openMSX
Public Member Functions | Protected Member Functions | List of all members
openmsx::StateChangeListener Class Referenceabstract

#include <StateChangeListener.hh>

Inheritance diagram for openmsx::StateChangeListener:
Inheritance graph
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Public Member Functions

 StateChangeListener (const StateChangeListener &)=delete
 
StateChangeListeneroperator= (const StateChangeListener &)=delete
 
virtual void signalStateChange (const StateChange &event)=0
 This method gets called when a StateChange event occurs.
 
virtual void stopReplay (EmuTime::param time) noexcept=0
 This method gets called when we switch from replayed events to live events.
 

Protected Member Functions

 StateChangeListener ()=default
 
 ~StateChangeListener ()=default
 

Detailed Description

Definition at line 10 of file StateChangeListener.hh.

Constructor & Destructor Documentation

◆ StateChangeListener() [1/2]

openmsx::StateChangeListener::StateChangeListener ( const StateChangeListener )
delete

◆ StateChangeListener() [2/2]

openmsx::StateChangeListener::StateChangeListener ( )
protecteddefault

◆ ~StateChangeListener()

openmsx::StateChangeListener::~StateChangeListener ( )
protecteddefault

Member Function Documentation

◆ operator=()

StateChangeListener & openmsx::StateChangeListener::operator= ( const StateChangeListener )
delete

◆ signalStateChange()

virtual void openmsx::StateChangeListener::signalStateChange ( const StateChange event)
pure virtual

This method gets called when a StateChange event occurs.

This can be either a replayed or a 'live' event, (though that shouldn't matter, it should be handled in exactly the same way). This might throw (e.g. on 'diska non-existing-file.dsk').

◆ stopReplay()

virtual void openmsx::StateChangeListener::stopReplay ( EmuTime::param  time)
pure virtualnoexcept

This method gets called when we switch from replayed events to live events.

A input device should resync its state with the current host state. A replayer/recorder should switch from replay to record. Note that it's not possible to switch back to replay state (when the user triggers a replay, we always start from a snapshot, so we create 'fresh' objects).


The documentation for this class was generated from the following file: