bsnes/sfc/interface/interface.hpp

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Update to v088r10 release. byuu says: ethos is going to be absolutely amazing. You guys are in for a treat :D I'm impressing the hell out of myself with how well-structured this code is, it's allowing me to do amazing new things. Just a small sampling of what's in store (and already implemented): The file browser will display folders as "[ folder name ]", and cartridge folders as "Game Name" (no extension, no /) [icons would be nicer, but well ... phoenix.] Folders are sorted above cartridge folders. Cartridge folders for other systems do not show up in the list. Not only are unique paths stored for each image type, your position in the list is saved across runs. Some voodoo was added to GTK+ so that all targets even scroll directly to that item when you open the list. Load->System->Enter restarts your last game. That sounds really simple and obvious, but it makes an -incredible- difference. Didn't realize it until I tried an implementation of it, wow. The input mapping list now lets you bind as many hotkeys as you want to any given input. So SFC::Port1::Joypad::B = Keyboard::Z or Joypad::Button1 ... no need to remap everything to switch between keyboard and joypad. Either one activates the key. There is a separate Hotkeys tab now. This should hopefully end the confusion about how to remap hotkeys that users experience. Hotkeys are different, too. Instead of OR logic, they use AND logic. So Fullscreen = Keyboard::Alt and Keyboard::Enter. Both must be pressed to enter the key. This lets you easily implement "super" modifier keys. The actual codebase has new features the old UI never had, and has about ~50% of the old functionality (so far, of course), yet is only ~25% as much code. The entire GUI no longer needs to pull in all the headers for each emulated system. It just needs a small interface header file. Then bind the entire system with exactly **two** lines of code. Everything is dynamically generated for you after that.
2012-04-30 23:43:23 +00:00
#ifndef SFC_HPP
namespace SuperFamicom {
#endif
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 ID {
enum : uint {
//cartridges (folders)
System,
SuperFamicom,
Update to v089r08 release. byuu says: Changelog: - Super Game Boy, BS-X Satellaview and Sufami Turbo cartridges all load manifests that specify their file names, and they all work - Sufami Turbo can now properly handle carts without RAM, or empty slots entirely - Emulator::Interface structures no longer specify any file names, ever - exposed "capability.(cheats,states)" now. So far, this just means the GBA doesn't show the cheat editor, since it doesn't support cheat codes yet - as such, state manager and cheat editor windows auto-hide (may be a tiny bit inconvenient, but it makes not having to sync them or deal with input when no cart is loaded easier) - added "AbsoluteInput" type, which returns mouse coordinates from -32767,-32767 (top left) to +32767,+32767 (bottom right) or -32768,-32768 (offscreen) AbsoluteInput is just something I'm toying with. Idea is to support eg Super Scope or Justifier, or possibly some future Famicom controllers that are absolute-indexed. The coordinates are scaled, so the bigger your window, the more precise they are. But obviously you can't get more precise than the emulated system, so 1x scale will behave the same anyway. I haven't hooked it up yet, need to mess with the idea of custom cursors via phoenix for that first. Also not sure if it will feel smoother or not ... if you resize the window, your mouse will seem to move slower. Still, not having to capture the mouse for SS/JS may be nicer yet. But we'll see ... just experimenting for now.
2012-05-27 23:50:50 +00:00
SuperGameBoy,
Satellaview,
SufamiTurboSlotA,
SufamiTurboSlotB,
//memory (files)
Update to v094r39 release. byuu says: Changelog: - SNES mid-scanline BGMODE fixes finally merged (can run atx2.zip{mode7.smc}+mtest(2).sfc properly now) - Makefile now discards all built-in rules and variables - switch on bool warning disabled for GCC now as well (was already disabled for Clang) - when loading a game, if any required files are missing, display a warning message box (manifest.bml, program.rom, bios.rom, etc) - when loading a game (or a game slot), if manifest.bml is missing, it will invoke icarus to try and generate it - if that fails (icarus is missing or the folder is bad), you will get a warning telling you that the manifest can't be loaded The warning prompt on missing files work for both games and the .sys folders and their files. For some reason, failing to load the DMG/CGB BIOS is causing a crash before I can display the modal dialog. I have no idea why, and the stack frame backtrace is junk. I also can't seem to abort the failed loading process. If I call Program::unloadMedia(), I get a nasty segfault. Again with a really nasty stack trace. So for now, it'll just end up sitting there emulating an empty ROM (solid black screen.) In time, I'd like to fix that too. Lastly, I need a better method than popen for Windows. popen is kind of ugly and flashes a console window for a brief second even if the application launched is linked with -mwindows. Not sure if there even is one (I need to read the stdout result, so CreateProcess may not work unless I do something nasty like "> %tmp%/temp") I'm also using the regular popen instead of _wpopen, so for this WIP, it won't work if your game folder has non-English letters in the path.
