2011-12-12 10:59:53 +00:00
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#ifndef NALL_XORG_GUARD_HPP
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#define NALL_XORG_GUARD_HPP
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2016-10-27 21:16:58 +00:00
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#define Atom XlibAtom
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2013-04-14 08:52:47 +00:00
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#define Bool XlibBool
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2011-12-12 10:59:53 +00:00
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#define Display XlibDisplay
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#define Screen XlibScreen
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#define Window XlibWindow
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Update to bsnes v107.1 release.
byuu says:
Don't let the point release fool you, there are many significant changes in this
release. I will be keeping bsnes releases using a point system until the new
higan release is ready.
Changelog:
- GUI: added high DPI support
- GUI: fixed the state manager image preview
- Windows: added a new waveOut driver with support for dynamic rate control
- Windows: corrected the XAudio 2.1 dynamic rate control support [BearOso]
- Windows: corrected the Direct3D 9.0 fullscreen exclusive window centering
- Windows: fixed XInput controller support on Windows 10
- SFC: added high-level emulation for the DSP1, DSP2, DSP4, ST010, and Cx4
coprocessors
- SFC: fixed a slight rendering glitch in the intro to Megalomania
If the coprocessor firmware is missing, bsnes will fallback on HLE where it is
supported, which is everything other than SD Gundam GX and the two Hayazashi
Nidan Morita Shougi games.
The Windows dynamic rate control works best with Direct3D in fullscreen
exclusive mode. I recommend the waveOut driver over the XAudio 2.1 driver, as it
is not possible to target a single XAudio2 version on all Windows OS releases.
The waveOut driver should work everywhere out of the box.
Note that with DRC, the synchronization source is your monitor, so you will
want to be running at 60hz (NTSC) or 50hz (PAL). If you have an adaptive sync
monitor, you should instead use the WASAPI (exclusive) or ASIO audio driver.
2019-04-09 01:16:30 +00:00
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#define Above XlibAbove
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#define Below XlibBelow
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2011-12-12 10:59:53 +00:00
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#else
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#undef NALL_XORG_GUARD_HPP
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2016-10-27 21:16:58 +00:00
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#undef Atom
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2013-04-14 08:52:47 +00:00
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#undef Bool
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2016-10-27 21:16:58 +00:00
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#undef Display
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#undef Screen
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#undef Window
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Update to bsnes v107.1 release.
byuu says:
Don't let the point release fool you, there are many significant changes in this
release. I will be keeping bsnes releases using a point system until the new
higan release is ready.
Changelog:
- GUI: added high DPI support
- GUI: fixed the state manager image preview
- Windows: added a new waveOut driver with support for dynamic rate control
- Windows: corrected the XAudio 2.1 dynamic rate control support [BearOso]
- Windows: corrected the Direct3D 9.0 fullscreen exclusive window centering
- Windows: fixed XInput controller support on Windows 10
- SFC: added high-level emulation for the DSP1, DSP2, DSP4, ST010, and Cx4
coprocessors
- SFC: fixed a slight rendering glitch in the intro to Megalomania
If the coprocessor firmware is missing, bsnes will fallback on HLE where it is
supported, which is everything other than SD Gundam GX and the two Hayazashi
Nidan Morita Shougi games.
The Windows dynamic rate control works best with Direct3D in fullscreen
exclusive mode. I recommend the waveOut driver over the XAudio 2.1 driver, as it
is not possible to target a single XAudio2 version on all Windows OS releases.
The waveOut driver should work everywhere out of the box.
Note that with DRC, the synchronization source is your monitor, so you will
want to be running at 60hz (NTSC) or 50hz (PAL). If you have an adaptive sync
monitor, you should instead use the WASAPI (exclusive) or ASIO audio driver.
2019-04-09 01:16:30 +00:00
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#undef Above
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#undef Below
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2016-10-27 21:16:58 +00:00
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#ifndef NALL_XORG_GUARD_CONSTANTS
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#define NALL_XORG_GUARD_CONSTANTS
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enum XlibConstants : int {
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XlibButton1 = Button1,
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XlibButton2 = Button2,
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XlibButton3 = Button3,
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XlibButton4 = Button4,
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XlibButton5 = Button5,
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XlibCurrentTime = CurrentTime,
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XlibFalse = False,
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XlibNone = None,
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XlibTrue = True,
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};
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#endif
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2011-12-12 10:59:53 +00:00
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#undef Button1
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#undef Button2
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#undef Button3
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#undef Button4
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#undef Button5
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2016-10-27 21:16:58 +00:00
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#undef CurrentTime
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#undef False
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#undef None
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#undef True
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2011-12-12 10:59:53 +00:00
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Update to v106r79 release.
byuu says:
This WIP is just work on nall/primitives ...
Basically, I'm coming to the conclusion that it's just not practical to
try and make Natural/Integer implicitly castable to primitive signed and
unsigned integers. C++ just has too many edge cases there.
I also want to get away from the problem of C++ deciding that all math
operations return 32-bit values, unless one of the parameters is 64-bit,
in which case you get a 64-bit value. You know, so things like
array[-1] won't end up accessing the 4 billionth element of the array.
It's nice to be fancy and minimally size operations (eg 32-bit+32-bit =
33-bit), but it's just too unintuitive. I think all
Natural<X>+Natural<Y> expessions should result in a Natural<64> (eg
natural) type.
nall/primitives/operators.hpp has been removed, and new
Natural<>Natural / Integer<>Integer casts exist. My feeling is that
signed and unsigned types should not be implicitly convertible where
data loss can occur. In the future, I think an integer8*natural8 is
fine to return an integer64, and the bitwise operators are probably all
fine between the two types. I could probably add
(Integer,Natural)+Boolean conversions as well.
To simplify expressions, there are new user-defined literals for _b
(boolean), _n (natural), _i (integer), _r (real), _n# (eg _n8),
_i# (eg _i8), _r# (eg _r32), and _s (nall::string).
In the long-term, my intention is to make the conversion and cast
constructors explicit for primitive types, but obviously that'll shatter
most of higan, so for now that won't be the case.
Something I can do in the future is allow implicit conversion and
casting to (u)int64_t. That may be a nice balance.
2019-01-15 04:33:20 +00:00
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#undef MAX
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#undef MIN
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2011-12-12 10:59:53 +00:00
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#endif
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