mirror of
https://github.com/RetroDECK/Supermodel.git
synced 2024-11-22 05:45:38 +00:00
Encryption device emulation (thanks to MAME), fixed warnings in Model3.cpp, added a string formatter helper, and updated Win32 GCC Makefile.
This commit is contained in:
parent
c0f679479a
commit
6e5c301de8
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@ -57,7 +57,8 @@ BOOST_INCLUDEPATH = /mingw64/boost_1_55_0
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#
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ifeq ($(strip $(BITS)),64)
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SDL_LIBPATH = /mingw64/lib64
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SDL_INCLUDEPATH = /mingw64/x86_64-w64-mingw32/include/SDL
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#SDL_INCLUDEPATH = /mingw64/x86_64-w64-mingw32/include/SDL
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SDL_INCLUDEPATH = /mingw64/SDL-1.2.15/include
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else
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SDL_LIBPATH = /mingw/lib
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SDL_INCLUDEPATH = /mingw/include/SDL
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@ -68,6 +69,7 @@ endif
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#
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ifeq ($(strip $(BITS)),64)
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WINSDK_LIBPATH = /Program\ Files/Microsoft\ SDKs/Windows/v7.0/Lib/x64
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#WINSDK_LIBPATH = /Program\ Files\ (x86)/Windows\ Kits/10/Lib/10.0.10586.0/um/x64
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else
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WINSDK_LIBPATH = /Program\ Files/Microsoft\ SDKs/Windows/v7.0/Lib
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endif
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@ -98,7 +100,7 @@ LD = g++
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COMPILER_FLAGS = -I$(SDL_INCLUDEPATH) -ISrc/ -ISrc/OSD/ -ISrc/OSD/SDL/ -ISrc/OSD/Windows/ -c -Wall -DSUPERMODEL_WIN32 -DGLEW_STATIC -O3
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CFLAGS = $(COMPILER_FLAGS)
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CPPFLAGS = $(COMPILER_FLAGS) -I$(BOOST_INCLUDEPATH) -std=c++11
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LFLAGS = -o $(OUTFILE) $(OBJ) -L$(SDL_LIBPATH) -lmingw32 -lSDLmain -lSDL -lopengl32 -lglu32 -ldinput8 -ldxguid -lole32 -loleaut32 -lz -l:$(WINSDK_LIBPATH)/WbemUuid.lib -s
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LFLAGS = -o $(OUTFILE) $(OBJ) -L$(SDL_LIBPATH) -lmingw32 -lSDLmain -lSDL -lopengl32 -lglu32 -ldinput8 -ldxguid -lole32 -loleaut32 -lwbemuuid -lz -s #-l:$(WINSDK_LIBPATH)/WbemUuid.lib -s
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#
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# Build options...
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@ -131,7 +133,9 @@ OBJ = $(OBJ_DIR)/PPCDisasm.o $(OBJ_DIR)/Games.o $(OBJ_DIR)/Config.o $(OBJ_DIR)/I
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$(OBJ_DIR)/Outputs.o $(OBJ_DIR)/WinOutputs.o \
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$(OBJ_DIR)/amp_audio.o $(OBJ_DIR)/amp_dump.o $(OBJ_DIR)/amp_getbits.o $(OBJ_DIR)/amp_getdata.o $(OBJ_DIR)/amp_huffman.o \
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$(OBJ_DIR)/amp_layer2.o $(OBJ_DIR)/amp_layer3.o $(OBJ_DIR)/amp_misc2.o $(OBJ_DIR)/amp_position.o $(OBJ_DIR)/amp_transform.o \
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$(OBJ_DIR)/amp_util.o
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$(OBJ_DIR)/amp_util.o \
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$(OBJ_DIR)/Crypto.o \
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$(OBJ_DIR)/Format.o
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# If built-in debugger enabled, include all debugging classes
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@ -249,6 +253,9 @@ $(OBJ_DIR)/%.o: Src/OSD/Windows/%.cpp
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$(OBJ_DIR)/%.o: Src/Pkgs/%.c
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$(CC) $< $(CFLAGS) -o $(OBJ_DIR)/$(*F).o
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$(OBJ_DIR)/%.o: Src/Util/%.cpp Src/Util/%.h
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$(CC) $< $(CPPFLAGS) -o $(OBJ_DIR)/$(*F).o
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#
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# AMP MPEG decoder library
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1031
Src/Model3/Crypto.cpp
Normal file
1031
Src/Model3/Crypto.cpp
Normal file
File diff suppressed because it is too large
Load diff
123
Src/Model3/Crypto.h
Normal file
123
Src/Model3/Crypto.h
Normal file
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@ -0,0 +1,123 @@
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/**
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** Supermodel
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** A Sega Model 3 Arcade Emulator.
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** Copyright 2011-2016 Bart Trzynadlowski, Nik Henson
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**
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** This file is part of Supermodel.
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**
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** Supermodel is free software: you can redistribute it and/or modify it under
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** the terms of the GNU General Public License as published by the Free
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** Software Foundation, either version 3 of the License, or (at your option)
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** any later version.
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**
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** Supermodel is distributed in the hope that it will be useful, but WITHOUT
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** ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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** FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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** more details.
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**
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** You should have received a copy of the GNU General Public License along
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** with Supermodel. If not, see <http://www.gnu.org/licenses/>.
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**/
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/*
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* Crypto.h
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*
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* Header file for security board encryption device. This code was taken from
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* MAME (http://mamedev.org).
