bsnes/higan/phoenix/windows/platform.hpp

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namespace phoenix {
struct pApplication {
static void run();
static bool pendingEvents();
static void processEvents();
static void quit();
static void initialize();
};
struct Settings {
bimap<Keyboard::Scancode, unsigned> keymap;
};
struct pFont;
Update to v088r11 release. byuu says: Changelog: - phoenix has added Window::setModal(bool modal = true); - file dialog is now modal. This allows emulation cores to request data and get it immediately before continuing the loading process - save data is hooked up for most systems, still need to handle subsystem slot saves (Sufami Turbo, basically.) - toggle fullscreen key binding added (Alt+Enter for now. I think F11 is probably better though, Enter is often mapped to game start button.) - video scaling is in (center, scale, stretch), works the same in windowed and fullscreen mode (stretch hides resize window option), all in the settings menu now - enough structure to map all saved paths for the browser and to load BS-X slotted carts, BS-X carts, single Sufami Turbo carts Caveats / Missing: - Super Game Boy input doesn't work yet (due to change in callback binding) - doesn't load secondary Sufami Turbo slot yet - BS-X BIOS isn't show the data pack games to load for some reason (ugh, I hate the shit out of debugging BS-X stuff ...) - need mute audio, sync audio+video toggle, save/load state menu and quick keys, XML mapping information window - need cheat editor and cheat database - need state manager - need to sort subsystems below main systems in load menu (basically just see if media.slot.size() > 0) - need video shaders (will probably leave off filters for the time being ... due to that 24/30-bit thing) - need video adjustments (contrast etc, overscan masks) - need audio adjustments (frequency, latency, resampler, volume, per-system frequency) - need driver selection and input focus policy (driver crash detection would be nice too) - need NSS DIP switch settings (that one will be really fun) - need to save and load window geometry settings - need to hook up controller selection (won't be fun), create a map to hide controllers with no inputs to reassign
2012-05-03 12:36:47 +00:00
struct pObject;
struct pWindow;
struct pMenu;
struct pLayout;
struct pWidget;
struct pFont {
static string serif(unsigned size, string style);
static string sans(unsigned size, string style);
static string monospace(unsigned size, string style);
static Size size(const string& font, const string& text);
static HFONT create(const string& description);
static void free(HFONT hfont);
static Size size(HFONT hfont, const string& text);
};
struct pDesktop {
static Size size();
static Geometry workspace();
};
struct pKeyboard {
static bool pressed(Keyboard::Scancode scancode);
Update to v088r11 release. byuu says: Changelog: - phoenix has added Window::setModal(bool modal = true); - file dialog is now modal. This allows emulation cores to request data and get it immediately before continuing the loading process - save data is hooked up for most systems, still need to handle subsystem slot saves (Sufami Turbo, basically.) - toggle fullscreen key binding added (Alt+Enter for now. I think F11 is probably better though, Enter is often mapped to game start button.) - video scaling is in (center, scale, stretch), works the same in windowed and fullscreen mode (stretch hides resize window option), all in the settings menu now - enough structure to map all saved paths for the browser and to load BS-X slotted carts, BS-X carts, single Sufami Turbo carts Caveats / Missing: - Super Game Boy input doesn't work yet (due to change in callback binding) - doesn't load secondary Sufami Turbo slot yet - BS-X BIOS isn't show the data pack games to load for some reason (ugh, I hate the shit out of debugging BS-X stuff ...) - need mute audio, sync audio+video toggle, save/load state menu and quick keys, XML mapping information window - need cheat editor and cheat database - need state manager - need to sort subsystems below main systems in load menu (basically just see if media.slot.size() > 0) - need video shaders (will probably leave off filters for the time being ... due to that 24/30-bit thing) - need video adjustments (contrast etc, overscan masks) - need audio adjustments (frequency, latency, resampler, volume, per-system frequency) - need driver selection and input focus policy (driver crash detection would be nice too) - need NSS DIP switch settings (that one will be really fun) - need to save and load window geometry settings - need to hook up controller selection (won't be fun), create a map to hide controllers with no inputs to reassign
2012-05-03 12:36:47 +00:00
static vector<bool> state();
static void initialize();
};
struct pMouse {
static Position position();
static bool pressed(Mouse::Button button);
};
struct pBrowserWindow {
static string directory(BrowserWindow::State& state);
static string open(BrowserWindow::State& state);
static string save(BrowserWindow::State& state);
};
struct pMessageWindow {
static MessageWindow::Response error(MessageWindow::State& state);
static MessageWindow::Response information(MessageWindow::State& state);
static MessageWindow::Response question(MessageWindow::State& state);
static MessageWindow::Response warning(MessageWindow::State& state);
};
struct pObject {
Update to v088r11 release. byuu says: Changelog: - phoenix has added Window::setModal(bool modal = true); - file dialog is now modal. This allows emulation cores to request data and get it immediately before continuing the loading process - save data is hooked up for most systems, still need to handle subsystem slot saves (Sufami Turbo, basically.) - toggle fullscreen key binding added (Alt+Enter for now. I think F11 is probably better though, Enter is often mapped to game start button.) - video scaling is in (center, scale, stretch), works the same in windowed and fullscreen mode (stretch hides resize window option), all in the settings menu now - enough structure to map all saved paths for the browser and to load BS-X slotted carts, BS-X carts, single Sufami Turbo carts Caveats / Missing: - Super Game Boy input doesn't work yet (due to change in callback binding) - doesn't load secondary Sufami Turbo slot yet - BS-X BIOS isn't show the data pack games to load for some reason (ugh, I hate the shit out of debugging BS-X stuff ...) - need mute audio, sync audio+video toggle, save/load state menu and quick keys, XML mapping information window - need cheat editor and cheat database - need state manager - need to sort subsystems below main systems in load menu (basically just see if media.slot.size() > 0) - need video shaders (will probably leave off filters for the time being ... due to that 24/30-bit thing) - need video adjustments (contrast etc, overscan masks) - need audio adjustments (frequency, latency, resampler, volume, per-system frequency) - need driver selection and input focus policy (driver crash detection would be nice too) - need NSS DIP switch settings (that one will be really fun) - need to save and load window geometry settings - need to hook up controller selection (won't be fun), create a map to hide controllers with no inputs to reassign
2012-05-03 12:36:47 +00:00
static vector<pObject*> objects;
Object& object;
uintptr_t id;
bool locked;
pObject(Object& object);
static pObject* find(unsigned id);
virtual ~pObject() {}
void constructor() {}
void destructor() {}
};
Update to v079 release. byuu says: This release includes Nintendo Super System DIP switch emulation and improved PPU rendering accuracy, among other things. Changelog: - added Nintendo Super System DIP switch emulation [requires XML setting maps] - emulated Super Game Boy $6001 VRAM offset selection port [ikari_01] - fixed randomness initialization of S-SMP port registers [fixes DBZ:Hyper Dimension and Ninja Warriors] - mosaic V-countdown caches BGOFS registers (fixes Super Turrican 2 effect) [reported by zal16] - non-mosaic BGOFS registers are always cached at H=60 (fixes NHL '94 and Super Mario World flickering) - fixed 2xSaI family of renderers on 64-bit systems - cleaned up SMP source code - phoenix: fixed a bug when closing bsnes while minimized Please note that the mosaic BGOFS fix is only for the accuracy profile. Unfortunately the older scanline-based compatibility renderer's code is nearly unmaintainable at this point, so I haven't yet been able to backport the fixes. Also, I have written a new cycle-accurate SMP core that does not use libco. The aim is to implement it into Snes9X v1.54. But it would of course be prudent to test the new core first. [...then in the next post...] Decided to keep that Super Mario World part a surprise, so ... surprise! Realized while working on the Super Turrican 2 mosaic fix, and from looking at NHL '94 and Dai Kaijuu Monogatari 2's behavior, that BGOFS registers must be cached between H=0 and H=88 for the entire scanline ... they can't work otherwise, and it'd be stupid for the PPU to re-add the offset to the position on every pixel anyway. I chose H=60 for now. Once I am set up with the RGB monitor and the North American cartridge dumping is completed, I'll set it on getting exact timings for all these things. It'll probably require a smallish speed hit to allow exact-cycle timing events for everything in the PPU.
