Remove some files that were dereferenced from EmuHawk.csproj but not actually deleted from version control

This commit is contained in:
adelikat 2020-02-08 12:54:43 -06:00
parent f5c5061681
commit 5b7b65724a
9 changed files with 0 additions and 416 deletions

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@ -162,12 +162,8 @@
<Compile Include="$(SolutionDir)BizHawk.Common/OSTailoredCode.cs" Link="OSTailoredCode.cs" />
<Compile Include="$(SolutionDir)Version/svnrev.cs" Link="svnrev.cs" />
<Compile Include="$(SolutionDir)Version/VersionInfo.cs" Link="VersionInfo.cs" />
<Compile Remove="DisplayManager/SwappableBitmapBufferSet.cs" />
<Compile Remove="ExternalCoreSupport.cs" />
<Compile Remove="Global.cs" />
<Compile Remove="Properties/AssemblyInfo.cs" />
<Compile Remove="Properties/Settings.Designer.cs" />
<Compile Remove="Watch.cs" />
<Content Include="images/logo.ico" />
<EmbeddedResource Include="**/*.resx" />
<EmbeddedResource Include="images/**/*" />

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@ -1,76 +0,0 @@
using System;
using System.Collections.Generic;
using BizHawk.Bizware.BizwareGL;
namespace BizHawk.Client.EmuHawk
{
/// <summary>
/// encapsulates thread-safe concept of pending/current BitmapBuffer, reusing buffers where matching
/// sizes are available and keeping them cleaned up when they dont seem like theyll need to be used anymore
/// This isnt in the csproj right now, but I'm keeping it, in case its handy.
/// </summary>
class SwappableBitmapBufferSet
{
BitmapBuffer Pending, Current;
Queue<BitmapBuffer> ReleasedSurfaces = new Queue<BitmapBuffer>();
/// <summary>
/// retrieves a surface with the specified size, reusing an old buffer if available and clearing if requested
/// </summary>
public BitmapBuffer AllocateSurface(int width, int height, bool needsClear = true)
{
for (; ; )
{
BitmapBuffer trial;
lock (this)
{
if (ReleasedSurfaces.Count == 0) break;
trial = ReleasedSurfaces.Dequeue();
}
if (trial.Width == width && trial.Height == height)
{
if (needsClear) trial.ClearWithoutAlloc();
return trial;
}
trial.Dispose();
}
return new BitmapBuffer(width, height);
}
/// <summary>
/// sets the provided buffer as pending. takes control of the supplied buffer
/// </summary>
public void SetPending(BitmapBuffer newPending)
{
lock (this)
{
if (Pending != null) ReleasedSurfaces.Enqueue(Pending);
Pending = newPending;
}
}
public void ReleaseSurface(BitmapBuffer surface)
{
lock (this) ReleasedSurfaces.Enqueue(surface);
}
/// <summary>
/// returns the current buffer, making the most recent pending buffer (if there is such) as the new current first.
/// </summary>
public BitmapBuffer GetCurrent()
{
lock (this)
{
if (Pending != null)
{
if (Current != null) ReleasedSurfaces.Enqueue(Current);
Current = Pending;
Pending = null;
}
}
return Current;
}
}
}

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@ -1,61 +0,0 @@
using System;
using System.Runtime.InteropServices;
using System.Linq;
using System.Diagnostics;
using System.Globalization;
using System.IO;
using System.Collections.Generic;
using BizHawk;
namespace BizHawk.Client.EmuHawk
{
/// <summary>
/// accesses a shared library using LoadLibrary and GetProcAddress
/// </summary>
public class Win32LibAccessor : ILibAccessor
{
public Win32LibAccessor(string dllPath)
{
mDllHandle = LoadLibrary(dllPath);
if (mDllHandle == IntPtr.Zero) return;
IsOpen = true;
}
public bool IsOpen { get; private set; }
IntPtr mDllHandle;
IntPtr ILibAccessor.GetProcAddress(string name)
{
if (!IsOpen) throw new InvalidOperationException("dll was not opened, you can't get a symbol from it");
IntPtr ret = GetProcAddress(mDllHandle, name);
if (ret == IntPtr.Zero) throw new InvalidOperationException("symbol name was not found in dll!");
return ret;
}
public void Dispose()
{
if (mDllHandle == IntPtr.Zero)
FreeLibrary(mDllHandle);
mDllHandle = IntPtr.Zero;
IsOpen = false;
}
~Win32LibAccessor()
{
Dispose();
}
[DllImport("kernel32.dll")]
public static extern IntPtr LoadLibrary(string dllToLoad);
[DllImport("kernel32.dll")]
public static extern IntPtr GetProcAddress(IntPtr hModule, string procedureName);
[DllImport("kernel32.dll")]
public static extern bool FreeLibrary(IntPtr hModule);
}
}

