bsnes/hiro/gtk/settings.cpp

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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
namespace hiro {
Settings::Settings() {
Update to v106r27 release. byuu says: Changelog: - nall: merged Path::config() and Path::local() to Path::userData() - ~/.local/share or %appdata or ~/Library/ApplicationSupport - higan, bsnes: render main window icon onto viewport instead of canvas - should hopefully fix a brief flickering glitch that appears on Windows - icarus: improved Super Famicom heuristics for Starfox / Starwing RAM - ruby/Direct3D: handle viewport size changes in lock() instead of output() - fixes icon disappearing when resizing main window - hiro/Windows: remove WS_DISABLED from StatusBar to fix window resize grip - this is experimental: I initially used WS_DISABLED to work around a focus bug - yet trying things now, said bug seems(?) to have gone away at some point ... - bsnes: added advanced settings panel with real-time driver change support I'd like feedback on the real-time driver change, for possible consideration into adding this to higan as well. Some drivers just crash, it's a fact of life. The ASIO driver in particular likes to crash inside the driver itself, without any error messages ever returned to try and catch. When you try to change a driver with a game loaded, it gives you a scary warning, asking if you want to proceed. When you change a driver, it sets a crash flag, and if the driver crashes while initializing, then restarting bsnes will disable the errant driver. If it fails in a recoverable way, then it sets the driver to “None” and warns you that the driver cannot be used. What I'm thinking of further adding is to call emulator→save() to write out the save RAM contents beforehand (although the periodic auto-saving RAM will handle this anyway when it's enabled), and possibly it might be wise to capture an emulator save state, although those can't be taken without advancing the emulator to the next frame, so that might not be a good idea. I'm also thinking we should show some kind of message somewhere when a driver is set to “None”. The status bar can be hidden, so perhaps on the title bar? Or maybe just a warning on startup that a driver is set to “None”.
2018-05-25 08:02:38 +00:00
string path = {Path::userData(), "hiro/"};
Update to v100r16 release. byuu says: (Windows users may need to include <sys/time.h> at the top of nall/chrono.hpp, not sure.) Unchangelog: - forgot to add the Scheduler clock=0 fix because I have the memory of a goldfish Changelog: - new icarus database with nine additional games - hiro(GTK,Qt) won't constantly write its settings.bml file to disk anymore - added latency simulator for fun (settings.bml => Input/Latency in milliseconds) So the last one ... I wanted to test out nall::chrono, and I was also thinking that by polling every emulated frame, it's pretty wasteful when you are using Fast Forward and hitting 200+fps. As I've said before, calls to ruby::input::poll are not cheap. So to get around this, I added a limiter so that if you called the hardware poll function within N milliseconds, it'll return without doing any actual work. And indeed, that increases my framerate of Zelda 3 uncapped from 133fps to 142fps. Yay. But it's not a "real" speedup, as it only helps you when you exceed 100% speed (theoretically, you'd need to crack 300% speed since the game itself will poll at 16ms at 100% speed, but yet it sped up Zelda 3, so who am I to complain?) I threw the latency value into the settings file. It should be 16, but I set it to 5 since that was the lowest before it started negatively impacting uncapped speeds. You're wasting your time and CPU cycles setting it lower than 5, but if people like placebo effects it might work. Maybe I should let it be a signed integer so people can set it to -16 and think it's actually faster :P (I'm only joking. I took out the 96000hz audio placebo effect as well. Not really into psychological tricks anymore.) But yeah seriously, I didn't do this to start this discussion again for the billionth time. Please don't go there. And please don't tell me this WIP has higher/lower latency than before. I don't want to hear it. The only reason I bring it up is for the fun part that is worth discussing: put up or shut up time on how sensitive you are to latency! You can set the value above 5 to see how games feel. I personally can't really tell a difference until about 50. And I can't be 100% confident it's worse until about 75. But ... when I set it to 150, games become "extra difficult" ... the higher it goes, the worse it gets :D For this WIP, I've left no upper limit cap. I'll probably set a cap of something like 500ms or 1000ms for the official release. Need to balance user error/trolling with enjoyability. I'll think about it. [...] Now, what I worry about is stupid people seeing it and thinking it's an "added latency" setting, as if anyone would intentionally make things worse by default. This is a limiter. So if 5ms have passed since the game last polled, and that will be the case 99.9% of the time in games, the next poll will happen just in time, immediately when the game polls the inputs. Thus, a value below 1/<framerate>ms is not only pointless, if you go too low it will ruin your fast forward max speeds. I did say I didn't want to resort to placebo tricks, but I also don't want to spark up public discussion on this again either. So it might be best to default Input/Latency to 0ms, and internally have a max(5, latency) wrapper around the value.
