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OpenEmu-SDK/OpenEmuBase/OEGameCore.h

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16 KiB
Objective-C

/*
Copyright (c) 2009, OpenEmu Team
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are met:
* Redistributions of source code must retain the above copyright
notice, this list of conditions and the following disclaimer.
* Redistributions in binary form must reproduce the above copyright
notice, this list of conditions and the following disclaimer in the
documentation and/or other materials provided with the distribution.
* Neither the name of the OpenEmu Team nor the
names of its contributors may be used to endorse or promote products
derived from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY OpenEmu Team ''AS IS'' AND ANY
EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
DISCLAIMED. IN NO EVENT SHALL OpenEmu Team BE LIABLE FOR ANY
DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#import <Cocoa/Cocoa.h>
#import "OEGameCoreController.h"
#import "OESystemResponderClient.h"
#import "OEGeometry.h"
#import "OEDiffQueue.h"
#ifndef DLog
#ifdef DEBUG_PRINT
/*!
* @function DLog
* @abstract NSLogs when the source is built in Debug, otherwise does nothing.
*/
#define DLog(format, ...) NSLog(@"%@:%d: %s: " format, [[NSString stringWithUTF8String:__FILE__] lastPathComponent], __LINE__, __FUNCTION__, ##__VA_ARGS__)
#else
#define DLog(format, ...) do {} while(0)
#endif
#endif
/*!
* @function GET_CURRENT_OR_RETURN
* @abstract Fetch the current game core, or fail with given return code if there is none.
*/
#define GET_CURRENT_OR_RETURN(...) __strong __typeof__(_current) current = _current; if(current == nil) return __VA_ARGS__;
/*!
* @macro OE_EXPORTED_CLASS
* @abstract Define "Symbols Hidden By Default" on core projects and declare the core class with this
* for the optimizations. Especially effective for dead code stripping and LTO.
*/
#define OE_EXPORTED_CLASS __attribute__((visibility("default")))
#define OE_DEPRECATED(reason) __attribute__((deprecated(reason)))
#pragma mark -
extern NSString *const OEGameCoreErrorDomain;
typedef enum : NSInteger {
OEGameCoreCouldNotStartCoreError = -1,
OEGameCoreCouldNotLoadROMError = -2,
OEGameCoreCouldNotLoadStateError = -3,
OEGameCoreStateHasWrongSizeError = -4,
OEGameCoreCouldNotSaveStateError = -5,
OEGameCoreDoesNotSupportSaveStatesError = -6,
} _OEGameCoreErrorCodes;
/*!
* @enum OEGameCoreRendering
* @abstract Which renderer will be set up for the game core.
*/
typedef enum : NSUInteger {
OEGameCoreRendering2DVideo, //!< The game bitmap will be put directly into an IOSurface.
OEGameCoreRenderingOpenGL2Video, //!< The core will be provided a CGL OpenGL 2.1 (Compatibility) context.
OEGameCoreRenderingOpenGL3Video, //!< The core will be provided a CGL OpenGL 3.2+ Core/OpenGLES3 context.
OEGameCoreRenderingMetal1Video //!< Not yet implemented.
} OEGameCoreRendering;
@protocol OERenderDelegate
@required
/*!
* @method presentDoubleBufferedFBO
* @discussion
* If the core returns YES from needsDoubleBufferedFBO,
* call this method when you wish to swap buffers.
*/
- (void)presentDoubleBufferedFBO;
/*!
* @method willRenderFrameOnAlternateThread
* @discussion
* 2D - Not used.
* 3D -
* If rendering video on a secondary thread, call this method before every frame rendered.
*/
- (void)willRenderFrameOnAlternateThread;
/*!
* @method didRenderFrameOnAlternateThread
* @discussion
* 2D - Not used.
* 3D -
* If rendering video on a secondary thread, call this method after every frame rendered.
*/
- (void)didRenderFrameOnAlternateThread;
@property (nonatomic) BOOL enableVSync;
/*!
* @property presentationFramebuffer
* @discussion
* 2D - Not used.
* 3D - For cores which can directly render to a GL FBO or equivalent,
* this will return the FBO which game pixels eventually go to. This
* allows porting of cores that overwrite GL_DRAW_FRAMEBUFFER.
