enum SystemEvent { SysEvent_ExecuteInterrupt, SysEvent_GSButtonPressed, SysEvent_ResetCPU_Soft, SysEvent_ResetCPU_Hard, SysEvent_CloseCPU, SysEvent_PauseCPU_FromMenu, SysEvent_PauseCPU_AppLostActive, SysEvent_PauseCPU_AppLostActiveDelay, SysEvent_PauseCPU_AppLostFocus, SysEvent_PauseCPU_SaveGame, SysEvent_PauseCPU_LoadGame, SysEvent_PauseCPU_DumpMemory, SysEvent_PauseCPU_SearchMemory, SysEvent_ResumeCPU_FromMenu, SysEvent_ResumeCPU_AppGainedActive, SysEvent_ResumeCPU_AppGainedFocus, SysEvent_ResumeCPU_SaveGame, SysEvent_ResumeCPU_LoadGame, SysEvent_ResumeCPU_DumpMemory, SysEvent_ResumeCPU_SearchMemory, SysEvent_ChangingFullScreen, SysEvent_ChangePlugins, SysEvent_SaveMachineState, SysEvent_LoadMachineState, SysEvent_Interrupt_SP, SysEvent_Interrupt_SI, SysEvent_Interrupt_AI, SysEvent_Interrupt_VI, SysEvent_Interrupt_PI, SysEvent_Interrupt_DP, SysEvent_Profile_StartStop, SysEvent_Profile_ResetLogs, SysEvent_Profile_GenerateLogs, SysEvent_CPUUsageTimerChanged, }; class CSystemEvents { typedef std::vector EventList; protected: CSystemEvents(); virtual ~CSystemEvents(); public: void ExecuteEvents ( void ); void QueueEvent ( SystemEvent action); inline const BOOL & DoSomething ( void ) const { return m_bDoSomething; } private: EventList m_Events; BOOL m_bDoSomething; CriticalSection m_CS; };