metaforce/NESEmulator/CNESEmulator.hpp

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#ifndef __URDE_CNESEMULATOR_HPP__
#define __URDE_CNESEMULATOR_HPP__
#include "RetroTypes.hpp"
#include "zeus/CColor.hpp"
#include "boo/graphicsdev/IGraphicsDataFactory.hpp"
#include "boo/audiodev/IAudioVoice.hpp"
#include "zeus/CMatrix4f.hpp"
namespace urde
{
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struct CFinalInput;
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class IDvdRequest;
namespace MP1
{
#define NUM_AUDIO_BUFFERS 10
class CNESEmulator : public boo::IAudioVoiceCallback
{
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public:
enum class EPasswordEntryState
{
NotPasswordScreen,
NotEntered,
Entered
};
private:
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static bool EmulatorConstructed;
std::unique_ptr<u8[]> m_nesEmuPBuf;
std::shared_ptr<IDvdRequest> m_dvdReq;
struct Vert
{
zeus::CVector3f m_pos;
zeus::CVector2f m_uv;
};
struct Uniform
{
zeus::CMatrix4f m_matrix;
zeus::CColor m_color;
};
boo::ObjToken<boo::ITextureD> m_texture;
boo::ObjToken<boo::IGraphicsBufferD> m_uniBuf;
boo::ObjToken<boo::IGraphicsBufferS> m_vbo;
boo::ObjToken<boo::IShaderDataBinding> m_shadBind;
std::unique_ptr<u8[]> m_audioBufBlock;
u8* m_audioBufs[NUM_AUDIO_BUFFERS];
int m_headBuf = 0;
int m_tailBuf = 0;
int m_procBufs = NUM_AUDIO_BUFFERS;
size_t m_posInBuf = 0;
boo::ObjToken<boo::IAudioVoice> m_booVoice;
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bool x20_gameOver = false;
u8 x21_passwordFromNES[18];
EPasswordEntryState x34_passwordEntryState = EPasswordEntryState::NotPasswordScreen;
bool x38_passwordPending = false;
u8 x39_passwordToNES[18];
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static void DecompressROM(u8* dataIn, u8* dataOut, u32 dataOutLen = 0x20000, u8 descrambleSeed = 0xe9,
u32 checkDataLen = 0x1FFFC, u32 checksumMagic = 0xA663);
void InitializeEmulator();
void DeinitializeEmulator();
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void NesEmuMainLoop(bool forceDraw = false);
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static bool CheckForGameOver(const u8* vram, u8* passwordOut = nullptr);
static EPasswordEntryState CheckForPasswordEntryScreen(const uint8_t* vram);
static bool SetPasswordIntoEntryScreen(u8* vram, u8* wram, const u8* password);
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public:
CNESEmulator();
~CNESEmulator();
void ProcessUserInput(const CFinalInput& input, int);
void Update();
void Draw(const zeus::CColor& mulColor, bool filtering);
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void LoadPassword(const u8* state);
const u8* GetPassword() const { return x21_passwordFromNES; }
bool IsGameOver() const { return x20_gameOver; }
EPasswordEntryState GetPasswordEntryState() const { return x34_passwordEntryState; }
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int audioUpdate();
void preSupplyAudio(boo::IAudioVoice& voice, double dt) {}
size_t supplyAudio(boo::IAudioVoice& voice, size_t frames, int16_t* data);
};
}
}
#endif // __URDE_CNESEMULATOR_HPP__