Update to v094r20 release.
byuu says:
Main reason for this WIP was because of all the added lines to hiro for
selective component disabling. May as well get all the diff-noise apart
from code changes.
It also merges something I've been talking to Cydrak about ... making
nall::string::(integer,decimal) do built-in binary,octal,hex decoding
instead of just failing on those. This will have fun little side effects
all over the place, like being able to view a topic on my forum via
"forum.byuu.org/topic/0b10010110", heh.
There are two small changes to higan itself, though. First up, I fixed
the resampler ratio when loading non-SNES games. Tested and I can play
Game Boy games fine now. Second, I hooked up menu option hiding for
reset and controller selection. Right now, this works like higan v094,
but I'm thinking I might want to show the "Device -> Controller" even if
that's all that's there. It kind of jives nicer with the input settings
window to see the labels there, I think. And if we ever do add more
stuff, it'll be nice that people already always expect that menu there.
Remaining issues:
* add slotted cart loader (SGB, BSX, ST)
* add DIP switch selection window (NSS)
* add timing configuration (video/audio sync)
2015-05-23 05:37:08 +00:00
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|
#if defined(Hiro_VerticalLayout)
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|
|
|
|
Update to v094r09 release.
byuu says:
This will easily be the biggest diff in the history of higan. And not in
a good way.
* target-higan and target-loki have been blown away completely
* nall and ruby massively updated
* phoenix replaced with hiro (pretty near a total rewrite)
* target-higan restarted using hiro (just a window for now)
* all emulation cores updated to compile again
* installation changed to not require root privileges (installs locally)
For the foreseeable future (maybe even permanently?), the new higan UI
will only build under Linux/BSD with GTK+ 2.20+. Probably the most
likely route for Windows/OS X will be to try and figure out how to build
hiro/GTK on those platforms, as awful as that would be. The other
alternative would be to produce new UIs for those platforms ... which
would actually be a good opportunity to make something much more user
friendly.
Being that I just started on this a few hours ago, that means that for
at least a few weeks, don't expect to be able to actually play any
games. Right now, you can pretty much just compile the binary and that's
it. It's quite possible that some nall changes didn't produce
compilation errors, but will produce runtime errors. So until the UI can
actually load games, we won't know if anything is broken. But we should
mostly be okay. It was mostly just trim<1> -> trim changes, moving to
Hash::SHA256 (much cleaner), and patching some reckless memory copy
functions enough to compile.
Progress isn't going to be like it was before: I'm now dividing my time
much thinner between studying and other hobbies.
My aim this time is not to produce a binary for everyone to play games
on. Rather, it's to keep the emulator alive. I want to be able to apply
critical patches again. And I would also like the base of the emulator
to live on, for use in other emulator frontends that utilize higan.
2015-02-26 10:10:46 +00:00
|
|
|
struct mVerticalLayout : mLayout {
|
|
|
|
using type = mVerticalLayout;
|
|
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|
using mLayout::append;
|
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|
using mLayout::remove;
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|
Update to v104r13 release.
byuu says:
Changelog:
- nall/GNUmakefile: build=release changed to -O2, build=optimize is
now -O3
- hiro: added Monitor::dpi(uint index) → Position [returns logical
DPI for x, y]
- Position is a bad name, but dpi(monitor).(x,y)() make more sense
than .(width,height)()
- hiro: Position, Size, Geometry, Font changed from using signed int
to float
- hiro: Alignment changed from using double to float
- hiro: added skeleton (unused) Application::scale(), setScale()
functions
Errata:
- hiro/cocoa's Monitor::dpi() is untested. Probably will cause issues
with macOS' automatic scaling.
- hiro/gtk lacks a way to get both per-monitor and per-axis (x,y) DPI
scaling
- hiro/qt lacks a way to get per-monitor DPI scaling (Qt 5.x has this,
but I still use Qt 4.x)
- and just to get global DPI, hiro/qt's DPI retrieval has to use
undocumented functions ... fun
The goal with this WIP was basically to prepare hiro for potential
automatic scaling. It'll be extremely difficult, but I'm convinced that
it must be possible if macOS can do it.
By moving from signed integers to floats for coordinates, we can now
scale and unscale without losing precision. That of course isn't the
hard part, though. The hard part is where and how to do the scaling. In
the ideal application, hiro/core and hiro/extension will handle 100% of
this, and the per-platform hiro/(cocoa,gtk,qt,windows) will not be aware
of what's going on, but ... to even make that possible, things will need
to change in every per-platform core, eg the per-platform code will have
to call a core function to change geometry, which will know about the
scaling and unscale the values back down again.
Gonna be a lot of work, but ... it's a start.
2017-09-08 06:06:21 +00:00
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|
|
auto append(sSizable sizable, Size size, float spacing = 5) -> type&;
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auto modify(sSizable sizable, Size size, float spacing = 5) -> type&;
|
Update to v094r09 release.
byuu says:
This will easily be the biggest diff in the history of higan. And not in
a good way.
* target-higan and target-loki have been blown away completely
* nall and ruby massively updated
* phoenix replaced with hiro (pretty near a total rewrite)
* target-higan restarted using hiro (just a window for now)
* all emulation cores updated to compile again
* installation changed to not require root privileges (installs locally)
For the foreseeable future (maybe even permanently?), the new higan UI
will only build under Linux/BSD with GTK+ 2.20+. Probably the most
likely route for Windows/OS X will be to try and figure out how to build
hiro/GTK on those platforms, as awful as that would be. The other
alternative would be to produce new UIs for those platforms ... which
would actually be a good opportunity to make something much more user
friendly.
Being that I just started on this a few hours ago, that means that for
at least a few weeks, don't expect to be able to actually play any
games. Right now, you can pretty much just compile the binary and that's
it. It's quite possible that some nall changes didn't produce
compilation errors, but will produce runtime errors. So until the UI can
actually load games, we won't know if anything is broken. But we should
mostly be okay. It was mostly just trim<1> -> trim changes, moving to
Hash::SHA256 (much cleaner), and patching some reckless memory copy
functions enough to compile.
Progress isn't going to be like it was before: I'm now dividing my time
much thinner between studying and other hobbies.
My aim this time is not to produce a binary for everyone to play games
on. Rather, it's to keep the emulator alive. I want to be able to apply
critical patches again. And I would also like the base of the emulator
to live on, for use in other emulator frontends that utilize higan.
2015-02-26 10:10:46 +00:00
|
|
|
auto minimumSize() const -> Size override;
|
2015-06-15 22:16:43 +00:00
|
|
|
auto remove(sSizable sizable) -> type& override;
|
Update to v094r09 release.
byuu says:
This will easily be the biggest diff in the history of higan. And not in
a good way.
* target-higan and target-loki have been blown away completely
* nall and ruby massively updated
* phoenix replaced with hiro (pretty near a total rewrite)
* target-higan restarted using hiro (just a window for now)
* all emulation cores updated to compile again
* installation changed to not require root privileges (installs locally)
For the foreseeable future (maybe even permanently?), the new higan UI
will only build under Linux/BSD with GTK+ 2.20+. Probably the most
likely route for Windows/OS X will be to try and figure out how to build
hiro/GTK on those platforms, as awful as that would be. The other
alternative would be to produce new UIs for those platforms ... which
would actually be a good opportunity to make something much more user
friendly.
Being that I just started on this a few hours ago, that means that for
at least a few weeks, don't expect to be able to actually play any
games. Right now, you can pretty much just compile the binary and that's
it. It's quite possible that some nall changes didn't produce
compilation errors, but will produce runtime errors. So until the UI can
actually load games, we won't know if anything is broken. But we should
mostly be okay. It was mostly just trim<1> -> trim changes, moving to
Hash::SHA256 (much cleaner), and patching some reckless memory copy
functions enough to compile.
Progress isn't going to be like it was before: I'm now dividing my time
much thinner between studying and other hobbies.
My aim this time is not to produce a binary for everyone to play games
on. Rather, it's to keep the emulator alive. I want to be able to apply
critical patches again. And I would also like the base of the emulator
to live on, for use in other emulator frontends that utilize higan.