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*/
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// license:BSD-3-Clause
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// copyright-holders:David Haywood
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#pragma once
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#ifndef __SEGA315_5881_CRYPT__
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#define __SEGA315_5881_CRYPT__
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#include <cstdint>
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#include <memory>
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#include <functional>
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class CBlockFile;
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class CCrypto
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{
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public:
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// construction/destruction
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CCrypto();
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void SaveState(CBlockFile *SaveState);
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void LoadState(CBlockFile *SaveState);
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void Init(uint32_t encryptionKey, std::function<uint16_t(uint32_t)> ReadRAMCallback);
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void Reset();
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uint16_t Decrypt(uint8_t **base);
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void SetAddressLow(uint16_t data);
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void SetAddressHigh(uint16_t data);
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void SetSubKey(uint16_t data);
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std::function<uint16_t(uint32_t)> m_read;
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/*
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static void set_read_cb(device_t &device,sega_m2_read_delegate readcb)
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{
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sega_315_5881_crypt_device &dev = downcast<sega_315_5881_crypt_device &>(device);
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dev.m_read = readcb;
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}
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*/
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private:
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uint32_t key;
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std::unique_ptr<uint8_t[]> buffer;
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std::unique_ptr<uint8_t[]> line_buffer;
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std::unique_ptr<uint8_t[]> line_buffer_prev;
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uint32_t prot_cur_address;
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uint16_t subkey, dec_hist;
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uint32_t dec_header;
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bool enc_ready;
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int buffer_pos, line_buffer_pos, line_buffer_size, buffer_bit, buffer_bit2;
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uint8_t buffer2[2];
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uint16_t buffer2a;
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int block_size;
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int block_pos;
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int block_numlines;
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int done_compression;
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struct sbox {
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uint8_t table[64];
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int inputs[6]; // positions of the inputs bits, -1 means no input except from key
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int outputs[2]; // positions of the output bits
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};
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static const sbox fn1_sboxes[4][4];
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static const sbox fn2_sboxes[4][4];
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static const int FN1GK = 38;
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static const int FN2GK = 32;
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static const int fn1_game_key_scheduling[FN1GK][2];
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static const int fn2_game_key_scheduling[FN2GK][2];
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static const int fn1_sequence_key_scheduling[20][2];
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static const int fn2_sequence_key_scheduling[16];
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static const int fn2_middle_result_scheduling[16];
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static const uint8_t trees[9][2][32];
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int feistel_function(int input, const struct sbox *sboxes, uint32_t subkeys);
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uint16_t block_decrypt(uint32_t game_key, uint16_t sequence_key, uint16_t counter, uint16_t data);
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uint16_t get_decrypted_16();
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int get_compressed_bit();
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void enc_start();
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void enc_fill();
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void line_fill();
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};
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#endif
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File diff suppressed because it is too large
Load diff
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@ -28,6 +28,7 @@
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#ifndef INCLUDED_MODEL3_H
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#define INCLUDED_MODEL3_H
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#include "Model3/Crypto.h"
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/*
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* FrameTimings
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*/
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struct FrameTimings
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{
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UINT32 ppcTicks;
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UINT32 syncSize;
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UINT32 syncTicks;
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UINT32 renderTicks;
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UINT32 sndTicks;
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UINT32 drvTicks;
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UINT32 frameTicks;
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UINT32 ppcTicks;
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UINT32 syncSize;
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UINT32 syncTicks;
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UINT32 renderTicks;
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UINT32 sndTicks;
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UINT32 drvTicks;
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UINT32 frameTicks;
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};
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/*
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class CModel3Config
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{
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public:
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bool multiThreaded; // Multi-threaded (enabled if true)
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bool gpuMultiThreaded; // Multi-threaded rendering (enabled if true)
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// PowerPC clock frequency in MHz (minimum: 1 MHz)
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inline void SetPowerPCFrequency(unsigned f)
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{
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if ((f<1) || (f>1000))
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{
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ErrorLog("PowerPC frequency must be between 1 and 1000 MHz; setting to 50 MHz.");
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f = 50;
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}
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ppcFrequency = f*1000000;
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}
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inline unsigned GetPowerPCFrequency(void)
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{
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return ppcFrequency/1000000;
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}
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// Defaults
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CModel3Config(void)
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{
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multiThreaded = true; // enable by default
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gpuMultiThreaded = true; // enable by default
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ppcFrequency = 50*1000000; // 50 MHz
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}
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bool multiThreaded; // Multi-threaded (enabled if true)
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bool gpuMultiThreaded; // Multi-threaded rendering (enabled if true)
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// PowerPC clock frequency in MHz (minimum: 1 MHz)
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inline void SetPowerPCFrequency(unsigned f)
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{
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if ((f<1) || (f>1000))
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{
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ErrorLog("PowerPC frequency must be between 1 and 1000 MHz; setting to 50 MHz.");
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f = 50;
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}
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ppcFrequency = f*1000000;
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}
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inline unsigned GetPowerPCFrequency(void)
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{
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return ppcFrequency/1000000;
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}
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// Defaults
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CModel3Config(void)
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{
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multiThreaded = true; // enable by default
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gpuMultiThreaded = true; // enable by default
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ppcFrequency = 50*1000000; // 50 MHz
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}
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private:
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unsigned ppcFrequency; // in Hz
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unsigned ppcFrequency; // in Hz
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};
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/*
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class CModel3: public CBus, public CPCIDevice
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{
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public:
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/*
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* ReadPCIConfigSpace(device, reg, bits, offset):
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*
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* Handles unknown PCI devices. See CPCIDevice definition for more details.
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*
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* Parameters:
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* device Device number.
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* reg Register number.
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* bits Bit width of access (8, 16, or 32 only).;
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* offset Byte offset within register, aligned to the specified bit
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* width, and offset from the 32-bit aligned base of the
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* register number.
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*
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* Returns:
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* Register data.
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*/
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UINT32 ReadPCIConfigSpace(unsigned device, unsigned reg, unsigned bits, unsigned width);
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/*
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* WritePCIConfigSpace(device, reg, bits, offset, data):
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*
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* Handles unknown PCI devices. See CPCIDevice definition for more details.
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*
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* Parameters:
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* device Device number.
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* reg Register number.
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* bits Bit width of access (8, 16, or 32 only).
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* offset Byte offset within register, aligned to the specified bit
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* width, and offset from the 32-bit aligned base of the
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* register number.
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* data Data.
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*/
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void WritePCIConfigSpace(unsigned device, unsigned reg, unsigned bits, unsigned width, UINT32 data);
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/*
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* ReadPCIConfigSpace(device, reg, bits, offset):
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*
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* Handles unknown PCI devices. See CPCIDevice definition for more details.
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*
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* Parameters:
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* device Device number.
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* reg Register number.
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* bits Bit width of access (8, 16, or 32 only).;
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* offset Byte offset within register, aligned to the specified bit
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* width, and offset from the 32-bit aligned base of the
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* register number.
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*
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* Returns:
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* Register data.
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*/
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UINT32 ReadPCIConfigSpace(unsigned device, unsigned reg, unsigned bits, unsigned width);
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/*
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* WritePCIConfigSpace(device, reg, bits, offset, data):
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*
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* Handles unknown PCI devices. See CPCIDevice definition for more details.
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*
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* Parameters:
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* device Device number.
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* reg Register number.
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* bits Bit width of access (8, 16, or 32 only).
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* offset Byte offset within register, aligned to the specified bit
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* width, and offset from the 32-bit aligned base of the
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* register number.
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* data Data.
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*/
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void WritePCIConfigSpace(unsigned device, unsigned reg, unsigned bits, unsigned width, UINT32 data);
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/*
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* Read8(addr):
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* Read16(addr):
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* Read32(addr):
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* Read64(addr):
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*
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* Read a byte, 16-bit half word, 32-bit word, or 64-bit double word from
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* the PowerPC address space. This implements the PowerPC address bus. Note
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* that it is big endian, so when accessing from a little endian device,
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* the byte order must be manually reversed.
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*
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* Parameters:
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* addr Address to read.
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*
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* Returns:
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* Data at the address.
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*/
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UINT8 Read8(UINT32 addr);
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UINT16 Read16(UINT32 addr);
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UINT32 Read32(UINT32 addr);
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UINT64 Read64(UINT32 addr);
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/*
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* Write8(addr, data):
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* Write16(addr, data):
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* Write32(addr, data):
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* Write64(addr, data):
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||||
*
|
||||
* Write a byte, half word, word, or double word to the PowerPC address
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* space. Note that everything is stored in big endian form, so when
|
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* accessing with a little endian device, the byte order must be manually
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* reversed.
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*
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* Parameters:
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* addr Address to write.
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* data Data to write.
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*/
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void Write8(UINT32 addr, UINT8 data);
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void Write16(UINT32 addr, UINT16 data);
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void Write32(UINT32 addr, UINT32 data);
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void Write64(UINT32 addr, UINT64 data);
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/*
|
||||
* SaveState(SaveState):
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*
|
||||
* Saves an image of the current state. Must never be called while emulator
|
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* is running (inside RunFrame()).
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||||
*
|
||||
* Parameters:
|
||||
* SaveState Block file to save state information to.
|
||||
*/
|
||||
void SaveState(CBlockFile *SaveState);
|
||||
/*
|
||||
* Read8(addr):
|
||||
* Read16(addr):
|
||||
* Read32(addr):
|
||||
* Read64(addr):
|
||||
*
|
||||
* Read a byte, 16-bit half word, 32-bit word, or 64-bit double word from
|
||||
* the PowerPC address space. This implements the PowerPC address bus. Note
|
||||
* that it is big endian, so when accessing from a little endian device,
|
||||
* the byte order must be manually reversed.
|
||||
*
|
||||
* Parameters:
|
||||
* addr Address to read.
|
||||
*
|
||||
* Returns:
|
||||
* Data at the address.
|
||||
*/
|
||||
UINT8 Read8(UINT32 addr);
|
||||
UINT16 Read16(UINT32 addr);
|
||||
UINT32 Read32(UINT32 addr);
|
||||
UINT64 Read64(UINT32 addr);
|
||||
|
||||
/*
|
||||
* Write8(addr, data):
|
||||
* Write16(addr, data):
|
||||
* Write32(addr, data):
|
||||
* Write64(addr, data):
|
||||
*
|
||||
* Write a byte, half word, word, or double word to the PowerPC address
|
||||
* space. Note that everything is stored in big endian form, so when
|
||||
* accessing with a little endian device, the byte order must be manually
|
||||
* reversed.
|
||||
*
|
||||
* Parameters:
|
||||
* addr Address to write.
|
||||
* data Data to write.
|
||||
*/
|
||||
void Write8(UINT32 addr, UINT8 data);
|
||||
void Write16(UINT32 addr, UINT16 data);
|
||||
void Write32(UINT32 addr, UINT32 data);
|
||||
void Write64(UINT32 addr, UINT64 data);
|
||||
|
||||
/*
|
||||
* SaveState(SaveState):
|
||||
*
|
||||
* Saves an image of the current state. Must never be called while emulator
|
||||
* is running (inside RunFrame()).
|
||||
*
|
||||
* Parameters:
|
||||
* SaveState Block file to save state information to.
|
||||
*/
|
||||
void SaveState(CBlockFile *SaveState);
|
||||
|
||||
/*
|
||||
* LoadState(SaveState):
|
||||
*
|
||||
* Loads and resumes execution from a state image. Modifies data that may
|
||||
* be used by multiple threads -- use with caution and ensure threads are
|
||||
* not accessing data that will be touched, this can be done by calling
|
||||
* PauseThreads beforehand. Must never be called while emulator is running
|
||||
* (inside RunFrame()).
|
||||
*
|
||||
* Parameters:
|
||||
* SaveState Block file to load state information from.
|
||||
*/
|
||||
void LoadState(CBlockFile *SaveState);
|
||||
|
||||
/*
|
||||
* SaveNVRAM(NVRAM):
|
||||
*
|
||||
* Saves an image of the current NVRAM state.
|
||||
*
|
||||
* Parameters:
|
||||
* NVRAM Block file to save NVRAM to.