2016-08-03 12:32:40 +00:00
auto document = BML::unserialize(file::read({path, "gtk.bml"}));
auto get = [&](string_view name) {
return document[name];
};
Update to v100r16 release. byuu says: (Windows users may need to include <sys/time.h> at the top of nall/chrono.hpp, not sure.) Unchangelog: - forgot to add the Scheduler clock=0 fix because I have the memory of a goldfish Changelog: - new icarus database with nine additional games - hiro(GTK,Qt) won't constantly write its settings.bml file to disk anymore - added latency simulator for fun (settings.bml => Input/Latency in milliseconds) So the last one ... I wanted to test out nall::chrono, and I was also thinking that by polling every emulated frame, it's pretty wasteful when you are using Fast Forward and hitting 200+fps. As I've said before, calls to ruby::input::poll are not cheap. So to get around this, I added a limiter so that if you called the hardware poll function within N milliseconds, it'll return without doing any actual work. And indeed, that increases my framerate of Zelda 3 uncapped from 133fps to 142fps. Yay. But it's not a "real" speedup, as it only helps you when you exceed 100% speed (theoretically, you'd need to crack 300% speed since the game itself will poll at 16ms at 100% speed, but yet it sped up Zelda 3, so who am I to complain?) I threw the latency value into the settings file. It should be 16, but I set it to 5 since that was the lowest before it started negatively impacting uncapped speeds. You're wasting your time and CPU cycles setting it lower than 5, but if people like placebo effects it might work. Maybe I should let it be a signed integer so people can set it to -16 and think it's actually faster :P (I'm only joking. I took out the 96000hz audio placebo effect as well. Not really into psychological tricks anymore.) But yeah seriously, I didn't do this to start this discussion again for the billionth time. Please don't go there. And please don't tell me this WIP has higher/lower latency than before. I don't want to hear it. The only reason I bring it up is for the fun part that is worth discussing: put up or shut up time on how sensitive you are to latency! You can set the value above 5 to see how games feel. I personally can't really tell a difference until about 50. And I can't be 100% confident it's worse until about 75. But ... when I set it to 150, games become "extra difficult" ... the higher it goes, the worse it gets :D For this WIP, I've left no upper limit cap. I'll probably set a cap of something like 500ms or 1000ms for the official release. Need to balance user error/trolling with enjoyability. I'll think about it. [...] Now, what I worry about is stupid people seeing it and thinking it's an "added latency" setting, as if anyone would intentionally make things worse by default. This is a limiter. So if 5ms have passed since the game last polled, and that will be the case 99.9% of the time in games, the next poll will happen just in time, immediately when the game polls the inputs. Thus, a value below 1/<framerate>ms is not only pointless, if you go too low it will ruin your fast forward max speeds. I did say I didn't want to resort to placebo tricks, but I also don't want to spark up public discussion on this again either. So it might be best to default Input/Latency to 0ms, and internally have a max(5, latency) wrapper around the value.