2015-02-26 10:10:46 +00:00
|
|
|
auto reset() -> type& override;
|
Update to v104r13 release.
byuu says:
Changelog:
- nall/GNUmakefile: build=release changed to -O2, build=optimize is
now -O3
- hiro: added Monitor::dpi(uint index) → Position [returns logical
DPI for x, y]
- Position is a bad name, but dpi(monitor).(x,y)() make more sense
than .(width,height)()
- hiro: Position, Size, Geometry, Font changed from using signed int
to float
- hiro: Alignment changed from using double to float
- hiro: added skeleton (unused) Application::scale(), setScale()
functions
Errata:
- hiro/cocoa's Monitor::dpi() is untested. Probably will cause issues
with macOS' automatic scaling.
- hiro/gtk lacks a way to get both per-monitor and per-axis (x,y) DPI
scaling
- hiro/qt lacks a way to get per-monitor DPI scaling (Qt 5.x has this,
but I still use Qt 4.x)
- and just to get global DPI, hiro/qt's DPI retrieval has to use
undocumented functions ... fun
The goal with this WIP was basically to prepare hiro for potential
automatic scaling. It'll be extremely difficult, but I'm convinced that
it must be possible if macOS can do it.
By moving from signed integers to floats for coordinates, we can now
scale and unscale without losing precision. That of course isn't the
hard part, though. The hard part is where and how to do the scaling. In
the ideal application, hiro/core and hiro/extension will handle 100% of
this, and the per-platform hiro/(cocoa,gtk,qt,windows) will not be aware
of what's going on, but ... to even make that possible, things will need
to change in every per-platform core, eg the per-platform code will have
to call a core function to change geometry, which will know about the
scaling and unscale the values back down again.
Gonna be a lot of work, but ... it's a start.
2017-09-08 06:06:21 +00:00
|
|
|
auto setAlignment(float alignment = 0.0) -> type&;
|
Update to v094r09 release.
byuu says:
This will easily be the biggest diff in the history of higan. And not in
a good way.
* target-higan and target-loki have been blown away completely
* nall and ruby massively updated
* phoenix replaced with hiro (pretty near a total rewrite)
* target-higan restarted using hiro (just a window for now)
* all emulation cores updated to compile again
* installation changed to not require root privileges (installs locally)
For the foreseeable future (maybe even permanently?), the new higan UI
will only build under Linux/BSD with GTK+ 2.20+. Probably the most
likely route for Windows/OS X will be to try and figure out how to build
hiro/GTK on those platforms, as awful as that would be. The other
alternative would be to produce new UIs for those platforms ... which
would actually be a good opportunity to make something much more user
friendly.
Being that I just started on this a few hours ago, that means that for
at least a few weeks, don't expect to be able to actually play any
games. Right now, you can pretty much just compile the binary and that's
it. It's quite possible that some nall changes didn't produce
compilation errors, but will produce runtime errors. So until the UI can
actually load games, we won't know if anything is broken. But we should
mostly be okay. It was mostly just trim<1> -> trim changes, moving to
Hash::SHA256 (much cleaner), and patching some reckless memory copy
functions enough to compile.
Progress isn't going to be like it was before: I'm now dividing my time
much thinner between studying and other hobbies.
My aim this time is not to produce a binary for everyone to play games
on. Rather, it's to keep the emulator alive. I want to be able to apply
critical patches again. And I would also like the base of the emulator
to live on, for use in other emulator frontends that utilize higan.
2015-02-26 10:10:46 +00:00
|
|
|
auto setEnabled(bool enabled = true) -> type& override;
|
Update to v094r43 release.
byuu says:
Updated to compile with all of the new hiro changes. My next step is to
write up hiro API documentation, and move the API from alpha (constantly
changing) to beta (rarely changing), in preparation for the first stable
release (backward-compatible changes only.)
Added "--fullscreen" command-line option. I like this over
a configuration file option. Lets you use the emulator in both modes
without having to modify the config file each time.
Also enhanced the command-line game loading. You can now use any of
these methods:
higan /path/to/game-folder.sfc
higan /path/to/game-folder.sfc/
higan /path/to/game-folder.sfc/program.rom
The idea is to support launchers that insist on loading files only.
Technically, the file can be any name (manifest.bml also works); the
only criteria is that the file actually exists and is a file, and not
a directory. This is a requirement to support the first version (a
directory lacking the trailing / identifier), because I don't want my
nall::string class to query the file system to determine if the string
is an actual existing file or directory for its pathname() / dirname()
functions.
