2013-07-29 09:42:45 +00:00
|
|
|
void HorizontalLayout::append(Sizable& sizable, Size size, unsigned spacing) {
|
2013-05-02 11:25:45 +00:00
|
|
|
for(auto& child : children) if(child.sizable == &sizable) return;
|
2013-03-15 13:11:33 +00:00
|
|
|
children.append({&sizable, size.width, size.height, spacing});
|
Update to v082r15 release.
byuu says:
7.5 hours of power coding. Das Keyboard definitely helped (but didn't
eliminate) RSI, neato.
Okay, the NES resampler was using 315 / 88.8 by mistake, so the output
rate was wrong, causing way more video/audio stuttering than necessary.
STILL forgot the NES APU frame IRQ clear thing on $4015 reads, blah. Why
do I always remember things right after uploading the WIPs?
Recreated the input manager with a new design, works much nicer than the
old one, a whole lot less duplicated code.
Recreated the input settings window to work with the new multi-system
emulation.
All input settings are saved to their own configuration file, input.cfg.
Going to batch folder for now.
Okay, so the new input settings window ... basically there are now three
drop-downs, and I'm not even trying to label them anymore.
They are primary, secondary, tertiary selectors for the listed group
below. Examples:
"NES -> Controller Port 1 -> Gamepad"
"SNES -> Controller Port 2 -> Super Scope"
"User Interface -> Hotkeys -> Save States"
I am aware that "Clear" gets disabled when assigning. I will work on
that later, being lazy for now and disabling the entire window. Have to
add the mouse binders back, too.
Escape and modifiers are both mappable as individual keys now. If you
want to clear, click the damn clear button :P
Oh, and all input goes to all windows for now. That'll be fixed too when
input focus stuff is re-added.
2011-09-17 06:42:17 +00:00
|
|
|
synchronizeLayout();
|
2011-10-24 11:35:34 +00:00
|
|
|
if(window()) window()->synchronizeLayout();
|
2011-09-05 03:48:23 +00:00
|
|
|
}
|
|
|
|
|
2013-05-02 11:25:45 +00:00
|
|
|
void HorizontalLayout::append(Sizable& sizable) {
|
|
|
|
for(auto& child : children) if(child.sizable == &sizable) return;
|
2011-09-05 03:48:23 +00:00
|
|
|
Layout::append(sizable);
|
Update to v082r15 release.
byuu says:
7.5 hours of power coding. Das Keyboard definitely helped (but didn't
eliminate) RSI, neato.
Okay, the NES resampler was using 315 / 88.8 by mistake, so the output
rate was wrong, causing way more video/audio stuttering than necessary.
STILL forgot the NES APU frame IRQ clear thing on $4015 reads, blah. Why
do I always remember things right after uploading the WIPs?
Recreated the input manager with a new design, works much nicer than the
old one, a whole lot less duplicated code.
Recreated the input settings window to work with the new multi-system
emulation.
All input settings are saved to their own configuration file, input.cfg.
Going to batch folder for now.
Okay, so the new input settings window ... basically there are now three
drop-downs, and I'm not even trying to label them anymore.
They are primary, secondary, tertiary selectors for the listed group
below. Examples:
"NES -> Controller Port 1 -> Gamepad"
"SNES -> Controller Port 2 -> Super Scope"
"User Interface -> Hotkeys -> Save States"
I am aware that "Clear" gets disabled when assigning. I will work on
that later, being lazy for now and disabling the entire window. Have to
add the mouse binders back, too.
Escape and modifiers are both mappable as individual keys now. If you
want to clear, click the damn clear button :P
Oh, and all input goes to all windows for now. That'll be fixed too when
input focus stuff is re-added.
