bsnes/hiro/gtk/window.cpp

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#if defined(Hiro_Window)
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 {
static auto Window_close(GtkWidget* widget, GdkEvent* event, pWindow* p) -> signed {
if(p->state().onClose) {
p->self().doClose();
} else {
p->self().setVisible(false);
}
if(p->state().modal && !p->pObject::state().visible) p->self().setModal(false);
return true;
}
static auto Window_expose(GtkWidget* widget, GdkEvent* event, pWindow* p) -> signed {
if(auto color = p->state().backgroundColor) {
cairo_t* context = gdk_cairo_create(widget->window);
double red = (double)color.red() / 255.0;
double green = (double)color.green() / 255.0;
double blue = (double)color.blue() / 255.0;
double alpha = (double)color.alpha() / 255.0;
if(gdk_screen_is_composited(gdk_screen_get_default())
&& gdk_screen_get_rgba_colormap(gdk_screen_get_default())
) {
cairo_set_source_rgba(context, red, green, blue, alpha);
} else {
cairo_set_source_rgb(context, red, green, blue);
}
cairo_set_operator(context, CAIRO_OPERATOR_SOURCE);
cairo_paint(context);
cairo_destroy(context);
}
return false;
}
static auto Window_configure(GtkWidget* widget, GdkEvent* event, pWindow* p) -> signed {
if(!gtk_widget_get_realized(p->widget)) return false;
if(!p->pObject::state().visible) return false;
GdkWindow* gdkWindow = gtk_widget_get_window(widget);
GdkRectangle border, client;
gdk_window_get_frame_extents(gdkWindow, &border);
gdk_window_get_geometry(gdkWindow, nullptr, nullptr, &client.width, &client.height, nullptr);
gdk_window_get_origin(gdkWindow, &client.x, &client.y);
if(!p->state().fullScreen) {
//update geometry settings
settings->geometry.frameX = client.x - border.x;
settings->geometry.frameY = client.y - border.y;
settings->geometry.frameWidth = border.width - client.width;
settings->geometry.frameHeight = border.height - client.height;
settings->save();
}
Geometry geometry = {
client.x,
client.y + p->_menuHeight(),
client.width,
client.height - p->_menuHeight() - p->_statusHeight()
};
//move
if(geometry.x() != p->state().geometry.x() || geometry.y() != p->state().geometry.y()) {
if(!p->state().fullScreen) {
p->state().geometry.setX(geometry.x());
p->state().geometry.setY(geometry.y());
}
if(!p->locked()) p->self().doMove();
}
//size
if(geometry.width() != p->state().geometry.width() || geometry.height() != p->state().geometry.height()) {
p->onSizePending = true;
}
return false;
}
static auto Window_drop(GtkWidget* widget, GdkDragContext* context, signed x, signed y,
GtkSelectionData* data, unsigned type, unsigned timestamp, pWindow* p) -> void {
if(!p->state().droppable) return;
lstring paths = DropPaths(data);
if(paths.empty()) return;
p->self().doDrop(paths);
}
static auto Window_keyPress(GtkWidget* widget, GdkEventKey* event, pWindow* p) -> signed {
if(auto key = pKeyboard::_translate(event->keyval)) {
p->self().doKeyPress(key);
}
return false;
}
static auto Window_keyRelease(GtkWidget* widget, GdkEventKey* event, pWindow* p) -> signed {
if(auto key = pKeyboard::_translate(event->keyval)) {
p->self().doKeyRelease(key);
}
return false;
}
static auto Window_sizeAllocate(GtkWidget* widget, GtkAllocation* allocation, pWindow* p) -> void {
//size-allocate sent from gtk_fixed_move(); detect if layout unchanged and return
if(allocation->width == p->lastAllocation.width
&& allocation->height == p->lastAllocation.height) return;
p->state().geometry.setWidth(allocation->width);
p->state().geometry.setHeight(allocation->height);
if(auto& layout = p->state().layout) {
layout->setGeometry(p->self().geometry().setPosition(0, 0));
}
if(!p->locked() && p->onSizePending) {
p->onSizePending = false;
p->self().doSize();
}
p->lastAllocation = *allocation;
}
static auto Window_sizeRequest(GtkWidget* widget, GtkRequisition* requisition, pWindow* p) -> void {