Anyway, every game folder I've made so far has program.rom, and that's
very unlikely to change, so this should be fine.
Now, of course, if you drop a regular "game.sfc" file on the emulator,
it won't even try to load it, unless it's in a folder that ends in .fc,
.sfc, etc. In which case, it'll bail out immediately by being unable to
produce a manifest for what is obviously not really a game folder.
2015-08-30 02:08:26 +00:00
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|
|
auto setFont(const Font& font = {}) -> type& override;
|
Update to v094r09 release.
byuu says:
This will easily be the biggest diff in the history of higan. And not in
a good way.
* target-higan and target-loki have been blown away completely
* nall and ruby massively updated
* phoenix replaced with hiro (pretty near a total rewrite)
* target-higan restarted using hiro (just a window for now)
* all emulation cores updated to compile again
* installation changed to not require root privileges (installs locally)
For the foreseeable future (maybe even permanently?), the new higan UI
will only build under Linux/BSD with GTK+ 2.20+. Probably the most
likely route for Windows/OS X will be to try and figure out how to build
hiro/GTK on those platforms, as awful as that would be. The other
alternative would be to produce new UIs for those platforms ... which
would actually be a good opportunity to make something much more user
friendly.
Being that I just started on this a few hours ago, that means that for
at least a few weeks, don't expect to be able to actually play any
games. Right now, you can pretty much just compile the binary and that's
it. It's quite possible that some nall changes didn't produce
compilation errors, but will produce runtime errors. So until the UI can
actually load games, we won't know if anything is broken. But we should
mostly be okay. It was mostly just trim<1> -> trim changes, moving to
Hash::SHA256 (much cleaner), and patching some reckless memory copy
functions enough to compile.
Progress isn't going to be like it was before: I'm now dividing my time
much thinner between studying and other hobbies.
My aim this time is not to produce a binary for everyone to play games
on. Rather, it's to keep the emulator alive. I want to be able to apply
critical patches again. And I would also like the base of the emulator
to live on, for use in other emulator frontends that utilize higan.
2015-02-26 10:10:46 +00:00
|
|
|
auto setGeometry(Geometry geometry) -> type& override;
|
Update to v104r13 release.
byuu says:
Changelog:
- nall/GNUmakefile: build=release changed to -O2, build=optimize is
now -O3
- hiro: added Monitor::dpi(uint index) → Position [returns logical
DPI for x, y]
- Position is a bad name, but dpi(monitor).(x,y)() make more sense
than .(width,height)()
- hiro: Position, Size, Geometry, Font changed from using signed int
to float
- hiro: Alignment changed from using double to float
- hiro: added skeleton (unused) Application::scale(), setScale()
functions
Errata:
- hiro/cocoa's Monitor::dpi() is untested. Probably will cause issues
with macOS' automatic scaling.
- hiro/gtk lacks a way to get both per-monitor and per-axis (x,y) DPI
scaling
- hiro/qt lacks a way to get per-monitor DPI scaling (Qt 5.x has this,
but I still use Qt 4.x)
- and just to get global DPI, hiro/qt's DPI retrieval has to use
undocumented functions ... fun
The goal with this WIP was basically to prepare hiro for potential
automatic scaling. It'll be extremely difficult, but I'm convinced that
it must be possible if macOS can do it.
By moving from signed integers to floats for coordinates, we can now
scale and unscale without losing precision. That of course isn't the
hard part, though. The hard part is where and how to do the scaling. In
the ideal application, hiro/core and hiro/extension will handle 100% of
this, and the per-platform hiro/(cocoa,gtk,qt,windows) will not be aware
of what's going on, but ... to even make that possible, things will need
to change in every per-platform core, eg the per-platform code will have
to call a core function to change geometry, which will know about the
scaling and unscale the values back down again.
Gonna be a lot of work, but ... it's a start.