|
||||
*/
|
||||
void SaveNVRAM(CBlockFile *NVRAM);
|
||||
/*
|
||||
* LoadState(SaveState):
|
||||
*
|
||||
* Loads and resumes execution from a state image. Modifies data that may
|
||||
* be used by multiple threads -- use with caution and ensure threads are
|
||||
* not accessing data that will be touched, this can be done by calling
|
||||
* PauseThreads beforehand. Must never be called while emulator is running
|
||||
* (inside RunFrame()).
|
||||
*
|
||||
* Parameters:
|
||||
* SaveState Block file to load state information from.
|
||||
*/
|
||||
void LoadState(CBlockFile *SaveState);
|
||||
|
||||
/*
|
||||
* SaveNVRAM(NVRAM):
|
||||
*
|
||||
* Saves an image of the current NVRAM state.
|
||||
*
|
||||
* Parameters:
|
||||
* NVRAM Block file to save NVRAM to.
|
||||
*/
|
||||
void SaveNVRAM(CBlockFile *NVRAM);
|
||||
|
||||
/*
|
||||
* LoadNVRAM(NVRAM):
|
||||
*
|
||||
* Loads an NVRAM image.
|
||||
*
|
||||
* Parameters:
|
||||
* NVRAM Block file to load NVRAM state from.
|
||||
*/
|
||||
void LoadNVRAM(CBlockFile *NVRAM);
|
||||
|
||||
/*
|
||||
* ClearNVRAM(void):
|
||||
*
|
||||
* Clears all NVRAM (backup RAM and EEPROM).
|
||||
*/
|
||||
void ClearNVRAM(void);
|
||||
|
||||
/*
|
||||
* RunFrame(void):
|
||||
*
|
||||
* Runs one frame (assuming 60 Hz video refresh rate).
|
||||
*/
|
||||
void RunFrame(void);
|
||||
/*
|
||||
* LoadNVRAM(NVRAM):
|
||||
*
|
||||
* Loads an NVRAM image.
|
||||
*
|
||||
* Parameters:
|
||||
* NVRAM Block file to load NVRAM state from.
|
||||
*/
|
||||
void LoadNVRAM(CBlockFile *NVRAM);
|
||||
|
||||
/*
|
||||
* ClearNVRAM(void):
|
||||
*
|
||||
* Clears all NVRAM (backup RAM and EEPROM).
|
||||
*/
|
||||
void ClearNVRAM(void);
|
||||
|
||||
/*
|
||||
* RunFrame(void):
|
||||
*
|
||||
* Runs one frame (assuming 60 Hz video refresh rate).
|
||||
*/
|
||||
void RunFrame(void);
|
||||
|
||||
/*
|
||||
* Reset(void):
|
||||
*
|
||||
* Resets the system. Does not modify non-volatile memory.
|
||||
*/
|
||||
void Reset(void);
|
||||
|
||||
/*
|
||||
* GetGameInfo(void):
|
||||
*
|
||||
* Returns:
|
||||
* A pointer to the presently loaded game's information structure (or
|
||||
* NULL if no ROM set has yet been loaded).
|
||||
*/
|
||||
const struct GameInfo * GetGameInfo(void);
|
||||
|
||||
/*
|
||||
* LoadROMSet(GameList, zipFile):
|
||||
*
|
||||
* Loads a complete ROM set from the specified ZIP archive.
|
||||
*
|
||||
* NOTE: Command line settings will not have been applied here yet.
|
||||
*
|
||||
* Parameters:
|
||||
* GameList List of all supported games and their ROMs.
|
||||
* zipFile ZIP file to load from.
|
||||
*
|
||||
* Returns:
|
||||
* OKAY if successful, FAIL otherwise. Prints errors.
|
||||
*/
|
||||
bool LoadROMSet(const struct GameInfo *GameList, const char *zipFile);
|
||||
|
||||
/*
|
||||
* AttachRenderers(Render2DPtr, Render3DPtr):
|
||||
*
|
||||
* Attaches the renderers to the appropriate device objects.
|
||||
*
|
||||
* Parameters:
|
||||
* Render2DPtr Pointer to a tile renderer object.
|
||||
* Render3DPtr Same as above but for a 3D renderer.
|
||||
*/
|
||||
void AttachRenderers(CRender2D *Render2DPtr, IRender3D *Render3DPtr);
|
||||
|
||||
/*
|
||||
* AttachInputs(InputsPtr):
|
||||
*
|
||||
* Attaches OSD-managed inputs.
|
||||
*
|
||||
* Parameters:
|
||||
* InputsPtr Pointer to the object containing input states.
|
||||
*/
|
||||
void AttachInputs(CInputs *InputsPtr);
|
||||
|
||||
void AttachOutputs(COutputs *OutputsPtr);
|
||||
/*
|
||||
* Reset(void):
|
||||
*
|
||||
* Resets the system. Does not modify non-volatile memory.
|
||||
*/
|
||||
void Reset(void);
|
||||
|
||||
/*
|
||||
* GetGameInfo(void):
|
||||
*
|
||||
* Returns:
|
||||
* A pointer to the presently loaded game's information structure (or
|
||||
* NULL if no ROM set has yet been loaded).
|
||||
*/
|
||||
const struct GameInfo * GetGameInfo(void);
|
||||
|
||||
/*
|
||||
* LoadROMSet(GameList, zipFile):
|
||||
*
|
||||
* Loads a complete ROM set from the specified ZIP archive.
|
||||
*
|
||||
* NOTE: Command line settings will not have been applied here yet.
|
||||
*
|
||||
* Parameters:
|
||||
* GameList List of all supported games and their ROMs.
|
||||
* zipFile ZIP file to load from.
|
||||
*
|
||||
* Returns:
|
||||
* OKAY if successful, FAIL otherwise. Prints errors.
|
||||
*/
|
||||
bool LoadROMSet(const struct GameInfo *GameList, const char *zipFile);
|
||||
|
||||
/*
|
||||
* AttachRenderers(Render2DPtr, Render3DPtr):
|
||||
*
|
||||
* Attaches the renderers to the appropriate device objects.
