//////////////////////////////////////////////////////////////////////////////////////// // // 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 // //////////////////////////////////////////////////////////////////////////////////////// #include "NstResourceString.hpp" #include "NstWindowUser.hpp" #include "NstIoScreen.hpp" #include "NstManager.hpp" #include "NstManagerPreferences.hpp" #include "NstManagerMachine.hpp" #include "../core/api/NstApiMachine.hpp" namespace Nestopia { namespace Managers { NST_COMPILE_ASSERT ( IDM_MACHINE_SYSTEM_NTSC == IDM_MACHINE_SYSTEM_AUTO + 1 && IDM_MACHINE_SYSTEM_PAL == IDM_MACHINE_SYSTEM_AUTO + 2 ); Machine::Machine(Emulator& e,const Configuration& cfg,Window::Menu& m,const Preferences& p) : Manager ( e, m, this, &Machine::OnEmuEvent ), preferences ( p ) { { static const Window::Menu::CmdHandler::Entry commands[] = { { IDM_MACHINE_POWER, &Machine::OnCmdPower }, { IDM_MACHINE_RESET_SOFT, &Machine::OnCmdReset }, { IDM_MACHINE_RESET_HARD, &Machine::OnCmdReset }, { IDM_MACHINE_PAUSE, &Machine::OnCmdPause }, { IDM_MACHINE_SYSTEM_AUTO, &Machine::OnCmdSystem }, { IDM_MACHINE_SYSTEM_NTSC, &Machine::OnCmdSystem }, { IDM_MACHINE_SYSTEM_PAL, &Machine::OnCmdSystem } }; menu.Commands().Add( this, commands ); } { const GenericString type( cfg["machine"]["region"].Str() ); SetRegion ( type == L"ntsc" ? IDM_MACHINE_SYSTEM_NTSC : type == L"pal" ? IDM_MACHINE_SYSTEM_PAL : IDM_MACHINE_SYSTEM_AUTO ); } UpdateMenu(); UpdateMenuPowerState(); } void Machine::Save(Configuration& cfg) const { cfg["machine"]["region"].Str() = ( menu[IDM_MACHINE_SYSTEM_AUTO].Checked() ? "auto" : Nes::Machine(emulator).Is(Nes::Machine::NTSC) ? "ntsc" : "pal" ); } void Machine::UpdateMenu() const { const bool on = emulator.IsOn(); const bool reset = (on && emulator.GetPlayer() == Emulator::MASTER); const bool pause = (on && emulator.NetPlayers() == 0); menu[IDM_MACHINE_POWER].Text() << Resource::String( on ? IDS_MENU_POWER_OFF : IDS_MENU_POWER_ON ); menu[IDM_MACHINE_RESET_SOFT].Enable( reset ); menu[IDM_MACHINE_RESET_HARD].Enable( reset ); menu[IDM_POS_MACHINE][IDM_POS_MACHINE_RESET].Enable( reset ); menu[IDM_MACHINE_PAUSE].Enable( pause ); } void Machine::UpdateMenuPowerState() const { menu[IDM_MACHINE_POWER].Enable( emulator.IsImage() && emulator.NetPlayers() == 0 ); } bool Machine::SetRegion(const uint id) const { const Nes::Result result = Nes::Machine(emulator).SetMode ( id == IDM_MACHINE_SYSTEM_AUTO ? Nes::Machine(emulator).GetDesiredMode() : id == IDM_MACHINE_SYSTEM_NTSC ? Nes::Machine::NTSC : Nes::Machine::PAL ); if (NES_SUCCEEDED(result)) { menu[id].Check( IDM_MACHINE_SYSTEM_AUTO, IDM_MACHINE_SYSTEM_PAL ); return result != Nes::RESULT_NOP; } return false; } void