2017-09-08 06:06:21 +00:00
|
|
|
auto setMargin(float margin = 0) -> type&;
|
2018-06-24 04:53:44 +00:00
|
|
|
auto setPadding(Geometry padding = {}) -> type&;
|
Update to v104r13 release.
byuu says:
Changelog:
- nall/GNUmakefile: build=release changed to -O2, build=optimize is
now -O3
- hiro: added Monitor::dpi(uint index) → Position [returns logical
DPI for x, y]
- Position is a bad name, but dpi(monitor).(x,y)() make more sense
than .(width,height)()
- hiro: Position, Size, Geometry, Font changed from using signed int
to float
- hiro: Alignment changed from using double to float
- hiro: added skeleton (unused) Application::scale(), setScale()
functions
Errata:
- hiro/cocoa's Monitor::dpi() is untested. Probably will cause issues
with macOS' automatic scaling.
- hiro/gtk lacks a way to get both per-monitor and per-axis (x,y) DPI
scaling
- hiro/qt lacks a way to get per-monitor DPI scaling (Qt 5.x has this,
but I still use Qt 4.x)
- and just to get global DPI, hiro/qt's DPI retrieval has to use
undocumented functions ... fun
The goal with this WIP was basically to prepare hiro for potential
automatic scaling. It'll be extremely difficult, but I'm convinced that
it must be possible if macOS can do it.
By moving from signed integers to floats for coordinates, we can now
scale and unscale without losing precision. That of course isn't the
hard part, though. The hard part is where and how to do the scaling. In
the ideal application, hiro/core and hiro/extension will handle 100% of
this, and the per-platform hiro/(cocoa,gtk,qt,windows) will not be aware
of what's going on, but ... to even make that possible, things will need
to change in every per-platform core, eg the per-platform code will have
to call a core function to change geometry, which will know about the
scaling and unscale the values back down again.
Gonna be a lot of work, but ... it's a start.
2017-09-08 06:06:21 +00:00
|
|
|
auto setSpacing(float spacing = 5) -> type&;
|
Update to v094r09 release.
byuu says:
This will easily be the biggest diff in the history of higan. And not in
a good way.
* target-higan and target-loki have been blown away completely
* nall and ruby massively updated
* phoenix replaced with hiro (pretty near a total rewrite)
* target-higan restarted using hiro (just a window for now)
* all emulation cores updated to compile again
* installation changed to not require root privileges (installs locally)
For the foreseeable future (maybe even permanently?), the new higan UI
will only build under Linux/BSD with GTK+ 2.20+. Probably the most
likely route for Windows/OS X will be to try and figure out how to build
hiro/GTK on those platforms, as awful as that would be. The other
alternative would be to produce new UIs for those platforms ... which
would actually be a good opportunity to make something much more user
friendly.
Being that I just started on this a few hours ago, that means that for
at least a few weeks, don't expect to be able to actually play any
games. Right now, you can pretty much just compile the binary and that's
it. It's quite possible that some nall changes didn't produce
compilation errors, but will produce runtime errors. So until the UI can
actually load games, we won't know if anything is broken. But we should
mostly be okay. It was mostly just trim<1> -> trim changes, moving to
Hash::SHA256 (much cleaner), and patching some reckless memory copy
functions enough to compile.
Progress isn't going to be like it was before: I'm now dividing my time
much thinner between studying and other hobbies.
My aim this time is not to produce a binary for everyone to play games
on. Rather, it's to keep the emulator alive. I want to be able to apply
critical patches again. And I would also like the base of the emulator
to live on, for use in other emulator frontends that utilize higan.
2015-02-26 10:10:46 +00:00
|
|
|
auto setVisible(bool visible = true) -> type& override;
|
|
|
|
|
|
|
|
struct Settings {
|
Update to v104r13 release.
byuu says:
Changelog:
- nall/GNUmakefile: build=release changed to -O2, build=optimize is
now -O3
- hiro: added Monitor::dpi(uint index) → Position [returns logical
DPI for x, y]
- Position is a bad name, but dpi(monitor).(x,y)() make more sense
than .(width,height)()
- hiro: Position, Size, Geometry, Font changed from using signed int
to float
- hiro: Alignment changed from using double to float
- hiro: added skeleton (unused) Application::scale(), setScale()
functions
Errata:
- hiro/cocoa's Monitor::dpi() is untested. Probably will cause issues
with macOS' automatic scaling.
