nestopia/source/win32/NstManagerNsf.cpp

112 lines
3.5 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 "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<Nsf> 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<Nsf> popups[] =
{
{ Window::Menu::PopupHandler::Pos<IDM_POS_MACHINE,IDM_POS_MACHINE_NSF>::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();
}
}
}