1#ifndef YAZE_APP_EMU_RENDER_EMULATOR_RENDER_SERVICE_H_
2#define YAZE_APP_EMU_RENDER_EMULATOR_RENDER_SERVICE_H_
8#include "absl/status/status.h"
9#include "absl/status/statusor.h"
27class SaveStateManager;
79 absl::StatusOr<std::vector<RenderResult>>
RenderBatch(
80 const std::vector<RenderRequest>& requests);
The Rom class is used to load, save, and modify Rom data. This is a generic SNES ROM container and do...
absl::StatusOr< RenderResult > RenderDungeonObjectStatic(const RenderRequest &req)
void SetRenderMode(RenderMode mode)
zelda3::GameData * game_data_
SaveStateManager * state_manager()
absl::Status ExecuteHandler(int handler_addr, int data_offset, int tilemap_pos)
std::vector< uint8_t > ExtractPixelsFromPpu()
absl::Status Initialize()
void ClearTilemapBuffers()
absl::StatusOr< RenderResult > Render(const RenderRequest &request)
RenderMode GetRenderMode() const
void InjectRoomContext(int room_id, uint8_t blockset, uint8_t palette)
absl::StatusOr< RenderResult > RenderDungeonObject(const RenderRequest &req)
absl::StatusOr< RenderResult > RenderFullRoom(const RenderRequest &req)
absl::StatusOr< std::vector< RenderResult > > RenderBatch(const std::vector< RenderRequest > &requests)
absl::StatusOr< RenderResult > RenderSprite(const RenderRequest &req)
std::unique_ptr< SaveStateManager > state_manager_
void LoadPaletteIntoCgram(int palette_id)
EmulatorRenderService & operator=(const EmulatorRenderService &)=delete
EmulatorRenderService(const EmulatorRenderService &)=delete
absl::Status GenerateBaselineStates()
absl::StatusOr< int > LookupHandlerAddress(int object_id, int *data_offset)
std::unique_ptr< emu::Snes > snes_
EmulatorRenderService(Rom *rom, zelda3::GameData *game_data=nullptr)
void LoadGraphicsIntoVram(uint8_t blockset)
void InitializeTilemapPointers()