bsnes/snesreader/libjma/winout.cpp
byuu 79b939e1c7 Update to bsnes v065 release.
It's been a while, so here is a new release of bsnes.
Unfortunately I don't have a full changelog this time. Most of the work went into stabilizing libsnes (which is used by the experimental .NET, Cocoa and Python UIs; as well as by Richard Bannister's OS X port).
The Windows binary package now comes with all three variants included: bsnes.exe, the standard version that casual users should run; bsnes-debugger.exe, for SNES programmers and ROM hackers only; and bsnes-accurate.exe, which should not be used by anybody, ever.
In all seriousness, bsnes-accurate.exe is bsnes with the dot-based S-PPU renderer. It's twice as slow as the normal build, and you won't really notice any differences except in Air Strike Patrol. It's there for the curious and for any SNES programmers who want to try making some really awesome video demos.
Changelog:
* OS X port builds once again; now requires gcc44 from Macports
* libsnes API finalized
* fixed a bug with S-CPU debugger breakpoints
* various source cleanup
2010-06-27 12:29:18 +00:00

89 lines
2.3 KiB
C++

/*
Copyright (C) 2002 Andrea Mazzoleni ( http://advancemame.sf.net )
Copyright (C) 2001-4 Igor Pavlov ( http://www.7-zip.org )
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License version 2.1 as published by the Free Software Foundation.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include "winout.h"
namespace NStream {
namespace NWindow {
void COut::Create(UINT32 aKeepSizeBefore, UINT32 aKeepSizeAfter, UINT32 aKeepSizeReserv)
{
m_Pos = 0;
m_PosLimit = aKeepSizeReserv + aKeepSizeBefore;
m_KeepSizeBefore = aKeepSizeBefore;
m_KeepSizeAfter = aKeepSizeAfter;
m_KeepSizeReserv = aKeepSizeReserv;
m_StreamPos = 0;
m_MoveFrom = m_KeepSizeReserv;
m_WindowSize = aKeepSizeBefore;
UINT32 aBlockSize = m_KeepSizeBefore + m_KeepSizeAfter + m_KeepSizeReserv;
delete []m_Buffer;
m_Buffer = new BYTE[aBlockSize];
}
COut::~COut()
{
delete []m_Buffer;
}
void COut::SetWindowSize(UINT32 aWindowSize)
{
m_WindowSize = aWindowSize;
m_MoveFrom = m_KeepSizeReserv + m_KeepSizeBefore - aWindowSize;
}
void COut::Init(ISequentialOutStream *aStream, bool aSolid)
{
m_Stream = aStream;
if(aSolid)
m_StreamPos = m_Pos;
else
{
m_Pos = 0;
m_PosLimit = m_KeepSizeReserv + m_KeepSizeBefore;
m_StreamPos = 0;
}
}
HRESULT COut::Flush()
{
UINT32 aSize = m_Pos - m_StreamPos;
if(aSize == 0)
return S_OK;
UINT32 aProcessedSize;
HRESULT aResult = m_Stream->Write(m_Buffer + m_StreamPos, aSize, &aProcessedSize);
if (aResult != S_OK)
return aResult;
if (aSize != aProcessedSize)
return E_FAIL;
m_StreamPos = m_Pos;
return S_OK;
}
void COut::MoveBlockBackward()
{
HRESULT aResult = Flush();
if (aResult != S_OK)
throw aResult;
memmove(m_Buffer, m_Buffer + m_MoveFrom, m_WindowSize + m_KeepSizeAfter);
m_Pos -= m_MoveFrom;
m_StreamPos -= m_MoveFrom;
}
}}