//////////////////////////////////////////////////////////////////////////////////////// // // 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 "NstManager.hpp" #include "NstManagerNsf.hpp" #include "../core/api/NstApiNsf.hpp" namespace Nestopia { namespace Managers { Nsf::Nsf(Emulator& e,const Configuration& cfg,Window::Menu& m) : Manager(e,m,this,&Nsf::OnEmuEvent) { static const Window::Menu::CmdHandler::Entry commands[] = { { IDM_MACHINE_NSF_PLAY, &Nsf::OnCmd }, { IDM_MACHINE_NSF_STOP, &Nsf::OnCmd }, { IDM_MACHINE_NSF_NEXT, &Nsf::OnCmd }, { IDM_MACHINE_NSF_PREV, &Nsf::OnCmd }, { IDM_MACHINE_NSF_OPTIONS_PLAYINBACKGROUND, &Nsf::OnCmdPlayInBkg } }; menu.Commands().Add( this, commands ); static const Window::Menu::PopupHandler::Entry popups[] = { { Window::Menu::PopupHandler::Pos::ID, &Nsf::OnMenu } }; menu.Popups().Add( this, popups ); menu[IDM_MACHINE_NSF_OPTIONS_PLAYINBACKGROUND].Check( !cfg["nsf"]["play-in-background"].No() ); } void Nsf::Save(Configuration& cfg) const { cfg["nsf"]["play-in-background"].YesNo() = menu[IDM_MACHINE_NSF_OPTIONS_PLAYINBACKGROUND].Checked(); } void Nsf::OnMenu(const Window::Menu::PopupHandler::Param& param) { const bool on = emulator.IsNsfOn(); const Nes::Nsf nsf( emulator ); menu[IDM_MACHINE_NSF_PLAY].Enable( !param.show || (on && !nsf.IsPlaying()) ); menu[IDM_MACHINE_NSF_STOP].Enable( !param.show || (on && nsf.IsPlaying()) ); menu[IDM_MACHINE_NSF_NEXT].Enable( !param.show || (on && nsf.GetCurrentSong() + 1 < nsf.GetNumSongs()) ); menu[IDM_MACHINE_NSF_PREV].Enable( !param.show || (on && nsf.GetCurrentSong() > 0) ); } void Nsf::OnEmuEvent(const Emulator::Event event,const Emulator::Data data) { switch (event) { case Emulator::EVENT_POWER_ON: if (emulator.IsNsf()) Nes::Nsf(emulator).PlaySong(); break; case Emulator::EVENT_NETPLAY_MODE: menu[IDM_MACHINE_NSF_OPTIONS_PLAYINBACKGROUND].Enable( !data ); menu[IDM_POS_MACHINE][IDM_POS_MACHINE_NSF].Enable( !data ); break; } } void Nsf::OnCmd(uint cmd) { Nes::Nsf nsf(emulator); switch (cmd) { case IDM_MACHINE_NSF_PLAY: nsf.PlaySong(); break; case IDM_MACHINE_NSF_STOP: nsf.StopSong(); break; case IDM_MACHINE_NSF_NEXT: nsf.SelectNextSong(); break; case IDM_MACHINE_NSF_PREV: nsf.SelectPrevSong(); break; } Resume(); } void Nsf::OnCmdPlayInBkg(uint) { menu[IDM_MACHINE_NSF_OPTIONS_PLAYINBACKGROUND].ToggleCheck(); } } }