mirror of
https://github.com/libretro/Mesen.git
synced 2024-12-04 07:31:19 +00:00
269 lines
6.7 KiB
C++
269 lines
6.7 KiB
C++
#include "stdafx.h"
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#include <thread>
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#include "Console.h"
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#include "BaseMapper.h"
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#include "MapperFactory.h"
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#include "Debugger.h"
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#include "MessageManager.h"
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#include "EmulationSettings.h"
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#include "../Utilities/Timer.h"
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#include "../Utilities/FolderUtilities.h"
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shared_ptr<Console> Console::Instance(new Console());
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Console::Console()
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{
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}
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Console::~Console()
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{
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Movie::Stop();
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}
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shared_ptr<Console> Console::GetInstance()
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{
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return Console::Instance;
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}
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void Console::Release()
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{
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Console::Instance.reset(new Console());
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}
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void Console::Initialize(string filename)
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{
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MessageManager::SendNotification(ConsoleNotificationType::GameStopped);
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shared_ptr<BaseMapper> mapper = MapperFactory::InitializeFromFile(filename);
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if(mapper) {
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_romFilepath = filename;
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_mapper = mapper;
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_memoryManager.reset(new MemoryManager(_mapper));
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_cpu.reset(new CPU(_memoryManager.get()));
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_ppu.reset(new PPU(_memoryManager.get()));
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_apu.reset(new APU(_memoryManager.get()));
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_controlManager.reset(new ControlManager());
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_memoryManager->RegisterIODevice(_mapper.get());
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_memoryManager->RegisterIODevice(_ppu.get());
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_memoryManager->RegisterIODevice(_apu.get());
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_memoryManager->RegisterIODevice(_controlManager.get());
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ResetComponents(false);
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_initialized = true;
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FolderUtilities::AddKnowGameFolder(FolderUtilities::GetFolderName(filename));
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MessageManager::DisplayMessage("Game loaded", FolderUtilities::GetFilename(filename, false));
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} else {
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MessageManager::DisplayMessage("Error", string("Could not load file: ") + FolderUtilities::GetFilename(filename, true));
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}
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}
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void Console::LoadROM(string filepath)
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{
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Console::Pause();
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Instance->Initialize(filepath);
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Console::Resume();
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}
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bool Console::LoadROM(string filename, uint32_t crc32Hash)
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{
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string currentRomFilepath = Console::GetROMPath();
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string currentFolder = FolderUtilities::GetFolderName(currentRomFilepath);
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if(!currentRomFilepath.empty()) {
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if(ROMLoader::GetCRC32(Console::GetROMPath()) == crc32Hash) {
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//Current game matches, no need to do anything
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return true;
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}
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//Try to find the game in the same folder as the current game's folder
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string match = ROMLoader::FindMatchingRomInFolder(currentFolder, filename, crc32Hash);
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if(!match.empty()) {
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Console::LoadROM(match);
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return true;
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}
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}
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for(string folder : FolderUtilities::GetKnowGameFolders()) {
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if(folder != currentFolder) {
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string match = ROMLoader::FindMatchingRomInFolder(folder, filename, crc32Hash);
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if(!match.empty()) {
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Console::LoadROM(match);
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return true;
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}
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}
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}
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return false;
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}
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string Console::GetROMPath()
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{
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return Instance->_romFilepath;
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}
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void Console::Reset(bool softReset)
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{
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Movie::Stop();
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if(Instance->_initialized) {
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Console::Pause();
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Instance->ResetComponents(softReset);
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Console::Resume();
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}
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}
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void Console::ResetComponents(bool softReset)
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{
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Movie::Stop();
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_ppu->Reset();
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_apu->Reset(softReset);
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_cpu->Reset(softReset);
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_memoryManager->Reset(softReset);
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if(softReset) {
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MessageManager::SendNotification(ConsoleNotificationType::GameReset);
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} else {
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MessageManager::SendNotification(ConsoleNotificationType::GameLoaded);
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}
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}
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void Console::Stop()
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{
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_stop = true;
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EmulationSettings::ClearFlags(EmulationFlags::Paused);
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_stopLock.Acquire();
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_stopLock.Release();
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}
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void Console::Pause()
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{
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Console::Instance->_pauseLock.Acquire();
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//Spin wait until emu pauses
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Console::Instance->_runLock.Acquire();
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}
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void Console::Resume()
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{
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Console::Instance->_runLock.Release();
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Console::Instance->_pauseLock.Release();
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}
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void Console::Run()
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{
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Timer clockTimer;
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double targetTime;
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double elapsedTime = 0;
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uint32_t lastFrameNumber = -1;
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_runLock.Acquire();
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_stopLock.Acquire();
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UpdateNesModel(targetTime, true);
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while(true) {
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_cpu->Exec();
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uint32_t currentFrameNumber = PPU::GetFrameCount();
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if(currentFrameNumber != lastFrameNumber) {
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lastFrameNumber = currentFrameNumber;
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if(EmulationSettings::CheckFlag(EmulationFlags::LimitFPS)) {
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elapsedTime = clockTimer.GetElapsedMS();
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while(targetTime > elapsedTime) {
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if(targetTime - elapsedTime > 2) {
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std::this_thread::sleep_for(std::chrono::duration<int, std::milli>((int)(targetTime - elapsedTime - 1)));
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}
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elapsedTime = clockTimer.GetElapsedMS();
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}
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}
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if(!_pauseLock.IsFree()) {
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//Need to temporarely pause the emu (to save/load a state, etc.)