requisition->width = p->state().geometry.width();
requisition->height = p->state().geometry.height();
}
auto pWindow::construct() -> void {
lastAllocation.width = 0;
lastAllocation.height = 0;
onSizePending = false;
widget = gtk_window_new(GTK_WINDOW_TOPLEVEL);
gtk_window_set_resizable(GTK_WINDOW(widget), true);
//if program was given a name, try and set the window taskbar icon from one of the pixmaps folders
if(!Application::state.name);
else if(_setIcon({userpath(), ".local/share/icons/"}));
else if(_setIcon("/usr/local/share/pixmaps/"));
else if(_setIcon("/usr/share/pixmaps/"));
GdkColormap* colormap = gdk_screen_get_rgba_colormap(gdk_screen_get_default());
if(!colormap) colormap = gdk_screen_get_rgb_colormap(gdk_screen_get_default());
if(colormap) gtk_widget_set_colormap(widget, colormap);
gtk_widget_set_app_paintable(widget, true);
gtk_widget_add_events(widget, GDK_CONFIGURE);
menuContainer = gtk_vbox_new(false, 0);
gtk_container_add(GTK_CONTAINER(widget), menuContainer);
gtk_widget_show(menuContainer);
gtkMenu = gtk_menu_bar_new();
gtk_box_pack_start(GTK_BOX(menuContainer), gtkMenu, false, false, 0);
formContainer = gtk_fixed_new();
gtk_box_pack_start(GTK_BOX(menuContainer), formContainer, true, true, 0);
gtk_widget_show(formContainer);
statusContainer = gtk_event_box_new();
gtkStatus = gtk_statusbar_new();
gtk_statusbar_set_has_resize_grip(GTK_STATUSBAR(gtkStatus), true);
gtk_container_add(GTK_CONTAINER(statusContainer), gtkStatus);
gtk_box_pack_start(GTK_BOX(menuContainer), statusContainer, false, false, 0);
gtk_widget_show(statusContainer);
setBackgroundColor(state().backgroundColor);
setDroppable(state().droppable);
setGeometry(state().geometry);
setResizable(state().resizable);
setTitle(state().title);
g_signal_connect(G_OBJECT(widget), "delete-event", G_CALLBACK(Window_close), (gpointer)this);
g_signal_connect(G_OBJECT(widget), "expose-event", G_CALLBACK(Window_expose), (gpointer)this);
g_signal_connect(G_OBJECT(widget), "configure-event", G_CALLBACK(Window_configure), (gpointer)this);
g_signal_connect(G_OBJECT(widget), "drag-data-received", G_CALLBACK(Window_drop), (gpointer)this);
g_signal_connect(G_OBJECT(widget), "key-press-event", G_CALLBACK(Window_keyPress), (gpointer)this);
g_signal_connect(G_OBJECT(widget), "key-release-event", G_CALLBACK(Window_keyRelease), (gpointer)this);
g_signal_connect(G_OBJECT(formContainer), "size-allocate", G_CALLBACK(Window_sizeAllocate), (gpointer)this);
g_signal_connect(G_OBJECT(formContainer), "size-request", G_CALLBACK(Window_sizeRequest), (gpointer)this);
}
auto pWindow::destruct() -> void {
}
auto pWindow::append(sLayout layout) -> void {
}
auto pWindow::append(sMenuBar menuBar) -> void {
Update to v094r12 release. byuu says: Changelog: * added driver selection * added video scale + aspect correction settings * added A/V sync + audio mute settings * added configuration file * fixed compilation bugs under Windows and Linux * fixed window sizing * removed HSU1 * the system menu stays as "System", because "Game Boy Advance" was too long a string for the smallest scale size * some more stuff You guys probably won't be ecstatic about the video sizing options, but it's basically your choice of 1x, 2x or 4x scale with optional aspect correction. 