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#pragma once
#include "nes/app/input/input-manager.hh"
#include "nes/app/ui/screen-title.hh"
#include "nes/sys/nes.hh"
#include "nes/common/box.hh"
#include "nes/common/display.hh"
#include <chrono>
namespace nes::app
{
class screen;
/// Entrypoint for the application.
///
/// This class takes care of presenting a UI screen or the emulator, handling any errors and implementing the main
/// application logic.
///
/// It delegates some platform-specific tasks to interfaces.
class application
{
/// Acts like a regular display, but renders a screen on top of the back buffer when requested to switch
/// buffers.
class display_proxy final : public display
{
public:
display& base;
screen* screen{ nullptr };
explicit display_proxy(display& base)
: base{ base }
{
}
auto get(unsigned const x, unsigned const y) const -> rgb override { return base.get(x, y); }
auto set(unsigned const x, unsigned const y, rgb const value) -> void override { base.set(x, y, value); }
auto switch_buffers() -> void override;
};
display_proxy display_;
input_manager input_manager_;
box<sys::nes> console_;
screen_title screen_title_;
public:
explicit application(display&, input_device_keyboard&);
application(application const&) = delete;
application(application&&) = delete;
auto operator=(application const&) -> application& = delete;
auto operator=(application&&) -> application& = delete;
/// Request a new frame for the application.
auto frame(std::chrono::microseconds elapsed_time) -> void;
auto add_controller(input_device_controller& c) -> void { input_manager_.add_controller(c); }
auto remove_controller(input_device_controller& c) -> void { input_manager_.remove_controller(c); }
private:
auto handle_action(action) -> void;
};
} // namespace nes::app
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