nestopia/source/win32/NstManagerFrameClock.hpp

103 lines
2.2 KiB
C++

////////////////////////////////////////////////////////////////////////////////////////
//
// 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
//
////////////////////////////////////////////////////////////////////////////////////////
#ifndef NST_MANAGER_FRAMECLOCK_H
#define NST_MANAGER_FRAMECLOCK_H
#pragma once
#include "NstSystemTimer.hpp"
namespace Nestopia
{
namespace Window
{
class FrameClock;
}
namespace Managers
{
class FrameClock : Manager
{
public:
FrameClock(Window::Menu&,Emulator&,const Configuration&,bool);
~FrameClock();
void Save(Configuration&) const;
private:
void OnEmuEvent(Emulator::Event,Emulator::Data);
void OnMenuOptionsTiming(uint);
uint Synchronize(bool,uint);
void UpdateRewinderState(bool=true) const;
void UpdateSettings();
void ResetTimer();
System::Timer timer;
System::Timer::Value clkMul;
uint counter;
uint clkDiv;
struct
{
uchar autoFrameSkip;
uchar maxFrameSkips;
ushort refreshRate;
} settings;
Object::Heap<Window::FrameClock> dialog;
public:
uint GameSynchronize(bool throttle)
{
return (uint(throttle) | settings.autoFrameSkip) ? Synchronize( throttle, ~0U ) : 0;
}
void SoundSynchronize()
{
Synchronize( true, 0 );
}
void StartEmulation()
{
ResetTimer();
}
void StopEmulation()
{
ResetTimer();
}
uint GetRefreshRate() const
{
return settings.refreshRate;
}
};
}
}
#endif