3x was intentionally skipped because it looks horrible on hires SNES games. The window is resized and recentered upon loading games. The window doesn't resize otherwise. I never really liked the way v094 always left you with black screen areas and left you with off-centered window positions. I might go ahead and add the pseudo-fullscreen toggle that will jump into 4x mode (respecting your aspect setting.) Short-term: * add input port changing support * add other input types (mouse-based, etc) * add save states * add cheat codes * add timing configuration (video/audio sync) * add hotkeys (single state) We can probably do a new release once the short-term items are completed. Long-term: * add slotted cart loader (SGB, BSX, ST) * add DIP switch selection window (NSS) * add cheat code database * add state manager * add overscan masking Not planned: * video color adjustments (will allow emulated color vs raw color; but no more sliders) * pixel shaders * ananke integration (will need to make a command-line version to get my games in) * fancy audio adjustment controls (resampler, latency, volume) * input focus settings * relocating game library (not hard, just don't feel like it) * localization support (not enough users) * window geometry memory * anything else not in higan v094
2015-03-03 10:14:49 +00:00
_setMenuEnabled(menuBar->enabled(true));
_setMenuFont(menuBar->font(true));
_setMenuVisible(menuBar->visible(true));
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 pWindow::append(sStatusBar statusBar) -> void {
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
_setStatusEnabled(statusBar->enabled(true));
_setStatusFont(statusBar->font(true));
_setStatusText(statusBar->text());
_setStatusVisible(statusBar->visible(true));
}
auto pWindow::focused() const -> bool {
return gtk_window_is_active(GTK_WINDOW(widget));
}
auto pWindow::frameMargin() const -> Geometry {
if(state().fullScreen) return {
0, _menuHeight(),
0, _menuHeight() + _statusHeight()
};
return {
settings->geometry.frameX,
settings->geometry.frameY + _menuHeight(),
settings->geometry.frameWidth,
settings->geometry.frameHeight + _menuHeight() + _statusHeight()
};
}
auto pWindow::remove(sLayout layout) -> void {
}
auto pWindow::remove(sMenuBar menuBar) -> void {
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
_setMenuVisible(false);
}
auto pWindow::remove(sStatusBar statusBar) -> void {
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
_setStatusVisible(false);
}
auto pWindow::setBackgroundColor(Color color) -> void {
GdkColor gdkColor = CreateColor(color);
gtk_widget_modify_bg(widget, GTK_STATE_NORMAL, color ? &gdkColor : nullptr);
}
auto pWindow::setDroppable(bool droppable) -> void {
gtk_drag_dest_set(widget, GTK_DEST_DEFAULT_ALL, nullptr, 0, GDK_ACTION_COPY);
if(droppable) gtk_drag_dest_add_uri_targets(widget);
}
auto pWindow::setEnabled(bool enabled) -> void {
if(auto& menuBar = state().menuBar) {
if(menuBar->self()) menuBar->self()->setEnabled(menuBar->enabled(true));
}
if(auto& statusBar = state().statusBar) {
if(statusBar->self()) statusBar->self()->setEnabled(statusBar->enabled(true));
}
if(auto& layout = state().layout) {
if(layout->self()) layout->self()->setEnabled(layout->enabled(true));
}
}
auto pWindow::setFocused() -> void {
gtk_window_present(GTK_WINDOW(widget));
}
auto pWindow::setFullScreen(bool fullScreen) -> void {
if(fullScreen == false) {
gtk_window_unfullscreen(GTK_WINDOW(widget));
} else {
gtk_window_fullscreen(GTK_WINDOW(widget));
}
}
auto pWindow::setGeometry(Geometry geometry) -> void {
Geometry margin = frameMargin();
gtk_window_move(GTK_WINDOW(widget), geometry.x() - margin.x(), geometry.y() - margin.y());
GdkGeometry geom;
geom.min_width = state().resizable ? 1 : state().geometry.width();
geom.min_height = state().resizable ? 1 : state().geometry.height();
gtk_window_set_geometry_hints(GTK_WINDOW(widget), GTK_WIDGET(widget), &geom, GDK_HINT_MIN_SIZE);
gtk_widget_set_size_request(formContainer, geometry.width(), geometry.height());
gtk_window_resize(GTK_WINDOW(widget), geometry.width(), geometry.height() + _menuHeight() + _statusHeight());
}
auto pWindow::setModal(bool modal) -> void {
if(modal) {
gtk_window_set_modal(GTK_WINDOW(widget), true);
while(state().modal) {
Application::processEvents();
if(Application::state.onMain) {
Application::doMain();
} else {
usleep(20 * 1000);
}
}
gtk_window_set_modal(GTK_WINDOW(widget), false);
}
}
auto pWindow::setResizable(bool resizable) -> void {
gtk_window_set_resizable(GTK_WINDOW(widget), resizable);
gtk_statusbar_set_has_resize_grip(GTK_STATUSBAR(gtkStatus), resizable);
}
auto pWindow::setTitle(const string& title) -> void {
gtk_window_set_title(GTK_WINDOW(widget), title ? title : " ");
}
auto pWindow::setVisible(bool visible) -> void {
gtk_widget_set_visible(widget, visible);
if(auto& menuBar = state().menuBar) {
if(menuBar->self()) menuBar->self()->setVisible(menuBar->visible(true));
}
Update to v094r12 release. byuu says: Changelog: * added driver selection * added video scale + aspect correction settings * added A/V sync + audio mute settings * added configuration file * fixed compilation bugs under Windows and Linux * fixed window sizing * removed HSU1 * the system menu stays as "System", because "Game Boy Advance" was too long a string for the smallest scale size * some more stuff You guys probably won't be ecstatic about the video sizing options, but it's basically your choice of 1x, 2x or 4x scale with optional aspect correction. 3x was intentionally skipped because it looks horrible on hires SNES games. The window is resized and recentered upon loading games. The window doesn't resize otherwise. I never really liked the way v094 always left you with black screen areas and left you with off-centered window positions. I might go ahead and add the pseudo-fullscreen toggle that will jump into 4x mode (respecting your aspect setting.) Short-term: * add input port changing support * add other input types (mouse-based, etc) * add save states * add cheat codes * add timing configuration (video/audio sync) * add hotkeys (single state) We can probably do a new release once the short-term items are completed. Long-term: * add slotted cart loader (SGB, BSX, ST) * add DIP switch selection window (NSS) * add cheat code database * add state manager * add overscan masking Not planned: * video color adjustments (will allow emulated color vs raw color; but no more sliders) * pixel shaders * ananke integration (will need to make a command-line version to get my games in) * fancy audio adjustment controls (resampler, latency, volume) * input focus settings * relocating game library (not hard, just don't feel like it) * localization support (not enough users) * window geometry memory * anything else not in higan v094
2015-03-03 10:14:49 +00:00
if(auto& layout = state().layout) {
if(layout->self()) layout->self()->setVisible(layout->visible(true));
}
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
if(auto& statusBar = state().statusBar) {
if(statusBar->self()) statusBar->self()->setVisible(statusBar->visible(true));
}
Update to v094r12 release. byuu says: Changelog: * added driver selection * added video scale + aspect correction settings * added A/V sync + audio mute settings * added configuration file * fixed compilation bugs under Windows and Linux * fixed window sizing * removed HSU1 * the system menu stays as "System", because "Game Boy Advance" was too long a string for the smallest scale size * some more stuff You guys probably won't be ecstatic about the video sizing options, but it's basically your choice of 1x, 2x or 4x scale with optional aspect correction. 