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@ -1,145 +0,0 @@
using BizHawk.Emulation.Common;
using BizHawk.Emulation.Cores.Nintendo.Gameboy;
using BizHawk.Emulation.Cores.Sega.MasterSystem;
using BizHawk.Emulation.DiscSystem;
namespace BizHawk.Client.Common
{
public static class Global
{
public static IEmulator Emulator;
public static CoreComm CoreComm;
public static Config Config;
public static GameInfo Game;
public static CheatCollection CheatList;
public static FirmwareManager FirmwareManager;
public static Rewinder Rewinder;
public static MovieSession MovieSession = new MovieSession();
/// <summary>
/// whether throttling is force-disabled by use of fast forward
/// </summary>
public static bool ForceNoThrottle;
public static Controller NullControls;
public static AutofireController AutofireNullControls;
//the movie will be spliced inbetween these if it is present
public static CopyControllerAdapter MovieInputSourceAdapter = new CopyControllerAdapter();
public static CopyControllerAdapter MovieOutputHardpoint = new CopyControllerAdapter();
public static MultitrackRewiringControllerAdapter MultitrackRewiringAdapter = new MultitrackRewiringControllerAdapter();
//dont take my word for it, since the final word is actually in RewireInputChain, but here is a guide...
//user -> Input -> ActiveController -> UDLR -> StickyXORPlayerInputAdapter -> TurboAdapter(TBD) -> Lua(?TBD?) -> ..
//.. -> MultitrackRewiringControllerAdapter -> MovieInputSourceAdapter -> (MovieSession) -> MovieOutputAdapter -> ControllerOutput(1) -> Game
//(1)->Input Display
//the original source controller, bound to the user, sort of the "input" port for the chain, i think
public static Controller ActiveController;
//rapid fire version on the user controller, has its own key bindings and is OR'ed against ActiveController
public static AutofireController AutoFireController;
//the "output" port for the controller chain.
public static CopyControllerAdapter ControllerOutput = new CopyControllerAdapter();
public static DiscHopper DiscHopper = new DiscHopper();
public static UD_LR_ControllerAdapter UD_LR_ControllerAdapter = new UD_LR_ControllerAdapter();
public static AutoFireStickyXorAdapter AutofireStickyXORAdapter = new AutoFireStickyXorAdapter();
/// <summary>
/// provides an opportunity to mutate the player's input in an autohold style
/// </summary>
public static StickyXorAdapter StickyXORAdapter = new StickyXorAdapter();
/// <summary>
/// Used to AND to another controller, used for Joypad.Set()
/// </summary>
public static OverrideAdaptor LuaAndAdaptor = new OverrideAdaptor();
/// <summary>
/// fire off one-frame logical button clicks here. useful for things like ti-83 virtual pad and reset buttons
/// </summary>
public static ClickyVirtualPadController ClickyVirtualPadController = new ClickyVirtualPadController();
public static SimpleController MovieOutputController = new SimpleController();
public static Controller ClientControls;
// Input state which has been estine for game controller inputs are coalesce here
// This relies on a client specific implementation!
public static SimpleController ControllerInputCoalescer;
public static SystemInfo SystemInfo
{
get
{
switch(Global.Emulator.SystemId)
{
default:
case "NULL":
return SystemInfo.Null;
case "NES":
return SystemInfo.Nes;
case "INTV":
return SystemInfo.Intellivision;
case "SG":
return SystemInfo.SG;
case "SMS":
if ((Global.Emulator as SMS).IsGameGear)
{
return SystemInfo.GG;
}
else if ((Global.Emulator as SMS).IsSG1000)
{
return SystemInfo.SG;
}
return SystemInfo.SMS;
case "PCECD":
return SystemInfo.PCECD;
case "PCE":
return SystemInfo.PCE;
case "SGX":
return SystemInfo.SGX;
case "GEN":
return SystemInfo.Genesis;
case "TI83":
return SystemInfo.TI83;
case "SNES":
return SystemInfo.SNES;
case "GB":
if ((Global.Emulator as Gameboy).IsCGBMode())
{
return SystemInfo.GBC;
}
return SystemInfo.GB;
case "A26":
return SystemInfo.Atari2600;
case "A78":
return SystemInfo.Atari7800;
case "C64":
return SystemInfo.C64;
case "Coleco":
return SystemInfo.Coleco;
case "GBA":
return SystemInfo.GBA;
case "N64":
return SystemInfo.N64;
case "SAT":
return SystemInfo.Saturn;
case "DGB":
return SystemInfo.DualGB;
case "WSWAN":
return SystemInfo.WonderSwan;
case "LYNX":
return SystemInfo.Lynx;
}
}
}
}
}