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_runLock.Release();
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//Spin wait until we are allowed to start again
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_pauseLock.WaitForRelease();
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_runLock.Acquire();
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}
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if(EmulationSettings::CheckFlag(EmulationFlags::Paused) && !_stop) {
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MessageManager::SendNotification(ConsoleNotificationType::GamePaused);
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_runLock.Release();
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//Prevent audio from looping endlessly while game is paused
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_apu->StopAudio();
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while(EmulationSettings::CheckFlag(EmulationFlags::Paused)) {
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//Sleep until emulation is resumed
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std::this_thread::sleep_for(std::chrono::duration<int, std::milli>(100));
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}
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_runLock.Acquire();
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MessageManager::SendNotification(ConsoleNotificationType::GameResumed);
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}
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UpdateNesModel(targetTime, false);
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clockTimer.Reset();
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if(_stop) {
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_stop = false;
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break;
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}
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}
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}
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_apu->StopAudio();
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_stopLock.Release();
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_runLock.Release();
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}
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void Console::UpdateNesModel(double &frameDelay, bool showMessage)
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{
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NesModel model = EmulationSettings::GetNesModel();
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if(model == NesModel::Auto) {
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model = _mapper->IsPalRom() ? NesModel::PAL : NesModel::NTSC;
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}
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frameDelay = (model == NesModel::NTSC ? 16.63926405550947 : 19.99720920217466); //60.1fps (NTSC), 50.01fps (PAL)
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_ppu->SetNesModel(model);
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_apu->SetNesModel(model);
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}
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void Console::SaveState(ostream &saveStream)
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{
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if(Instance->_initialized) {
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Instance->_cpu->SaveSnapshot(&saveStream);
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Instance->_ppu->SaveSnapshot(&saveStream);
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Instance->_memoryManager->SaveSnapshot(&saveStream);
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Instance->_mapper->SaveSnapshot(&saveStream);
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Instance->_apu->SaveSnapshot(&saveStream);
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Instance->_controlManager->SaveSnapshot(&saveStream);
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}
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}
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void Console::LoadState(istream &loadStream)
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{
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if(Instance->_initialized) {
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Instance->_cpu->LoadSnapshot(&loadStream);
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Instance->_ppu->LoadSnapshot(&loadStream);
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Instance->_memoryManager->LoadSnapshot(&loadStream);
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Instance->_mapper->LoadSnapshot(&loadStream);
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Instance->_apu->LoadSnapshot(&loadStream);
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Instance->_controlManager->LoadSnapshot(&loadStream);
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MessageManager::SendNotification(ConsoleNotificationType::StateLoaded);
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}
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}
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void Console::LoadState(uint8_t *buffer, uint32_t bufferSize)
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{
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stringstream stream;
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stream.write((char*)buffer, bufferSize);
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stream.seekg(0, ios::beg);
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LoadState(stream);
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}
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shared_ptr<Debugger> Console::GetDebugger()
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{
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return shared_ptr<Debugger>(new Debugger(Console::Instance, _cpu, _ppu, _memoryManager, _mapper));
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}
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