Refactor NDS and DSi to be objects (#1893)

* First crack at refactoring NDS and DSi into objects

- Remove all global/`static` variables in `NDS` and related classes
- Rely more on virtual dispatch when we need to pick methods at runtime
- Pass `NDS&` or `DSi&` to its constituent components where necessary
- Introduce some headers or move some definitions to break `#include` cycles

* Refactor the frontend to accommodate the core's changes

* Move up `SchedList`'s declaration

- Move it to before the components are initialized so the `map`s inside are initialized
- Fields in C++ are initialized in the order they're declared

* Fix a crash when allocating memory

* Fix JIT-free builds

* Fix GDB-free builds

* Fix Linux builds

- Explicitly qualify some member types in NDS, since they share the same name as their classes

* Remove an unnecessary template argument

- This was causing the build to fail on macOS

* Fix ARM and Android builds

* Rename `Constants.h` to `MemConstants.h`

* Add `NDS::IsRunning()`

* Use an `#include` guard instead of `#pragma once`
This commit is contained in:
Jesse Talavera-Greenberg
2023-11-28 17:16:41 -05:00
committed by GitHub
parent c84cb17462
commit e973236203
73 changed files with 3537 additions and 3176 deletions

View File

@ -40,6 +40,11 @@
#include "FrontendUtil.h"
#include "duckstation/gl/context.h"
namespace melonDS
{
class NDS;
}
class EmuThread : public QThread
{
Q_OBJECT
@ -67,7 +72,8 @@ public:
QMutex FrontBufferLock;
void updateScreenSettings(bool filter, const WindowInfo& windowInfo, int numScreens, int* screenKind, float* screenMatrix);
void RecreateConsole();
std::unique_ptr<melonDS::NDS> NDS; // TODO: Proper encapsulation and synchronization
signals:
void windowUpdate();
void windowTitleChange(QString title);
@ -90,6 +96,7 @@ signals:
void syncVolumeLevel();
private:
std::unique_ptr<melonDS::NDS> CreateConsole();
void drawScreenGL();
void initOpenGL();
void deinitOpenGL();