Machine::OnCmdPower(uint) { if (emulator.IsOn()) { if ( !preferences[Preferences::CONFIRM_RESET] || Window::User::Confirm( IDS_ARE_YOU_SURE, IDS_MACHINE_POWER_OFF_TITLE ) ) { if (emulator.Power( false )) Io::Screen() << Resource::String(IDS_SCREEN_POWER_OFF); } } else if (emulator.Power( true )) { Io::Screen() << Resource::String(IDS_SCREEN_POWER_ON); } } void Machine::OnCmdReset(uint hard) { if ( !preferences[Preferences::CONFIRM_RESET] || Window::User::Confirm( IDS_ARE_YOU_SURE, IDS_MACHINE_RESET_TITLE ) ) emulator.SendCommand( Emulator::COMMAND_RESET, hard == IDM_MACHINE_RESET_HARD ); Resume(); } void Machine::OnCmdPause(uint) { const bool pause = !emulator.Paused(); emulator.Pause( pause ); Io::Screen() << Resource::String(pause ? IDS_SCREEN_PAUSE : IDS_SCREEN_RESUME); if (!pause) Resume(); } void Machine::OnCmdSystem(uint id) { if (SetRegion( id )) Io::Screen() << Resource::String(Nes::Machine(emulator).Is(Nes::Machine::NTSC) ? IDS_SCREEN_NTSC : IDS_SCREEN_PAL); Resume(); } void Machine::OnEmuEvent(const Emulator::Event event,Emulator::Data) { switch (event) { case Emulator::EVENT_RESET_SOFT: case Emulator::EVENT_RESET_HARD: Io::Screen() << Resource::String(event == Emulator::EVENT_RESET_HARD ? IDS_SCREEN_RESET_HARD : IDS_SCREEN_RESET_SOFT); break; case Emulator::EVENT_MODE_NTSC: case Emulator::EVENT_MODE_PAL: if (menu[IDM_MACHINE_SYSTEM_AUTO].Unchecked()) menu[event == Emulator::EVENT_MODE_NTSC ? IDM_MACHINE_SYSTEM_NTSC : IDM_MACHINE_SYSTEM_PAL].Check( IDM_MACHINE_SYSTEM_AUTO, IDM_MACHINE_SYSTEM_PAL ); break; case Emulator::EVENT_PAUSE: case Emulator::EVENT_RESUME: menu[IDM_MACHINE_PAUSE].Check( event == Emulator::EVENT_PAUSE ); break; case Emulator::EVENT_MOVIE_PLAYING: case Emulator::EVENT_MOVIE_PLAYING_STOPPED: case Emulator::EVENT_MOVIE_RECORDING: case Emulator::EVENT_MOVIE_RECORDING_STOPPED: { const bool noplay = (event != Emulator::EVENT_MOVIE_PLAYING); const bool stopped = (event == Emulator::EVENT_MOVIE_PLAYING_STOPPED || event == Emulator::EVENT_MOVIE_RECORDING_STOPPED); menu[IDM_MACHINE_RESET_SOFT].Enable( noplay ); menu[IDM_MACHINE_RESET_HARD].Enable( noplay ); menu[IDM_POS_MACHINE][IDM_POS_MACHINE_RESET].Enable( noplay ); for (uint i=IDM_MACHINE_SYSTEM_AUTO; i <= IDM_MACHINE_SYSTEM_PAL; ++i) menu[i].Enable( stopped ); break; } case Emulator::EVENT_POWER_ON: case Emulator::EVENT_POWER_OFF: UpdateMenu(); break; case Emulator::EVENT_LOAD: case Emulator::EVENT_UNLOAD: UpdateMenuPowerState(); if (emulator.NetPlayers()) { const bool enable = (event == Emulator::EVENT_UNLOAD); menu[IDM_POS_MACHINE][IDM_POS_MACHINE_REGION].Enable( enable ); for (uint i=IDM_MACHINE_SYSTEM_AUTO; i <= IDM_MACHINE_SYSTEM_PAL; ++i) menu[i].Enable( enable ); } break; } } } }