mirror of
https://github.com/0ldsk00l/nestopia.git
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112 lines
3.6 KiB
C++
112 lines
3.6 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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#include "NstManager.hpp"
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#include "NstManagerNsf.hpp"
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#include "../core/api/NstApiNsf.hpp"
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namespace Nestopia
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{
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namespace Managers
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{
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Nsf::Nsf(Emulator& e,const Configuration& cfg,Window::Menu& m)
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: Manager(e,m,this,&Nsf::OnEmuEvent)
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{
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static const Window::Menu::CmdHandler::Entry<Nsf> commands[] =
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{
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{ IDM_MACHINE_NSF_PLAY, &Nsf::OnCmd },
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{ IDM_MACHINE_NSF_STOP, &Nsf::OnCmd },
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{ IDM_MACHINE_NSF_NEXT, &Nsf::OnCmd },
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{ IDM_MACHINE_NSF_PREV, &Nsf::OnCmd },
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{ IDM_MACHINE_NSF_OPTIONS_PLAYINBACKGROUND, &Nsf::OnCmdPlayInBkg }
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};
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menu.Commands().Add( this, commands );
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static const Window::Menu::PopupHandler::Entry<Nsf> popups[] =
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{
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{ Window::Menu::PopupHandler::Pos<IDM_POS_MACHINE,IDM_POS_MACHINE_NSF>::ID, &Nsf::OnMenu }
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};
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menu.Popups().Add( this, popups );
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menu[IDM_MACHINE_NSF_OPTIONS_PLAYINBACKGROUND].Check( !cfg["nsf"]["play-in-background"].No() );
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}
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void Nsf::Save(Configuration& cfg) const
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{
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cfg["nsf"]["play-in-background"].YesNo() = menu[IDM_MACHINE_NSF_OPTIONS_PLAYINBACKGROUND].Checked();
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}
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void Nsf::OnMenu(const Window::Menu::PopupHandler::Param& param)
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{
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const bool on = emulator.IsNsfOn();
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const Nes::Nsf nsf( emulator );
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menu[IDM_MACHINE_NSF_PLAY].Enable( !param.show || (on && !nsf.IsPlaying()) );
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menu[IDM_MACHINE_NSF_STOP].Enable( !param.show || (on && nsf.IsPlaying()) );
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menu[IDM_MACHINE_NSF_NEXT].Enable( !param.show || (on && nsf.GetCurrentSong() + 1 < nsf.GetNumSongs()) );
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menu[IDM_MACHINE_NSF_PREV].Enable( !param.show || (on && nsf.GetCurrentSong() > 0) );
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}
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void Nsf::OnEmuEvent(const Emulator::Event event,const Emulator::Data data)
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{
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switch (event)
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{
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case Emulator::EVENT_POWER_ON:
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if (emulator.IsNsf())
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Nes::Nsf(emulator).PlaySong();
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break;
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case Emulator::EVENT_NETPLAY_MODE:
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menu[IDM_MACHINE_NSF_OPTIONS_PLAYINBACKGROUND].Enable( !data );
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menu[IDM_POS_MACHINE][IDM_POS_MACHINE_NSF].Enable( !data );
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break;
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}
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}
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void Nsf::OnCmd(uint cmd)
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{
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Nes::Nsf nsf(emulator);
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switch (cmd)
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{
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case IDM_MACHINE_NSF_PLAY: nsf.PlaySong(); break;
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case IDM_MACHINE_NSF_STOP: nsf.StopSong(); break;
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case IDM_MACHINE_NSF_NEXT: nsf.SelectNextSong(); break;
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case IDM_MACHINE_NSF_PREV: nsf.SelectPrevSong(); break;
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}
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Resume();
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}
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void Nsf::OnCmdPlayInBkg(uint)
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{
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menu[IDM_MACHINE_NSF_OPTIONS_PLAYINBACKGROUND].ToggleCheck();
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}
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}
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}
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