Commit Graph

119 Commits

Author SHA1 Message Date
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
feos 128c09e7b4 progress with lua:
- added fceux and gens/snes9x pixelated fonts
- added gui.pixelFont() function for them (no resizing, so perfectly scalable)
- added background to drawText and pixelText (halo was painfully slow, so just a box)
- reordered fore and back colors for gui.text (no need to specify back every time we want to change fore). thought its back color was shadow, that is obsoleted by halo now, whose color we can't change. anyway, it's way slower than simple text functions, so they should be used mostly.
- option to toggle all scripts if none is selected. greatly reduces routine when heavily tweaking a script, and is just generally pretty.
2015-11-28 22:19:15 +03:00
feos 1928d04137 default font now has halo.
if someone really prefers the shadow way (why would anyone?), it can be made optional. well, halo color can't be edited. regarding lua, this only affects gui.text, since it uses the same bitmap font.
2015-11-26 22:51:48 +03:00
zeromus ea45f40743 fix error in sizing of lua draw buffers with SetGameExtraPadding (and probably ClientExtraPadding) use 2015-11-13 15:07:14 -06:00
zeromus 4fe51a1364 support custom AR selection in addition to custom exact-specified resolution 2015-10-25 02:15:59 -05:00
zeromus 3919f5f5d3 support #include in .cg files 2015-10-18 21:13:12 -05:00
zeromus bd795ed162 validate shaders when selecting them from display manager config dialog to prevent setting broken shaders. also specifically reject .cgp containing .glsl references 2015-10-17 19:28:57 -05:00
zeromus c3ff70b864 fix gameExtraPadding coordinate translation and revise lua autodoc for the concerned functions. Presently the entire assortment of functions is confusing, but at least it does something that works. 2015-10-16 19:17:23 -05:00
zeromus 19b3f8b205 retro shaders no longer need sampler to be named s_p 2015-10-15 20:10:58 -05:00
zeromus 7f5546fac4 tidy some oddities with the scanline filter 2015-10-15 20:10:35 -05:00
zeromus cfe215d6c0 repair lousy assortment of built-in shaders (fixes #518) 2015-10-13 17:18:41 -05:00
zeromus 21579c1c86 lua - add client.SetClientExtraPadding 2015-10-12 20:30:09 -05:00
zeromus 787cb82e28 fix problem with client.SetGameExtraPadding distortion in >1x window scales. This logic is insanely complex, so regressions are possible. 2015-10-12 19:57:11 -05:00
adelikat 08978978d0 issue #493 - add option to not display OSD messages 2015-09-05 16:48:37 -04:00
zeromus 7e828d5618 d3d display method 2015-08-24 13:10:50 -05:00
zeromus 3f78e2e70f add feature to display config > misc tab for disabling display of screen and hud for true maximum turbo performance. also display FPS in window caption during that mode, so you can still tell what's going on 2015-08-17 23:26:19 -05:00
zeromus 0cd3a82862 psx - improve framebuffer clipping method, add deinterlacer settings, fix some PAR for PAL games; fix bugs in GameExtraPadding handling 2015-08-09 13:57:45 -05:00
adelikat 791089a06d Rerecord count OSD: don't display "Rerecords: " 2015-07-09 14:14:06 -04:00
zeromus db1191dc48 emuhawk - add experimental prescale option to display manager 2015-07-06 12:31:30 -05:00
zeromus e77c1455b3 canvas extension: ok, this works better 2015-03-23 03:43:39 +00:00
zeromus dfafee2b25 here's one way of extending the canvas. I dont think it's right. I can't test it now anyway, I'm checking it in for reference. I will probably revert it and do it another way: add a filter after the input filter but before the "emu" surface filter. 2015-03-23 03:19:06 +00:00
