//////////////////////////////////////////////////////////////////////////////////////// // // 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 // //////////////////////////////////////////////////////////////////////////////////////// #ifndef NST_MANAGER_FRAMECLOCK_H #define NST_MANAGER_FRAMECLOCK_H #pragma once #include "NstSystemTimer.hpp" namespace Nestopia { namespace Window { class FrameClock; } namespace Managers { class FrameClock : Manager { public: FrameClock(Window::Menu&,Emulator&,const Configuration&,bool); ~FrameClock(); void Save(Configuration&) const; private: void OnEmuEvent(Emulator::Event,Emulator::Data); void OnMenuOptionsTiming(uint); uint Synchronize(bool,uint); void UpdateRewinderState(bool=true) const; void UpdateSettings(); void ResetTimer(); System::Timer timer; System::Timer::Value clkMul; uint counter; uint clkDiv; struct { uchar autoFrameSkip; uchar maxFrameSkips; ushort refreshRate; } settings; Object::Heap dialog; public: uint GameSynchronize(bool throttle) { return (uint(throttle) | settings.autoFrameSkip) ? Synchronize( throttle, ~0U ) : 0; } void SoundSynchronize() { Synchronize( true, 0 ); } void StartEmulation() { ResetTimer(); } void StopEmulation() { ResetTimer(); } uint GetRefreshRate() const { return settings.refreshRate; } }; } } #endif