Files
yaze/src/app/emu/emulator.h
scawful b5ec0cb637 feat: Enhance emulator UI and performance features
- Added new UI components for the emulator, including dedicated panels for CPU and APU debugging, improving user interaction and debugging capabilities.
- Implemented a caching mechanism for rendered objects in the DungeonCanvasViewer to optimize performance and reduce rendering time.
- Updated the CMake configuration to include new UI source files, ensuring proper organization and build management.
- Enhanced the theme manager with improved color definitions for better visibility and consistency across the UI.
- Refactored the emulator interface to delegate rendering tasks to the UI layer, streamlining the codebase and improving maintainability.
2025-10-08 23:38:20 -04:00

173 lines
4.8 KiB
C++

#ifndef YAZE_APP_CORE_EMULATOR_H
#define YAZE_APP_CORE_EMULATOR_H
#include <cstdint>
#include <vector>
#include "app/emu/snes.h"
#include "app/emu/audio/audio_backend.h"
#include "app/emu/debug/breakpoint_manager.h"
#include "app/emu/debug/disassembly_viewer.h"
#include "app/emu/input/input_manager.h"
#include "app/rom.h"
namespace yaze {
namespace gfx {
class IRenderer;
} // namespace gfx
/**
* @namespace yaze::emu
* @brief SNES Emulation and debugging tools.
*/
namespace emu {
// REMOVED: EmulatorKeybindings (ImGuiKey-based)
// Now using ui::InputHandler with SDL_GetKeyboardState() for proper continuous polling
/**
* @class Emulator
* @brief A class for emulating and debugging SNES games.
*/
class Emulator {
public:
Emulator() = default;
~Emulator();
void Initialize(gfx::IRenderer* renderer, const std::vector<uint8_t>& rom_data);
void Run(Rom* rom);
void Cleanup();
auto snes() -> Snes& { return snes_; }
auto running() const -> bool { return running_; }
void set_running(bool running) { running_ = running; }
// Audio backend access
audio::IAudioBackend* audio_backend() { return audio_backend_.get(); }
void set_audio_buffer(int16_t* audio_buffer) { audio_buffer_ = audio_buffer; }
auto set_audio_device_id(SDL_AudioDeviceID audio_device) {
audio_device_ = audio_device;
}
auto wanted_samples() const -> int { return wanted_samples_; }
void set_renderer(gfx::IRenderer* renderer) { renderer_ = renderer; }
// Render access
gfx::IRenderer* renderer() { return renderer_; }
void* ppu_texture() { return ppu_texture_; }
// Turbo mode
bool turbo_mode() const { return turbo_mode_; }
void set_turbo_mode(bool turbo) { turbo_mode_ = turbo; }
// Debugger access
BreakpointManager& breakpoint_manager() { return breakpoint_manager_; }
debug::DisassemblyViewer& disassembly_viewer() { return disassembly_viewer_; }
input::InputManager& input_manager() { return input_manager_; }
bool is_debugging() const { return debugging_; }
void set_debugging(bool debugging) { debugging_ = debugging; }
bool is_initialized() const { return initialized_; }
bool is_snes_initialized() const { return snes_initialized_; }
// AI Agent Integration API
bool IsEmulatorReady() const { return snes_.running() && !rom_data_.empty(); }
double GetCurrentFPS() const { return current_fps_; }
uint64_t GetCurrentCycle() { return snes_.mutable_cycles(); }
uint16_t GetCPUPC() { return snes_.cpu().PC; }
uint8_t GetCPUB() { return snes_.cpu().DB; }
void StepSingleInstruction() { snes_.cpu().RunOpcode(); }
void SetBreakpoint(uint32_t address) { snes_.cpu().SetBreakpoint(address); }
void ClearAllBreakpoints() { snes_.cpu().ClearBreakpoints(); }
std::vector<uint32_t> GetBreakpoints() { return snes_.cpu().GetBreakpoints(); }
// Performance monitoring for AI agents
struct EmulatorMetrics {
double fps;
uint64_t cycles;
uint32_t audio_frames_queued;
bool is_running;
uint16_t cpu_pc;
uint8_t cpu_pb;
};
EmulatorMetrics GetMetrics() {
return {
.fps = current_fps_,
.cycles = snes_.mutable_cycles(),
.audio_frames_queued = SDL_GetQueuedAudioSize(audio_device_) / (wanted_samples_ * 4),
.is_running = running_,
.cpu_pc = snes_.cpu().PC,
.cpu_pb = snes_.cpu().PB
};
}
private:
void RenderNavBar();
void RenderEmulatorInterface();
void RenderSnesPpu();
void RenderBreakpointList();
void RenderMemoryViewer();
void RenderModernCpuDebugger();
void RenderPerformanceMonitor();
void RenderAIAgentPanel();
void RenderSaveStates();
void RenderKeyboardConfig();
void RenderApuDebugger();
struct Bookmark {
std::string name;
uint64_t value;
};
std::vector<Bookmark> bookmarks;
void RenderCpuInstructionLog(
const std::vector<InstructionEntry>& instructionLog);
bool step_ = true;
bool power_ = false;
bool loading_ = false;
bool running_ = false;
bool turbo_mode_ = false;
float wanted_frames_;
int wanted_samples_;
uint8_t manual_pb_ = 0;
uint16_t manual_pc_ = 0;
// timing
uint64_t count_frequency;
uint64_t last_count;
double time_adder = 0.0;
// FPS tracking
int frame_count_ = 0;
double fps_timer_ = 0.0;
double current_fps_ = 0.0;
int16_t* audio_buffer_;
SDL_AudioDeviceID audio_device_;
// Audio backend abstraction
std::unique_ptr<audio::IAudioBackend> audio_backend_;
Snes snes_;
bool initialized_ = false;
bool snes_initialized_ = false;
bool debugging_ = false;
gfx::IRenderer* renderer_ = nullptr;
void* ppu_texture_ = nullptr;
// Debugger infrastructure
BreakpointManager breakpoint_manager_;
debug::DisassemblyViewer disassembly_viewer_;
std::vector<uint8_t> rom_data_;
// Input handling (abstracted for SDL2/SDL3/custom backends)
input::InputManager input_manager_;
};
} // namespace emu
} // namespace yaze
#endif // YAZE_APP_CORE_EMULATOR_H