2011-09-17 06:42:17 +00:00
|
|
|
if(window()) window()->synchronizeLayout();
|
2011-09-05 03:48:23 +00:00
|
|
|
}
|
|
|
|
|
2013-03-15 13:11:33 +00:00
|
|
|
Size HorizontalLayout::minimumSize() {
|
2011-03-23 08:04:37 +00:00
|
|
|
unsigned width = 0, height = 0;
|
|
|
|
|
2013-05-02 11:25:45 +00:00
|
|
|
for(auto& child : children) {
|
2011-03-23 08:04:37 +00:00
|
|
|
width += child.spacing;
|
2013-11-28 10:29:01 +00:00
|
|
|
if(child.width == Size::Minimum || child.width == Size::Maximum) {
|
2013-03-15 13:11:33 +00:00
|
|
|
width += child.sizable->minimumSize().width;
|
2011-03-23 08:04:37 +00:00
|
|
|
continue;
|
|
|
|
}
|
|
|
|
width += child.width;
|
|
|
|
}
|
|
|
|
|
2013-05-02 11:25:45 +00:00
|
|
|
for(auto& child : children) {
|
2013-11-28 10:29:01 +00:00
|
|
|
if(child.height == Size::Minimum || child.height == Size::Maximum) {
|
2013-03-15 13:11:33 +00:00
|
|
|
height = max(height, child.sizable->minimumSize().height);
|
2011-03-23 08:04:37 +00:00
|
|
|
continue;
|
|
|
|
}
|
|
|
|
height = max(height, child.height);
|
|
|
|
}
|
|
|
|
|
2013-03-15 13:11:33 +00:00
|
|
|
return {state.margin * 2 + width, state.margin * 2 + height};
|
2011-03-23 08:04:37 +00:00
|
|
|
}
|
|
|
|
|
2013-05-02 11:25:45 +00:00
|
|
|
void HorizontalLayout::remove(Sizable& sizable) {
|
2011-09-05 03:48:23 +00:00
|
|
|
for(unsigned n = 0; n < children.size(); n++) {
|
|
|
|
if(children[n].sizable == &sizable) {
|
Update to v082r18 release.
byuu says:
There we go, the GUI is nearly feature-complete once again.
All cores now output their native video format (NES={emphasis}{palette},
SNES=BGR555, GameBoy={ bright, normal, darker, darkest }), and are
transformed to RGB555 data that is passed to the video renderer.
The video renderer then uses its internal palette to apply
brightness/contrast/gamma/ramp adjustments and outputs in RGB888 color
space.
This does add in another rendering pass, unfortunately, but it's
a necessary one for universal support.
The plan is to adapt all filters to take RGB555 input, and output RGB555
data as well. By doing this, it will be possible to stack filters.
However, it's a bit complicated: I need to plan how the stacking should
occur (eg we never want to apply scanlines before HQ2x, etc.)
Added input frequency adjustments for all three systems. I can easily
get perfect video/audio sync on all three now, hooray.
Long-term, it seems like we only really need one, and we can do
a video/audio delta to get an adjusted value. But for now, this gets the
job done.
Added audio volume adjust. I left out the balance for now, since it's
obviously impossible to balance the NES' single channel audio (I can
duplicate the channel, and do twice the filtering work, but ... why?)
I replaced NTSC/PAL TV mode selection with an "Enable Overscan"
checkbox. On, you get 240 lines on NES+SNES. Off, you get 224 lines on
NES+SNES.
Also added aspect correction box back. I don't do that gross PAL
distortion shit anymore, sorry PAL people. I just scale up the
54/47*(240/224) aspect correction for overscan off mode.
All memory is loaded and saved now, for all three systems (hooray, now
you can actually play Zelda 1&2.)
Added all of the old bsnes hotkeys, with the exception of capture
screenshot. May add again later. May come up with something a bit
different for extra features.
Re-added the NSS DIP switch setting window. Since geometry is saved,
I didn't want to auto-hide rows, so now you'll see all eight possible
DIPs, and the ones not used are grayed out.
Ultimately, nobody will notice since we only have DIPs for ActRaiser
NSS, and nobody's probably even using the XML file for that anyway.
Whatever, it's nice to have anyway.
Took FitzRoy's advice and single-item combo boxes on the input selection
are disabled, so the user doesn't waste time checking them.
I wanted to leave text so that you know there's not a problem. Qt
disabled radio box items look almost exactly like enabled ones.
Fixed lots of issues in phoenix and extended it a bit. But I was still
having trouble with radio box grouping, so I said fuck it and made the
panels show/hide based instead of append/remove based.
That's all for stuff off the checklist, I did a bunch of other things
I don't recall.
So yeah, I'd say the GUI is 100% usable now. This is my opinion on how
multi-platform GUIs should be done =)
Oh, I figure I should mention, but the NES core is GPLv3, and all future
SNES+GB releases will be as well. It's a move against Microsoft's Metro
store.
