#include "nintendo_library.h" #include namespace Nintendo { Library::Library() : initialized(false) {} Library::~Library() { if (initialized) { Shutdown(); } } bool Library::Initialize() { if (initialized) { return true; } // Add initialization code here // For example, setting up emulation environment, loading system files, etc. std::cout << "Nintendo Library initialized" << std::endl; initialized = true; return true; } void Library::Shutdown() { if (!initialized) { return; } // Add cleanup code here std::cout << "Nintendo Library shut down" << std::endl; initialized = false; } bool Library::LoadROM(const std::string& rom_path) { if (!initialized) { std::cerr << "Nintendo Library not initialized" << std::endl; return false; } // Add code to load and validate the ROM file current_rom = rom_path; std::cout << "ROM loaded: " << rom_path << std::endl; return true; } bool Library::RunFrame() { if (!initialized || current_rom.empty()) { std::cerr << "Cannot run frame: Library not initialized or no ROM loaded" << std::endl; return false; } // Add code to emulate one frame of the game // This is where the core emulation logic would go return true; } void Library::SetVideoBuffer(void* buffer, int width, int height) { // Add code to set up the video buffer for rendering std::cout << "Video buffer set: " << width << "x" << height << std::endl; } void Library::SetAudioBuffer(void* buffer, int size) { // Add code to set up the audio buffer for sound output std::cout << "Audio buffer set: " << size << " bytes" << std::endl; } } // namespace Nintendo