*/
@property (nonatomic, readonly) id presentationFramebuffer;
// For internal use only.
- (void)willExecute;
- (void)didExecute;
- (void)suspendFPSLimiting;
- (void)resumeFPSLimiting;
@end
@protocol OEGameCoreDelegate <NSObject>
@required
// For internal use only.
- (void)gameCoreDidFinishFrameRefreshThread:(OEGameCore *)gameCore;
@end
#pragma mark -
@protocol OEAudioDelegate
@required
- (void)audioSampleRateDidChange;
// If you expect no audio for an extended period of time, stop the playback thread.
- (void)pauseAudio;
- (void)resumeAudio;
@end
@class OEHIDEvent, OERingBuffer;
#pragma mark -
OE_EXPORTED_CLASS
@interface OEGameCore : NSResponder <OESystemResponderClient>
// TODO: Move all ivars/properties that don't need overriding to a category?
@property(weak) id<OEGameCoreDelegate> delegate;
@property(weak) id<OERenderDelegate> renderDelegate;
@property(weak) id<OEAudioDelegate> audioDelegate;
@property(nonatomic, weak) OEGameCoreController *owner;
@property(nonatomic, readonly) NSString *pluginName;
@property(nonatomic, readonly) NSString *biosDirectoryPath;
@property(nonatomic, readonly) NSString *supportDirectoryPath;
@property(nonatomic, readonly) NSString *batterySavesDirectoryPath;
@property(nonatomic, readonly) BOOL supportsRewinding;
@property(nonatomic, readonly) NSUInteger rewindInterval;
@property(nonatomic, readonly) NSUInteger rewindBufferSeconds;
@property(nonatomic, readonly) OEDiffQueue *rewindQueue;
@property(nonatomic, copy) NSString *systemIdentifier;
@property(nonatomic, copy) NSString *systemRegion;
@property(nonatomic, copy) NSString *ROMCRC32;
@property(nonatomic, copy) NSString *ROMMD5;
@property(nonatomic, copy) NSString *ROMHeader;
@property(nonatomic, copy) NSString *ROMSerial;
- (void)dispatchBlock:(void(^)(void))block;
#pragma mark - Starting
/*!
* @method loadFileAtPath:error
* @discussion
* Try to load a ROM and return NO if it fails, or YES if it succeeds.
* You can do any setup you want here.
*/
- (BOOL)loadFileAtPath:(NSString *)path error:(NSError **)error;
- (void)setupEmulationWithCompletionHandler:(void(^)(void))completionHandler;
- (void)startEmulationWithCompletionHandler:(void(^)(void))completionHandler;
- (void)resetEmulationWithCompletionHandler:(void(^)(void))completionHandler;
- (void)stopEmulationWithCompletionHandler:(void(^)(void))completionHandler;
#pragma mark - Stopping
/*!
* @method stopEmulation
* @discussion
* Shut down the core. In non-debugging modes of core execution,
* the process will be exit immediately after, so you don't need to
* free any CPU or OpenGL resources.
*
* The OpenGL context is available in this method.
*/
- (void)stopEmulation;
#pragma mark - Execution
/*!
* @property frameInterval
* @abstract The ideal time between -executeFrame calls when rate=1.0.
* This property is only read at the start and cannot be changed.
*/
@property (nonatomic, readonly) CGFloat numberOfFramesPerSeconds;
@property (nonatomic, readonly) NSTimeInterval frameInterval;
/*!
* @property rate
* @discussion
* The rate the game is currently running at. Generally 1.0.
* If 0, the core is paused.
* If >1.0, the core is fast-forwarding and -executeFrame will be called more often.
* Values <1.0 are not expected.
*
* There is no need to check this property if your core does all work inside -executeFrame.
*/
@property (nonatomic, assign) float rate;
/*!
* @method executeFrame
* @discussion
* Called every 1/(rate*frameInterval) seconds by -runGameLoop:.
* The core should produce 1 frameInterval worth of audio and can output 1 frame of video.
* If the game core option OEGameCoreOptionCanSkipFrames is set, the property shouldSkipFrame may be YES.
* In this case the core can read from videoBuffer but must not write to it. All work done to render video can be skipped.
