/*************************************************************************** machine.h Controls execution of the core MAME system. **************************************************************************** Copyright Aaron Giles All rights reserved. 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 'MAME' 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 AARON GILES ''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 AARON GILES 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. ***************************************************************************/ #pragma once #ifndef __EMU_H__ #error Dont include this file directly; include emu.h instead. #endif #ifndef __MACHINE_H__ #define __MACHINE_H__ #include //************************************************************************** // CONSTANTS //************************************************************************** const int MAX_GFX_ELEMENTS = 32; // machine phases enum machine_phase { MACHINE_PHASE_PREINIT, MACHINE_PHASE_INIT, MACHINE_PHASE_RESET, MACHINE_PHASE_RUNNING, MACHINE_PHASE_EXIT }; // notification callback types enum machine_notification { MACHINE_NOTIFY_FRAME, MACHINE_NOTIFY_RESET, MACHINE_NOTIFY_PAUSE, MACHINE_NOTIFY_RESUME, MACHINE_NOTIFY_EXIT, MACHINE_NOTIFY_COUNT }; // output channels enum output_channel { OUTPUT_CHANNEL_ERROR, OUTPUT_CHANNEL_WARNING, OUTPUT_CHANNEL_INFO, OUTPUT_CHANNEL_DEBUG, OUTPUT_CHANNEL_VERBOSE, OUTPUT_CHANNEL_LOG, OUTPUT_CHANNEL_COUNT }; // debug flags const int DEBUG_FLAG_ENABLED = 0x00000001; // debugging is enabled const int DEBUG_FLAG_CALL_HOOK = 0x00000002; // CPU cores must call instruction hook const int DEBUG_FLAG_WPR_PROGRAM = 0x00000010; // watchpoints are enabled for PROGRAM memory reads const int DEBUG_FLAG_WPR_DATA = 0x00000020; // watchpoints are enabled for DATA memory reads const int DEBUG_FLAG_WPR_IO = 0x00000040; // watchpoints are enabled for IO memory reads const int DEBUG_FLAG_WPW_PROGRAM = 0x00000100; // watchpoints are enabled for PROGRAM memory writes const int DEBUG_FLAG_WPW_DATA = 0x00000200; // watchpoints are enabled for DATA memory writes const int DEBUG_FLAG_WPW_IO = 0x00000400; // watchpoints are enabled for IO memory writes const int DEBUG_FLAG_OSD_ENABLED = 0x00001000; // The OSD debugger is enabled //************************************************************************** // MACROS //************************************************************************** // NULL versions #define machine_start_0 NULL #define machine_reset_0 NULL #define sound_start_0 NULL #define sound_reset_0 NULL #define video_start_0 NULL #define video_reset_0 NULL #define palette_init_0 NULL // global allocation helpers #define auto_alloc(m, t) pool_alloc(static_cast(m).respool(), t) #define auto_alloc_clear(m, t) pool_alloc_clear(static_cast(m).respool(), t) #define auto_alloc_array(m, t, c) pool_alloc_array(static_cast(m).respool(), t, c) #define auto_alloc_array_clear(m, t, c) pool_alloc_array_clear(static_cast(m).respool(), t, c) #define auto_free(m, v) pool_free(static_cast(m).respool(), v) #define auto_bitmap_alloc(m, w, h, f) auto_alloc(m, bitmap_t(w, h, f)) #define auto_bitmap_ind8_alloc(m, w, h) auto_alloc(m, bitmap_ind8(w, h)) #define auto_bitmap_ind16_alloc(m, w, h) auto_alloc(m, bitmap_ind16(w, h)) #define auto_bitmap_ind32_alloc(m, w, h) auto_alloc(m, bitmap_ind32(w, h)) #define auto_bitmap_rgb32_alloc(m, w, h) auto_alloc(m, bitmap_rgb32(w, h)) #define auto_strdup(m, s) strcpy(auto_alloc_array(m, char, strlen(s) + 1), s) //************************************************************************** // TYPE DEFINITIONS //************************************************************************** // forward declarations class gfx_element; class colortable_t; class cheat_manager; class render_manager; class sound_manager; class video_manager; class tilemap_manager; class debug_view_manager; class osd_interface; struct palette_private; struct romload_private; struct ui_input_private; struct debugcpu_private; struct generic_machine_private; // ======================> system_time // system time description, both local and UTC class system_time { public: system_time(); void set(time_t t); struct full_time { void set(struct tm &t); UINT8 second; // seconds (0-59) UINT8 minute; // minutes (0-59) UINT8 hour; // hours (0-23) UINT8 mday; // day of month (1-31) UINT8 month; // month (0-11) INT32 year; // year (1=1 AD) UINT8 weekday; // day of week (0-6) UINT16 day; // day of year (0-365) UINT8 is_dst; // is this daylight savings? }; INT64 time; // number of seconds elapsed since midnight, January 1 1970 UTC full_time local_time; // local time full_time utc_time; // UTC coordinated time }; // ======================> running_machine typedef delegate machine_notify_delegate; // description of the currently-running machine class running_machine { DISABLE_COPYING(running_machine); friend void debugger_init(running_machine &machine); friend class sound_manager; typedef void (*logerror_callback)(running_machine &machine, const char *string); // must be at top of member variables resource_pool m_respool; // pool of resources for this machine public: // construction/destruction running_machine(const machine_config &config, osd_interface &osd, bool exit_to_game_select = false); ~running_machine(); // getters const machine_config &config() const { return m_config; } device_t &root_device() const { return m_config.root_device(); } const game_driver &system() const { return m_system; } osd_interface &osd() const { return m_osd; } resource_pool &respool() { return m_respool; } device_scheduler &scheduler() { return m_scheduler; } save_manager &save() { return m_save; } memory_manager &memory() { return m_memory; } ioport_manager &ioport() { return m_ioport; } cheat_manager &cheat() const { assert(m_cheat != NULL); return *m_cheat; } render_manager &render() const { assert(m_render != NULL); return *m_render; } input_manager &input() const { assert(m_input != NULL); return *m_input; } sound_manager &sound() const { assert(m_sound != NULL); return *m_sound; } video_manager &video() const { assert(m_video != NULL); return *m_video; } tilemap_manager &tilemap() const { assert(m_tilemap != NULL); return *m_tilemap; } debug_view_manager &debug_view() const { assert(m_debug_view != NULL); return *m_debug_view; } driver_device *driver_data() const { return &downcast(root_device()); } template _DriverClass *driver_data() const { return &downcast<_DriverClass &>(root_device()); } machine_phase phase() const { return m_current_phase; } bool paused() const { return m_paused || (m_current_phase != MACHINE_PHASE_RUNNING); } bool exit_pending() const { return m_exit_pending; } bool new_driver_pending() const { return (m_new_driver_pending != NULL); } const char *new_driver_name() const { return m_new_driver_pending->name; } bool ui_active() const { return m_ui_active; } const char *basename() const { return m_basename; } int sample_rate() const { return m_sample_rate; } bool save_or_load_pending() const { return m_saveload_pending_file; } screen_device *first_screen() const { return primary_screen; } // additional helpers emu_options &options() const { return m_config.options(); } attotime time() const { return m_scheduler.time(); } bool scheduled_event_pending() const { return m_exit_pending || m_hard_reset_pending; } // fetch items by name inline device_t *device(const char *tag) { return root_device().subdevice(tag); } template inline _DeviceClass *device(const char *tag) { return downcast<_DeviceClass *>(device(tag)); } // configuration helpers device_t &add_dynamic_device(device_t &owner, device_type type, const char *tag, UINT32 clock); UINT32 total_colors() const { return m_config.m_total_colors; } // immediate operations int run(bool firstrun); void pause(); void resume(); void add_notifier(machine_notification event, machine_notify_delegate callback); void call_notifiers(machine_notification which); void add_logerror_callback(logerror_callback callback); void set_ui_active(bool active) { m_ui_active = active; } // scheduled operations void schedule_exit(); void schedule_hard_reset(); void schedule_soft_reset(); void schedule_new_driver(const game_driver &driver); void schedule_save(const char *filename); void schedule_load(const char *filename); // date & time void base_datetime(system_time &systime); void current_datetime(system_time &systime); // watchdog control void watchdog_reset(); void watchdog_enable(bool enable = true); // misc void CLIB_DECL logerror(const char *format, ...); void CLIB_DECL vlogerror(const char *format, va_list args); UINT32 rand(); const char *describe_context(); // CPU information cpu_device * firstcpu; // first