mirror of
https://github.com/0ldsk00l/nestopia.git
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159 lines
3.9 KiB
C++
159 lines
3.9 KiB
C++
////////////////////////////////////////////////////////////////////////////////////////
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//
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// Nestopia - NES/Famicom emulator written in C++
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//
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// Copyright (C) 2003-2008 Martin Freij
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//
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// This file is part of Nestopia.
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//
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// Nestopia is free software; you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation; either version 2 of the License, or
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// (at your option) any later version.
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//
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// Nestopia 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
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with Nestopia; 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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////////////////////////////////////////////////////////////////////////////////////////
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#ifndef NST_HOOK_H
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#define NST_HOOK_H
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#ifdef NST_PRAGMA_ONCE
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#pragma once
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#endif
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namespace Nes
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{
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namespace Core
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{
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#ifdef NST_FASTDELEGATE
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class Hook : public ImplicitBool<Hook>
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{
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class Component {};
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typedef void (Component::*Executor)();
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Component* component;
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Executor executor;
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NST_COMPILE_ASSERT( sizeof(Executor) <= sizeof(void (*)(void*)) );
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public:
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Hook() {}
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template<typename T>
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Hook(T* c,void (T::*e)())
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:
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component ( reinterpret_cast<Component*>(c) ),
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executor ( reinterpret_cast<Executor>(e) )
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{
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NST_COMPILE_ASSERT( sizeof(executor) == sizeof(e) );
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}
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void Execute() const
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{
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(*component.*executor)();
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}
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void Unset()
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{
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component = NULL;
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executor = NULL;
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}
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bool operator ! () const
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{
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return !executor;
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}
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bool operator == (const Hook& h) const
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{
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return executor == h.executor && component == h.component;
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}
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};
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#define NES_DECL_HOOK(a_) void Hook_##a_()
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#define NES_HOOK(o_,a_) void o_::Hook_##a_()
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#define NES_HOOK_T(t_,o_,a_) t_ void o_::Hook_##a_()
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#define NES_DO_HOOK(a_) Hook_##a_()
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#else
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class Hook : public ImplicitBool<Hook>
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{
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typedef void* Component;
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typedef void (NST_REGCALL *Executor)(Component);
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Component component;
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Executor executor;
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public:
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Hook() {}
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Hook(Component c,Executor e)
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:
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component ( c ),
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executor ( e )
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{}
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void Execute() const
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{
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executor( component );
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}
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void Unset()
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{
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component = NULL;
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executor = NULL;
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}
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bool operator ! () const
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{
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return !executor;
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}
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bool operator == (const Hook& h) const
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{
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return executor == h.executor && component == h.component;
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}
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};
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#define NES_DECL_HOOK(a_) \
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\
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NST_FORCE_INLINE void NST_FASTCALL Hook_M_##a_(); \
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static void NST_REGCALL Hook_##a_(void*)
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#define NES_HOOK(o_,a_) \
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\
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void NST_REGCALL o_::Hook_##a_(void* p_) \
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{ \
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static_cast<o_*>(p_)->Hook_M_##a_(); \
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} \
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\
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NST_FORCE_INLINE void NST_FASTCALL o_::Hook_M_##a_()
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#define NES_HOOK_T(t_,o_,a_) \
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\
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t_ void NST_REGCALL o_::Hook_##a_(void* p_) \
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{ \
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static_cast<o_*>(p_)->Hook_M_##a_(); \
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} \
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\
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t_ NST_FORCE_INLINE void NST_FASTCALL o_::Hook_M_##a_()
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#define NES_DO_HOOK(a_) Hook_##a_(this)
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#endif
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}
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}
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#endif
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