2011-09-20 14:04:43 +00:00
|
|
|
if(dynamic_cast<Layout*>(children[n].sizable)) {
|
2013-11-28 10:29:01 +00:00
|
|
|
Layout* layout = (Layout*)children[n].sizable;
|
Update to v082r18 release.
byuu says:
There we go, the GUI is nearly feature-complete once again.
All cores now output their native video format (NES={emphasis}{palette},
SNES=BGR555, GameBoy={ bright, normal, darker, darkest }), and are
transformed to RGB555 data that is passed to the video renderer.
The video renderer then uses its internal palette to apply
brightness/contrast/gamma/ramp adjustments and outputs in RGB888 color
space.
This does add in another rendering pass, unfortunately, but it's
a necessary one for universal support.
The plan is to adapt all filters to take RGB555 input, and output RGB555
data as well. By doing this, it will be possible to stack filters.
However, it's a bit complicated: I need to plan how the stacking should
occur (eg we never want to apply scanlines before HQ2x, etc.)
Added input frequency adjustments for all three systems. I can easily
get perfect video/audio sync on all three now, hooray.
Long-term, it seems like we only really need one, and we can do
a video/audio delta to get an adjusted value. But for now, this gets the
job done.
Added audio volume adjust. I left out the balance for now, since it's
obviously impossible to balance the NES' single channel audio (I can
duplicate the channel, and do twice the filtering work, but ... why?)
I replaced NTSC/PAL TV mode selection with an "Enable Overscan"
checkbox. On, you get 240 lines on NES+SNES. Off, you get 224 lines on
NES+SNES.
Also added aspect correction box back. I don't do that gross PAL
distortion shit anymore, sorry PAL people. I just scale up the
54/47*(240/224) aspect correction for overscan off mode.
All memory is loaded and saved now, for all three systems (hooray, now
you can actually play Zelda 1&2.)
Added all of the old bsnes hotkeys, with the exception of capture
screenshot. May add again later. May come up with something a bit
different for extra features.
Re-added the NSS DIP switch setting window. Since geometry is saved,
I didn't want to auto-hide rows, so now you'll see all eight possible
DIPs, and the ones not used are grayed out.
Ultimately, nobody will notice since we only have DIPs for ActRaiser
NSS, and nobody's probably even using the XML file for that anyway.
Whatever, it's nice to have anyway.
Took FitzRoy's advice and single-item combo boxes on the input selection
are disabled, so the user doesn't waste time checking them.
I wanted to leave text so that you know there's not a problem. Qt
disabled radio box items look almost exactly like enabled ones.
Fixed lots of issues in phoenix and extended it a bit. But I was still
having trouble with radio box grouping, so I said fuck it and made the
panels show/hide based instead of append/remove based.
That's all for stuff off the checklist, I did a bunch of other things
I don't recall.
So yeah, I'd say the GUI is 100% usable now. This is my opinion on how
multi-platform GUIs should be done =)
Oh, I figure I should mention, but the NES core is GPLv3, and all future
SNES+GB releases will be as well. It's a move against Microsoft's Metro
store.
2011-09-20 14:04:43 +00:00
|
|
|
layout->reset();
|
|
|
|
}
|
2011-09-05 03:48:23 +00:00
|
|
|
children.remove(n);
|
|
|
|
Layout::remove(sizable);
|
2011-10-24 11:35:34 +00:00
|
|
|
if(window()) window()->synchronizeLayout();
|
2011-03-23 08:04:37 +00:00
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
2011-09-05 03:48:23 +00:00
|
|
|
}
|
Update to v075r11 release.
byuu says:
Rewrote the way menus are attached, they act like layouts/widgets now.
All three phoenix targets once again work with both radio menu items and
radio widgets. Both GTK+ and Qt have built-in group controls right
inside the widgets, so I don't have to keep my own groups around
anymore. They do act screwy at widget creation though, have to jump
through some hoops to get it to work right. All I can say is, definitely
set all child widgets to the parent before trying to check any of them.
