core: Move ResultStatus outside of System
Allows it to be a forward declaration in other header files.
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7 changed files with 69 additions and 67 deletions
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@ -104,6 +104,18 @@ struct PerfStatsResults;
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FileSys::VirtualFile GetGameFileFromPath(const FileSys::VirtualFilesystem& vfs,
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const std::string& path);
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/// Enumeration representing the return values of the System Initialize and Load process.
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enum class SystemResultStatus : u32 {
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Success, ///< Succeeded
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ErrorNotInitialized, ///< Error trying to use core prior to initialization
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ErrorGetLoader, ///< Error finding the correct application loader
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ErrorSystemFiles, ///< Error in finding system files
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ErrorSharedFont, ///< Error in finding shared font
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ErrorVideoCore, ///< Error in the video core
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ErrorUnknown, ///< Any other error
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ErrorLoader, ///< The base for loader errors (too many to repeat)
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};
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class System {
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public:
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using CurrentBuildProcessID = std::array<u8, 0x20>;
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@ -118,35 +130,23 @@ public:
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System(System&&) = delete;
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System& operator=(System&&) = delete;
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/// Enumeration representing the return values of the System Initialize and Load process.
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enum class ResultStatus : u32 {
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Success, ///< Succeeded
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ErrorNotInitialized, ///< Error trying to use core prior to initialization
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ErrorGetLoader, ///< Error finding the correct application loader
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ErrorSystemFiles, ///< Error in finding system files
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ErrorSharedFont, ///< Error in finding shared font
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ErrorVideoCore, ///< Error in the video core
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ErrorUnknown, ///< Any other error
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ErrorLoader, ///< The base for loader errors (too many to repeat)
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};
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/**
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* Run the OS and Application
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* This function will start emulation and run the relevant devices
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*/
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[[nodiscard]] ResultStatus Run();
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[[nodiscard]] SystemResultStatus Run();
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/**
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* Pause the OS and Application
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* This function will pause emulation and stop the relevant devices
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*/
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[[nodiscard]] ResultStatus Pause();
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[[nodiscard]] SystemResultStatus Pause();
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/**
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* Step the CPU one instruction
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* @return Result status, indicating whether or not the operation succeeded.
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*/
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[[nodiscard]] ResultStatus SingleStep();
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[[nodiscard]] SystemResultStatus SingleStep();
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/**
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* Invalidate the CPU instruction caches
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@ -166,10 +166,11 @@ public:
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* input.
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* @param filepath String path to the executable application to load on the host file system.
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* @param program_index Specifies the index within the container of the program to launch.
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* @returns ResultStatus code, indicating if the operation succeeded.
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* @returns SystemResultStatus code, indicating if the operation succeeded.
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*/
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[[nodiscard]] ResultStatus Load(Frontend::EmuWindow& emu_window, const std::string& filepath,
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u64 program_id = 0, std::size_t program_index = 0);
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[[nodiscard]] SystemResultStatus Load(Frontend::EmuWindow& emu_window,
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const std::string& filepath, u64 program_id = 0,
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std::size_t program_index = 0);
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/**
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* Indicates if the emulated system is powered on (all subsystems initialized and able to run an
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@ -295,7 +296,7 @@ public:
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/// Gets the name of the current game
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[[nodiscard]] Loader::ResultStatus GetGameName(std::string& out) const;
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void SetStatus(ResultStatus new_status, const char* details);
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void SetStatus(SystemResultStatus new_status, const char* details);
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[[nodiscard]] const std::string& GetStatusDetails() const;
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