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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)
29 lines
528 B
C++
29 lines
528 B
C++
#if defined(Hiro_Timer)
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auto mTimer::allocate() -> pObject* {
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return new pTimer(*this);
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}
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//
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auto mTimer::doActivate() const -> void {
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if(state.onActivate) return state.onActivate();
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}
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auto mTimer::interval() const -> unsigned {
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return state.interval;
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}
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auto mTimer::onActivate(const function<void ()>& function) -> type& {
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state.onActivate = function;
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return *this;
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}
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auto mTimer::setInterval(unsigned interval) -> type& {
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state.interval = interval;
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signal(setInterval, interval);
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return *this;
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}
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#endif
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