2011-06-05 03:45:04 +00:00
struct pTimer : public pObject {
Timer& timer;
Update to v079 release. byuu says: This release includes Nintendo Super System DIP switch emulation and improved PPU rendering accuracy, among other things. Changelog: - added Nintendo Super System DIP switch emulation [requires XML setting maps] - emulated Super Game Boy $6001 VRAM offset selection port [ikari_01] - fixed randomness initialization of S-SMP port registers [fixes DBZ:Hyper Dimension and Ninja Warriors] - mosaic V-countdown caches BGOFS registers (fixes Super Turrican 2 effect) [reported by zal16] - non-mosaic BGOFS registers are always cached at H=60 (fixes NHL '94 and Super Mario World flickering) - fixed 2xSaI family of renderers on 64-bit systems - cleaned up SMP source code - phoenix: fixed a bug when closing bsnes while minimized Please note that the mosaic BGOFS fix is only for the accuracy profile. Unfortunately the older scanline-based compatibility renderer's code is nearly unmaintainable at this point, so I haven't yet been able to backport the fixes. Also, I have written a new cycle-accurate SMP core that does not use libco. The aim is to implement it into Snes9X v1.54. But it would of course be prudent to test the new core first. [...then in the next post...] Decided to keep that Super Mario World part a surprise, so ... surprise! Realized while working on the Super Turrican 2 mosaic fix, and from looking at NHL '94 and Dai Kaijuu Monogatari 2's behavior, that BGOFS registers must be cached between H=0 and H=88 for the entire scanline ... they can't work otherwise, and it'd be stupid for the PPU to re-add the offset to the position on every pixel anyway. I chose H=60 for now. Once I am set up with the RGB monitor and the North American cartridge dumping is completed, I'll set it on getting exact timings for all these things. It'll probably require a smallish speed hit to allow exact-cycle timing events for everything in the PPU.
2011-06-05 03:45:04 +00:00
UINT_PTR htimer;
void setEnabled(bool enabled);
void setInterval(unsigned milliseconds);
pTimer(Timer& timer) : pObject(timer), timer(timer) {}
Update to v079 release. byuu says: This release includes Nintendo Super System DIP switch emulation and improved PPU rendering accuracy, among other things. Changelog: - added Nintendo Super System DIP switch emulation [requires XML setting maps] - emulated Super Game Boy $6001 VRAM offset selection port [ikari_01] - fixed randomness initialization of S-SMP port registers [fixes DBZ:Hyper Dimension and Ninja Warriors] - mosaic V-countdown caches BGOFS registers (fixes Super Turrican 2 effect) [reported by zal16] - non-mosaic BGOFS registers are always cached at H=60 (fixes NHL '94 and Super Mario World flickering) - fixed 2xSaI family of renderers on 64-bit systems - cleaned up SMP source code - phoenix: fixed a bug when closing bsnes while minimized Please note that the mosaic BGOFS fix is only for the accuracy profile. Unfortunately the older scanline-based compatibility renderer's code is nearly unmaintainable at this point, so I haven't yet been able to backport the fixes. Also, I have written a new cycle-accurate SMP core that does not use libco. The aim is to implement it into Snes9X v1.54. But it would of course be prudent to test the new core first. [...then in the next post...] Decided to keep that Super Mario World part a surprise, so ... surprise! Realized while working on the Super Turrican 2 mosaic fix, and from looking at NHL '94 and Dai Kaijuu Monogatari 2's behavior, that BGOFS registers must be cached between H=0 and H=88 for the entire scanline ... they can't work otherwise, and it'd be stupid for the PPU to re-add the offset to the position on every pixel anyway. I chose H=60 for now. Once I am set up with the RGB monitor and the North American cartridge dumping is completed, I'll set it on getting exact timings for all these things. It'll probably require a smallish speed hit to allow exact-cycle timing events for everything in the PPU.