My long-term goal for the main window is to honor the fullscreen video
setting as a generic setting, and let the window scale auto-fit the best
possible size that matches your scale preference into the output window,
centered just like fullscreen. For now, I've just set it to a fixed
window size until I finish working on phoenix. The scale X settings will
just be to snap the window to an exact size in case you don't want any
black borders, they won't be radio items and the bsnes-geometry.cfg file
will save width/height information as well.
Simplified the sizing requirements for creating layouts and updated all
bsnes windows to support the new system. Layouts also expose their
minimum width/height values, which I use to create perfectly sized
windows on all three platforms. This will fix cut-off heights on the
last Windows WIP. Qt is being annoying though and forcing a minimum
window size of 300,100 despite me telling it to use a smaller window
size. Always have to fight with Qt, I swear to god.
2011-02-10 10:08:12 +00:00
|
|
|
|
2011-09-05 03:48:23 +00:00
|
|
|
void HorizontalLayout::reset() {
|
2013-05-02 11:25:45 +00:00
|
|
|
for(auto& child : children) {
|
Update to v082r18 release.
byuu says:
There we go, the GUI is nearly feature-complete once again.
All cores now output their native video format (NES={emphasis}{palette},
SNES=BGR555, GameBoy={ bright, normal, darker, darkest }), and are
transformed to RGB555 data that is passed to the video renderer.
The video renderer then uses its internal palette to apply
brightness/contrast/gamma/ramp adjustments and outputs in RGB888 color
space.
This does add in another rendering pass, unfortunately, but it's
a necessary one for universal support.
The plan is to adapt all filters to take RGB555 input, and output RGB555
data as well. By doing this, it will be possible to stack filters.
However, it's a bit complicated: I need to plan how the stacking should
occur (eg we never want to apply scanlines before HQ2x, etc.)
Added input frequency adjustments for all three systems. I can easily
get perfect video/audio sync on all three now, hooray.
Long-term, it seems like we only really need one, and we can do
a video/audio delta to get an adjusted value. But for now, this gets the
job done.
Added audio volume adjust. I left out the balance for now, since it's
obviously impossible to balance the NES' single channel audio (I can
duplicate the channel, and do twice the filtering work, but ... why?)
I replaced NTSC/PAL TV mode selection with an "Enable Overscan"
checkbox. On, you get 240 lines on NES+SNES. Off, you get 224 lines on
NES+SNES.
Also added aspect correction box back. I don't do that gross PAL
distortion shit anymore, sorry PAL people. I just scale up the
54/47*(240/224) aspect correction for overscan off mode.
All memory is loaded and saved now, for all three systems (hooray, now
you can actually play Zelda 1&2.)
Added all of the old bsnes hotkeys, with the exception of capture
screenshot. May add again later. May come up with something a bit
different for extra features.
Re-added the NSS DIP switch setting window. Since geometry is saved,
I didn't want to auto-hide rows, so now you'll see all eight possible
DIPs, and the ones not used are grayed out.
Ultimately, nobody will notice since we only have DIPs for ActRaiser
NSS, and nobody's probably even using the XML file for that anyway.
Whatever, it's nice to have anyway.
Took FitzRoy's advice and single-item combo boxes on the input selection
are disabled, so the user doesn't waste time checking them.
I wanted to leave text so that you know there's not a problem. Qt
disabled radio box items look almost exactly like enabled ones.
Fixed lots of issues in phoenix and extended it a bit. But I was still
having trouble with radio box grouping, so I said fuck it and made the
panels show/hide based instead of append/remove based.
That's all for stuff off the checklist, I did a bunch of other things
I don't recall.
So yeah, I'd say the GUI is 100% usable now. This is my opinion on how
multi-platform GUIs should be done =)
Oh, I figure I should mention, but the NES core is GPLv3, and all future
SNES+GB releases will be as well. It's a move against Microsoft's Metro
store.