|
||||
*
|
||||
* Parameters:
|
||||
* Render2DPtr Pointer to a tile renderer object.
|
||||
* Render3DPtr Same as above but for a 3D renderer.
|
||||
*/
|
||||
void AttachRenderers(CRender2D *Render2DPtr, IRender3D *Render3DPtr);
|
||||
|
||||
/*
|
||||
* AttachInputs(InputsPtr):
|
||||
*
|
||||
* Attaches OSD-managed inputs.
|
||||
*
|
||||
* Parameters:
|
||||
* InputsPtr Pointer to the object containing input states.
|
||||
*/
|
||||
void AttachInputs(CInputs *InputsPtr);
|
||||
|
||||
void AttachOutputs(COutputs *OutputsPtr);
|
||||
|
||||
/*
|
||||
* Init(void):
|
||||
*
|
||||
* One-time initialization of the context. Must be called prior to all
|
||||
* other members. Allocates memory and initializes device states.
|
||||
*
|
||||
* NOTE: Command line settings will not have been applied here yet.
|
||||
*
|
||||
* Returns:
|
||||
* OKAY is successful, otherwise FAILED if a non-recoverable error
|
||||
* occurred. Prints own error messages.
|
||||
*/
|
||||
bool Init(void);
|
||||
|
||||
/*
|
||||
* GetSoundBoard(void):
|
||||
*
|
||||
* Returns a reference to the sound board.
|
||||
*
|
||||
* Returns:
|
||||
* Pointer to CSoundBoard object.
|
||||
*/
|
||||
CSoundBoard *GetSoundBoard(void);
|
||||
/*
|
||||
* Init(void):
|
||||
*
|
||||
* One-time initialization of the context. Must be called prior to all
|
||||
* other members. Allocates memory and initializes device states.
|
||||
*
|
||||
* NOTE: Command line settings will not have been applied here yet.
|
||||
*
|
||||
* Returns:
|
||||
* OKAY is successful, otherwise FAILED if a non-recoverable error
|
||||
* occurred. Prints own error messages.
|
||||
*/
|
||||
bool Init(void);
|
||||
|
||||
/*
|
||||
* GetSoundBoard(void):
|
||||
*
|
||||
* Returns a reference to the sound board.
|
||||
*
|
||||
* Returns:
|
||||
* Pointer to CSoundBoard object.
|
||||
*/
|
||||
CSoundBoard *GetSoundBoard(void);
|
||||
|
||||
/*
|
||||
* GetDriveBoard(void):
|
||||
*
|
||||
* Returns a reference to the drive board.
|
||||
/*
|
||||
* GetDriveBoard(void):
|
||||
*
|
||||
* Returns a reference to the drive board.
|
||||
|
||||
* Returns:
|
||||
* Pointer to CDriveBoard object.
|
||||
*/
|
||||
CDriveBoard *GetDriveBoard(void);
|
||||
* Returns:
|
||||
* Pointer to CDriveBoard object.
|
||||
*/
|
||||
CDriveBoard *GetDriveBoard(void);
|
||||
|
||||
/*
|
||||
* PauseThreads(void):
|
||||
*
|
||||
* Flags that any running threads should pause and waits for them to do so.
|
||||
* Should be used before invoking any method that accesses the internal state, eg LoadState or SaveState.
|
||||
*/
|
||||
bool PauseThreads(void);
|
||||
/*
|
||||
* PauseThreads(void):
|
||||
*
|
||||
* Flags that any running threads should pause and waits for them to do so.
|
||||
* Should be used before invoking any method that accesses the internal state, eg LoadState or SaveState.
|
||||
*/
|
||||
bool PauseThreads(void);
|
||||
|
||||
/*
|
||||
* ResumeThreads(void):
|
||||
*
|
||||
* Flags that any paused threads should resume running.
|
||||
*/
|
||||
bool ResumeThreads(void);
|
||||
/*
|
||||
* ResumeThreads(void):
|
||||
*
|
||||
* Flags that any paused threads should resume running.
|
||||
*/
|
||||
bool ResumeThreads(void);
|
||||
|
||||
/*
|
||||
* DumpTimings(void):
|
||||
*
|
||||
* Prints all timings for the most recent frame to the console, for debugging purposes.
|
||||
*/
|
||||
void DumpTimings(void);
|
||||
/*
|
||||
* DumpTimings(void):
|
||||
*
|
||||
* Prints all timings for the most recent frame to the console, for debugging purposes.
|
||||
*/
|
||||
void DumpTimings(void);
|
||||
|
||||
/*
|
||||
* GetTimings(void):
|
||||
*
|
||||
* Returns timings for the most recent frame, for debugging purposes.
|
||||
*/
|
||||
FrameTimings GetTimings(void);
|
||||
/*
|
||||
* GetTimings(void):
|
||||
*
|
||||
* Returns timings for the most recent frame, for debugging purposes.
|
||||
*/
|
||||
FrameTimings GetTimings(void);
|
||||
|
||||
/*
|
||||
* CModel3(void):
|
||||
* ~CModel3(void):
|
||||
*
|
||||
* Constructor and destructor for Model 3 class. Constructor performs a
|
||||
* bare-bones initialization of object; does not perform any memory
|
||||
* allocation or any actions that can fail. The destructor will deallocate
|
||||
* memory and free resources used by the object (and its child objects).
|
||||
*/
|
||||
CModel3(void);
|
||||
~CModel3(void);
|
||||
/*
|
||||
* CModel3(void):
|
||||
* ~CModel3(void):
|
||||
*
|
||||
* Constructor and destructor for Model 3 class. Constructor performs a
|
||||
* bare-bones initialization of object; does not perform any memory
|
||||
* allocation or any actions that can fail. The destructor will deallocate
|
||||
* memory and free resources used by the object (and its child objects).
|
||||
*/
|
||||
CModel3(void);
|
||||
~CModel3(void);
|
||||
|
||||
/*
|
||||
* Private Property.