2015-08-04 09:00:55 +00:00
SystemManifest,
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
IPLROM,
Update to v089r06 release. [Yes, the release number is re-used. -Ed.] byuu says: I had some bugs in r07 that I couldn't track down, DKJM2's clock was getting all out of sync. So I just reverted to r05, blew away both RTCs entirely, and wrote them cleanly from scratch (obviously looking off the old code.) A bit extreme, but it worked. I believe I found the error in the process, day and month were resetting the counter to 0 instead of 1, it wasn't handling leap year, etc. While I was at it, I fixed the day-of-week calculation. The SharpRTC epoch is actually 1000-01-01, and not 1900-01-01. I'm sure you guys will be really happy that if it ever becomes 1000AD again and you're playing a ROM hack that uses the SharpRTC and relies on its weekday value that it will show the correct day now ... Kind of a pain to compute, but nothing compared to the seventh circle of hell that was my IBM dBase III Julian<>Gregorian conversion functions :/ Also found a few bugs in the Epson code this way. And I moved the round seconds actions and flag clear to +125us after flag set. So, if you had the old r06 or r07, please delete those. Unfortunately, this took all of my energy today, so the file names inside manifest changes will have to be in the next WIP. EDIT: ran a diff against old r07 and new r06. - added if(days == 31) case twice in EpsonRTC::tick_day() - forgot weekday = 0; in SharpRTC::load() - need to move the cartridge+cheat objects up in sfc/Makefile again - System::init() needs assert(interface != nullptr /* not 0 */)
2012-05-24 23:26:06 +00:00
Manifest,
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
ROM,
RAM,
Update to v089r06 release. [Yes, the release number is re-used. -Ed.] byuu says: I had some bugs in r07 that I couldn't track down, DKJM2's clock was getting all out of sync. So I just reverted to r05, blew away both RTCs entirely, and wrote them cleanly from scratch (obviously looking off the old code.) A bit extreme, but it worked. I believe I found the error in the process, day and month were resetting the counter to 0 instead of 1, it wasn't handling leap year, etc. While I was at it, I fixed the day-of-week calculation. The SharpRTC epoch is actually 1000-01-01, and not 1900-01-01. I'm sure you guys will be really happy that if it ever becomes 1000AD again and you're playing a ROM hack that uses the SharpRTC and relies on its weekday value that it will show the correct day now ... Kind of a pain to compute, but nothing compared to the seventh circle of hell that was my IBM dBase III Julian<>Gregorian conversion functions :/ Also found a few bugs in the Epson code this way. And I moved the round seconds actions and flag clear to +125us after flag set. So, if you had the old r06 or r07, please delete those. Unfortunately, this took all of my energy today, so the file names inside manifest changes will have to be in the next WIP. EDIT: ran a diff against old r07 and new r06. - added if(days == 31) case twice in EpsonRTC::tick_day() - forgot weekday = 0; in SharpRTC::load() - need to move the cartridge+cheat objects up in sfc/Makefile again - System::init() needs assert(interface != nullptr /* not 0 */)
2012-05-24 23:26:06 +00:00
Update to v091r05 release. [No prior releases were posted to the WIP thread. -Ed.] byuu says: Super Famicom mapping system has been reworked as discussed with the mask= changes. offset becomes base, mode is gone. Also added support for comma-separated fields in the address fields, to reduce the number of map lines needed. <?xml version="1.0" encoding="UTF-8"?> <cartridge region="NTSC"> <superfx revision="2"> <rom name="program.rom" size="0x200000"/> <ram name="save.rwm" size="0x8000"/> <map id="io" address="00-3f,80-bf:3000-32ff"/> <map id="rom" address="00-3f:8000-ffff" mask="0x8000"/> <map id="rom" address="40-5f:0000-ffff"/> <map id="ram" address="00-3f,80-bf:6000-7fff" size="0x2000"/> <map id="ram" address="70-71:0000-ffff"/> </superfx> </cartridge> Or in BML: cartridge region=NTSC superfx revision=2 rom name=program.rom size=0x200000 ram name=save.rwm size=0x8000 map id=io address=00-3f,80-bf:3000-32ff map id=rom address=00-3f:8000-ffff mask=0x8000 map id=rom address=40-5f:0000-ffff map id=ram address=00-3f,80-bf:6000-7fff size=0x2000 map id=ram address=70-71:0000-ffff As a result of the changes, old mappings will no longer work. The above XML example will run Super Mario World 2: Yoshi's Island. Otherwise, you'll have to write your own. All that's left now is to work some sort of database mapping system in, so I can start dumping carts en masse. The NES changes that FitzRoy asked for are mostly in as well. Also, part of the reason I haven't released a WIP ... but fuck it, I'm not going to wait forever to post a new WIP. I've added a skeleton driver to emulate Campus Challenge '92 and Powerfest '94. There's no actual emulation, except for the stuff I can glean from looking at the pictures of the board. It has a DSP-1 (so SR/DR registers), four ROMs that map in and out, RAM, etc. I've also added preliminary mapping to upload high scores to a website, but obviously I need the ROMs first.
