mirror of
https://github.com/0ldsk00l/nestopia.git
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103 lines
2.2 KiB
C++
103 lines
2.2 KiB
C++
////////////////////////////////////////////////////////////////////////////////////////
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//
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// Nestopia - NES/Famicom emulator written in C++
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//
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// Copyright (C) 2003-2008 Martin Freij
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//
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// This file is part of Nestopia.
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//
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// Nestopia is free software; you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation; either version 2 of the License, or
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// (at your option) any later version.
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//
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// Nestopia is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with Nestopia; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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//
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////////////////////////////////////////////////////////////////////////////////////////
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#ifndef NST_MANAGER_FRAMECLOCK_H
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#define NST_MANAGER_FRAMECLOCK_H
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#pragma once
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#include "NstSystemTimer.hpp"
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namespace Nestopia
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{
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namespace Window
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{
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class FrameClock;
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}
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namespace Managers
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{
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class FrameClock : Manager
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{
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public:
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FrameClock(Window::Menu&,Emulator&,const Configuration&,bool);
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~FrameClock();
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void Save(Configuration&) const;
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private:
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void OnEmuEvent(Emulator::Event,Emulator::Data);
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void OnMenuOptionsTiming(uint);
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uint Synchronize(bool,uint);
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void UpdateRewinderState(bool=true) const;
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void UpdateSettings();
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void ResetTimer();
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System::Timer timer;
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System::Timer::Value clkMul;
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uint counter;
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uint clkDiv;
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struct
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{
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uchar autoFrameSkip;
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uchar maxFrameSkips;
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ushort refreshRate;
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} settings;
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Object::Heap<Window::FrameClock> dialog;
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public:
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uint GameSynchronize(bool throttle)
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{
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return (uint(throttle) | settings.autoFrameSkip) ? Synchronize( throttle, ~0U ) : 0;
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}
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void SoundSynchronize()
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{
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Synchronize( true, 0 );
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}
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void StartEmulation()
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{
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ResetTimer();
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}
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void StopEmulation()
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{
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ResetTimer();
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}
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uint GetRefreshRate() const
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{
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return settings.refreshRate;
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}
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};
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}
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}
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#endif
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