Mesen-X/Core/ScriptingContext.h

67 lines
1.7 KiB
C++

#pragma once
#include "stdafx.h"
#include <deque>
#include "../Utilities/SimpleLock.h"
#include "DebuggerTypes.h"
class Debugger;
enum class CallbackType
{
CpuRead = 0,
CpuWrite = 1,
CpuExec = 2,
PpuRead = 3,
PpuWrite = 4
};
class ScriptingContext
{
private:
//Must be static to be thread-safe when switching game
//UI updates all script windows in a single thread, so this is safe
static string _log;
std::deque<string> _logRows;
SimpleLock _logLock;
bool _inStartFrameEvent = false;
bool _inExecOpEvent = false;
std::unordered_map<int32_t, string> _saveSlotData;
int32_t _saveSlot = -1;
int32_t _loadSlot = -1;
protected:
string _scriptName;
vector<int> _callbacks[5][0x10000];
vector<int> _eventCallbacks[7];
virtual void InternalCallMemoryCallback(uint16_t addr, uint8_t &value, CallbackType type) = 0;
virtual int InternalCallEventCallback(EventType type) = 0;
public:
virtual bool LoadScript(string scriptName, string scriptContent, Debugger* debugger) = 0;
void Log(string message);
const char* GetLog();
string GetScriptName();
void RequestSaveState(int slot);
bool RequestLoadState(int slot);
void SaveState();
bool LoadState();
string GetSavestateData(int slot);
void ClearSavestateData(int slot);
bool ProcessSavestate();
void CallMemoryCallback(uint16_t addr, uint8_t &value, CallbackType type);
int CallEventCallback(EventType type);
bool CheckInStartFrameEvent();
void RegisterMemoryCallback(CallbackType type, int startAddr, int endAddr, int reference);
void UnregisterMemoryCallback(CallbackType type, int startAddr, int endAddr, int reference);
void RegisterEventCallback(EventType type, int reference);
void UnregisterEventCallback(EventType type, int reference);
};