*/
- (void)executeFrame;
/*!
* @method resetEmulation
* @abstract Presses the reset button on the console.
*/
- (void)resetEmulation;
/*!
* @method beginPausedExecution
* @abstract Run the thread without appearing to execute the game.
* @discussion OpenEmu may ask the core to save the game, etc. even though it is paused.
* Some cores need to be run their -executeFrame to process the save message (e.g. Mupen).
* Call this method from inside the save method to handle this case without disturbing the UI.
*/
- (void)beginPausedExecution;
- (void)endPausedExecution;
#pragma mark - Video
/*!
* @method getVideoBufferWithHint:
* @param hint If possible, use 'hint' as the video buffer for this frame.
* @discussion
* Called before each -executeFrame call. The method should return
* a video buffer containing 'bufferSize' packed pixels, and -executeFrame
* should draw into this buffer. If 'hint' is set, using that as the video
* buffer may be faster. Besides that, returning the same buffer each time
* may be faster.
*/
- (const void *)getVideoBufferWithHint:(void *)hint;
/*!
* @method tryToResizeVideoTo:
* @discussion
* If the core can natively draw at any resolution, change the resolution
* to 'size' and return YES. Otherwise, return NO. If YES, the next call to
* -executeFrame will have a newly sized framebuffer.
* It is assumed that only 3D cores can do this.
*/
- (BOOL)tryToResizeVideoTo:(OEIntSize)size;
/*!
* @property gameCoreRendering
* @discussion
* What kind of 3D API the core requires, or none.
* Defaults to 2D.
*/
@property (nonatomic, readonly) OEGameCoreRendering gameCoreRendering;
/*!
* @property hasAlternateRenderingThread
* @abstract If the core starts another thread to do 3D operations on.
* @discussion
* 3D -
* OE will provide one extra GL context for this thread to avoid corruption
* of the main context. More than one rendering thread is not supported.
*/
@property (nonatomic, readonly) BOOL hasAlternateRenderingThread;
/*!
* @property needsDoubleBufferedFBO
* @abstract If the game flickers when rendering directly to IOSurface.
* @discussion
* 3D -
* Some cores' OpenGL renderers accidentally cause the IOSurface to update early,
* either by calling glFlush() or through GL driver bugs. This implements a workaround.
* Used by Mupen64Plus.
*/
@property (nonatomic, readonly) BOOL needsDoubleBufferedFBO;
/*!
* @property bufferSize
* @discussion
* 2D -
* The size in pixels to allocate the framebuffer at.
* Cores should output at their largest native size, including overdraw, without aspect ratio correction.
* 3D -
* The initial size to allocate the framebuffer at.
* The user may decide to resize it later, but OE will try to request new sizes at the same aspect ratio as bufferSize.
*/
@property(readonly) OEIntSize bufferSize;
/*!
* @property screenRect
* @discussion
* The rect inside the framebuffer showing the currently displayed picture, not including overdraw, but
* without aspect ratio correction.
* Aspect ratio correction is not used for 3D.
*/
@property(readonly) OEIntRect screenRect;
/*!
* @property aspectSize
* @discussion
* The size at the display aspect ratio (DAR) of the picture.
* The actual pixel values are not used; only the ratio is used.
* Aspect ratio correction is not used for 3D.
*/
@property(readonly) OEIntSize aspectSize;
/*!
* @property internalPixelFormat
* @discussion
* The 'internalPixelFormat' parameter to glTexImage2D, used to create the framebuffer.
* Defaults to GL_RGB.
* Ignored for 3D cores.
*/
@property(readonly) GLenum internalPixelFormat;
/*!
* @property pixelFormat
* @discussion
* The 'type' parameter to glTexImage2D, used to create the framebuffer.
* GL_BGRA is preferred, but avoid doing any conversions inside the core.
* Ignored for 3D cores.
*/
@property(readonly) GLenum pixelType;
/*!
* @property pixelFormat
* @discussion
* The 'format' parameter to glTexImage2D, used to create the framebuffer.
* GL_UNSIGNED_SHORT_1_5_5_5_REV or GL_UNSIGNED_INT_8_8_8_8_REV are preferred, but
* avoid doing any conversions inside the core.
* Ignored for 3D cores.
