Commit Graph

167 Commits

Author SHA1 Message Date
adelikat b80b367831 refactor IMovie to expose the movie mode, and make extension methods that do IsPlaying type logic. This way there can be direct checks, and more variety of methods without cluttering the interface 2019-12-21 16:34:29 -06:00
adelikat d26cb7d272 small cleanup 2019-12-21 15:55:01 -06:00
adelikat 7cfbd1cead simplify onscreen message drawing logic, fix MessageConfig dialog result when Ok is pressed 2019-12-21 15:48:50 -06:00
adelikat f5f22e78d8 Simplify on screen ram watch value positioining, and respect the anchor value setting 2019-12-21 15:36:37 -06:00
adelikat f5929602ff rename MessageOption to MessagePosition 2019-12-21 15:28:16 -06:00
adelikat 433eff65ec OSDManager - simplify calculations for points for things like fps, frame counter, etc 2019-12-21 15:24:50 -06:00
adelikat 9ae977ae12 OSDManager - a simplification 2019-12-21 15:04:54 -06:00
adelikat 6748d32830 Message config - fixes, make Anchor an enum instead of int 2019-12-21 14:50:20 -06:00
adelikat a565f6f299 refactor message display option settings to be an object, and simplify the message config dialog 2019-12-21 14:11:49 -06:00
adelikat b65b9d64d7 DisplayManager cleanups 2019-12-21 12:33:45 -06:00
adelikat 8802d75527 Game Game.IsNullInstance a null-safe extension method, and a few other cleanups 2019-12-08 13:36:15 -06:00
YoshiRulz 1d7b1b49ee
Improve logging in shader compilation (resolves #1748) 2019-12-03 03:03:38 +10:00
adelikat f926142921 cleanup OSDManager 2019-11-26 19:36:04 -06:00
YoshiRulz 2642ef4049
Remove empty docs 2019-06-06 16:41:10 +10:00
James Groom 779975f689
Use nameof 2019-03-28 14:17:14 +11:00
YoshiRulz e6374ef477
Use string interpolation 2019-03-19 00:06:37 +10:00
zeromus b164d8b31c implement user crop area as a negative padding
fixes #1453
2019-01-18 01:16:03 -05:00
zeromus e53d861db4 Revert "bad attempt at implementing user crop area" 2019-01-18 01:00:24 -05:00
zeromus 578bb546f3 bad attempt at implementing user crop area. need to do differently. needs to happen.. like... as soon as we get the video provider. 2019-01-18 01:00:07 -05:00
adelikat 2f2878d139 Input display - show the last frame of hte movie's input when in movie replay mode 2018-11-18 11:26:15 -06:00
zeromus 9d99995e04 small revision to 14ad5a3907 to work better in some cases with really, really weird window sizes 2018-09-15 23:17:47 -04:00
zeromus 14ad5a3907 fix #1279 (warp speed during minimized) 2018-09-10 15:25:40 -04:00
zeromus 053ee9a45e feos, i dont know, try this 2018-03-14 16:49:42 -04:00
zeromus 2f874c3c54 re: #1126 - do some things to try and make input display better. might fix things, might mess everything up, I dont know. 2018-03-13 20:19:03 -04:00
zeromus fb697840d0 dont blow up when a core reporting 0x0 virtualsize is auto-loaded. not the most graceful solution, but it works 2017-08-22 18:34:45 -04:00
zeromus d96f26452c fix d3d dispmethod crash
probably fixes #947
2017-07-29 14:58:56 -05:00
zeromus 94e2fe2a10 fix displaymanager crashes when rebooting snes9x (and maybe others) while paused (due to unset virtualsize). 2017-07-27 22:42:13 -05:00
zeromus 2d29b8b245 dont crash when autoprescale is enabled and it's asked to _shrink_ 2017-06-29 04:47:22 -05:00
nattthebear ebe789eed2 heh 2017-05-10 07:45:23 -04:00
adelikat 59139ab266 Spell out Numerator and Denominator 2017-05-05 11:25:38 -05:00
adelikat 62a13d961d Move VsyncNum and VsyncDen out of CoreComm and into IVideoProvider 2017-05-05 11:21:37 -05:00
J.D. Purcell 303e8d41e9 Cleanup code to create GUI Renderer. 2017-04-29 17:49:34 -04:00
J.D. Purcell 676da1002d Update MultiHawk's DisplayManager. Because I was testing out multiple D3D controls. 2017-04-09 22:44:58 -04:00
J.D. Purcell 93aeffe69e Remove some duplicate/unused code in MultiHawk. 2017-04-09 21:47:59 -04:00
J.D. Purcell f1dee6c20e Fix flickering when toggling vsync on/off (e.g. while fast forwarding). 2017-04-08 16:56:15 -04:00
J.D. Purcell 0b81463408 Make sure Direct3D objects get disposed. Fixes all SlimDX warnings when exiting. 2017-04-08 15:18:55 -04:00
zeromus f7638e8352 "fix" client.bufferwidth and client.bufferheight .... I dont understand why they were doing what they were doing. It seems like such a simple thing, just return the dimensions of the core's videoprovider. Someone should rethink all these (and the surface names, and the padding names) and craft a complete, new design. 2017-01-26 00:54:44 -06:00
zeromus 676b5791f6 lua: add gui.DrawFinish() which will let you choose when to finish drawing; and add optional argument to gui.DrawNew which when set to false lets you keep it from being cleared. 2016-04-21 16:43:37 -05:00
zeromus 3adc8f7c82 dont send 0-sized framebuffers deep into displaymanager (prevents crashes when sending fullscreen windows to other monitors sometimes, and probably other bugs) 2016-04-20 12:33:59 -05:00
zeromus 1a1a688b96 remove NeedsToPaint; client now repaints ~100fps while paused all the time. as it already did when input display was enabled. fixes #615.. probably 2016-04-20 12:17:41 -05:00
zeromus f1ea49133d fix bug in d3d alternate vsync + frame advance 2016-03-29 03:05:00 -05:00
zeromus 17cae0ad1c fix old bug in raw screenshot with game extra padding 2016-03-27 21:02:18 -05:00
zeromus e426b33017 fix new bug in game extra padding 2016-03-27 21:02:18 -05:00
zeromus 10272b4857 add alternate vsync method for d3d display method, in case youre the lucky owner of a system that sucks 2016-03-27 04:49:17 -05:00
zeromus 406b431280 add comments for later about triple buffering 2016-03-26 12:39:31 -05:00
zeromus 3deb7fcb31 add autoprescale concept. default it to on, since really I can't think of when you'd ever not want it, except in some very low-spec system scenarios. Add NOP concept to filter chain, potentially troublesome 2016-03-23 20:26:31 -05:00
zeromus 86b3ecf7b8 displaymanager: change how windows shrink to <1:1 by shrinking content instead of attempting to inversely 'letterbox' it by shoving it offscreen (fixes #579) 2016-03-04 01:59:25 -06:00
zeromus 95bc69b448 some prepwork for opengl texture ID importing (skip rendertarget resolve on OGL display method) but there are still problems and it can't be enabled yet 2016-02-22 00:23:20 -06:00
zeromus 07e93e6b4f add comments about what not to do in DisplayManager 2016-02-06 15:00:05 -06:00
zeromus e0d74c7718 better error handling in shader compiling. kind of sloppy, but gets the job done. entire system could use a little rethinking, if i ever revisit filters 2016-02-03 02:28:03 -06:00