2011-09-20 14:04:43 +00:00
|
|
|
if(window() && dynamic_cast<Layout*>(child.sizable)) ((Layout*)child.sizable)->reset();
|
2011-09-05 03:48:23 +00:00
|
|
|
if(window() && dynamic_cast<Widget*>(child.sizable)) window()->remove((Widget&)*child.sizable);
|
2011-03-22 12:56:49 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2011-08-22 11:27:04 +00:00
|
|
|
void HorizontalLayout::setAlignment(double alignment) {
|
2011-09-05 03:48:23 +00:00
|
|
|
state.alignment = max(0.0, min(1.0, alignment));
|
|
|
|
}
|
|
|
|
|
|
|
|
void HorizontalLayout::setEnabled(bool enabled) {
|
2013-11-28 10:29:01 +00:00
|
|
|
Sizable::state.enabled = enabled;
|
2013-05-02 11:25:45 +00:00
|
|
|
for(auto& child : children) {
|
2013-11-28 10:29:01 +00:00
|
|
|
child.sizable->setEnabled(child.sizable->enabled());
|
2011-09-05 03:48:23 +00:00
|
|
|
}
|
2011-08-22 11:27:04 +00:00
|
|
|
}
|
|
|
|
|
2013-07-29 09:42:45 +00:00
|
|
|
void HorizontalLayout::setGeometry(Geometry containerGeometry) {
|
2011-03-23 08:04:37 +00:00
|
|
|
auto children = this->children;
|
2013-05-02 11:25:45 +00:00
|
|
|
for(auto& child : children) {
|
2013-11-28 10:29:01 +00:00
|
|
|
if(child.width == Size::Minimum) child.width = child.sizable->minimumSize().width;
|
|
|
|
if(child.height == Size::Minimum) child.height = child.sizable->minimumSize().height;
|
2011-03-23 08:04:37 +00:00
|
|
|
}
|
Update to v075r08 release.
byuu says:
Eleven hours of work. Window is now a base type (inherits from Object,
not Widget), same for Layout. FixedLayout still inherits from Layout.
Added HorizontalLayout and VerticalLayout types, that can append each
other to themselves to create box layouts. Layout margins are supported,
spacing is specified inline (I find this a much better way to fine-grain
spacing than Qt's single setSpacing function), and alignment is handled
strictly via padding widgets (insert a zero-sized label and it will
automatically grow to consume all extra space.)
Overall, my box packing model is slightly less powerful than Qt's, but
it is a good deal simpler and and easier to use in 90% of cases. The one
limitation I hit was with my input settings window, I'm not currently
able to embed two different layouts and toggle one on and the other off
to show only either { mouse x-axis, y-axis } or { mouse left, middle,
right }, so they instead just space out differently and I had to grow
the input window width a bit to compensate.
Resizing works great, pretty cool seeing that this is the first time
I've ever written my own resizer. I had to fight with Qt for several
hours to the point of potentially developing an aneurysm, but I finally
got it to properly handle geometry and sizing stuff. Some weird issue
with the bsnes viewport widget, I tell it to resize and for some reason
it doesn't. Cheap hack, I just make it constantly resize every video
refresh and it eventually takes. Wish I knew what was up with that.
All of bsnes now uses dynamic layouts sans the main window, so you can
resize them however you like.
This is still all Qt-only, I'm afraid. The other two ports are
in-progress.
2011-02-07 09:15:43 +00:00
|
|
|
|
2011-03-22 12:56:49 +00:00
|
|
|
Geometry geometry = containerGeometry;
|
2011-09-05 03:48:23 +00:00
|
|
|
geometry.x += state.margin;
|
|
|
|
geometry.y += state.margin;
|
|
|
|
geometry.width -= state.margin * 2;
|
|
|
|
geometry.height -= state.margin * 2;
|
2011-03-22 12:56:49 +00:00
|
|
|
|
|
|
|
unsigned minimumWidth = 0, maximumWidthCounter = 0;
|
2013-05-02 11:25:45 +00:00
|
|
|
for(auto& child : children) {
|
2013-11-28 10:29:01 +00:00
|
|
|
if(child.width == Size::Maximum) maximumWidthCounter++;
|
|
|
|
if(child.width != Size::Maximum) minimumWidth += child.width;
|
2011-03-22 12:56:49 +00:00
|
|
|
minimumWidth += child.spacing;
|
Update to v075r08 release.
byuu says:
Eleven hours of work. Window is now a base type (inherits from Object,
not Widget), same for Layout. FixedLayout still inherits from Layout.
Added HorizontalLayout and VerticalLayout types, that can append each
other to themselves to create box layouts. Layout margins are supported,
spacing is specified inline (I find this a much better way to fine-grain
spacing than Qt's single setSpacing function), and alignment is handled
strictly via padding widgets (insert a zero-sized label and it will
automatically grow to consume all extra space.)
Overall, my box packing model is slightly less powerful than Qt's, but
it is a good deal simpler and and easier to use in 90% of cases. The one
limitation I hit was with my input settings window, I'm not currently
able to embed two different layouts and toggle one on and the other off
to show only either { mouse x-axis, y-axis } or { mouse left, middle,
right }, so they instead just space out differently and I had to grow
the input window width a bit to compensate.
Resizing works great, pretty cool seeing that this is the first time
I've ever written my own resizer. I had to fight with Qt for several
hours to the point of potentially developing an aneurysm, but I finally
got it to properly handle geometry and sizing stuff. Some weird issue
with the bsnes viewport widget, I tell it to resize and for some reason
it doesn't. Cheap hack, I just make it constantly resize every video
refresh and it eventually takes. Wish I knew what was up with that.
All of bsnes now uses dynamic layouts sans the main window, so you can
resize them however you like.
This is still all Qt-only, I'm afraid. The other two ports are
in-progress.
2011-02-07 09:15:43 +00:00
|
|
|
}
|
2011-03-22 12:56:49 +00:00
|
|
|
|
2013-05-02 11:25:45 +00:00
|
|
|
for(auto& child : children) {
|
2013-11-28 10:29:01 +00:00
|
|
|
if(child.width == Size::Maximum) child.width = (geometry.width - minimumWidth) / maximumWidthCounter;
|
|
|
|
if(child.height == Size::Maximum) child.height = geometry.height;
|
Update to v075r08 release.
byuu says:
Eleven hours of work. Window is now a base type (inherits from Object,
not Widget), same for Layout. FixedLayout still inherits from Layout.
Added HorizontalLayout and VerticalLayout types, that can append each
other to themselves to create box layouts. Layout margins are supported,
spacing is specified inline (I find this a much better way to fine-grain
spacing than Qt's single setSpacing function), and alignment is handled
strictly via padding widgets (insert a zero-sized label and it will
automatically grow to consume all extra space.)
Overall, my box packing model is slightly less powerful than Qt's, but
it is a good deal simpler and and easier to use in 90% of cases. The one
limitation I hit was with my input settings window, I'm not currently
able to embed two different layouts and toggle one on and the other off
to show only either { mouse x-axis, y-axis } or { mouse left, middle,
right }, so they instead just space out differently and I had to grow
the input window width a bit to compensate.
Resizing works great, pretty cool seeing that this is the first time
I've ever written my own resizer. I had to fight with Qt for several
hours to the point of potentially developing an aneurysm, but I finally
got it to properly handle geometry and sizing stuff. Some weird issue
with the bsnes viewport widget, I tell it to resize and for some reason
it doesn't. Cheap hack, I just make it constantly resize every video
refresh and it eventually takes. Wish I knew what was up with that.
All of bsnes now uses dynamic layouts sans the main window, so you can
resize them however you like.
This is still all Qt-only, I'm afraid. The other two ports are
in-progress.
2011-02-07 09:15:43 +00:00
|
|
|
}
|
|
|
|
|
2011-03-22 12:56:49 +00:00
|
|
|
unsigned maximumHeight = 0;
|
2013-05-02 11:25:45 +00:00
|
|
|
for(auto& child : children) maximumHeight = max(maximumHeight, child.height);
|
2011-03-22 12:56:49 +00:00
|
|
|
|
2013-05-02 11:25:45 +00:00
|
|
|
for(auto& child : children) {
|
2011-09-05 03:48:23 +00:00
|
|
|
unsigned pivot = (maximumHeight - child.height) * state.alignment;
|
2013-03-15 13:11:33 +00:00
|
|
|
Geometry childGeometry = {geometry.x, geometry.y + pivot, child.width, child.height};
|
2013-11-28 10:29:01 +00:00
|
|
|
if((signed)childGeometry.width < 1) childGeometry.width = 1;
|
|
|
|
if((signed)childGeometry.height < 1) childGeometry.height = 1;
|
2011-08-22 11:27:04 +00:00
|
|
|
child.sizable->setGeometry(childGeometry);
|
2011-03-22 12:56:49 +00:00
|
|
|
|
|
|
|
geometry.x += child.width + child.spacing;
|
|
|
|
geometry.width -= child.width + child.spacing;
|
Update to v075r08 release.
byuu says:
Eleven hours of work. Window is now a base type (inherits from Object,
not Widget), same for Layout. FixedLayout still inherits from Layout.