|
||||
* Tresspassers will be shot! ;)
|
||||
*/
|
||||
/*
|
||||
* Private Property.
|
||||
* Tresspassers will be shot! ;)
|
||||
*/
|
||||
private:
|
||||
// Private member functions
|
||||
UINT8 ReadInputs(unsigned reg);
|
||||
void WriteInputs(unsigned reg, UINT8 data);
|
||||
UINT32 ReadSecurity(unsigned reg);
|
||||
void WriteSecurity(unsigned reg, UINT32 data);
|
||||
void SetCROMBank(unsigned idx);
|
||||
UINT8 ReadSystemRegister(unsigned reg);
|
||||
void WriteSystemRegister(unsigned reg, UINT8 data);
|
||||
void Patch(void);
|
||||
// Private member functions
|
||||
UINT8 ReadInputs(unsigned reg);
|
||||
void WriteInputs(unsigned reg, UINT8 data);
|
||||
uint16_t ReadSecurityRAM(uint32_t addr);
|
||||
UINT32 ReadSecurity(unsigned reg);
|
||||
void WriteSecurity(unsigned reg, UINT32 data);
|
||||
void SetCROMBank(unsigned idx);
|
||||
UINT8 ReadSystemRegister(unsigned reg);
|
||||
void WriteSystemRegister(unsigned reg, UINT8 data);
|
||||
void Patch(void);
|
||||
|
||||
void RunMainBoardFrame(void); // Runs PPC main board for a frame
|
||||
void SyncGPUs(void); // Sync's up GPUs in preparation for rendering - must be called when PPC is not running
|
||||
void RenderFrame(void); // Renders current frame
|
||||
bool RunSoundBoardFrame(void); // Runs sound board for a frame
|
||||
void RunDriveBoardFrame(void); // Runs drive board for a frame
|
||||
void RunMainBoardFrame(void); // Runs PPC main board for a frame
|
||||
void SyncGPUs(void); // Sync's up GPUs in preparation for rendering - must be called when PPC is not running
|
||||
void RenderFrame(void); // Renders current frame
|
||||
bool RunSoundBoardFrame(void); // Runs sound board for a frame
|
||||
void RunDriveBoardFrame(void); // Runs drive board for a frame
|
||||
|
||||
bool StartThreads(void); // Starts all threads
|
||||
bool StopThreads(void); // Stops all threads
|
||||
void DeleteThreadObjects(void); // Deletes all threads and synchronization objects
|
||||
bool StartThreads(void); // Starts all threads
|
||||
bool StopThreads(void); // Stops all threads
|
||||
void DeleteThreadObjects(void); // Deletes all threads and synchronization objects
|
||||
|
||||
static int StartMainBoardThread(void *data); // Callback to start PPC main board thread
|
||||
static int StartSoundBoardThread(void *data); // Callback to start sound board thread (unsync'd)
|
||||
static int StartSoundBoardThreadSyncd(void *data); // Callback to start sound board thread (sync'd)
|
||||
static int StartDriveBoardThread(void *data); // Callback to start drive board thread
|
||||
static int StartMainBoardThread(void *data); // Callback to start PPC main board thread
|
||||
static int StartSoundBoardThread(void *data); // Callback to start sound board thread (unsync'd)
|
||||
static int StartSoundBoardThreadSyncd(void *data); // Callback to start sound board thread (sync'd)
|
||||
static int StartDriveBoardThread(void *data); // Callback to start drive board thread
|
||||
|
||||
static void AudioCallback(void *data); // Audio buffer callback
|
||||
|
||||
bool WakeSoundBoardThread(void); // Used by audio callback to wake sound board thread (when not sync'd with render thread)
|
||||
int RunMainBoardThread(void); // Runs PPC main board thread (sync'd in step with render thread)
|
||||
int RunSoundBoardThread(void); // Runs sound board thread (not sync'd in step with render thread, ie running at full speed)
|
||||
int RunSoundBoardThreadSyncd(void); // Runs sound board thread (sync'd in step with render thread)
|
||||
int RunDriveBoardThread(void); // Runs drive board thread (sync'd in step with render thread)
|
||||
|
||||
// Game and hardware information
|
||||
const struct GameInfo *Game;
|
||||
|
||||
// Game inputs
|
||||
CInputs *Inputs;
|
||||
static void AudioCallback(void *data); // Audio buffer callback
|
||||
|
||||
bool WakeSoundBoardThread(void); // Used by audio callback to wake sound board thread (when not sync'd with render thread)
|
||||
int RunMainBoardThread(void); // Runs PPC main board thread (sync'd in step with render thread)
|
||||
int RunSoundBoardThread(void); // Runs sound board thread (not sync'd in step with render thread, ie running at full speed)
|
||||
int RunSoundBoardThreadSyncd(void); // Runs sound board thread (sync'd in step with render thread)
|
||||
int RunDriveBoardThread(void); // Runs drive board thread (sync'd in step with render thread)
|
||||
|
||||
// Game and hardware information
|
||||
const struct GameInfo *Game;
|
||||
|
||||
// Game inputs and outputs
|
||||
CInputs *Inputs;
|
||||
COutputs *Outputs;
|
||||
|
||||
// Input registers (game controls)
|
||||
UINT8 inputBank;
|
||||
UINT8 serialFIFO1, serialFIFO2;
|
||||
UINT8 gunReg;
|
||||
int adcChannel;
|
||||
|
||||
// MIDI port
|
||||
UINT8 midiCtrlPort; // controls MIDI (SCSP) IRQ behavior
|
||||
|
||||
// Emulated core Model 3 memory regions
|
||||
UINT8 *memoryPool; // single allocated region for all ROM and system RAM
|
||||
UINT8 *ram; // 8 MB PowerPC RAM
|
||||
UINT8 *crom; // 8+128 MB CROM (fixed CROM first, then 64MB of banked CROMs -- Daytona2 might need extra?)
