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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)
32 lines
817 B
C++
32 lines
817 B
C++
#if defined(Hiro_Object)
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namespace hiro {
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struct pObject {
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pObject(mObject& reference) : reference(reference) {}
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virtual ~pObject() {}
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auto self() const -> mObject& { return (mObject&)reference; }
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auto state() const -> mObject::State& { return self().state; }
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virtual auto construct() -> void;
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virtual auto destruct() -> void;
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virtual auto focused() const -> bool;
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virtual auto remove() -> void;
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virtual auto reset() -> void;
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virtual auto setEnabled(bool enabled) -> void;
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virtual auto setFocused() -> void;
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virtual auto setFont(const string& font) -> void;
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virtual auto setVisible(bool visible) -> void;
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auto locked() const -> bool { return locks != 0; }
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auto lock() -> void { ++locks; }
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auto unlock() -> void { --locks; }
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mObject& reference;
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signed locks = 0;
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};
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}
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#endif
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