adelikat eccbe1ce2a MultiHawk - removing more stuff 2015-03-09 21:06:40 +00:00
adelikat 307845b3b5 Lua - recover from a locked drawing surface exception and log to the console, rather than crash the emulator 2015-01-29 02:14:39 +00:00
jdpurcell 798f882457 Redo r8309. Try a different fix for vsync not taking effect at startup. 2015-01-15 15:56:23 +00:00
jdpurcell 28f1ad1c0e Allow clock throttle to take over for audio / vsync throttles during fast forward or rewind for proper speed control. 2015-01-13 04:21:32 +00:00
hegyak 9dea7cf0b0 Hide Frame Count on Null Emulator. 2014-12-16 04:31:07 +00:00
hegyak 69473b842c Correct Issue 343 2014-12-16 03:36:38 +00:00
zeromus 979fa2c0f7 displaymanager - maybe, just maybe, successfully get rid of the need for 0xFF000000 in the VideoProvider buffers. Should enable some little speedups and cleanups of other code that had to add the 0xFF000000 alpha channel 2014-12-13 23:04:22 +00:00
zeromus ba3a6ca817 display manager: dont crash when receiving 0,0 buffer size to autosize to, even though that was probably a mistake 2014-12-12 00:39:50 +00:00
zeromus f1bd6f0086 less amount / more useful chatter when changing client dimensions 2014-12-10 19:36:16 +00:00
zeromus 08ae448257 start adding d3d9 display method, but.. it was more work than gdi+, as I expected. I'll finish it another time. 2014-12-08 02:15:42 +00:00
zeromus 556b7b0123 gdi+ display method! 2014-12-07 02:26:52 +00:00
adelikat f5cc38c9cd AsInputPollable() 2014-12-05 00:59:00 +00:00
adelikat a83d714c42 Break off IsLagFrame and LagCount from IEmulator and put into its own interface IInputPollable, and refactor cores as necessary. EmuHawk - account for the possibility that a core is not an IInputPollable, and do things like disable the lag counter menu item. Still some front end todos. Also still todo, move the InputCallbackSystem from CoreComm to IInputPollable 2014-11-30 20:29:30 +00:00
zeromus 86e24011ae address some problems with fast forward vs vsync (mostly, it not working) 2014-10-11 09:01:50 +00:00
zeromus ede78865b2 fix a bug in point transformation when using system-suggested (non-1.0 AR). Was probably breaking zapper coords when that feature was used, but unproven. Anyway, someone should test that. 2014-10-10 00:21:43 +00:00
zeromus 9b6add0e40 basic TransformPoint work 2014-10-10 00:15:15 +00:00
zeromus 7e3144fd07 support custom AR and display client size while resizing. fixes Issue #251 . 2014-09-14 00:51:30 +00:00
adelikat 0a608edd07 some renaming and cleanup of the Multitrack object 2014-08-17 15:04:23 +00:00
zeromus f46973119b add ctrl+shift+c to copy current client area as a screenshot (as opposed to the ctrl+c raw copy) so you can get scaling and filters too 2014-07-22 00:04:28 +00:00
zeromus 6f919c64a7 client sizing / AR revisions 2014-07-20 06:51:31 +00:00
adelikat 3a011ad788 Refactor to put multitrack logic into the multitrack object itself instead of in the OSD manager and hotkey logic 2014-06-29 23:13:44 +00:00
adelikat 9fd640ff4b Remove some unused code 2014-06-29 02:33:50 +00:00
adelikat ab5cfab035 remove redundant code throughout the emuhawk project 2014-06-29 02:28:48 +00:00
adelikat 721dbe8d3b Input adpaters - some reorg and add extensions for create And and Or adapters and simplify some calling code 2014-06-26 19:07:17 +00:00
adelikat f561528846 More input display fixes 2014-06-19 21:55:15 +00:00
adelikat 7f070737cc clean up some debugging code, and remove a warning 2014-06-19 21:37:28 +00:00
adelikat 031eb5a282 Some input display fixes for bk2 format 2014-06-19 21:29:57 +00:00
adelikat 19feaaa3ba Remove some more usages of IMovie.GetInput() 2014-06-19 00:37:42 +00:00