Documentation
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Index ¶
- Variables
- func AddBreakpoint(b Breakpoint)
- func CreateTexture(msg string, c sdl.Color, font *ttf.Font, renderer *sdl.Renderer) (*sdl.Texture, error)
- func GetCharacterMetrics(g *ttf.GlyphMetrics) (h, w int32)
- func LoadFont(filename string) (*ttf.Font, *ttf.GlyphMetrics, error)
- func RemoveBreakpoint(b Breakpoint)
- type Breakpoint
- type ComputerStatus
Constants ¶
This section is empty.
Variables ¶
var Breakpoints []Breakpoint
Breakpoints is a global list of breakpoints
Functions ¶
func CreateTexture ¶
func CreateTexture(msg string, c sdl.Color, font *ttf.Font, renderer *sdl.Renderer) (*sdl.Texture, error)
CreateTexture returns a texture for the given message
func GetCharacterMetrics ¶
func GetCharacterMetrics(g *ttf.GlyphMetrics) (h, w int32)
GetCharacterMetrics returns the height/width for character of the given GlyphMetrics
func LoadFont ¶
LoadFont uses the bindata library to load a font resource embedded within the binary
func RemoveBreakpoint ¶
func RemoveBreakpoint(b Breakpoint)
RemoveBreakpoint removes a breakpoint from the list
Types ¶
type Breakpoint ¶
Breakpoint is an address that we want to drop into single-step when the emulator gets to this point
func FindBreakpoint ¶
func FindBreakpoint(addr uint16) (*Breakpoint, bool)
FindBreakpoint returns a breakpoint for the specified address, if one exists
func NewBreakpoint ¶
func NewBreakpoint(address uint16, NumberTimes int) *Breakpoint
NewBreakpoint creates a new breakpoint object The NumberTimes parameters specifies how many times we should pass by this address before break; 0 indicates that it will stop everytime
func (*Breakpoint) BreakpointReady ¶
func (b *Breakpoint) BreakpointReady() bool
BreakpointReady checks if the breakpoint meets the filter criteria to triggle Everytime this is called, it counts as another iteration of this breakpoint being reached, so the internal counter will be increased by one when the result is false When the result is true, the internal counter will be reset
type ComputerStatus ¶
ComputerStatus represents the status of the emulator. This matches the screen.ComputerStatus interface so that the main method can communicate the status of the emulator to be displayed by the screen's UI
func NewComputerStatus ¶
func NewComputerStatus() *ComputerStatus
NewComputerStatus returns a new emulator status
func (ComputerStatus) Copy ¶
func (e ComputerStatus) Copy() *ComputerStatus
Copy creates a new copy of the computer status
func (ComputerStatus) Equals ¶
func (e ComputerStatus) Equals(e2 ComputerStatus) bool
Equals returns true if and only if all the members of the provided ComputerStatus all match this object
func (ComputerStatus) GetRomFileName ¶
func (e ComputerStatus) GetRomFileName() string
GetRomFileName gets the rom file name
func (ComputerStatus) IsRunning ¶
func (e ComputerStatus) IsRunning() bool
IsRunning returns whether or not the emulator is executing code
func (ComputerStatus) IsSingleStep ¶
func (e ComputerStatus) IsSingleStep() bool
IsSingleStep returns whether or not the emulator is in single-step mode