|
||||
UINT8 *vrom; // 64 MB VROM (video ROM, visible only to Real3D)
|
||||
UINT8 *soundROM; // 512 KB sound ROM (68K program)
|
||||
UINT8 *sampleROM; // 8 MB samples (68K)
|
||||
UINT8 *dsbROM; // 128 KB DSB ROM (Z80 program)
|
||||
UINT8 *mpegROM; // 8 MB DSB MPEG ROM
|
||||
UINT8 *backupRAM; // 128 KB Backup RAM (battery backed)
|
||||
UINT8 *securityRAM; // 128 KB Security Board RAM
|
||||
UINT8 *driveROM; // 32 KB drive board ROM (Z80 program) (optional)
|
||||
|
||||
// Banked CROM
|
||||
UINT8 *cromBank; // currently mapped in CROM bank
|
||||
unsigned cromBankReg; // the CROM bank register
|
||||
|
||||
// Security device
|
||||
bool m_securityFirstRead = true;
|
||||
unsigned securityPtr; // pointer to current offset in security data
|
||||
|
||||
// PowerPC
|
||||
PPC_FETCH_REGION PPCFetchRegions[3];
|
||||
|
||||
// Game outputs
|
||||
COutputs *Outputs;
|
||||
|
||||
// Input registers (game controls)
|
||||
UINT8 inputBank;
|
||||
UINT8 serialFIFO1, serialFIFO2;
|
||||
UINT8 gunReg;
|
||||
int adcChannel;
|
||||
|
||||
// MIDI port
|
||||
UINT8 midiCtrlPort; // controls MIDI (SCSP) IRQ behavior
|
||||
|
||||
// Emulated core Model 3 memory regions
|
||||
UINT8 *memoryPool; // single allocated region for all ROM and system RAM
|
||||
UINT8 *ram; // 8 MB PowerPC RAM
|
||||
UINT8 *crom; // 8+128 MB CROM (fixed CROM first, then 64MB of banked CROMs -- Daytona2 might need extra?)
|
||||
UINT8 *vrom; // 64 MB VROM (video ROM, visible only to Real3D)
|
||||
UINT8 *soundROM; // 512 KB sound ROM (68K program)
|
||||
UINT8 *sampleROM; // 8 MB samples (68K)
|
||||
UINT8 *dsbROM; // 128 KB DSB ROM (Z80 program)
|
||||
UINT8 *mpegROM; // 8 MB DSB MPEG ROM
|
||||
UINT8 *backupRAM; // 128 KB Backup RAM (battery backed)
|
||||
UINT8 *securityRAM; // 128 KB Security Board RAM
|
||||
UINT8 *driveROM; // 32 KB drive board ROM (Z80 program) (optional)
|
||||
|
||||
// Banked CROM
|
||||
UINT8 *cromBank; // currently mapped in CROM bank
|
||||
unsigned cromBankReg; // the CROM bank register
|
||||
|
||||
// Security device
|
||||
unsigned securityPtr; // pointer to current offset in security data
|
||||
|
||||
// PowerPC
|
||||
PPC_FETCH_REGION PPCFetchRegions[3];
|
||||
// Multiple threading
|
||||
bool gpusReady; // True if GPUs are ready to render
|
||||
bool startedThreads; // True if threads have been created and started
|
||||
bool pauseThreads; // True if threads should pause
|
||||
bool stopThreads; // True if threads should stop
|
||||
bool syncSndBrdThread; // True if sound board thread should be sync'd in step with render thread
|
||||
CThread *ppcBrdThread; // PPC main board thread
|
||||
CThread *sndBrdThread; // Sound board thread
|
||||
CThread *drvBrdThread; // Drive board thread
|
||||
bool ppcBrdThreadRunning; // Flag to indicate PPC main board thread is currently processing
|
||||
bool ppcBrdThreadDone; // Flag to indicate PPC main board thread has finished processing
|
||||
bool sndBrdThreadRunning; // Flag to indicate sound board thread is currently processing
|
||||
bool sndBrdThreadDone; // Flag to indicate sound board thread has finished processing
|
||||
bool sndBrdWakeNotify; // Flag to indicate that sound board thread has been woken by audio callback (when not sync'd with render thread)
|
||||
bool drvBrdThreadRunning; // Flag to indicate drive board thread is currently processing
|
||||
bool drvBrdThreadDone; // Flag to indicate drive board thread has finished processing
|
||||
|
||||
// Multiple threading
|
||||
bool gpusReady; // True if GPUs are ready to render
|
||||
bool startedThreads; // True if threads have been created and started
|
||||
bool pauseThreads; // True if threads should pause
|
||||
bool stopThreads; // True if threads should stop
|
||||
bool syncSndBrdThread; // True if sound board thread should be sync'd in step with render thread
|
||||
CThread *ppcBrdThread; // PPC main board thread
|
||||
CThread *sndBrdThread; // Sound board thread
|
||||
CThread *drvBrdThread; // Drive board thread
|
||||
bool ppcBrdThreadRunning; // Flag to indicate PPC main board thread is currently processing
|
||||
bool ppcBrdThreadDone; // Flag to indicate PPC main board thread has finished processing
|
||||
bool sndBrdThreadRunning; // Flag to indicate sound board thread is currently processing
|
||||
bool sndBrdThreadDone; // Flag to indicate sound board thread has finished processing
|
||||
bool sndBrdWakeNotify; // Flag to indicate that sound board thread has been woken by audio callback (when not sync'd with render thread)
|
||||
