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718112a8fe
Currently none of these is being used, but eventually they will, once more code gets ported over. So it's better to have them right away and avoid editing the project file too much, only to revert that later.
68 lines
1.5 KiB
C++
68 lines
1.5 KiB
C++
// Nintendo NES/Famicom NSFE music file emulator
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// Game_Music_Emu https://bitbucket.org/mpyne/game-music-emu/
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#ifndef NSFE_EMU_H
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#define NSFE_EMU_H
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#include "blargg_common.h"
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#include "Nsf_Emu.h"
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// Allows reading info from NSFE file without creating emulator
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class Nsfe_Info {
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public:
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blargg_err_t load( Data_Reader&, Nsf_Emu* );
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struct info_t : Nsf_Emu::header_t
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{
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char game [256];
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char author [256];
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char copyright [256];
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char dumper [256];
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} info;
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void disable_playlist( bool = true );
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blargg_err_t track_info_( track_info_t* out, int track ) const;
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int remap_track( int i ) const;
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void unload();
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Nsfe_Info();
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~Nsfe_Info();
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private:
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blargg_vector<char> track_name_data;
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blargg_vector<const char*> track_names;
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blargg_vector<unsigned char> playlist;
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blargg_vector<char [4]> track_times;
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int actual_track_count_;
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bool playlist_disabled;
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};
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class Nsfe_Emu : public Nsf_Emu {
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public:
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static gme_type_t static_type() { return gme_nsfe_type; }
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public:
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// deprecated
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struct header_t { char tag [4]; };
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using Music_Emu::load;
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blargg_err_t load( header_t const& h, Data_Reader& in ) // use Remaining_Reader
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{ return load_remaining_( &h, sizeof h, in ); }
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void disable_playlist( bool = true ); // use clear_playlist()
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public:
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Nsfe_Emu();
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~Nsfe_Emu();
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protected:
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blargg_err_t load_( Data_Reader& );
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blargg_err_t track_info_( track_info_t*, int track ) const;
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blargg_err_t start_track_( int );
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void unload();
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void clear_playlist_();
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private:
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Nsfe_Info info;
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bool loading;
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};
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#endif
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