mirror of
https://github.com/0ldsk00l/nestopia.git
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260 lines
5.1 KiB
C++
260 lines
5.1 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_TRACKER_REWINDER_H
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#define NST_TRACKER_REWINDER_H
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#include <sstream>
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#include "api/NstApiSound.hpp"
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#ifndef NST_VECTOR_H
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#include "NstVector.hpp"
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#endif
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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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class Tracker::Rewinder
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{
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typedef void (Machine::*EmuExecute)(Video::Output*,Sound::Output*,Input::Controllers*);
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typedef void (Machine::*EmuSaveState)(State::Saver&) const;
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typedef bool (Machine::*EmuLoadState)(State::Loader&,bool);
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public:
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Rewinder(Machine&,EmuExecute,EmuLoadState,EmuSaveState,Cpu&,const Apu&,Ppu&,bool);
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~Rewinder();
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Result Start();
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Result Stop();
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void Execute(Video::Output*,Sound::Output*,Input::Controllers*);
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private:
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void Reset(bool);
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void LinkPorts(bool=true);
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void ChangeDirection();
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enum
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{
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NUM_KEYS = 60,
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LAST_KEY = NUM_KEYS-1,
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NUM_FRAMES = 60,
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LAST_FRAME = NUM_FRAMES-1
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};
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class Key
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{
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class Input
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{
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typedef Vector<byte> Buffer;
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enum
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{
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BAD_POS = INT_MAX,
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MIN_COMPRESSION_SIZE = 1024,
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OPEN_BUS = 0x40
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};
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dword pos;
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Buffer buffer;
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public:
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void Reset();
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inline void BeginForward();
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bool EndForward();
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void BeginBackward();
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inline void EndBackward();
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inline uint Put(uint);
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inline uint Get();
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inline void ResumeForward();
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inline bool CanRewind() const;
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inline void Invalidate();
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};
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Input input;
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std::stringstream stream;
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public:
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Key();
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~Key();
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void Reset();
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void BeginForward(Machine&,EmuSaveState,EmuLoadState);
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void EndForward();
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void BeginBackward(Machine&,EmuLoadState);
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inline void EndBackward();
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inline uint Put(uint);
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inline uint Get();
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inline bool CanRewind() const;
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inline void ResumeForward();
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inline void TurnForward(Machine&,EmuLoadState);
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inline void Invalidate();
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};
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class ReverseVideo
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{
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public:
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explicit ReverseVideo(Ppu&);
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~ReverseVideo();
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class Mutex;
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void Begin();
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void End();
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void Store();
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inline void Flush(const Mutex&);
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private:
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class Buffer;
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uint pingpong;
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uint frame;
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Ppu& ppu;
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Buffer* buffer;
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};
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class ReverseSound
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{
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public:
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typedef Sound::Output Output;
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ReverseSound(const Apu&,bool);
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~ReverseSound();
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class Mutex;
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void Begin();
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void End();
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void Enable(bool);
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Output* Store();
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void Flush(Output*,const Mutex&);
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private:
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template<typename T>
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const void* ReverseCopy(const Output&) const;
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template<typename T,int SILENCE>
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void ReverseSilence(const Output&) const;
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template<typename T>
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NST_FORCE_INLINE Output* StoreType();
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bool Update();
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bool enabled;
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bool good;
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byte stereo;
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byte bits;
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dword rate;
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uint index;
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void* buffer;
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dword size;
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Output output;
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const void* input;
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const Apu& apu;
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public:
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bool IsRewinding() const
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{
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return enabled && good && buffer;
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}
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};
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inline Key* PrevKey(Key*);
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inline Key* PrevKey();
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inline Key* NextKey(Key*);
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inline Key* NextKey();
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NES_DECL_PEEK( Port_Get );
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NES_DECL_PEEK( Port_Put );
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NES_DECL_POKE( Port );
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ibool rewinding;
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ibool uturn;
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uint frame;
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const Io::Port* ports[2];
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Key* key;
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Key keys[NUM_KEYS];
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ReverseSound sound;
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ReverseVideo video;
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Machine& emulator;
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const EmuExecute emuExecute;
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const EmuLoadState emuLoadState;
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const EmuSaveState emuSaveState;
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Cpu& cpu;
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Ppu& ppu;
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public:
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void Reset()
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{
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Reset( true );
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}
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void Unload()
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{
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Reset( false );
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}
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void EnableSound(bool enable)
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{
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sound.Enable( enable );
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}
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bool IsRewinding() const
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{
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return rewinding;
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}
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bool IsSoundRewinding() const
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{
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return rewinding && sound.IsRewinding();
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}
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};
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}
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}
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#endif
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