Files
archived-pcsx2/pcsx2/Recording/InputRecordingControls.cpp
2021-05-27 16:02:06 +02:00

205 lines
4.9 KiB
C++

/* PCSX2 - PS2 Emulator for PCs
* Copyright (C) 2002-2021 PCSX2 Dev Team
*
* PCSX2 is free software: you can redistribute it and/or modify it under the terms
* of the GNU Lesser General Public License as published by the Free Software Found-
* ation, either version 3 of the License, or (at your option) any later version.
*
* PCSX2 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 for more details.
*
* You should have received a copy of the GNU General Public License along with PCSX2.
* If not, see <http://www.gnu.org/licenses/>.
*/
#include "PrecompiledHeader.h"
#ifndef DISABLE_RECORDING
#include "App.h"
#include "Counters.h"
#include "DebugTools/Debug.h"
#include "MainFrame.h"
#include "MemoryTypes.h"
#include "InputRecording.h"
#include "InputRecordingControls.h"
#include "Utilities/InputRecordingLogger.h"
InputRecordingControls g_InputRecordingControls;
void InputRecordingControls::CheckPauseStatus()
{
frame_advance_frame_counter++;
if (frameAdvancing && frame_advance_frame_counter >= frames_per_frame_advance)
{
frameAdvancing = false;
pauseEmulation = true;
}
if (g_InputRecording.IsActive())
{
g_InputRecording.IncrementFrameCounter();
if (switchToReplay)
{
g_InputRecording.SetToReplayMode();
switchToReplay = false;
}
if (!pauseEmulation &&
g_InputRecording.IsReplaying() &&
g_InputRecording.GetFrameCounter() >= g_InputRecording.GetInputRecordingData().GetTotalFrames())
{
pauseEmulation = true;
}
}
g_InputRecording.LogAndRedraw();
}
void InputRecordingControls::HandlePausingAndLocking()
{
// Explicit frame locking
if (frameLock)
{
if (g_FrameCount == frameLockTracker)
{
frameLock = false;
Resume();
}
else if (!emulationCurrentlyPaused && CoreThread.IsOpen() && CoreThread.IsRunning())
{
emulationCurrentlyPaused = true;
CoreThread.PauseSelf();
}
}
else if (pauseEmulation && CoreThread.IsOpen() && CoreThread.IsRunning())
{
emulationCurrentlyPaused = true;
CoreThread.PauseSelf();
}
}
void InputRecordingControls::ResumeCoreThreadIfStarted()
{
if (resumeEmulation && CoreThread.IsOpen())
{
CoreThread.Resume();
resumeEmulation = false;
emulationCurrentlyPaused = false;
}
}
void InputRecordingControls::FrameAdvance()
{
if (g_InputRecording.IsReplaying() &&
g_InputRecording.GetFrameCounter() >= g_InputRecording.GetInputRecordingData().GetTotalFrames())
{
g_InputRecording.SetToRecordMode();
return;
}
frameAdvancing = true;
frame_advance_frame_counter = 0;
Resume();
}
void InputRecordingControls::setFrameAdvanceAmount(int amount)
{
frames_per_frame_advance = amount;
}
bool InputRecordingControls::IsFrameAdvancing()
{
return frameAdvancing;
}
bool InputRecordingControls::IsPaused()
{
return (emulationCurrentlyPaused && CoreThread.IsOpen() && CoreThread.IsPaused());
}
void InputRecordingControls::Pause()
{
pauseEmulation = true;
resumeEmulation = false;
}
void InputRecordingControls::PauseImmediately()
{
if (CoreThread.IsPaused())
return;
Pause();
if (CoreThread.IsOpen() && CoreThread.IsRunning())
{
emulationCurrentlyPaused = true;
CoreThread.PauseSelf();
}
}
void InputRecordingControls::Resume()
{
if (g_InputRecording.IsReplaying() &&
g_InputRecording.GetFrameCounter() >= g_InputRecording.GetInputRecordingData().GetTotalFrames())
{
g_InputRecording.SetToRecordMode();
return;
}
pauseEmulation = false;
resumeEmulation = true;
}
void InputRecordingControls::ResumeImmediately()
{
if (!CoreThread.IsPaused())
return;
Resume();
if (CoreThread.IsPaused() && CoreThread.IsRunning())
{
emulationCurrentlyPaused = false;
CoreThread.Resume();
}
}
void InputRecordingControls::TogglePause()
{
if (pauseEmulation &&
g_InputRecording.IsReplaying() &&
g_InputRecording.GetFrameCounter() >= g_InputRecording.GetInputRecordingData().GetTotalFrames())
{
g_InputRecording.SetToRecordMode();
return;
}
resumeEmulation = pauseEmulation;
pauseEmulation = !pauseEmulation;
inputRec::log(pauseEmulation ? "Paused Emulation" : "Resumed Emulation");
}
void InputRecordingControls::RecordModeToggle()
{
if (IsPaused() ||
g_InputRecording.IsReplaying() ||
g_InputRecording.GetFrameCounter() < g_InputRecording.GetInputRecordingData().GetTotalFrames())
{
if (g_InputRecording.IsReplaying())
g_InputRecording.SetToRecordMode();
else if (g_InputRecording.IsRecording())
g_InputRecording.SetToReplayMode();
}
else if (g_InputRecording.IsRecording())
switchToReplay = true;
}
void InputRecordingControls::Lock(u32 frame)
{
frameLock = true;
frameLockTracker = frame;
frameAdvancing = false;
//Ensures that g_frameCount can be used to resume emulation after a fast/full boot
if (!g_InputRecording.GetInputRecordingData().FromSaveState())
g_FrameCount = frame + 1;
else
sMainFrame.StartInputRecording();
}
#endif