Added HorizontalLayout and VerticalLayout types, that can append each
other to themselves to create box layouts. Layout margins are supported,
spacing is specified inline (I find this a much better way to fine-grain
spacing than Qt's single setSpacing function), and alignment is handled
strictly via padding widgets (insert a zero-sized label and it will
automatically grow to consume all extra space.)
Overall, my box packing model is slightly less powerful than Qt's, but
it is a good deal simpler and and easier to use in 90% of cases. The one
limitation I hit was with my input settings window, I'm not currently
able to embed two different layouts and toggle one on and the other off
to show only either { mouse x-axis, y-axis } or { mouse left, middle,
right }, so they instead just space out differently and I had to grow
the input window width a bit to compensate.
Resizing works great, pretty cool seeing that this is the first time
I've ever written my own resizer. I had to fight with Qt for several
hours to the point of potentially developing an aneurysm, but I finally
got it to properly handle geometry and sizing stuff. Some weird issue
with the bsnes viewport widget, I tell it to resize and for some reason
it doesn't. Cheap hack, I just make it constantly resize every video
refresh and it eventually takes. Wish I knew what was up with that.
All of bsnes now uses dynamic layouts sans the main window, so you can
resize them however you like.
This is still all Qt-only, I'm afraid. The other two ports are
in-progress.
2011-02-07 09:15:43 +00:00
|
|
|
}
|
2011-03-22 12:56:49 +00:00
|
|
|
}
|
Update to v075r08 release.
byuu says:
Eleven hours of work. Window is now a base type (inherits from Object,
not Widget), same for Layout. FixedLayout still inherits from Layout.
Added HorizontalLayout and VerticalLayout types, that can append each
other to themselves to create box layouts. Layout margins are supported,
spacing is specified inline (I find this a much better way to fine-grain
spacing than Qt's single setSpacing function), and alignment is handled
strictly via padding widgets (insert a zero-sized label and it will
automatically grow to consume all extra space.)
Overall, my box packing model is slightly less powerful than Qt's, but
it is a good deal simpler and and easier to use in 90% of cases. The one
limitation I hit was with my input settings window, I'm not currently
able to embed two different layouts and toggle one on and the other off
to show only either { mouse x-axis, y-axis } or { mouse left, middle,
right }, so they instead just space out differently and I had to grow
the input window width a bit to compensate.
Resizing works great, pretty cool seeing that this is the first time
I've ever written my own resizer. I had to fight with Qt for several
hours to the point of potentially developing an aneurysm, but I finally
got it to properly handle geometry and sizing stuff. Some weird issue
with the bsnes viewport widget, I tell it to resize and for some reason
it doesn't. Cheap hack, I just make it constantly resize every video
refresh and it eventually takes. Wish I knew what was up with that.
All of bsnes now uses dynamic layouts sans the main window, so you can
resize them however you like.
This is still all Qt-only, I'm afraid. The other two ports are
in-progress.
2011-02-07 09:15:43 +00:00
|
|
|
|
2011-03-22 12:56:49 +00:00
|
|
|
void HorizontalLayout::setMargin(unsigned margin) {
|
2011-09-05 03:48:23 +00:00
|
|
|
state.margin = margin;
|
Update to v075r11 release.
byuu says:
Rewrote the way menus are attached, they act like layouts/widgets now.
All three phoenix targets once again work with both radio menu items and
radio widgets. Both GTK+ and Qt have built-in group controls right
inside the widgets, so I don't have to keep my own groups around
anymore. They do act screwy at widget creation though, have to jump
through some hoops to get it to work right. All I can say is, definitely
set all child widgets to the parent before trying to check any of them.
My long-term goal for the main window is to honor the fullscreen video
setting as a generic setting, and let the window scale auto-fit the best
possible size that matches your scale preference into the output window,
centered just like fullscreen. For now, I've just set it to a fixed
window size until I finish working on phoenix. The scale X settings will
just be to snap the window to an exact size in case you don't want any
black borders, they won't be radio items and the bsnes-geometry.cfg file
will save width/height information as well.
