mirror of https://github.com/stella-emu/stella.git
Coding style.
This commit is contained in:
parent
6aecade2c3
commit
a452d83b39
|
@ -35,61 +35,91 @@ class AbstractFrameManager : public Serializable
|
|||
|
||||
public:
|
||||
|
||||
// Configure the various handler callbacks.
|
||||
/**
|
||||
* Configure the various handler callbacks.
|
||||
*/
|
||||
void setHandlers(
|
||||
callback frameStartCallback,
|
||||
callback frameCompletionCallback,
|
||||
callback renderingStartCallback
|
||||
);
|
||||
|
||||
// Reset.
|
||||
/**
|
||||
* Reset.
|
||||
*/
|
||||
void reset();
|
||||
|
||||
// Called by TIA to notify the start of the next scanline.
|
||||
/**
|
||||
* Called by TIA to notify the start of the next scanline.
|
||||
*/
|
||||
void nextLine();
|
||||
|
||||
// Called by TIA on VBLANK writes.
|
||||
/**
|
||||
* Called by TIA on VBLANK writes.
|
||||
*/
|
||||
void setVblank(bool vblank);
|
||||
|
||||
// Called by TIA on VSYNC writes.
|
||||
/**
|
||||
* Called by TIA on VSYNC writes.
|
||||
*/
|
||||
void setVsync(bool vsync);
|
||||
|
||||
// Should the TIA render its frame? This is buffered in a flag for
|
||||
// performance reasons; descendants must update the flag.
|
||||
/**
|
||||
* Should the TIA render its frame? This is buffered in a flag for
|
||||
* performance reasons; descendants must update the flag.
|
||||
*/
|
||||
bool isRendering() const { return myIsRendering; }
|
||||
|
||||
// Is vsync on?
|
||||
/**
|
||||
* Is vsync on?
|
||||
*/
|
||||
bool vsync() const { return myVsync; }
|
||||
|
||||
// Is vblank on?
|
||||
/**
|
||||
* Is vblank on?
|
||||
*/
|
||||
bool vblank() const { return myVblank; }
|
||||
|
||||
// The number of scanlines in the last finished frame.
|
||||
/**
|
||||
* The number of scanlines in the last finished frame.
|
||||
*/
|
||||
uInt32 scanlinesLastFrame() const { return myCurrentFrameFinalLines; }
|
||||
|
||||
// Did the number of scanlines switch between even / odd (used for color loss
|
||||
// emulation).
|
||||
//
|
||||
// TODO: Crappy name, find something better.
|
||||
/**
|
||||
* Did the number of scanlines switch between even / odd (used for color loss
|
||||
* emulation).
|
||||
*
|
||||
* TODO: Crappy name, find something better.
|
||||
*/
|
||||
bool scanlineCountTransitioned() const {
|
||||
return (myPreviousFrameFinalLines & 0x1) != (myCurrentFrameFinalLines & 0x1);
|
||||
}
|
||||
|
||||
// The total number of frames. 32 bit should be good for > 2 years :)
|
||||
/**
|
||||
* The total number of frames. 32 bit should be good for > 2 years :)
|
||||
*/
|
||||
uInt32 frameCount() const { return myTotalFrames; }
|
||||
|
||||
// The configured (our autodetected) frame layout (PAL / NTSC).
|
||||
/**
|
||||
* The configured (our autodetected) frame layout (PAL / NTSC).
|
||||
*/
|
||||
FrameLayout layout() const { return myLayout; };
|
||||
|
||||
// The current frame rate. This is calculated dynamically from the number of
|
||||
// scanlines in the last frames and used to control sleep time in the
|
||||
// dispatch loop.
|
||||
/**
|
||||
* The current frame rate. This is calculated dynamically from the number of
|
||||
* scanlines in the last frames and used to control sleep time in the
|
||||
* dispatch loop.
|
||||
*/
|
||||
float frameRate() const { return myFrameRate; }
|
||||
|
||||
// Save state.
|
||||
/**
|
||||
* Save state.
|
||||
*/
|
||||
bool save(Serializer& out) const override;
|
||||
|
||||
// Restore state.
|
||||
/**
|
||||
* Restore state.
|
||||
*/
|
||||
bool load(Serializer& in) override;
|
||||
|
||||
public:
|
||||
|
@ -97,129 +127,199 @@ class AbstractFrameManager : public Serializable
|
|||
// required. All of these are irrelevant if nothing is displayed (during
|
||||
// autodetect).