- hiro/gtk lacks a way to get both per-monitor and per-axis (x,y) DPI
scaling
- hiro/qt lacks a way to get per-monitor DPI scaling (Qt 5.x has this,
but I still use Qt 4.x)
- and just to get global DPI, hiro/qt's DPI retrieval has to use
undocumented functions ... fun
The goal with this WIP was basically to prepare hiro for potential
automatic scaling. It'll be extremely difficult, but I'm convinced that
it must be possible if macOS can do it.
By moving from signed integers to floats for coordinates, we can now
scale and unscale without losing precision. That of course isn't the
hard part, though. The hard part is where and how to do the scaling. In
the ideal application, hiro/core and hiro/extension will handle 100% of
this, and the per-platform hiro/(cocoa,gtk,qt,windows) will not be aware
of what's going on, but ... to even make that possible, things will need
to change in every per-platform core, eg the per-platform code will have
to call a core function to change geometry, which will know about the
scaling and unscale the values back down again.
Gonna be a lot of work, but ... it's a start.
2017-09-08 06:06:21 +00:00
|
|
|
float alignment = 0.0;
|
2018-06-24 04:53:44 +00:00
|
|
|
Geometry padding;
|
Update to v104r13 release.
byuu says:
Changelog:
- nall/GNUmakefile: build=release changed to -O2, build=optimize is
now -O3
- hiro: added Monitor::dpi(uint index) → Position [returns logical
DPI for x, y]
- Position is a bad name, but dpi(monitor).(x,y)() make more sense
than .(width,height)()
- hiro: Position, Size, Geometry, Font changed from using signed int
to float
- hiro: Alignment changed from using double to float
- hiro: added skeleton (unused) Application::scale(), setScale()
functions
Errata:
- hiro/cocoa's Monitor::dpi() is untested. Probably will cause issues
with macOS' automatic scaling.
- hiro/gtk lacks a way to get both per-monitor and per-axis (x,y) DPI
scaling
- hiro/qt lacks a way to get per-monitor DPI scaling (Qt 5.x has this,
but I still use Qt 4.x)
- and just to get global DPI, hiro/qt's DPI retrieval has to use
undocumented functions ... fun
The goal with this WIP was basically to prepare hiro for potential
automatic scaling. It'll be extremely difficult, but I'm convinced that
it must be possible if macOS can do it.
By moving from signed integers to floats for coordinates, we can now
scale and unscale without losing precision. That of course isn't the
hard part, though. The hard part is where and how to do the scaling. In
the ideal application, hiro/core and hiro/extension will handle 100% of
this, and the per-platform hiro/(cocoa,gtk,qt,windows) will not be aware
of what's going on, but ... to even make that possible, things will need
to change in every per-platform core, eg the per-platform code will have
to call a core function to change geometry, which will know about the
scaling and unscale the values back down again.
Gonna be a lot of work, but ... it's a start.
2017-09-08 06:06:21 +00:00
|
|
|
float spacing = 5;
|
Update to v094r09 release.
byuu says:
This will easily be the biggest diff in the history of higan. And not in
a good way.
* target-higan and target-loki have been blown away completely
* nall and ruby massively updated
* phoenix replaced with hiro (pretty near a total rewrite)
* target-higan restarted using hiro (just a window for now)
* all emulation cores updated to compile again
* installation changed to not require root privileges (installs locally)
For the foreseeable future (maybe even permanently?), the new higan UI
will only build under Linux/BSD with GTK+ 2.20+. Probably the most
likely route for Windows/OS X will be to try and figure out how to build
hiro/GTK on those platforms, as awful as that would be. The other
alternative would be to produce new UIs for those platforms ... which
would actually be a good opportunity to make something much more user
friendly.
Being that I just started on this a few hours ago, that means that for
at least a few weeks, don't expect to be able to actually play any
games. Right now, you can pretty much just compile the binary and that's
it. It's quite possible that some nall changes didn't produce
compilation errors, but will produce runtime errors. So until the UI can
actually load games, we won't know if anything is broken. But we should
mostly be okay. It was mostly just trim<1> -> trim changes, moving to
Hash::SHA256 (much cleaner), and patching some reckless memory copy
functions enough to compile.
Progress isn't going to be like it was before: I'm now dividing my time
much thinner between studying and other hobbies.