2016-08-03 12:32:40 +00:00
geometry.frameX = get("Geometry/FrameX").integer();
geometry.frameY = get("Geometry/FrameY").integer();
geometry.frameWidth = get("Geometry/FrameWidth").integer();
geometry.frameHeight = get("Geometry/FrameHeight").integer();
geometry.menuHeight = get("Geometry/MenuHeight").integer();
geometry.statusHeight = get("Geometry/StatusHeight").integer();
}
Update to v100r16 release. byuu says: (Windows users may need to include <sys/time.h> at the top of nall/chrono.hpp, not sure.) Unchangelog: - forgot to add the Scheduler clock=0 fix because I have the memory of a goldfish Changelog: - new icarus database with nine additional games - hiro(GTK,Qt) won't constantly write its settings.bml file to disk anymore - added latency simulator for fun (settings.bml => Input/Latency in milliseconds) So the last one ... I wanted to test out nall::chrono, and I was also thinking that by polling every emulated frame, it's pretty wasteful when you are using Fast Forward and hitting 200+fps. As I've said before, calls to ruby::input::poll are not cheap. So to get around this, I added a limiter so that if you called the hardware poll function within N milliseconds, it'll return without doing any actual work. And indeed, that increases my framerate of Zelda 3 uncapped from 133fps to 142fps. Yay. But it's not a "real" speedup, as it only helps you when you exceed 100% speed (theoretically, you'd need to crack 300% speed since the game itself will poll at 16ms at 100% speed, but yet it sped up Zelda 3, so who am I to complain?) I threw the latency value into the settings file. It should be 16, but I set it to 5 since that was the lowest before it started negatively impacting uncapped speeds. You're wasting your time and CPU cycles setting it lower than 5, but if people like placebo effects it might work. Maybe I should let it be a signed integer so people can set it to -16 and think it's actually faster :P (I'm only joking. I took out the 96000hz audio placebo effect as well. Not really into psychological tricks anymore.) But yeah seriously, I didn't do this to start this discussion again for the billionth time. Please don't go there. And please don't tell me this WIP has higher/lower latency than before. I don't want to hear it. The only reason I bring it up is for the fun part that is worth discussing: put up or shut up time on how sensitive you are to latency! You can set the value above 5 to see how games feel. I personally can't really tell a difference until about 50. And I can't be 100% confident it's worse until about 75. But ... when I set it to 150, games become "extra difficult" ... the higher it goes, the worse it gets :D For this WIP, I've left no upper limit cap. I'll probably set a cap of something like 500ms or 1000ms for the official release. Need to balance user error/trolling with enjoyability. I'll think about it. [...] Now, what I worry about is stupid people seeing it and thinking it's an "added latency" setting, as if anyone would intentionally make things worse by default. This is a limiter. So if 5ms have passed since the game last polled, and that will be the case 99.9% of the time in games, the next poll will happen just in time, immediately when the game polls the inputs. Thus, a value below 1/<framerate>ms is not only pointless, if you go too low it will ruin your fast forward max speeds. I did say I didn't want to resort to placebo tricks, but I also don't want to spark up public discussion on this again either. So it might be best to default Input/Latency to 0ms, and internally have a max(5, latency) wrapper around the value.
2016-08-03 12:32:40 +00:00
Settings::~Settings() {
Update to v106r27 release. byuu says: Changelog: - nall: merged Path::config() and Path::local() to Path::userData() - ~/.local/share or %appdata or ~/Library/ApplicationSupport - higan, bsnes: render main window icon onto viewport instead of canvas - should hopefully fix a brief flickering glitch that appears on Windows - icarus: improved Super Famicom heuristics for Starfox / Starwing RAM - ruby/Direct3D: handle viewport size changes in lock() instead of output() - fixes icon disappearing when resizing main window - hiro/Windows: remove WS_DISABLED from StatusBar to fix window resize grip - this is experimental: I initially used WS_DISABLED to work around a focus bug - yet trying things now, said bug seems(?) to have gone away at some point ... - bsnes: added advanced settings panel with real-time driver change support I'd like feedback on the real-time driver change, for possible consideration into adding this to higan as well. Some drivers just crash, it's a fact of life. The ASIO driver in particular likes to crash inside the driver itself, without any error messages ever returned to try and catch. When you try to change a driver with a game loaded, it gives you a scary warning, asking if you want to proceed. When you change a driver, it sets a crash flag, and if the driver crashes while initializing, then restarting bsnes will disable the errant driver. If it fails in a recoverable way, then it sets the driver to “None” and warns you that the driver cannot be used. What I'm thinking of further adding is to call emulator→save() to write out the save RAM contents beforehand (although the periodic auto-saving RAM will handle this anyway when it's enabled), and possibly it might be wise to capture an emulator save state, although those can't be taken without advancing the emulator to the next frame, so that might not be a good idea. I'm also thinking we should show some kind of message somewhere when a driver is set to “None”. The status bar can be hidden, so perhaps on the title bar? Or maybe just a warning on startup that a driver is set to “None”.
