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Emulator.cpp
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//#include "App.xaml.h"
#include "Emulator.h"
#include "EmulatorFileHandler.h"
#include "EmulatorSettings.h"
#include <d3d11_1.h>
#include <GBA.h>
#include <Util.h>
#include <SoundDriver.h>
#include "App.xaml.h"
using namespace Platform;
using namespace concurrency;
using namespace Platform;
using namespace Windows::Foundation;
extern int emulating;
extern void ContinueEmulation(void);
extern SoundDriver *soundDriver;
extern long soundSampleRate;
extern void soundSetVolume(float);
CRITICAL_SECTION pauseSync;
namespace VBA10
{
extern bool timeMeasured;
bool autosaving;
EmulatedSystem EmulatorGame::emulator = GBASystem;
EmulatorGame *EmulatorGame::instance = nullptr;
EmulatorGame *EmulatorGame::GetInstance(void)
{
return EmulatorGame::instance;
}
EmulatorGame::EmulatorGame(bool restore)
: restoreState(restore),
graphicsResourcesReleased(false), stopThread(false),
updateCount(0), frameSkipped(0), gfxbuffer(nullptr), threadAction(nullptr), xboxElapsed(3601.0f)
{
EmulatorGame::instance = this;
}
EmulatorGame::~EmulatorGame(void)
{
//this->threadAction->Cancel();
this->stopThread = true;
ContinueEmulation();
WaitForSingleObjectEx(this->flipBufferEvent, INFINITE, false);
this->threadAction = nullptr;
CloseHandle(this->updateEvent);
CloseHandle(this->flipBufferEvent);
CloseHandle(this->sleepEvent);
DeleteCriticalSection(&pauseSync);
if(this->gfxbuffer)
{
delete [] this->gfxbuffer;
this->gfxbuffer = nullptr;
}
this->ReleaseAllResources();
delete [] this->gfxbuffer;
}
void EmulatorGame::ReleaseAllResources(void)
{
#ifndef NO_XBOX
delete this->p1Controller;
#endif
delete this->keyboard;
delete this->virtualInput;
this->DeInitSound();
this->graphicsResourcesReleased = true;
}
void EmulatorGame::Start(void)
{
SetEvent(this->updateEvent);
}
void EmulatorGame::Initialize()
{
#ifndef NO_XBOX
this->p1Controller = new ControllerInput(1);
#endif
this->keyboard = new KeyboardInput();
this->virtualInput = new VirtualControllerInput();
this->HidInput = ref new HIDControllerInput();
this->updateCount = 0;
this->frameSkipped = false;
if(!this->graphicsResourcesReleased)
{
this->InitSound();
systemColorDepth = 32;
systemRedShift = 19;
systemBlueShift = 3;
systemGreenShift = 11;
utilUpdateSystemColorMaps();
if(this->restoreState)
{
this->restoreState = false;
RestoreFromApplicationDataAsync();
}
RestoreSettings();
// Start Snes9x Thread
InitializeCriticalSectionEx(&pauseSync, NULL, NULL);
this->flipBufferEvent = CreateEventEx(NULL, NULL, CREATE_EVENT_INITIAL_SET, EVENT_ALL_ACCESS);
this->updateEvent = CreateEventEx(NULL, NULL, NULL, EVENT_ALL_ACCESS);
this->sleepEvent = CreateEventEx(NULL, NULL, NULL, EVENT_ALL_ACCESS);
this->threadAction = ThreadPool::RunAsync(ref new WorkItemHandler([this](IAsyncAction ^action)
{
this->UpdateAsync();
}), WorkItemPriority::High, WorkItemOptions::None);
}else
{
/*ResetEvent(this->updateEvent);
SetEvent(this->flipBufferEvent);*/
ResetEvent(this->flipBufferEvent);
ResetEvent(this->updateEvent);
}
this->graphicsResourcesReleased = false;
}
void EmulatorGame::StartEmulatorThread()
{
this->threadAction = ThreadPool::RunAsync(ref new WorkItemHandler([this](IAsyncAction ^action)
{
this->UpdateAsync();
}), WorkItemPriority::High, WorkItemOptions::None);
}
void EmulatorGame::StopEmulatorThread()
{
if (this->threadAction)
{
this->threadAction->Cancel();
this->threadAction->Close();
}
}
void EmulatorGame::InitSound(void)
{
if(soundDriver)
{
soundDriver->init(soundSampleRate);
if(true)//EmulatorSettings::Current->SoundEnabled)
{
soundSetVolume(1.0f);
}else
{
soundSetVolume(0.0f);
}
}
}
void EmulatorGame::DeInitSound(void)
{
if(soundDriver)
{
soundDriver->close();
}
}
VirtualControllerInput *EmulatorGame::GetVirtualController(void) const
{
return this->virtualInput;
}
KeyboardInput *EmulatorGame::GetKeyboardInput(void) const
{
return this->keyboard;
}
#ifndef NO_XBOX
ControllerInput *EmulatorGame::GetControllerInput(void) const
{
return this->p1Controller;
}
#endif
HIDControllerInput ^EmulatorGame::GetHidControllerInput(void) const
{
return this->HidInput;
