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////////////////////////////////////////////////////////////////////////////////////////
//
// Nestopia - NES/Famicom emulator written in C++
//
// Copyright (C) 2003-2008 Martin Freij
//
// This file is part of Nestopia.
//
// Nestopia 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 2 of the License, or
// (at your option) any later version.
//
// Nestopia 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 Nestopia; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
//
////////////////////////////////////////////////////////////////////////////////////////
#ifndef NST_HOOK_H
#define NST_HOOK_H
#ifdef NST_PRAGMA_ONCE
#pragma once
#endif
namespace Nes
{
namespace Core
{
#ifdef NST_FASTDELEGATE
class Hook : public ImplicitBool<Hook>
{
class Component {};
typedef void (Component::*Executor)();
Component* component;
Executor executor;
NST_COMPILE_ASSERT( sizeof(Executor) <= sizeof(void (*)(void*)) );
public:
Hook() {}
template<typename T>
Hook(T* c,void (T::*e)())
:
component ( reinterpret_cast<Component*>(c) ),
executor ( reinterpret_cast<Executor>(e) )
{
NST_COMPILE_ASSERT( sizeof(executor) == sizeof(e) );
}
void Execute() const
{
(*component.*executor)();
}
void Unset()
{
component = NULL;
executor = NULL;
}
bool operator ! () const
{
return !executor;
}
bool operator == (const Hook& h) const
{
return executor == h.executor && component == h.component;
}
};
#define NES_DECL_HOOK(a_) void Hook_##a_()
#define NES_HOOK(o_,a_) void o_::Hook_##a_()
#define NES_HOOK_T(t_,o_,a_) t_ void o_::Hook_##a_()
#define NES_DO_HOOK(a_) Hook_##a_()
#else
class Hook : public ImplicitBool<Hook>
{
typedef void* Component;
typedef void (NST_REGCALL *Executor)(Component);
Component component;
Executor executor;
public:
Hook() {}
Hook(Component c,Executor e)
:
component ( c ),
executor ( e )
{}
void Execute() const
{
executor( component );
}
void Unset()
{
component = NULL;
executor = NULL;
}
bool operator ! () const
{
return !executor;
}
bool operator == (const Hook& h) const
{
return executor == h.executor && component == h.component;
}
};
#define NES_DECL_HOOK(a_) \
\
NST_FORCE_INLINE void NST_FASTCALL Hook_M_##a_(); \
static void NST_REGCALL Hook_##a_(void*)
#define NES_HOOK(o_,a_) \
\
void NST_REGCALL o_::Hook_##a_(void* p_) \
{ \
static_cast<o_*>(p_)->Hook_M_##a_(); \
} \
\
NST_FORCE_INLINE void NST_FASTCALL o_::Hook_M_##a_()
#define NES_HOOK_T(t_,o_,a_) \
\
t_ void NST_REGCALL o_::Hook_##a_(void* p_) \
{ \
static_cast<o_*>(p_)->Hook_M_##a_(); \
} \
\
t_ NST_FORCE_INLINE void NST_FASTCALL o_::Hook_M_##a_()
#define NES_DO_HOOK(a_) Hook_##a_(this)
#endif
}
}
#endif
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