2018-05-25 08:02:38 +00:00
string path = {Path::userData(), "hiro/"};
directory::create(path, 0755);
Update to v100r16 release. byuu says: (Windows users may need to include <sys/time.h> at the top of nall/chrono.hpp, not sure.) Unchangelog: - forgot to add the Scheduler clock=0 fix because I have the memory of a goldfish Changelog: - new icarus database with nine additional games - hiro(GTK,Qt) won't constantly write its settings.bml file to disk anymore - added latency simulator for fun (settings.bml => Input/Latency in milliseconds) So the last one ... I wanted to test out nall::chrono, and I was also thinking that by polling every emulated frame, it's pretty wasteful when you are using Fast Forward and hitting 200+fps. As I've said before, calls to ruby::input::poll are not cheap. So to get around this, I added a limiter so that if you called the hardware poll function within N milliseconds, it'll return without doing any actual work. And indeed, that increases my framerate of Zelda 3 uncapped from 133fps to 142fps. Yay. But it's not a "real" speedup, as it only helps you when you exceed 100% speed (theoretically, you'd need to crack 300% speed since the game itself will poll at 16ms at 100% speed, but yet it sped up Zelda 3, so who am I to complain?) I threw the latency value into the settings file. It should be 16, but I set it to 5 since that was the lowest before it started negatively impacting uncapped speeds. You're wasting your time and CPU cycles setting it lower than 5, but if people like placebo effects it might work. Maybe I should let it be a signed integer so people can set it to -16 and think it's actually faster :P (I'm only joking. I took out the 96000hz audio placebo effect as well. Not really into psychological tricks anymore.) But yeah seriously, I didn't do this to start this discussion again for the billionth time. Please don't go there. And please don't tell me this WIP has higher/lower latency than before. I don't want to hear it. The only reason I bring it up is for the fun part that is worth discussing: put up or shut up time on how sensitive you are to latency! You can set the value above 5 to see how games feel. I personally can't really tell a difference until about 50. And I can't be 100% confident it's worse until about 75. But ... when I set it to 150, games become "extra difficult" ... the higher it goes, the worse it gets :D For this WIP, I've left no upper limit cap. I'll probably set a cap of something like 500ms or 1000ms for the official release. Need to balance user error/trolling with enjoyability. I'll think about it. [...] Now, what I worry about is stupid people seeing it and thinking it's an "added latency" setting, as if anyone would intentionally make things worse by default. This is a limiter. So if 5ms have passed since the game last polled, and that will be the case 99.9% of the time in games, the next poll will happen just in time, immediately when the game polls the inputs. Thus, a value below 1/<framerate>ms is not only pointless, if you go too low it will ruin your fast forward max speeds. I did say I didn't want to resort to placebo tricks, but I also don't want to spark up public discussion on this again either. So it might be best to default Input/Latency to 0ms, and internally have a max(5, latency) wrapper around the value.
2016-08-03 12:32:40 +00:00
Markup::Node document;
auto set = [&](string_view name, string_view value) {
document(name).setValue(value);
};
set("Geometry/FrameX", geometry.frameX);
set("Geometry/FrameY", geometry.frameY);
set("Geometry/FrameWidth", geometry.frameWidth);
set("Geometry/FrameHeight", geometry.frameHeight);
set("Geometry/MenuHeight", geometry.menuHeight);
set("Geometry/StatusHeight", geometry.statusHeight);
file::write({path, "gtk.bml"}, BML::serialize(document));
}
}