// Copyright 2008 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. // Core // The external interface to the emulator core. Plus some extras. // This is another part of the emu that needs cleaning - Core.cpp really has // too much random junk inside. #pragma once #include #include #include #include "Common/CommonTypes.h" namespace Core { bool GetIsThrottlerTempDisabled(); void SetIsThrottlerTempDisabled(bool disable); void Callback_VideoCopiedToXFB(bool video_update); enum class State { Uninitialized, Paused, Running, Stopping }; bool Init(); void Stop(); void Shutdown(); void DeclareAsCPUThread(); void UndeclareAsCPUThread(); std::string StopMessage(bool, const std::string&); bool IsRunning(); bool IsRunningAndStarted(); // is running and the CPU loop has been entered bool IsRunningInCurrentThread(); // this tells us whether we are running in the CPU thread. bool IsCPUThread(); // this tells us whether we are the CPU thread. bool IsGPUThread(); bool WantsDeterminism(); // [NOT THREADSAFE] For use by Host only void SetState(State state); State GetState(); void SaveScreenShot(bool wait_for_completion = false); void SaveScreenShot(const std::string& name, bool wait_for_completion = false); void Callback_WiimoteInterruptChannel(int _number, u16 _channelID, const void* _pData, u32 _Size); // This displays messages in a user-visible way. void DisplayMessage(const std::string& message, int time_in_ms); std::string GetStateFileName(); void SetStateFileName(const std::string& val); void FrameUpdateOnCPUThread(); bool ShouldSkipFrame(int skipped); void VideoThrottle(); void RequestRefreshInfo(); void UpdateTitle(); // waits until all systems are paused and fully idle, and acquires a lock on that state. // or, if doLock is false, releases a lock on that state and optionally unpauses. // calls must be balanced (once with doLock true, then once with doLock false) but may be recursive. // the return value of the first call should be passed in as the second argument of the second call. // [NOT THREADSAFE] Host only bool PauseAndLock(bool doLock, bool unpauseOnUnlock = true); // for calling back into UI code without introducing a dependency on it in core using StoppedCallbackFunc = std::function; void SetOnStoppedCallback(StoppedCallbackFunc callback); // Run on the Host thread when the factors change. [NOT THREADSAFE] void UpdateWantDeterminism(bool initial = false); // Queue an arbitrary function to asynchronously run once on the Host thread later. // Threadsafe. Can be called by any thread, including the Host itself. // Jobs will be executed in RELATIVE order. If you queue 2 jobs from the same thread // then they will be executed in the order they were queued; however, there is no // global order guarantee across threads - jobs from other threads may execute in // between. // NOTE: Make sure the jobs check the global state instead of assuming everything is // still the same as when the job was queued. // NOTE: Jobs that are not set to run during stop will be discarded instead. void QueueHostJob(std::function job, bool run_during_stop = false); // Should be called periodically by the Host to run pending jobs. // WM_USER_JOB_DISPATCH will be sent when something is added to the queue. void HostDispatchJobs(); } // namespace