nestopia/source/win32/NstManagerLauncher.cpp

119 lines
3.2 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
//
////////////////////////////////////////////////////////////////////////////////////////
#include "NstObjectHeap.hpp"
#include "NstWindowParam.hpp"
#include "NstManager.hpp"
#include "NstDialogLauncher.hpp"
#include "NstManagerLauncher.hpp"
namespace Nestopia
{
namespace Managers
{
Launcher::Launcher(Emulator& e,const Configuration& cfg,Window::Menu& m,const Paths& paths,Window::Custom& w)
:
Manager ( e, m, this, &Launcher::OnEmuEvent, IDM_FILE_LAUNCHER, &Launcher::OnCmdLauncher, &Launcher::OnAppEvent ),
fullscreen ( false ),
window ( w ),
dialog ( new Window::Launcher(Nes::Cartridge(e).GetDatabase(),paths,cfg) )
{
state[FITS] = true;
state[AVAILABLE] = true;
static const Window::MsgHandler::HookEntry<Launcher> hooks[] =
{
{ WM_ACTIVATE, &Launcher::OnActivate },
{ WM_DISPLAYCHANGE, &Launcher::OnDisplayChange }
};
window.Messages().Hooks().Add( this, hooks );
}
Launcher::~Launcher()
{
window.Messages().Hooks().Remove( this );
}
void Launcher::Save(Configuration& cfg,bool saveSize,bool saveFiles) const
{
dialog->Save( cfg, saveSize, saveFiles );
}
void Launcher::Update()
{
if (!state[FITS] || !state[AVAILABLE])
dialog->Close();
menu[IDM_FILE_LAUNCHER].Enable( state[FITS] && state[AVAILABLE] );
}
void Launcher::OnCmdLauncher(uint)
{
dialog->Open( fullscreen );
}
void Launcher::OnActivate(Window::Param& param)
{
if (param.Activator().Entering() && !param.Activator().Minimized())
dialog->Synchronize( param.hWnd );
}
void Launcher::OnDisplayChange(Window::Param& param)
{
state[FITS] =
(
LOWORD(param.lParam) >= MIN_DIALOG_WIDTH &&
HIWORD(param.lParam) >= MIN_DIALOG_HEIGHT
);
Update();
}
void Launcher::OnEmuEvent(const Emulator::Event event,const Emulator::Data data)
{
switch (event)
{
case Emulator::EVENT_NETPLAY_MODE:
state[AVAILABLE] = !data;
Update();
break;
}
}
void Launcher::OnAppEvent(Application::Instance::Event event,const void*)
{
switch (event)
{
case Application::Instance::EVENT_FULLSCREEN:
case Application::Instance::EVENT_DESKTOP:
fullscreen = (event == Application::Instance::EVENT_FULLSCREEN);
dialog->Close();
break;
}
}
}
}