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@ -1,16 +0,0 @@
<Project>
<ItemGroup>
<PackageReference Include="Newtonsoft.Json" Version="12.0.3" PrivateAssets="All" />
<Reference Include="$(MachineNuGetPackageDir)/newtonsoft.json/12.0.3/lib/net45/Newtonsoft.Json.dll"
FusionName="Newtonsoft.Json, Version=12.0.0.0, Culture=neutral, PublicKeyToken=30ad4fe6b2a6aeed"
Name="Newtonsoft.Json"
Private="true"
SpecificVersion="true" />
<PackageReference Include="SharpZipLib" Version="1.1.0" PrivateAssets="All" />
<Reference Include="$(MachineNuGetPackageDir)/sharpziplib/1.1.0/lib/net45/ICSharpCode.SharpZipLib.dll"
FusionName="ICSharpCode.SharpZipLib, Version=1.1.0.145, Culture=neutral, PublicKeyToken=1b03e6acf1164f73"
Name="ICSharpCode.SharpZipLib"
Private="true"
SpecificVersion="true" />
</ItemGroup>
</Project>

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@ -1,109 +0,0 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace BizHawk.Client.EmuHawk
{
//Data structure for a watch item in the RAM Watch Dialog
public enum atype { BYTE, WORD, DWORD, SEPARATOR }; //TODO: more custom types too like 12.4 and 24.12 fixed point
public enum asigned { SIGNED, UNSIGNED, HEX };
public class Watch
{
public Watch()
{
address = 0;
value = 0;
type = atype.BYTE;
signed = asigned.UNSIGNED;
bigendian = true;
notes = "";
}
public Watch(int Address, int Value, atype Type, asigned Signed, bool BigEndian, string Notes)
{
address = Address;
value = Value;
type = Type;
signed = Signed;
bigendian = BigEndian;
notes = Notes;
}
public int address { get; set; }
public int value { get; set; } //Current value
public atype type { get; set; } //Address type (byte, word, dword, etc
public asigned signed { get; set; } //Signed/Unsigned?
public bool bigendian { get; set; }
public string notes { get; set; } //User notes
public bool SetTypeByChar(char c) //b = byte, w = word, d = dword
{
switch (c)
{
case 'b':
type = atype.BYTE;
return true;
case 'w':
type = atype.WORD;
return true;
case 'd':
type = atype.DWORD;
return true;
case 'S':
type = atype.SEPARATOR;
return true;
default:
return false;
}
}
public char GetTypeByChar()
{
switch (type)
{
case atype.BYTE:
return 'b';
case atype.WORD:
return 'w';
case atype.DWORD:
return 'd';
case atype.SEPARATOR:
return 'S';
default:
return 'b'; //Just in case
}
}
public bool SetSignedByChar(char c) //s = signed, u = unsigned, h = hex
{
switch (c)
{
case 's':
signed = asigned.SIGNED;
return true;
case 'u':
signed = asigned.UNSIGNED;
return true;
case 'h':
signed = asigned.HEX;
return true;
default:
return false;
}
}
public char GetSignedByChar()
{
switch (signed)
{
case asigned.SIGNED:
return 's';
case asigned.UNSIGNED:
return 'u';
case asigned.HEX:
return 'h';
default:
return 's'; //Just in case
}
}
}
}

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@ -1,5 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<packages>
<package id="Newtonsoft.Json" version="12.0.3" targetFramework="net45" />
<package id="SharpZipLib" version="1.1.0" targetFramework="net45" />
</packages>