/** ** Supermodel ** A Sega Model 3 Arcade Emulator. ** Copyright 2011-2016 Bart Trzynadlowski, Nik Henson ** ** This file is part of Supermodel. ** ** Supermodel is free software: you can redistribute it and/or modify it under ** the terms of the GNU General Public License as published by the Free ** Software Foundation, either version 3 of the License, or (at your option) ** any later version. ** ** Supermodel is distributed in the hope that it will be useful, but WITHOUT ** ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or ** FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for ** more details. ** ** You should have received a copy of the GNU General Public License along ** with Supermodel. If not, see . **/ /* * Model3GraphicsState.h * * Minimalistic implementation of IEmulator designed to load and view graphics * state. */ #ifndef INCLUDED_MODEL3GRAPHICSSTATE_H #define INCLUDED_MODEL3GRAPHICSSTATE_H #include "BlockFile.h" #include "Game.h" #include "ROMSet.h" #include "CPU/Bus.h" #include "Model3/IEmulator.h" #include "Model3/IRQ.h" #include "Model3/Real3D.h" #include "Model3/TileGen.h" #include "OSD/Logger.h" #include "OSD/Video.h" #include "Util/NewConfig.h" /* * CModel3GraphicsState: * * Stores only graphics (tilegen and Real3D) state. */ class CModel3GraphicsState: public IEmulator, public IBus { public: void SaveState(CBlockFile *SaveState) override { } void LoadState(CBlockFile *SaveState) override { m_real3D.LoadState(SaveState); m_tileGen.LoadState(SaveState); } void SaveNVRAM(CBlockFile *NVRAM) override { } void LoadNVRAM(CBlockFile *NVRAM) override { } void ClearNVRAM(void) override { } void RunFrame(void) override { RenderFrame(); } void RenderFrame(void) override { BeginFrameVideo(); m_tileGen.BeginFrame(); m_real3D.BeginFrame(); m_real3D.RenderFrame(); m_real3D.EndFrame(); m_tileGen.EndFrame(); EndFrameVideo(); } void Reset(void) override { // Load state CBlockFile SaveState; if (OKAY != SaveState.Load(m_stateFilePath.c_str())) ErrorLog("Unable to load state from '%s'.", m_stateFilePath.c_str()); else { LoadState(&SaveState); SaveState.Close(); } } const Game &GetGame(void) const override { return m_game; } bool LoadGame(const Game &game, const ROMSet &rom_set) override { m_game = game; if (rom_set.get_rom("vrom").size <= 32*0x100000) { rom_set.get_rom("vrom").CopyTo(&m_vrom.get()[0], 32*100000); rom_set.get_rom("vrom").CopyTo(&m_vrom.get()[32*0x100000], 32*0x100000); } else rom_set.get_rom("vrom").CopyTo(m_vrom.get(), 64*0x100000); int stepping = ((m_game.stepping[0] - '0') << 4) | (m_game.stepping[2] - '0'); m_real3D.SetStepping(stepping, false); return OKAY; } void AttachRenderers(CRender2D *render2D, IRender3D *render3D) override { m_tileGen.AttachRenderer(render2D); m_real3D.AttachRenderer(render3D); } void AttachInputs(CInputs *InputsPtr) override { } void AttachOutputs(COutputs *OutputsPtr) override { } bool Init(void) override { m_vrom.reset(new uint8_t[64*1024*1024], std::default_delete()); m_irq.Init(); if (OKAY != m_tileGen.Init(&m_irq)) return FAIL; if (OKAY != m_real3D.Init(m_vrom.get(), this, &m_irq, 0x100)) return FAIL; return OKAY; } bool PauseThreads(void) override { return true; } bool ResumeThreads(void) override { return true; } CModel3GraphicsState(const Util::Config::Node &config, const std::string &filePath) : m_stateFilePath(filePath), m_tileGen(config), m_real3D(config) { } virtual ~CModel3GraphicsState(void) { } private: const std::string m_stateFilePath; std::shared_ptr m_vrom; Game m_game; CIRQ m_irq; CTileGen m_tileGen; CReal3D m_real3D; }; #endif // INCLUDED_CMODEL3GRAPHICSSTATE_H