3x was intentionally skipped because it looks horrible on hires SNES games. The window is resized and recentered upon loading games. The window doesn't resize otherwise. I never really liked the way v094 always left you with black screen areas and left you with off-centered window positions. I might go ahead and add the pseudo-fullscreen toggle that will jump into 4x mode (respecting your aspect setting.) Short-term: * add input port changing support * add other input types (mouse-based, etc) * add save states * add cheat codes * add timing configuration (video/audio sync) * add hotkeys (single state) We can probably do a new release once the short-term items are completed. Long-term: * add slotted cart loader (SGB, BSX, ST) * add DIP switch selection window (NSS) * add cheat code database * add state manager * add overscan masking Not planned: * video color adjustments (will allow emulated color vs raw color; but no more sliders) * pixel shaders * ananke integration (will need to make a command-line version to get my games in) * fancy audio adjustment controls (resampler, latency, volume) * input focus settings * relocating game library (not hard, just don't feel like it) * localization support (not enough users) * window geometry memory * anything else not in higan v094
2015-03-03 10:14:49 +00:00
//GTK+ returns invalid widget sizes below without this call
Application::processEvents();
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
if(visible) {
if(gtk_widget_get_visible(gtkMenu)) {
GtkAllocation allocation;
gtk_widget_get_allocation(gtkMenu, &allocation);
settings->geometry.menuHeight = allocation.height;
}
if(gtk_widget_get_visible(gtkStatus)) {
GtkAllocation allocation;
gtk_widget_get_allocation(gtkStatus, &allocation);
settings->geometry.statusHeight = allocation.height;
}
}
if(auto& layout = state().layout) {
layout->setGeometry(self().geometry().setPosition(0, 0));
}
}
auto pWindow::_append(mWidget& widget) -> void {
if(!widget.self()) return;
if(auto parent = widget.parentWidget(true)) {
if(auto instance = parent->self()) widget.self()->gtkParent = instance->container(widget);
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
} else {
widget.self()->gtkParent = formContainer;
}
gtk_fixed_put(GTK_FIXED(widget.self()->gtkParent), widget.self()->gtkWidget, 0, 0);
}
auto pWindow::_append(mMenu& menu) -> void {
if(menu.self()) gtk_menu_shell_append(GTK_MENU_SHELL(gtkMenu), menu.self()->widget);
}
auto pWindow::_menuHeight() const -> signed {
return gtk_widget_get_visible(gtkMenu) ? settings->geometry.menuHeight : 0;
}
auto pWindow::_setIcon(const string& pathname) -> bool {
string filename;
filename = {pathname, Application::state.name, ".svg"};
if(file::exists(filename)) {
gtk_window_set_icon_from_file(GTK_WINDOW(widget), filename, nullptr);
return true;
}
filename = {pathname, Application::state.name, ".png"};
if(file::exists(filename)) {
//maximum image size GTK+ supports is 256x256; scale image down if necessary to prevent error
image icon(filename);
icon.scale(min(256u, icon.width()), min(256u, icon.height()), true);
auto pixbuf = CreatePixbuf(icon);
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
gtk_window_set_icon(GTK_WINDOW(widget), pixbuf);
g_object_unref(G_OBJECT(pixbuf));
return true;
}
return false;
}
auto pWindow::_setMenuEnabled(bool enabled) -> void {
gtk_widget_set_sensitive(gtkMenu, enabled);
}
auto pWindow::_setMenuFont(const string& font) -> void {
pFont::setFont(gtkMenu, font);
}
auto pWindow::_setMenuVisible(bool visible) -> void {
gtk_widget_set_visible(gtkMenu, visible);
}
auto pWindow::_setStatusEnabled(bool enabled) -> void {
gtk_widget_set_sensitive(gtkStatus, enabled);
}
auto pWindow::_setStatusFont(const string& font) -> void {
pFont::setFont(gtkStatus, font);
}
auto pWindow::_setStatusText(const string& text) -> void {
gtk_statusbar_pop(GTK_STATUSBAR(gtkStatus), 1);
gtk_statusbar_push(GTK_STATUSBAR(gtkStatus), 1, text);
}
auto pWindow::_setStatusVisible(bool visible) -> void {
gtk_widget_set_visible(gtkStatus, visible);
}
auto pWindow::_statusHeight() const -> signed {
return gtk_widget_get_visible(gtkStatus) ? settings->geometry.statusHeight : 0;
}
}
#endif