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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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@ -48,7 +48,7 @@ public:
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u8 AlarmDate2[3];
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};
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RTC();
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RTC(melonDS::NDS& nds);
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~RTC();
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void Reset();
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@ -66,9 +66,7 @@ public:
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void Write(u16 val, bool byte);
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private:
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/// This value represents the Nintendo DS IO register,
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/// \em not the value of the system's clock.
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/// The actual system time is taken directly from the host.
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melonDS::NDS& NDS;
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u16 IO;
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u8 Input;
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