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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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@ -40,6 +40,11 @@
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#include "FrontendUtil.h"
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#include "duckstation/gl/context.h"
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namespace melonDS
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{
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class NDS;
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}
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class EmuThread : public QThread
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{
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Q_OBJECT
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@ -67,7 +72,8 @@ public:
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QMutex FrontBufferLock;
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void updateScreenSettings(bool filter, const WindowInfo& windowInfo, int numScreens, int* screenKind, float* screenMatrix);
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void RecreateConsole();
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std::unique_ptr<melonDS::NDS> NDS; // TODO: Proper encapsulation and synchronization
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signals:
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void windowUpdate();
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void windowTitleChange(QString title);
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@ -90,6 +96,7 @@ signals:
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void syncVolumeLevel();
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private:
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std::unique_ptr<melonDS::NDS> CreateConsole();
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void drawScreenGL();
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void initOpenGL();
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void deinitOpenGL();
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