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https://github.com/bsnes-emu/bsnes.git
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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
90 lines
2.4 KiB
C++
90 lines
2.4 KiB
C++
/*
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Copyright (C) 2002 Andrea Mazzoleni ( http://advancemame.sf.net )
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Copyright (C) 2001-4 Igor Pavlov ( http://www.7-zip.org )
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This library is free software; you can redistribute it and/or
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modify it under the terms of the GNU Lesser General Public
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License version 2.1 as published by the Free Software Foundation.
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This library is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public
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License along with this library; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#ifndef __STREAM_WINDOWOUT_H
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#define __STREAM_WINDOWOUT_H
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#include "iiostrm.h"
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namespace NStream {
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namespace NWindow {
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// m_KeepSizeBefore: how mach BYTEs must be in buffer before m_Pos;
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// m_KeepSizeAfter: how mach BYTEs must be in buffer after m_Pos;
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// m_KeepSizeReserv: how mach BYTEs must be in buffer for Moving Reserv;
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// must be >= aKeepSizeAfter; // test it
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class COut
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{
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BYTE *m_Buffer;
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UINT32 m_Pos;
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UINT32 m_PosLimit;
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UINT32 m_KeepSizeBefore;
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UINT32 m_KeepSizeAfter;
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UINT32 m_KeepSizeReserv;
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UINT32 m_StreamPos;
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UINT32 m_WindowSize;
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UINT32 m_MoveFrom;
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ISequentialOutStream *m_Stream;
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virtual void MoveBlockBackward();
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public:
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COut(): m_Buffer(0), m_Stream(0) {}
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virtual ~COut();
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void Create(UINT32 aKeepSizeBefore,
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UINT32 aKeepSizeAfter, UINT32 aKeepSizeReserv = (1<<17));
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void SetWindowSize(UINT32 aWindowSize);
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void Init(ISequentialOutStream *aStream, bool aSolid = false);
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HRESULT Flush();
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UINT32 GetCurPos() const { return m_Pos; }
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const BYTE *GetPointerToCurrentPos() const { return m_Buffer + m_Pos;};
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void CopyBackBlock(UINT32 aDistance, UINT32 aLen)
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{
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if (m_Pos >= m_PosLimit)
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MoveBlockBackward();
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BYTE *p = m_Buffer + m_Pos;
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aDistance++;
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BYTE *p2 = p - aDistance;
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for(UINT32 i = 0; i < aLen; i++)
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p[i] = p2[i];
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m_Pos += aLen;
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}
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void PutOneByte(BYTE aByte)
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{
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if (m_Pos >= m_PosLimit)
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MoveBlockBackward();
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m_Buffer[m_Pos++] = aByte;
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}
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BYTE GetOneByte(UINT32 anIndex) const
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{
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return m_Buffer[m_Pos + anIndex];
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}
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BYTE *GetBuffer() const { return m_Buffer; }
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};
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}}
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#endif
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