My aim this time is not to produce a binary for everyone to play games
on. Rather, it's to keep the emulator alive. I want to be able to apply
critical patches again. And I would also like the base of the emulator
to live on, for use in other emulator frontends that utilize higan.
2015-02-26 10:10:46 +00:00
|
|
|
} settings;
|
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|
Update to v104r13 release.
byuu says:
Changelog:
- nall/GNUmakefile: build=release changed to -O2, build=optimize is
now -O3
- hiro: added Monitor::dpi(uint index) → Position [returns logical
DPI for x, y]
- Position is a bad name, but dpi(monitor).(x,y)() make more sense
than .(width,height)()
- hiro: Position, Size, Geometry, Font changed from using signed int
to float
- hiro: Alignment changed from using double to float
- hiro: added skeleton (unused) Application::scale(), setScale()
functions
Errata:
- hiro/cocoa's Monitor::dpi() is untested. Probably will cause issues
with macOS' automatic scaling.
- hiro/gtk lacks a way to get both per-monitor and per-axis (x,y) DPI
scaling
- hiro/qt lacks a way to get per-monitor DPI scaling (Qt 5.x has this,
but I still use Qt 4.x)
- and just to get global DPI, hiro/qt's DPI retrieval has to use
undocumented functions ... fun
The goal with this WIP was basically to prepare hiro for potential
automatic scaling. It'll be extremely difficult, but I'm convinced that
it must be possible if macOS can do it.
By moving from signed integers to floats for coordinates, we can now
scale and unscale without losing precision. That of course isn't the
hard part, though. The hard part is where and how to do the scaling. In
the ideal application, hiro/core and hiro/extension will handle 100% of
this, and the per-platform hiro/(cocoa,gtk,qt,windows) will not be aware
of what's going on, but ... to even make that possible, things will need
to change in every per-platform core, eg the per-platform code will have
to call a core function to change geometry, which will know about the
scaling and unscale the values back down again.
Gonna be a lot of work, but ... it's a start.
2017-09-08 06:06:21 +00:00
|
|
|
struct Property : Size {
|
|
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|
Property() = default;
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|
Property(float width, float height, float spacing) : Size(width, height), _spacing(spacing) {}
|
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|
auto setSpacing(float spacing) -> Property& { return _spacing = spacing, *this; }
|
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auto spacing() const -> float { return _spacing; }
|
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float _spacing = 0;
|
Update to v094r09 release.
byuu says:
This will easily be the biggest diff in the history of higan. And not in
a good way.
* target-higan and target-loki have been blown away completely
* nall and ruby massively updated
* phoenix replaced with hiro (pretty near a total rewrite)
* target-higan restarted using hiro (just a window for now)
* all emulation cores updated to compile again
* installation changed to not require root privileges (installs locally)
For the foreseeable future (maybe even permanently?), the new higan UI
will only build under Linux/BSD with GTK+ 2.20+. Probably the most
likely route for Windows/OS X will be to try and figure out how to build
hiro/GTK on those platforms, as awful as that would be. The other
alternative would be to produce new UIs for those platforms ... which
would actually be a good opportunity to make something much more user
friendly.
Being that I just started on this a few hours ago, that means that for
at least a few weeks, don't expect to be able to actually play any
games. Right now, you can pretty much just compile the binary and that's
it. It's quite possible that some nall changes didn't produce
compilation errors, but will produce runtime errors. So until the UI can
actually load games, we won't know if anything is broken. But we should
mostly be okay. It was mostly just trim<1> -> trim changes, moving to
Hash::SHA256 (much cleaner), and patching some reckless memory copy
functions enough to compile.
Progress isn't going to be like it was before: I'm now dividing my time
much thinner between studying and other hobbies.
My aim this time is not to produce a binary for everyone to play games
on. Rather, it's to keep the emulator alive. I want to be able to apply
critical patches again. And I would also like the base of the emulator
to live on, for use in other emulator frontends that utilize higan.
2015-02-26 10:10:46 +00:00
|
|
|
};
|
Update to v104r13 release.
byuu says:
Changelog:
- nall/GNUmakefile: build=release changed to -O2, build=optimize is
now -O3
- hiro: added Monitor::dpi(uint index) → Position [returns logical
DPI for x, y]
- Position is a bad name, but dpi(monitor).(x,y)() make more sense
than .(width,height)()
- hiro: Position, Size, Geometry, Font changed from using signed int
to float
- hiro: Alignment changed from using double to float
- hiro: added skeleton (unused) Application::scale(), setScale()
functions
Errata:
- hiro/cocoa's Monitor::dpi() is untested. Probably will cause issues
with macOS' automatic scaling.