}
void EmulatorGame::FocusChanged(bool focus)
{
this->focus = focus;
}
void uSleep(int waitTime)
{
__int64 time1 = 0, time2 = 0, freq = 0;
QueryPerformanceCounter((LARGE_INTEGER *) &time1);
QueryPerformanceFrequency((LARGE_INTEGER *)&freq);
do {
QueryPerformanceCounter((LARGE_INTEGER *) &time2);
} while((time2-time1) < waitTime);
}
void EmulatorGame::ResizeBuffer(float width, float height)
{
this->width = width;
this->height = height;
this->virtualInput->UpdateVirtualControllerRectangles();
}
task<void> EmulatorGame::StopROMAsync(void)
{
return create_task([this]()
{
if(IsROMLoaded())
{
this->Pause();
//this->InitSound();
ROMFile = nullptr;
ROMFolder = nullptr;
ROMLoaded = false;
this->frameSkipped = false;
this->updateCount = 0;
}
});
}
void EmulatorGame::Pause(void)
{
if(emulating)
{
EnterCriticalSection(&pauseSync);
emulating = false;
}
}
void EmulatorGame::Unpause(void)
{
if(IsROMLoaded() && !emulating)
{
emulating = true;
LeaveCriticalSection(&pauseSync);
}
}
bool EmulatorGame::IsPaused(void)
{
//return Settings.StopEmulation;
return !emulating;
}
int EmulatorGame::GetWidth(void)
{
return this->width;
}
int EmulatorGame::GetHeight(void)
{
return this->height;
}
bool EmulatorGame::LastFrameSkipped(void)
{
return this->frameSkipped;
}
void EmulatorGame::ResetXboxTimer()
{
this->xboxElapsed = 0.0f;
}
float EmulatorGame::GetXboxTimer()
{
return this->xboxElapsed;
}
void EmulatorGame::UpdateAsync(void)
{
WaitForSingleObjectEx(this->updateEvent, INFINITE, false);
while(!this->stopThread)
{
EnterCriticalSection(&pauseSync);
emulator.emuMain(emulator.emuCount);
LeaveCriticalSection(&pauseSync);
if (this->stopThread)
bool test = true;
}
SetEvent(this->flipBufferEvent);
#if _DEBUG
OutputDebugStringW(L"Thread ended.\n");
#endif
}
void EmulatorGame::Update(float timeDelta)
{
this->keyboard->Update();
this->xboxElapsed += timeDelta;
#ifndef NO_XBOX
if (xboxElapsed < 3600.0f || App::IsPremium)
{
this->p1Controller->Update();
this->HidInput->Update(true);
}
else
this->HidInput->Update(false);
#endif
this->virtualInput->Update();
//there is no need to update hidcontroller because we use event to update
/*if(timeMeasured && IsROMLoaded() && (!Settings.StopEmulation || autosaving))
{
Settings.Mute = !SoundEnabled();
if(this->focus)
{
this->HandleInput();
}
this->FlipBuffers(buffer, rowPitch);
}*/
}
void EmulatorGame::FlipBuffers(void *buffer, size_t rowPitch)
{
WaitForSingleObjectEx(this->flipBufferEvent, INFINITE, false);
/*GFX.Screen = (uint16*) (buffer);
GFX.Pitch = rowPitch;*/
SetEvent(this->updateEvent);
}
bool EmulatorGame::RestoreHidConfig()
{
//return create_task(LoadHidConfig())
// .then([this]
//{
//initialize boolean button map
this->HidInput->booleanControlMapping = ref new Map <int, Platform::String^ >();
//create list of numeric controls
this->HidInput->allNumericControls = ref new Vector < HidNumericControlExt^>();
if (hidConfigs->HasKey(EventHandlerForDevice::Current->DeviceInformation->Id))
{
auto config = hidConfigs->Lookup(EventHandlerForDevice::Current->DeviceInformation->Id);
//transfer boolean control
for (auto bpair : config->booleanControlMapping)
{
int bid = bpair->Key;
String^ function = bpair->Value;
this->HidInput->booleanControlMapping->Insert(bid, function);
}
//transfer numeric control
for (auto ncontrol2 : config->allNumericControls)
{
HidNumericControlExt^ ncontrol = ref new HidNumericControlExt(ncontrol2->UsagePage, ncontrol2->UsageId);
//transfer the value
ncontrol->Type = ncontrol2->Type;
ncontrol->DefaultValue = ncontrol2->DefaultValue;
ncontrol->MaximumValue = ncontrol2->MaximumValue;
for (auto npair : ncontrol2->Mapping)
{
int nid = npair->Key;
String^ function = npair->Value;
ncontrol->Mapping->Insert(nid, function);
}
this->HidInput->allNumericControls->Append(ncontrol);
}
return true;
}
else
{
return false;
}
//}, task_continuation_context::use_current());
}
void EmulatorGame::EnterButtonEditMode()
{
this->virtualInput->EnterEditMode();
}
bool EmulatorGame::IsButtonEditMode()
{
return this->virtualInput->IsEditMode();
}
void EmulatorGame::LeaveButtonEditMode(bool accept)
{
this->virtualInput->LeaveEditMode(accept);
}
}