Lime3DS/src/core/core.h

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// Copyright 2014 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#pragma once
#include <memory>
#include <string>
#include "common/common_types.h"
#include "core/memory.h"
class EmuWindow;
class ARM_Interface;
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namespace Loader {
class AppLoader;
}
namespace Core {
class System {
public:
/**
* Gets the instance of the System singleton class.
* @returns Reference to the instance of the System singleton class.
*/
static System& GetInstance() {
return s_instance;
}
/// Enumeration representing the return values of the System Initialize and Load process.
enum class ResultStatus : u32 {
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Success, ///< Succeeded
ErrorNotInitialized, ///< Error trying to use core prior to initialization
ErrorGetLoader, ///< Error finding the correct application loader
ErrorSystemMode, ///< Error determining the system mode
ErrorLoader, ///< Error loading the specified application
ErrorLoader_ErrorEncrypted, ///< Error loading the specified application due to encryption
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ErrorLoader_ErrorInvalidFormat, ///< Error loading the specified application due to an
/// invalid format
ErrorVideoCore, ///< Error in the video core
};
/**
* Run the core CPU loop
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* This function runs the core for the specified number of CPU instructions before trying to
* update hardware. This is much faster than SingleStep (and should be equivalent), as the CPU
* is not required to do a full dispatch with each instruction. NOTE: the number of instructions
* requested is not guaranteed to run, as this will be interrupted preemptively if a hardware
* update is requested (e.g. on a thread switch).
* @param tight_loop Number of instructions to execute.
* @return Result status, indicating whethor or not the operation succeeded.
*/
ResultStatus RunLoop(int tight_loop = 1000);
/**
* Step the CPU one instruction
* @return Result status, indicating whethor or not the operation succeeded.
*/
ResultStatus SingleStep();
/// Shutdown the emulated system.
void Shutdown();
/**
* Load an executable application.
* @param emu_window Pointer to the host-system window used for video output and keyboard input.
* @param filepath String path to the executable application to load on the host file system.
* @returns ResultStatus code, indicating if the operation succeeded.
*/
ResultStatus Load(EmuWindow* emu_window, const std::string& filepath);
/**
* Indicates if the emulated system is powered on (all subsystems initialized and able to run an
* application).
* @returns True if the emulated system is powered on, otherwise false.
*/
bool IsPoweredOn() const {
return cpu_core != nullptr;
}
/// Prepare the core emulation for a reschedule
void PrepareReschedule();
/**
* Gets a reference to the emulated CPU.
* @returns A reference to the emulated CPU.
*/
ARM_Interface& CPU() {
return *cpu_core;
}
private:
/**
* Initialize the emulated system.
* @param emu_window Pointer to the host-system window used for video output and keyboard input.
* @param system_mode The system mode.
* @return ResultStatus code, indicating if the operation succeeded.
*/
ResultStatus Init(EmuWindow* emu_window, u32 system_mode);
/// Reschedule the core emulation
void Reschedule();
/// AppLoader used to load the current executing application
std::unique_ptr<Loader::AppLoader> app_loader;
///< ARM11 CPU core
std::unique_ptr<ARM_Interface> cpu_core;
/// When true, signals that a reschedule should happen
bool reschedule_pending{};
static System s_instance;
};
inline ARM_Interface& CPU() {
return System::GetInstance().CPU();
}
} // namespace Core