Simplified the sizing requirements for creating layouts and updated all
bsnes windows to support the new system. Layouts also expose their
minimum width/height values, which I use to create perfectly sized
windows on all three platforms. This will fix cut-off heights on the
last Windows WIP. Qt is being annoying though and forcing a minimum
window size of 300,100 despite me telling it to use a smaller window
size. Always have to fight with Qt, I swear to god.
2011-02-10 10:08:12 +00:00
|
|
|
}
|
|
|
|
|
2011-02-24 09:25:20 +00:00
|
|
|
void HorizontalLayout::setVisible(bool visible) {
|
2013-11-28 10:29:01 +00:00
|
|
|
Sizable::state.visible = visible;
|
2013-05-02 11:25:45 +00:00
|
|
|
for(auto& child : children) {
|
2013-11-28 10:29:01 +00:00
|
|
|
child.sizable->setVisible(child.sizable->visible());
|
2011-02-24 09:25:20 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
Update to v082r15 release.
byuu says:
7.5 hours of power coding. Das Keyboard definitely helped (but didn't
eliminate) RSI, neato.
Okay, the NES resampler was using 315 / 88.8 by mistake, so the output
rate was wrong, causing way more video/audio stuttering than necessary.
STILL forgot the NES APU frame IRQ clear thing on $4015 reads, blah. Why
do I always remember things right after uploading the WIPs?
Recreated the input manager with a new design, works much nicer than the
old one, a whole lot less duplicated code.
Recreated the input settings window to work with the new multi-system
emulation.
All input settings are saved to their own configuration file, input.cfg.
Going to batch folder for now.
Okay, so the new input settings window ... basically there are now three
drop-downs, and I'm not even trying to label them anymore.
They are primary, secondary, tertiary selectors for the listed group
below. Examples:
"NES -> Controller Port 1 -> Gamepad"
"SNES -> Controller Port 2 -> Super Scope"
"User Interface -> Hotkeys -> Save States"
I am aware that "Clear" gets disabled when assigning. I will work on
that later, being lazy for now and disabling the entire window. Have to
add the mouse binders back, too.
Escape and modifiers are both mappable as individual keys now. If you
want to clear, click the damn clear button :P
Oh, and all input goes to all windows for now. That'll be fixed too when
input focus stuff is re-added.
2011-09-17 06:42:17 +00:00
|
|
|
void HorizontalLayout::synchronizeLayout() {
|
2013-05-02 11:25:45 +00:00
|
|
|
for(auto& child : children) Layout::append(*child.sizable);
|
2011-09-05 03:48:23 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
HorizontalLayout::~HorizontalLayout() {
|
|
|
|
while(children.size()) remove(*children[0].sizable);
|
Update to v075r08 release.
byuu says:
Eleven hours of work. Window is now a base type (inherits from Object,
not Widget), same for Layout. FixedLayout still inherits from Layout.
Added HorizontalLayout and VerticalLayout types, that can append each
other to themselves to create box layouts. Layout margins are supported,
spacing is specified inline (I find this a much better way to fine-grain
spacing than Qt's single setSpacing function), and alignment is handled
strictly via padding widgets (insert a zero-sized label and it will
automatically grow to consume all extra space.)
Overall, my box packing model is slightly less powerful than Qt's, but
it is a good deal simpler and and easier to use in 90% of cases. The one
limitation I hit was with my input settings window, I'm not currently
able to embed two different layouts and toggle one on and the other off
to show only either { mouse x-axis, y-axis } or { mouse left, middle,
right }, so they instead just space out differently and I had to grow
the input window width a bit to compensate.
Resizing works great, pretty cool seeing that this is the first time
I've ever written my own resizer. I had to fight with Qt for several
hours to the point of potentially developing an aneurysm, but I finally
got it to properly handle geometry and sizing stuff. Some weird issue
with the bsnes viewport widget, I tell it to resize and for some reason
it doesn't. Cheap hack, I just make it constantly resize every video
refresh and it eventually takes. Wish I knew what was up with that.
All of bsnes now uses dynamic layouts sans the main window, so you can
resize them however you like.
This is still all Qt-only, I'm afraid. The other two ports are
in-progress.
2011-02-07 09:15:43 +00:00
|
|
|
}
|