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Refactor NDS
and DSi
to be objects (#1893)
* First crack at refactoring NDS and DSi into objects - Remove all global/`static` variables in `NDS` and related classes - Rely more on virtual dispatch when we need to pick methods at runtime - Pass `NDS&` or `DSi&` to its constituent components where necessary - Introduce some headers or move some definitions to break `#include` cycles * Refactor the frontend to accommodate the core's changes * Move up `SchedList`'s declaration - Move it to before the components are initialized so the `map`s inside are initialized - Fields in C++ are initialized in the order they're declared * Fix a crash when allocating memory * Fix JIT-free builds * Fix GDB-free builds * Fix Linux builds - Explicitly qualify some member types in NDS, since they share the same name as their classes * Remove an unnecessary template argument - This was causing the build to fail on macOS * Fix ARM and Android builds * Rename `Constants.h` to `MemConstants.h` * Add `NDS::IsRunning()` * Use an `#include` guard instead of `#pragma once`
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commit
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@ -81,11 +81,12 @@ struct Polygon
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};
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class Renderer3D;
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class NDS;
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class GPU3D
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{
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public:
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GPU3D() noexcept = default;
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GPU3D(melonDS::NDS& nds) noexcept;
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~GPU3D() noexcept = default;
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void Reset() noexcept;
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@ -124,6 +125,7 @@ public:
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void Write16(u32 addr, u16 val) noexcept;
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void Write32(u32 addr, u32 val) noexcept;
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private:
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melonDS::NDS& NDS;
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typedef union
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{
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u64 _contents;
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