2011-06-05 03:45:04 +00:00
void constructor();
};
struct pWindow : public pObject {
Update to v088r11 release. byuu says: Changelog: - phoenix has added Window::setModal(bool modal = true); - file dialog is now modal. This allows emulation cores to request data and get it immediately before continuing the loading process - save data is hooked up for most systems, still need to handle subsystem slot saves (Sufami Turbo, basically.) - toggle fullscreen key binding added (Alt+Enter for now. I think F11 is probably better though, Enter is often mapped to game start button.) - video scaling is in (center, scale, stretch), works the same in windowed and fullscreen mode (stretch hides resize window option), all in the settings menu now - enough structure to map all saved paths for the browser and to load BS-X slotted carts, BS-X carts, single Sufami Turbo carts Caveats / Missing: - Super Game Boy input doesn't work yet (due to change in callback binding) - doesn't load secondary Sufami Turbo slot yet - BS-X BIOS isn't show the data pack games to load for some reason (ugh, I hate the shit out of debugging BS-X stuff ...) - need mute audio, sync audio+video toggle, save/load state menu and quick keys, XML mapping information window - need cheat editor and cheat database - need state manager - need to sort subsystems below main systems in load menu (basically just see if media.slot.size() > 0) - need video shaders (will probably leave off filters for the time being ... due to that 24/30-bit thing) - need video adjustments (contrast etc, overscan masks) - need audio adjustments (frequency, latency, resampler, volume, per-system frequency) - need driver selection and input focus policy (driver crash detection would be nice too) - need NSS DIP switch settings (that one will be really fun) - need to save and load window geometry settings - need to hook up controller selection (won't be fun), create a map to hide controllers with no inputs to reassign
2012-05-03 12:36:47 +00:00
static vector<pWindow*> modal;
static void updateModality();
Window& window;
HWND hwnd;
HMENU hmenu;
HWND hstatus;
HFONT hstatusfont;
HBRUSH brush;
COLORREF brushColor;
static Window& none();
void append(Layout& layout);
void append(Menu& menu);
void append(Widget& widget);
Color backgroundColor();
bool focused();
Geometry frameMargin();
Geometry geometry();
void remove(Layout& layout);
void remove(Menu& menu);
void remove(Widget& widget);
void setBackgroundColor(const Color& color);
void setFocused();
void setFullScreen(bool fullScreen);
void setGeometry(const Geometry& geometry);
void setMenuFont(const string& font);
void setMenuVisible(bool visible);
Update to v088r11 release. byuu says: Changelog: - phoenix has added Window::setModal(bool modal = true); - file dialog is now modal. This allows emulation cores to request data and get it immediately before continuing the loading process - save data is hooked up for most systems, still need to handle subsystem slot saves (Sufami Turbo, basically.) - toggle fullscreen key binding added (Alt+Enter for now. I think F11 is probably better though, Enter is often mapped to game start button.) - video scaling is in (center, scale, stretch), works the same in windowed and fullscreen mode (stretch hides resize window option), all in the settings menu now - enough structure to map all saved paths for the browser and to load BS-X slotted carts, BS-X carts, single Sufami Turbo carts Caveats / Missing: - Super Game Boy input doesn't work yet (due to change in callback binding) - doesn't load secondary Sufami Turbo slot yet - BS-X BIOS isn't show the data pack games to load for some reason (ugh, I hate the shit out of debugging BS-X stuff ...) - need mute audio, sync audio+video toggle, save/load state menu and quick keys, XML mapping information window - need cheat editor and cheat database - need state manager - need to sort subsystems below main systems in load menu (basically just see if media.slot.size() > 0) - need video shaders (will probably leave off filters for the time being ... due to that 24/30-bit thing) - need video adjustments (contrast etc, overscan masks) - need audio adjustments (frequency, latency, resampler, volume, per-system frequency) - need driver selection and input focus policy (driver crash detection would be nice too) - need NSS DIP switch settings (that one will be really fun) - need to save and load window geometry settings - need to hook up controller selection (won't be fun), create a map to hide controllers with no inputs to reassign
2012-05-03 12:36:47 +00:00
void setModal(bool modal);
void setResizable(bool resizable);
void setStatusFont(const string& font);
void setStatusText(const string& text);
void setStatusVisible(bool visible);
void setTitle(const string& text);
void setVisible(bool visible);
void setWidgetFont(const string& font);
pWindow(Window& window) : pObject(window), window(window) {}
void constructor();
void destructor();
void updateMenu();
};
struct pAction : public pObject {
Action& action;
Menu* parentMenu;
Window* parentWindow;
void setEnabled(bool enabled);
void setVisible(bool visible);
pAction(Action& action) : pObject(action), action(action) {}
void constructor();
};
struct pMenu : public pAction {
Menu& menu;
HMENU hmenu;
HBITMAP hbitmap;
void append(Action& action);
void remove(Action& action);
void setImage(const image& image);
void setText(const string& text);
pMenu(Menu& menu) : pAction(menu), menu(menu), hbitmap(0) {}
void constructor();
void destructor();
void createBitmap();
void update(Window& parentWindow, Menu* parentMenu = nullptr);
};
struct pSeparator : public pAction {
Separator& separator;
pSeparator(Separator& separator) : pAction(separator), separator(separator) {}
void constructor();
void destructor();
};
struct pItem : public pAction {
Item& item;
HBITMAP hbitmap;
void setImage(const image& image);
void setText(const string& text);
pItem(Item& item) : pAction(item), item(item), hbitmap(0) {}
void constructor();
void destructor();
void createBitmap();
};
struct pCheckItem : public pAction {
CheckItem& checkItem;
bool checked();
void setChecked(bool checked);
void setText(const string& text);
pCheckItem(CheckItem& checkItem) : pAction(checkItem), checkItem(checkItem) {}
void constructor();
void destructor();
};
struct pRadioItem : public pAction {
RadioItem& radioItem;
bool checked();
void setChecked();
void setGroup(const group<RadioItem>& group);
void setText(const string& text);
pRadioItem(RadioItem& radioItem) : pAction(radioItem), radioItem(radioItem) {}
void constructor();
void destructor();
};
struct pSizable : public pObject {
Sizable& sizable;
pSizable(Sizable& sizable) : pObject(sizable), sizable(sizable) {}
};
struct pLayout : public pSizable {
Layout& layout;
pLayout(Layout& layout) : pSizable(layout), layout(layout) {}
};
struct pWidget : public pSizable {
Widget& widget;
Window* parentWindow;
HWND hwnd;
HFONT hfont;
bool enabled();
Update to higan v091r14 and ananke v00r03 releases. byuu says: higan changelog: - generates title displayed in emulator window by asking the core - core builds title solely from "information/title" ... if it's not there, you don't get a title at all - sub-system load menu is gone ... since there are multiple revisions of the SGB, this never really worked well anyway - to load an SGB, BS-X or ST cartridge, load the base cartridge first - "File->Load Game" moved to "Load->Import Game" ... may cause a bit of confusion to new users, but I don't like having a single-item menu, we'll just have to explain it to new users - browser window redone to look like ananke - home button here goes to ~/Emulation rather than just ~ like ananke, since this is the home of game folders - game folder icon is now the executable icon for the Tango theme (orange diamond), meant to represent a complete game rather than a game file or archive ananke changelog: - outputs GBC games to "Game Boy Color/" instead of "Game Boy/" - adds the file basename to "information/title" Known issues: - using ananke to load a GB game trips the Super Famicom SGB mode and fails (need to make the full-path auto-detection ignore non-bootable systems) - need to dump and test some BS-X media before releasing - ananke lacks BS-X Satellaview cartridge support - v092 isn't going to let you retarget the ananke/higan game folder path of ~/Emulation, you will have to wait for a future version if that bothers you so greatly [Later, after the v092 release, byuu posted this additional changelog: - kill laevateinn - add title() - add bootable, remove load - combine file, library - combine [][][] paths - fix SFC subtype handling XML->BML - update file browser to use buttons - update file browser keyboard handling - update system XML->BML - fix sufami turbo hashing - remove Cartridge::manifest ]
2012-12-25 05:31:55 +00:00
bool focused();
virtual Size minimumSize();
void setEnabled(bool enabled);
void setFocused();
void setFont(const string &font);
virtual void setGeometry(const Geometry& geometry);
void setVisible(bool visible);
pWidget(Widget& widget) : pSizable(widget), widget(widget) { parentWindow = &Window::none(); }
void constructor();
void destructor();
virtual void orphan();
void setDefaultFont();
void synchronize();
};
struct pButton : public pWidget {
Button& button;
HBITMAP hbitmap;
HIMAGELIST himagelist;
Size minimumSize();
void setImage(const image& image, Orientation orientation);
void setText(const string& text);
pButton(Button& button) : pWidget(button), button(button), hbitmap(0), himagelist(0) {}
void constructor();
void destructor();
void orphan();
};
struct pCanvas : public pWidget {
Canvas& canvas;
uint32_t* data;
void setSize(const Size& size);
void update();
pCanvas(Canvas& canvas) : pWidget(canvas), canvas(canvas) {}
void constructor();
void destructor();
void orphan();
void paint();
};
struct pCheckButton : public pWidget {
CheckButton& checkButton;
bool checked();
Size minimumSize();
void setChecked(bool checked);
void setText(const string& text);
