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