bool drvBrdThreadRunning; // Flag to indicate drive board thread is currently processing
|
||||
bool drvBrdThreadDone; // Flag to indicate drive board thread has finished processing
|
||||
|
||||
// Thread synchronization objects
|
||||
CSemaphore *ppcBrdThreadSync;
|
||||
CSemaphore *sndBrdThreadSync;
|
||||
CMutex *sndBrdNotifyLock;
|
||||
CCondVar *sndBrdNotifySync;
|
||||
CSemaphore *drvBrdThreadSync;
|
||||
CMutex *notifyLock;
|
||||
CCondVar *notifySync;
|
||||
|
||||
// Frame timings
|
||||
FrameTimings timings;
|
||||
|
||||
// Other devices
|
||||
CIRQ IRQ; // Model 3 IRQ controller
|
||||
CMPC10x PCIBridge; // MPC10x PCI/bridge/memory controller
|
||||
CPCIBus PCIBus; // Model 3's PCI bus
|
||||
C53C810 SCSI; // NCR 53C810 SCSI controller
|
||||
CRTC72421 RTC; // Epson RTC-72421 real-time clock
|
||||
C93C46 EEPROM; // 93C46 EEPROM
|
||||
CTileGen TileGen; // Sega 2D tile generator
|
||||
CReal3D GPU; // Real3D graphics hardware
|
||||
CSoundBoard SoundBoard; // Sound board
|
||||
CDSB *DSB; // Digital Sound Board (type determined dynamically at load time)
|
||||
CDriveBoard DriveBoard; // Drive board
|
||||
// Thread synchronization objects
|
||||
CSemaphore *ppcBrdThreadSync;
|
||||
CSemaphore *sndBrdThreadSync;
|
||||
CMutex *sndBrdNotifyLock;
|
||||
CCondVar *sndBrdNotifySync;
|
||||
CSemaphore *drvBrdThreadSync;
|
||||
CMutex *notifyLock;
|
||||
CCondVar *notifySync;
|
||||
|
||||
// Frame timings
|
||||
FrameTimings timings;
|
||||
|
||||
// Other devices
|
||||
CIRQ IRQ; // Model 3 IRQ controller
|
||||
CMPC10x PCIBridge; // MPC10x PCI/bridge/memory controller
|
||||
CPCIBus PCIBus; // Model 3's PCI bus
|
||||
C53C810 SCSI; // NCR 53C810 SCSI controller
|
||||
CRTC72421 RTC; // Epson RTC-72421 real-time clock
|
||||
C93C46 EEPROM; // 93C46 EEPROM
|
||||
CTileGen TileGen; // Sega 2D tile generator
|
||||
CReal3D GPU; // Real3D graphics hardware
|
||||
CSoundBoard SoundBoard; // Sound board
|
||||
CDSB *DSB; // Digital Sound Board (type determined dynamically at load time)
|
||||
CDriveBoard DriveBoard; // Drive board
|
||||
CCrypto m_cryptoDevice; // Encryption device
|
||||
};
|
||||
|
||||
|
||||
#endif // INCLUDED_MODEL3_H
|
||||
#endif // INCLUDED_MODEL3_H
|
33
Src/Util/Format.cpp
Normal file
33
Src/Util/Format.cpp
Normal file
|
@ -0,0 +1,33 @@
|
|||
#include "Util/Format.h"
|
||||
|
||||
namespace Util
|
||||
{
|
||||
static const char hex_digits[] = { '0', '1', '2', '3', '4', '5', '6', '7', '8', '9', 'a', 'b', 'c', 'd', 'e', 'f' };
|
||||
|
||||
const std::string Hex(uint32_t n, size_t num_digits)
|
||||
{
|
||||
Util::Format f;
|
||||
f << "0x";
|
||||
for (size_t b = num_digits * 4; b; )
|
||||
{
|
||||
b -= 4;
|
||||
f << hex_digits[(n >> b) & 0xf];
|
||||
}
|
||||
return f;
|
||||
}
|
||||
|
||||
const std::string Hex(uint32_t n)
|
||||
{
|
||||
return Hex(n, 8);
|
||||
}
|
||||
|
||||
const std::string Hex(uint16_t n)
|
||||
{
|
||||
return Hex(n, 4);
|
||||
}
|
||||
|
||||
const std::string Hex(uint8_t n)
|
||||
{
|
||||
return Hex(n, 2);
|
||||
}
|
||||
} // Util
|
68
Src/Util/Format.h
Normal file
68
Src/Util/Format.h
Normal file
|
@ -0,0 +1,68 @@
|
|||
#ifndef INCLUDED_FORMAT_H
|
||||
#define INCLUDED_FORMAT_H
|
||||
|
||||
#include <string>
|
||||
#include <sstream>
|
||||
#include <iomanip>
|
||||
|
||||
namespace Util
|
||||
{
|
||||
class Format
|
||||
{
|
||||
public:
|
||||
template <typename T>
|
||||
Format &operator<<(const T &data)
|
||||
{
|
||||
m_stream << data;
|
||||
return *this;
|
||||
}
|
||||
|
||||
operator std::string() const
|
||||
{
|
||||
return str();
|
||||
}
|
||||
|
||||
std::string str() const
|
||||
{
|
||||
return m_stream.str();
|
||||
}
|
||||
|
||||
template <typename T>
|
||||
Format &Join(const T &collection)
|
||||
{
|
||||
std::string separator = m_stream.str();
|
||||
clear();
|
||||
for (auto it = collection.begin(); it != collection.end(); )
|
||||
{
|
||||
m_stream << *it;
|
||||
++it;
|
||||
if (it != collection.end())
|
||||
m_stream << separator;
|
||||
}
|
||||
return *this;
|
||||
}
|
||||
|
||||
Format(const std::string &str)
|
||||
: m_stream(str)
|
||||
{
|
||||
}
|
||||
|
||||
Format()
|
||||
{
|
||||
}
|
||||
private:
|
||||
std::stringstream m_stream;
|
||||
|
||||
void clear()
|
||||
{
|
||||
m_stream.str(std::string());
|
||||
}
|
||||
};
|
||||
|
||||
const std::string Hex(uint32_t n, size_t num_digits);
|
||||
const std::string Hex(uint32_t n);
|
||||
const std::string Hex(uint16_t n);
|
||||
const std::string Hex(uint8_t n);
|
||||
} // Util
|
||||
|
||||
#endif // INCLUDED_FORMAT_H
|
Loading…
Reference in a new issue