bsnes/hiro/core/action/menu.cpp
Tim Allen 4e0223d590 Update to v094r20 release.
byuu says:

Main reason for this WIP was because of all the added lines to hiro for
selective component disabling. May as well get all the diff-noise apart
from code changes.

It also merges something I've been talking to Cydrak about ... making
nall::string::(integer,decimal) do built-in binary,octal,hex decoding
instead of just failing on those. This will have fun little side effects
all over the place, like being able to view a topic on my forum via
"forum.byuu.org/topic/0b10010110", heh.

There are two small changes to higan itself, though. First up, I fixed
the resampler ratio when loading non-SNES games. Tested and I can play
Game Boy games fine now. Second, I hooked up menu option hiding for
reset and controller selection. Right now, this works like higan v094,
but I'm thinking I might want to show the "Device -> Controller" even if
that's all that's there. It kind of jives nicer with the input settings
window to see the labels there, I think. And if we ever do add more
stuff, it'll be nice that people already always expect that menu there.

Remaining issues:
* add slotted cart loader (SGB, BSX, ST)
* add DIP switch selection window (NSS)
* add timing configuration (video/audio sync)
2015-05-23 15:37:08 +10:00

65 lines
1.2 KiB
C++

#if defined(Hiro_Menu)
auto mMenu::allocate() -> pObject* {
return new pMenu(*this);
}
auto mMenu::destruct() -> void {
for(auto& action : state.actions) action->destruct();
mAction::destruct();
}
//
auto mMenu::action(unsigned position) const -> sAction {
if(position >= actions()) throw;
return state.actions[position];
}
auto mMenu::actions() const -> unsigned {
return state.actions.size();
}
auto mMenu::append(sAction action) -> type& {
state.actions.append(action);
action->setParent(this, actions() - 1);
signal(append, *action);
return *this;
}
auto mMenu::icon() const -> image {
return state.icon;
}
auto mMenu::remove(sAction action) -> type& {
signal(remove, *action);
state.actions.remove(action->offset());
for(auto n : range(action->offset(), actions())) {
state.actions[n]->offset(-1);
}
action->setParent();
}
auto mMenu::reset() -> type& {
while(state.actions) remove(state.actions.last());
return *this;
}
auto mMenu::setIcon(const image& icon) -> type& {
state.icon = icon;
signal(setIcon, icon);
return *this;
}
auto mMenu::setText(const string& text) -> type& {
state.text = text;
signal(setText, text);
return *this;
}
auto mMenu::text() const -> string {
return state.text;
}
#endif