|
||||
|
||||
// The jitter factor determines the time jitter simulation takes to recover.
|
||||
/**
|
||||
* The jitter factor determines the time jitter simulation takes to recover.
|
||||
*/
|
||||
virtual void setJitterFactor(uInt8 factor) {}
|
||||
|
||||
// Is jitter simulation enabled?
|
||||
/**
|
||||
* Is jitter simulation enabled?
|
||||
*/
|
||||
virtual bool jitterEnabled() const { return false; }
|
||||
|
||||
// Enable jitter simulation
|
||||
/**
|
||||
* Enable jitter simulation
|
||||
*/
|
||||
virtual void enableJitter(bool enabled) {};
|
||||
|
||||
// The scanline difference between the last two frames. Used in the TIA to
|
||||
// clear any scanlines that were not repainted.
|
||||
/**
|
||||
* The scanline difference between the last two frames. Used in the TIA to
|
||||
* clear any scanlines that were not repainted.
|
||||
*/
|
||||
virtual Int32 missingScanlines() const { return 0; }
|
||||
|
||||
// Frame height.
|
||||
/**
|
||||
* Frame height.
|
||||
*/
|
||||
virtual uInt32 height() { return 0; }
|
||||
|
||||
// Configure a fixed frame height (the default is determined by the frame
|
||||
// layout).
|
||||
/**
|
||||
* Configure a fixed frame height (the default is determined by the frame
|
||||
* layout).
|
||||
*/
|
||||
virtual void setFixedHeight(uInt32 height) {}
|
||||
|
||||
// The current y coordinate (valid only during rendering).
|
||||
/**
|
||||
* The current y coordinate (valid only during rendering).
|
||||
*/
|
||||
virtual uInt32 getY() { return 0; }
|
||||
|
||||
// The current number of scanlines in the current frame (including invisible
|
||||
// lines).
|
||||
/**
|
||||
* The current number of scanlines in the current frame (including invisible
|
||||
* lines).
|
||||
*/
|
||||
virtual uInt32 scanlines() { return 0; }
|
||||
|
||||
// Configure the ystart value.
|
||||
/**
|
||||
* Configure the ystart value.
|
||||
*/
|
||||
virtual void setYstart(uInt32 ystart) {}
|
||||
|
||||
// The configured ystart value.
|
||||
/**
|
||||
* The configured ystart value.
|
||||
*/
|
||||
virtual uInt32 ystart() { return 0; }
|
||||
|
||||
// TODO: this looks pretty weird --- does this actually work?
|
||||
/**
|
||||
* TODO: this looks pretty weird --- does this actually work?
|
||||
*/
|
||||
virtual bool ystartIsAuto(uInt32 line) { return false; }
|
||||
|
||||
// TODO: this has to go
|
||||
/**
|
||||
* TODO: this has to go
|
||||
*/
|
||||
virtual void autodetectLayout(bool toggle) {}
|
||||
|
||||
// Set the frame layout. This may be a noop (on the autodetection manager).
|
||||
/**
|
||||
* Set the frame layout. This may be a noop (on the autodetection manager).
|
||||
*/
|
||||
virtual void setLayout(FrameLayout mode) {}
|
||||
|
||||
protected:
|
||||
// The following are template methods that can be implemented to hook into
|
||||
// the frame logic.
|
||||
|
||||
// Called if vblank changes.
|
||||
/**
|
||||
* Called if vblank changes.
|
||||
*/
|
||||
virtual void onSetVblank() {}
|
||||
|
||||
// Called if vsync changes.
|
||||
/**
|
||||
* Called if vsync changes.
|
||||
*/
|
||||
virtual void onSetVsync() {}
|
||||
|
||||
// Called if the next line is signalled, after the internal bookkeeping has
|
||||
// been updated.
|
||||
/**
|
||||
* Called if the next line is signalled, after the internal bookkeeping has
|
||||
* been updated.
|
||||
*/
|
||||
virtual void onNextLine() {}
|
||||
|
||||
// Called on reset (after the base class has reset).
|
||||
/**
|
||||
* Called on reset (after the base class has reset).
|
||||
*/
|
||||
virtual void onReset() {}
|
||||
|
||||
// Called after a frame layout change.