*/
@property(readonly) GLenum pixelFormat;
/*!
* @property shouldSkipFrame
* @abstract See -executeFrame.
*/
@property(assign) BOOL shouldSkipFrame;
#pragma mark - Audio
// TODO: Should this return void? What does it do?
- (void)getAudioBuffer:(void *)buffer frameCount:(NSUInteger)frameCount bufferIndex:(NSUInteger)index;
- (OERingBuffer *)ringBufferAtIndex:(NSUInteger)index;
/*!
* @property audioBufferCount
* @discussion
* Defaults to 1. Return a value other than 1 if the core can export
* multiple audio tracks. There is currently not much need for this.
*/
@property(readonly) NSUInteger audioBufferCount;
// Used when audioBufferCount == 1
@property(readonly) NSUInteger channelCount;
@property(readonly) NSUInteger audioBitDepth;
@property(readonly) double audioSampleRate;
// Used when audioBufferCount > 1
- (NSUInteger)channelCountForBuffer:(NSUInteger)buffer;
- (NSUInteger)audioBufferSizeForBuffer:(NSUInteger)buffer;
- (double)audioSampleRateForBuffer:(NSUInteger)buffer;
#pragma mark - Save States
- (void)saveStateToFileAtPath:(NSString *)fileName completionHandler:(void(^)(BOOL success, NSError *error))block;
- (void)loadStateFromFileAtPath:(NSString *)fileName completionHandler:(void(^)(BOOL success, NSError *error))block;
@end
#pragma mark - Optional
@interface OEGameCore (OptionalMethods)
- (NSTrackingAreaOptions)mouseTrackingOptions;
- (void)setRandomByte;
#pragma mark - Save state - Optional
- (NSData *)serializeStateWithError:(NSError **)outError;
- (BOOL)deserializeState:(NSData *)state withError:(NSError **)outError;
#pragma mark - Cheats - Optional
- (void)setCheat:(NSString *)code setType:(NSString *)type setEnabled:(BOOL)enabled;
#pragma mark - Discs - Optional
@property(readonly) NSUInteger discCount;
- (void)setDisc:(NSUInteger)discNumber;
@end
#pragma mark - Internal
// There should be no need to override these methods.
@interface OEGameCore (Internal)
/*!
* @method runGameLoop:
* @discussion
* Cores may implement this if they wish to control their entire event loop.
* This is not recommended.
*/
- (void)runGameLoop:(id)anArgument;
/*!
* @method setupEmulation
* @discussion
* Try to setup emulation as much as possible before the UI appears.
* Audio/video properties don't need to be valid before this method, but
* do need to be valid after.
*
* It's not necessary to implement this, all setup can be done in loadFileAtPath
* or in the first executeFrame. But you're more likely to run into OE bugs that way.
*/
- (void)setupEmulation;
/*!
* @method startEmulation
* @discussion
* A method called on OEGameCore after -setupEmulation and
* before -executeFrame. You may implement it for organizational
* purposes but it is not necessary.
*
* The OpenGL context is available in this method.
*/
- (void)startEmulation;
- (void)didStopEmulation;
- (void)runStartUpFrameWithCompletionHandler:(void(^)(void))handler;
/*!
* @property pauseEmulation
* @discussion Pauses the emulator "nicely".
* When set to YES, pauses emulation. When set to NO,
* resets the rate to whatever it previously was.
* The FPS limiter will stop, causing your rendering thread to pause.
* You should probably not override this.
*/
@property(getter=isEmulationPaused) BOOL pauseEmulation;
- (void)setPauseEmulation:(BOOL)pauseEmulation NS_REQUIRES_SUPER;
@end
#pragma mark - Deprecated
// These methods will be removed after some time.
@interface OEGameCore (Deprecated)
- (BOOL)loadFileAtPath:(NSString *)path DEPRECATED_ATTRIBUTE;
- (void)fastForward:(BOOL)flag OE_DEPRECATED("use -rate");
- (void)rewind:(BOOL)fla OE_DEPRECATED("use -rate");
- (BOOL)rendersToOpenGL OE_DEPRECATED("use -gameCoreRendering");
@property(readonly) const void *videoBuffer OE_DEPRECATED("use -getVideoBufferWithHint:");
@end