2012-10-09 08:25:32 +00:00
EventROM0,
EventROM1,
EventROM2,
EventROM3,
EventRAM,
SA1ROM,
SA1IRAM,
SA1BWRAM,
SuperFXROM,
SuperFXRAM,
ArmDSPPROM,
ArmDSPDROM,
ArmDSPRAM,
HitachiDSPROM,
HitachiDSPRAM,
HitachiDSPDROM,
HitachiDSPDRAM,
Nec7725DSPPROM,
Nec7725DSPDROM,
Nec7725DSPRAM,
Nec96050DSPPROM,
Nec96050DSPDROM,
Nec96050DSPRAM,
Update to v089r06 release. [Yes, the release number is re-used. -Ed.] byuu says: I had some bugs in r07 that I couldn't track down, DKJM2's clock was getting all out of sync. So I just reverted to r05, blew away both RTCs entirely, and wrote them cleanly from scratch (obviously looking off the old code.) A bit extreme, but it worked. I believe I found the error in the process, day and month were resetting the counter to 0 instead of 1, it wasn't handling leap year, etc. While I was at it, I fixed the day-of-week calculation. The SharpRTC epoch is actually 1000-01-01, and not 1900-01-01. I'm sure you guys will be really happy that if it ever becomes 1000AD again and you're playing a ROM hack that uses the SharpRTC and relies on its weekday value that it will show the correct day now ... Kind of a pain to compute, but nothing compared to the seventh circle of hell that was my IBM dBase III Julian<>Gregorian conversion functions :/ Also found a few bugs in the Epson code this way. And I moved the round seconds actions and flag clear to +125us after flag set. So, if you had the old r06 or r07, please delete those. Unfortunately, this took all of my energy today, so the file names inside manifest changes will have to be in the next WIP. EDIT: ran a diff against old r07 and new r06. - added if(days == 31) case twice in EpsonRTC::tick_day() - forgot weekday = 0; in SharpRTC::load() - need to move the cartridge+cheat objects up in sfc/Makefile again - System::init() needs assert(interface != nullptr /* not 0 */)
2012-05-24 23:26:06 +00:00
EpsonRTC,
SharpRTC,
Update to v089r06 release. [Yes, the release number is re-used. -Ed.] byuu says: I had some bugs in r07 that I couldn't track down, DKJM2's clock was getting all out of sync. So I just reverted to r05, blew away both RTCs entirely, and wrote them cleanly from scratch (obviously looking off the old code.) A bit extreme, but it worked. I believe I found the error in the process, day and month were resetting the counter to 0 instead of 1, it wasn't handling leap year, etc. While I was at it, I fixed the day-of-week calculation. The SharpRTC epoch is actually 1000-01-01, and not 1900-01-01. I'm sure you guys will be really happy that if it ever becomes 1000AD again and you're playing a ROM hack that uses the SharpRTC and relies on its weekday value that it will show the correct day now ... Kind of a pain to compute, but nothing compared to the seventh circle of hell that was my IBM dBase III Julian<>Gregorian conversion functions :/ Also found a few bugs in the Epson code this way. And I moved the round seconds actions and flag clear to +125us after flag set. So, if you had the old r06 or r07, please delete those. Unfortunately, this took all of my energy today, so the file names inside manifest changes will have to be in the next WIP. EDIT: ran a diff against old r07 and new r06. - added if(days == 31) case twice in EpsonRTC::tick_day() - forgot weekday = 0; in SharpRTC::load() - need to move the cartridge+cheat objects up in sfc/Makefile again - System::init() needs assert(interface != nullptr /* not 0 */)
2012-05-24 23:26:06 +00:00
SPC7110PROM,
SPC7110DROM,
SPC7110RAM,
SDD1ROM,
SDD1RAM,
OBC1RAM,
SuperGameBoyBootROM,
