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}
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bool InputRecordingControls::IsRecordingPaused()
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{
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return (emulationCurrentlyPaused && CoreThread.IsOpen() && CoreThread.IsPaused());
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}
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void InputRecordingControls::Pause()
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{
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pauseEmulation = true;
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resumeEmulation = false;
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}
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void InputRecordingControls::PauseImmediately()
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{
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if (CoreThread.IsPaused()) {
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return;
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}
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Pause();
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if (pauseEmulation && CoreThread.IsOpen() && CoreThread.IsRunning()) {
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emulationCurrentlyPaused = true;
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CoreThread.PauseSelf();
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}
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}
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void InputRecordingControls::Resume()
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{
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if (g_InputRecording.IsRecordingReplaying() && g_InputRecording.GetFrameCounter() >= g_InputRecording.GetInputRecordingData().GetTotalFrames()) {
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g_InputRecording.RecordModeToggle();
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return;
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}
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pauseEmulation = false;
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resumeEmulation = true;
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}
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void InputRecordingControls::SetFrameCountTracker(u32 newFrame)
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{
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frameCountTracker = newFrame;
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}
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void InputRecordingControls::TogglePause()
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{
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if (pauseEmulation && g_InputRecording.IsRecordingReplaying() && g_InputRecording.GetFrameCounter() >= g_InputRecording.GetInputRecordingData().GetTotalFrames()) {
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g_InputRecording.RecordModeToggle();
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return;
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}
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pauseEmulation = !pauseEmulation;
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resumeEmulation = !pauseEmulation;
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}
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#endif
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