pCheckButton(CheckButton& checkButton) : pWidget(checkButton), checkButton(checkButton) {}
void constructor();
void destructor();
void orphan();
};
struct pComboButton : public pWidget {
ComboButton& comboButton;
void append(const string& text);
void modify(unsigned row, const string& text);
void remove(unsigned row);
Size minimumSize();
void reset();
unsigned selection();
void setSelection(unsigned row);
pComboButton(ComboButton& comboButton) : pWidget(comboButton), comboButton(comboButton) {}
void constructor();
void destructor();
void orphan();
void setGeometry(const Geometry& geometry);
};
struct pHexEdit : public pWidget {
HexEdit& hexEdit;
LRESULT CALLBACK (*windowProc)(HWND, UINT, LPARAM, WPARAM);
void setColumns(unsigned columns);
void setLength(unsigned length);
void setOffset(unsigned offset);
void setRows(unsigned rows);
void update();
pHexEdit(HexEdit& hexEdit) : pWidget(hexEdit), hexEdit(hexEdit) {}
void constructor();
void destructor();
void orphan();
bool keyPress(unsigned key);
};
struct pHorizontalScroller : public pWidget {
HorizontalScroller& horizontalScroller;
Size minimumSize();
unsigned position();
void setLength(unsigned length);
void setPosition(unsigned position);
pHorizontalScroller(HorizontalScroller& horizontalScroller) : pWidget(horizontalScroller), horizontalScroller(horizontalScroller) {}
void constructor();
void destructor();
void orphan();
};
struct pHorizontalSlider : public pWidget {
HorizontalSlider& horizontalSlider;
Size minimumSize();
unsigned position();
void setLength(unsigned length);
void setPosition(unsigned position);
pHorizontalSlider(HorizontalSlider& horizontalSlider) : pWidget(horizontalSlider), horizontalSlider(horizontalSlider) {}
void constructor();
void destructor();
void orphan();
};
struct pLabel : public pWidget {
Label& label;
Size minimumSize();
void setText(const string& text);
pLabel(Label& label) : pWidget(label), label(label) {}
void constructor();
void destructor();
void orphan();
};
struct pLineEdit : public pWidget {
LineEdit& lineEdit;
Size minimumSize();
void setEditable(bool editable);
void setText(const string& text);
string text();
pLineEdit(LineEdit& lineEdit) : pWidget(lineEdit), lineEdit(lineEdit) {}
void constructor();
void destructor();
void orphan();
};
struct pListView : public pWidget {
ListView& listView;
HIMAGELIST imageList;
vector<vector<unsigned>> imageMap;
vector<image> images;
bool lostFocus;
void append(const lstring& text);
void autoSizeColumns();
bool checked(unsigned row);
void modify(unsigned row, const lstring& text);
void remove(unsigned row);
void reset();
bool selected();
unsigned selection();
void setCheckable(bool checkable);
void setChecked(unsigned row, bool checked);
void setHeaderText(const lstring& text);
void setHeaderVisible(bool visible);
void setImage(unsigned row, unsigned column, const image& image);
void setSelected(bool selected);
void setSelection(unsigned row);
pListView(ListView& listView) : pWidget(listView), listView(listView), imageList(nullptr) {}
void constructor();
void destructor();
void orphan();
void setGeometry(const Geometry& geometry);
void buildImageList();
};
struct pProgressBar : public pWidget {
ProgressBar& progressBar;
Size minimumSize();
void setPosition(unsigned position);
pProgressBar(ProgressBar& progressBar) : pWidget(progressBar), progressBar(progressBar) {}
void constructor();
void destructor();
void orphan();
};
struct pRadioButton : public pWidget {
RadioButton& radioButton;
bool checked();
Size minimumSize();
void setChecked();
void setGroup(const group<RadioButton>& group);
void setText(const string& text);
pRadioButton(RadioButton& radioButton) : pWidget(radioButton), radioButton(radioButton) {}
void constructor();
void destructor();
void orphan();
};
struct pTextEdit : public pWidget {
TextEdit& textEdit;
void setCursorPosition(unsigned position);
void setEditable(bool editable);
void setText(const string& text);
void setWordWrap(bool wordWrap);
string text();
pTextEdit(TextEdit& textEdit) : pWidget(textEdit), textEdit(textEdit) {}
void constructor();
void destructor();
void orphan();
};
struct pVerticalScroller : public pWidget {
VerticalScroller& verticalScroller;
Size minimumSize();
unsigned position();
void setLength(unsigned length);
void setPosition(unsigned position);
pVerticalScroller(VerticalScroller& verticalScroller) : pWidget(verticalScroller), verticalScroller(verticalScroller) {}
void constructor();
void destructor();
void orphan();
};
struct pVerticalSlider : public pWidget {
VerticalSlider& verticalSlider;
Size minimumSize();
unsigned position();
void setLength(unsigned length);
void setPosition(unsigned position);
pVerticalSlider(VerticalSlider& verticalSlider) : pWidget(verticalSlider), verticalSlider(verticalSlider) {}
void constructor();
void destructor();
void orphan();
};
struct pViewport : public pWidget {
Viewport& viewport;
uintptr_t handle();
pViewport(Viewport& viewport) : pWidget(viewport), viewport(viewport) {}
void constructor();
void destructor();
void orphan();
};
}