- Updated include paths for various GUI-related headers to improve organization and clarity. - Introduced new components for better modularity, including PaletteEditorWidget and EditorCardManager. - Refactored existing code to utilize the new components, ensuring consistency across the GUI subsystem. Benefits: - Enhances maintainability and readability of the GUI code. - Facilitates future enhancements and optimizations within the GUI subsystem.
178 lines
5.0 KiB
C++
178 lines
5.0 KiB
C++
#ifndef YAZE_APP_CORE_EMULATOR_H
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#define YAZE_APP_CORE_EMULATOR_H
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#include <cstdint>
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#include <vector>
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#include "app/emu/snes.h"
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#include "app/emu/audio/audio_backend.h"
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#include "app/emu/debug/breakpoint_manager.h"
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#include "app/gui/app/editor_card_manager.h"
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#include "app/emu/debug/disassembly_viewer.h"
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#include "app/emu/input/input_manager.h"
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#include "app/rom.h"
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namespace yaze {
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namespace gfx {
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class IRenderer;
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} // namespace gfx
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/**
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* @namespace yaze::emu
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* @brief SNES Emulation and debugging tools.
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*/
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namespace emu {
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// REMOVED: EmulatorKeybindings (ImGuiKey-based)
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// Now using ui::InputHandler with SDL_GetKeyboardState() for proper continuous polling
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/**
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* @class Emulator
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* @brief A class for emulating and debugging SNES games.
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*/
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class Emulator {
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public:
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Emulator() = default;
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~Emulator();
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void Initialize(gfx::IRenderer* renderer, const std::vector<uint8_t>& rom_data);
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void Run(Rom* rom);
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void Cleanup();
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// Card visibility managed by EditorCardManager
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auto snes() -> Snes& { return snes_; }
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auto running() const -> bool { return running_; }
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void set_running(bool running) { running_ = running; }
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// Audio backend access
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audio::IAudioBackend* audio_backend() { return audio_backend_.get(); }
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void set_audio_buffer(int16_t* audio_buffer) { audio_buffer_ = audio_buffer; }
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auto set_audio_device_id(SDL_AudioDeviceID audio_device) {
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audio_device_ = audio_device;
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}
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auto wanted_samples() const -> int { return wanted_samples_; }
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void set_renderer(gfx::IRenderer* renderer) { renderer_ = renderer; }
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// Render access
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gfx::IRenderer* renderer() { return renderer_; }
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void* ppu_texture() { return ppu_texture_; }
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// Turbo mode
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bool is_turbo_mode() const { return turbo_mode_; }
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void set_turbo_mode(bool turbo) { turbo_mode_ = turbo; }
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// Debugger access
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BreakpointManager& breakpoint_manager() { return breakpoint_manager_; }
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debug::DisassemblyViewer& disassembly_viewer() { return disassembly_viewer_; }
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input::InputManager& input_manager() { return input_manager_; }
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bool is_debugging() const { return debugging_; }
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void set_debugging(bool debugging) { debugging_ = debugging; }
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bool is_initialized() const { return initialized_; }
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bool is_snes_initialized() const { return snes_initialized_; }
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// AI Agent Integration API
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bool IsEmulatorReady() const { return snes_.running() && !rom_data_.empty(); }
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double GetCurrentFPS() const { return current_fps_; }
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uint64_t GetCurrentCycle() { return snes_.mutable_cycles(); }
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uint16_t GetCPUPC() { return snes_.cpu().PC; }
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uint8_t GetCPUB() { return snes_.cpu().DB; }
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void StepSingleInstruction() { snes_.cpu().RunOpcode(); }
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void SetBreakpoint(uint32_t address) { snes_.cpu().SetBreakpoint(address); }
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void ClearAllBreakpoints() { snes_.cpu().ClearBreakpoints(); }
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std::vector<uint32_t> GetBreakpoints() { return snes_.cpu().GetBreakpoints(); }
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// Performance monitoring for AI agents
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struct EmulatorMetrics {
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double fps;
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uint64_t cycles;
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uint32_t audio_frames_queued;
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bool is_running;
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uint16_t cpu_pc;
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uint8_t cpu_pb;
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};
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EmulatorMetrics GetMetrics() {
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return {
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.fps = current_fps_,
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.cycles = snes_.mutable_cycles(),
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.audio_frames_queued = SDL_GetQueuedAudioSize(audio_device_) / (wanted_samples_ * 4),
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.is_running = running_,
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.cpu_pc = snes_.cpu().PC,
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.cpu_pb = snes_.cpu().PB
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};
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}
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private:
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void RenderNavBar();
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void RenderEmulatorInterface();
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void RenderSnesPpu();
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void RenderBreakpointList();
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void RenderMemoryViewer();
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void RenderModernCpuDebugger();
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void RenderPerformanceMonitor();
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void RenderAIAgentPanel();
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void RenderSaveStates();
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void RenderKeyboardConfig();
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void RenderApuDebugger();
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struct Bookmark {
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std::string name;
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uint64_t value;
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};
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std::vector<Bookmark> bookmarks;
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void RenderCpuInstructionLog(
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const std::vector<InstructionEntry>& instructionLog);
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bool step_ = true;
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bool power_ = false;
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bool loading_ = false;
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bool running_ = false;
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bool turbo_mode_ = false;
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float wanted_frames_;
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int wanted_samples_;
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uint8_t manual_pb_ = 0;
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uint16_t manual_pc_ = 0;
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// timing
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uint64_t count_frequency;
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uint64_t last_count;
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double time_adder = 0.0;
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// FPS tracking
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int frame_count_ = 0;
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double fps_timer_ = 0.0;
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double current_fps_ = 0.0;
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int16_t* audio_buffer_;
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SDL_AudioDeviceID audio_device_;
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// Audio backend abstraction
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std::unique_ptr<audio::IAudioBackend> audio_backend_;
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Snes snes_;
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bool initialized_ = false;
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bool snes_initialized_ = false;
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bool debugging_ = false;
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gfx::IRenderer* renderer_ = nullptr;
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void* ppu_texture_ = nullptr;
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// Card visibility managed by EditorCardManager - no member variables needed!
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// Debugger infrastructure
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BreakpointManager breakpoint_manager_;
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debug::DisassemblyViewer disassembly_viewer_;
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std::vector<uint8_t> rom_data_;
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// Input handling (abstracted for SDL2/SDL3/custom backends)
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input::InputManager input_manager_;
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};
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} // namespace emu
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} // namespace yaze
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#endif // YAZE_APP_CORE_EMULATOR_H
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