CPU // video-related information gfx_element * gfx[MAX_GFX_ELEMENTS];// array of pointers to graphic sets (chars, sprites) screen_device * primary_screen; // the primary screen device, or NULL if screenless palette_t * palette; // global palette object // palette-related information const pen_t * pens; // remapped palette pen numbers colortable_t * colortable; // global colortable for remapping pen_t * shadow_table; // table for looking up a shadowed pen bitmap_ind8 priority_bitmap; // priority bitmap // debugger-related information UINT32 debug_flags; // the current debug flags // internal core information palette_private * palette_data; // internal data from palette.c romload_private * romload_data; // internal data from romload.c ui_input_private * ui_input_data; // internal data from uiinput.c debugcpu_private * debugcpu_data; // internal data from debugcpu.c generic_machine_private *generic_machine_data; // internal data from machine/generic.c private: // internal helpers void start(); void set_saveload_filename(const char *filename); void fill_systime(system_time &systime, time_t t); void handle_saveload(); void soft_reset(void *ptr = NULL, INT32 param = 0); void watchdog_fired(void *ptr = NULL, INT32 param = 0); void watchdog_vblank(screen_device &screen, bool vblank_state); // internal callbacks static void logfile_callback(running_machine &machine, const char *buffer); // internal device helpers void start_all_devices(); void reset_all_devices(); void stop_all_devices(); void presave_all_devices(); void postload_all_devices(); // internal state const machine_config & m_config; // reference to the constructed machine_config const game_driver & m_system; // reference to the definition of the game machine osd_interface & m_osd; // reference to OSD system // managers cheat_manager * m_cheat; // internal data from cheat.c render_manager * m_render; // internal data from render.c input_manager * m_input; // internal data from input.c sound_manager * m_sound; // internal data from sound.c video_manager * m_video; // internal data from video.c tilemap_manager * m_tilemap; // internal data from tilemap.c debug_view_manager * m_debug_view; // internal data from debugvw.c // system state machine_phase m_current_phase; // current execution phase bool m_paused; // paused? bool m_hard_reset_pending; // is a hard reset pending? bool m_exit_pending; // is an exit pending? bool m_exit_to_game_select; // when we exit, go we go back to the game select? const game_driver * m_new_driver_pending; // pointer to the next pending driver emu_timer * m_soft_reset_timer; // timer used to schedule a soft reset // watchdog state bool m_watchdog_enabled; // is the watchdog enabled? INT32 m_watchdog_counter; // counter for watchdog tracking emu_timer * m_watchdog_timer; // timer for watchdog tracking // misc state UINT32 m_rand_seed; // current random number seed bool m_ui_active; // ui active or not (useful for games / systems with keyboard inputs) time_t m_base_time; // real time at initial emulation time astring m_basename; // basename used for game-related paths astring m_context; // context string buffer int m_sample_rate; // the digital audio sample rate emu_file * m_logfile; // pointer to the active log file // load/save management enum saveload_schedule { SLS_NONE, SLS_SAVE, SLS_LOAD }; saveload_schedule m_saveload_schedule; attotime m_saveload_schedule_time; astring m_saveload_pending_file; const char * m_saveload_searchpath; // notifier callbacks struct notifier_callback_item { // construction/destruction notifier_callback_item(machine_notify_delegate func); // getters notifier_callback_item *next() const { return m_next; } // state notifier_callback_item * m_next; machine_notify_delegate m_func; }; simple_list m_notifier_list[MACHINE_NOTIFY_COUNT]; // logerror callbacks class logerror_callback_item { public: // construction/destruction logerror_callback_item(logerror_callback func); // getters logerror_callback_item *next() const { return m_next; } // state logerror_callback_item * m_next; logerror_callback m_func; }; simple_list m_logerror_list; // embedded managers and objects save_manager m_save; // save manager memory_manager m_memory; // memory manager ioport_manager m_ioport; // I/O port manager device_scheduler m_scheduler; // scheduler object }; #endif /* __MACHINE_H__ */