- hiro/gtk lacks a way to get both per-monitor and per-axis (x,y) DPI
scaling
- hiro/qt lacks a way to get per-monitor DPI scaling (Qt 5.x has this,
but I still use Qt 4.x)
- and just to get global DPI, hiro/qt's DPI retrieval has to use
undocumented functions ... fun
The goal with this WIP was basically to prepare hiro for potential
automatic scaling. It'll be extremely difficult, but I'm convinced that
it must be possible if macOS can do it.
By moving from signed integers to floats for coordinates, we can now
scale and unscale without losing precision. That of course isn't the
hard part, though. The hard part is where and how to do the scaling. In
the ideal application, hiro/core and hiro/extension will handle 100% of
this, and the per-platform hiro/(cocoa,gtk,qt,windows) will not be aware
of what's going on, but ... to even make that possible, things will need
to change in every per-platform core, eg the per-platform code will have
to call a core function to change geometry, which will know about the
scaling and unscale the values back down again.
Gonna be a lot of work, but ... it's a start.
2017-09-08 06:06:21 +00:00
|
|
|
vector<Property> properties;
|
Update to v094r09 release.
byuu says:
This will easily be the biggest diff in the history of higan. And not in
a good way.
* target-higan and target-loki have been blown away completely
* nall and ruby massively updated
* phoenix replaced with hiro (pretty near a total rewrite)
* target-higan restarted using hiro (just a window for now)
* all emulation cores updated to compile again
* installation changed to not require root privileges (installs locally)
For the foreseeable future (maybe even permanently?), the new higan UI
will only build under Linux/BSD with GTK+ 2.20+. Probably the most
likely route for Windows/OS X will be to try and figure out how to build
hiro/GTK on those platforms, as awful as that would be. The other
alternative would be to produce new UIs for those platforms ... which
would actually be a good opportunity to make something much more user
friendly.
Being that I just started on this a few hours ago, that means that for
at least a few weeks, don't expect to be able to actually play any
games. Right now, you can pretty much just compile the binary and that's
it. It's quite possible that some nall changes didn't produce
compilation errors, but will produce runtime errors. So until the UI can
actually load games, we won't know if anything is broken. But we should
mostly be okay. It was mostly just trim<1> -> trim changes, moving to
Hash::SHA256 (much cleaner), and patching some reckless memory copy
functions enough to compile.
Progress isn't going to be like it was before: I'm now dividing my time
much thinner between studying and other hobbies.
My aim this time is not to produce a binary for everyone to play games
on. Rather, it's to keep the emulator alive. I want to be able to apply
critical patches again. And I would also like the base of the emulator
to live on, for use in other emulator frontends that utilize higan.
2015-02-26 10:10:46 +00:00
|
|
|
};
|
Update to v094r20 release.
byuu says:
Main reason for this WIP was because of all the added lines to hiro for
selective component disabling. May as well get all the diff-noise apart
from code changes.
It also merges something I've been talking to Cydrak about ... making
nall::string::(integer,decimal) do built-in binary,octal,hex decoding
instead of just failing on those. This will have fun little side effects
all over the place, like being able to view a topic on my forum via
"forum.byuu.org/topic/0b10010110", heh.
There are two small changes to higan itself, though. First up, I fixed
the resampler ratio when loading non-SNES games. Tested and I can play
Game Boy games fine now. Second, I hooked up menu option hiding for
reset and controller selection. Right now, this works like higan v094,
but I'm thinking I might want to show the "Device -> Controller" even if
that's all that's there. It kind of jives nicer with the input settings
window to see the labels there, I think. And if we ever do add more
stuff, it'll be nice that people already always expect that menu there.
Remaining issues:
* add slotted cart loader (SGB, BSX, ST)
* add DIP switch selection window (NSS)
* add timing configuration (video/audio sync)
2015-05-23 05:37:08 +00:00
|
|
|
|
|
|
|
#endif
|