|
||||
/**
|
||||
* Called after a frame layout change.
|
||||
*/
|
||||
virtual void onLayoutChange() {}
|
||||
|
||||
// Called during state save (after the base class has serialized its state).
|
||||
/**
|
||||
* Called during state save (after the base class has serialized its state).
|
||||
*/
|
||||
virtual bool onSave(Serializer& out) const { throw runtime_error("cannot be serialized"); }
|
||||
|
||||
// Called during state restore (after the base class has restored its state).
|
||||
/**
|
||||
* Called during state restore (after the base class has restored its state).
|
||||
*/
|
||||
virtual bool onLoad(Serializer& in) { throw runtime_error("cannot be serialized"); }
|
||||
|
||||
// This needs to be overriden if state serialization is implemented
|
||||
// (unnecesary in autodetect managers).
|
||||
/**
|
||||
* This needs to be overriden if state serialization is implemented
|
||||
* (unnecesary in autodetect managers).
|
||||
*/
|
||||
string name() const override { throw runtime_error("state serialization is not implemented!"); }
|
||||
|
||||
protected:
|
||||
// These need to be called in order to drive the frame lifecycle of the
|
||||
// emulation.
|
||||
|
||||
// Signal frame start.
|
||||
/**
|
||||
* Signal frame start.
|
||||
*/
|
||||
void notifyFrameStart();
|
||||
|
||||
// Signal frame stop.
|
||||
/**
|
||||
* Signal frame stop.
|
||||
*/
|
||||
void notifyFrameComplete();
|
||||
|
||||
// Signal rendering start. Mandatory only of actual rendering happens.
|
||||
//
|
||||
// TODO: This (and the related handling in the TIA) should be unnecessary
|
||||
// after refactoring.
|
||||
/**
|
||||
* Signal rendering start. Mandatory only of actual rendering happens.
|
||||
*
|
||||
* TODO: This (and the related handling in the TIA) should be unnecessary
|
||||
* after refactoring.
|
||||
*/
|
||||
void notifyRenderingStart();
|
||||
|
||||
// The internal setter to update the frame layout.
|
||||
/**
|
||||
* The internal setter to update the frame layout.
|
||||
*/
|
||||
void layout(FrameLayout layout);
|
||||
|
||||
protected:
|
||||
|
||||
// Rendering flag.
|
||||
/**
|
||||
* Rendering flag.
|
||||
*/
|
||||
bool myIsRendering;
|
||||
|
||||
// Vsync flag.
|
||||
/**
|
||||
* Vsync flag.
|
||||
*/
|
||||
bool myVsync;
|
||||
|
||||
// Vblank flag.
|
||||
/**
|
||||
* Vblank flag.
|
||||
*/
|
||||
bool myVblank;
|
||||
|
||||
// Current scanline count in the current frame.
|
||||
/**
|
||||
* Current scanline count in the current frame.
|
||||
*/
|
||||
uInt32 myCurrentFrameTotalLines;
|
||||
|
||||
// Total number of scanlines in the last complete frame.
|
||||
/**
|
||||
* Total number of scanlines in the last complete frame.
|
||||
*/
|
||||
uInt32 myCurrentFrameFinalLines;
|
||||
|
||||
// Total number of scanlines in the second last complete frame.
|
||||
/**
|
||||
* Total number of scanlines in the second last complete frame.
|
||||
*/
|
||||
uInt32 myPreviousFrameFinalLines;
|
||||
|
||||
// Total frame count.
|
||||
/**
|
||||
* Total frame count.
|
||||
*/
|
||||
uInt32 myTotalFrames;
|
||||
|
||||
// Frame rate (see above.)
|
||||
/**
|
||||
* Frame rate (see above.)
|
||||
*/
|
||||
float myFrameRate;
|
||||
|
||||
private:
|
||||
|
||||
// Current frame layout.
|
||||
/**
|
||||
* Current frame layout.
|
||||
*/
|
||||
FrameLayout myLayout;
|
||||
|
||||
// The various lifecycle callbacks.
|
||||
/**
|
||||
* The various lifecycle callbacks.
|
||||
*/
|
||||
callback myOnFrameStart;
|
||||
callback myOnFrameComplete;
|
||||
callback myOnRenderingStart;
|
||||
|
|
Loading…
Reference in New Issue