Update to v089r06 release. [Yes, the release number is re-used. -Ed.] byuu says: I had some bugs in r07 that I couldn't track down, DKJM2's clock was getting all out of sync. So I just reverted to r05, blew away both RTCs entirely, and wrote them cleanly from scratch (obviously looking off the old code.) A bit extreme, but it worked. I believe I found the error in the process, day and month were resetting the counter to 0 instead of 1, it wasn't handling leap year, etc. While I was at it, I fixed the day-of-week calculation. The SharpRTC epoch is actually 1000-01-01, and not 1900-01-01. I'm sure you guys will be really happy that if it ever becomes 1000AD again and you're playing a ROM hack that uses the SharpRTC and relies on its weekday value that it will show the correct day now ... Kind of a pain to compute, but nothing compared to the seventh circle of hell that was my IBM dBase III Julian<>Gregorian conversion functions :/ Also found a few bugs in the Epson code this way. And I moved the round seconds actions and flag clear to +125us after flag set. So, if you had the old r06 or r07, please delete those. Unfortunately, this took all of my energy today, so the file names inside manifest changes will have to be in the next WIP. EDIT: ran a diff against old r07 and new r06. - added if(days == 31) case twice in EpsonRTC::tick_day() - forgot weekday = 0; in SharpRTC::load() - need to move the cartridge+cheat objects up in sfc/Makefile again - System::init() needs assert(interface != nullptr /* not 0 */)
2012-05-24 23:26:06 +00:00
MCCROM,
MCCRAM,
MCCPSRAM,
Update to v089r06 release. [Yes, the release number is re-used. -Ed.] byuu says: I had some bugs in r07 that I couldn't track down, DKJM2's clock was getting all out of sync. So I just reverted to r05, blew away both RTCs entirely, and wrote them cleanly from scratch (obviously looking off the old code.) A bit extreme, but it worked. I believe I found the error in the process, day and month were resetting the counter to 0 instead of 1, it wasn't handling leap year, etc. While I was at it, I fixed the day-of-week calculation. The SharpRTC epoch is actually 1000-01-01, and not 1900-01-01. I'm sure you guys will be really happy that if it ever becomes 1000AD again and you're playing a ROM hack that uses the SharpRTC and relies on its weekday value that it will show the correct day now ... Kind of a pain to compute, but nothing compared to the seventh circle of hell that was my IBM dBase III Julian<>Gregorian conversion functions :/ Also found a few bugs in the Epson code this way. And I moved the round seconds actions and flag clear to +125us after flag set. So, if you had the old r06 or r07, please delete those. Unfortunately, this took all of my energy today, so the file names inside manifest changes will have to be in the next WIP. EDIT: ran a diff against old r07 and new r06. - added if(days == 31) case twice in EpsonRTC::tick_day() - forgot weekday = 0; in SharpRTC::load() - need to move the cartridge+cheat objects up in sfc/Makefile again - System::init() needs assert(interface != nullptr /* not 0 */)
2012-05-24 23:26:06 +00:00
SuperGameBoyManifest,
SuperGameBoyROM,
SuperGameBoyRAM,
SatellaviewManifest,
SatellaviewROM,
SufamiTurboSlotAManifest,
Update to v089r06 release. [Yes, the release number is re-used. -Ed.] byuu says: I had some bugs in r07 that I couldn't track down, DKJM2's clock was getting all out of sync. So I just reverted to r05, blew away both RTCs entirely, and wrote them cleanly from scratch (obviously looking off the old code.) A bit extreme, but it worked. I believe I found the error in the process, day and month were resetting the counter to 0 instead of 1, it wasn't handling leap year, etc. While I was at it, I fixed the day-of-week calculation. The SharpRTC epoch is actually 1000-01-01, and not 1900-01-01. I'm sure you guys will be really happy that if it ever becomes 1000AD again and you're playing a ROM hack that uses the SharpRTC and relies on its weekday value that it will show the correct day now ... Kind of a pain to compute, but nothing compared to the seventh circle of hell that was my IBM dBase III Julian<>Gregorian conversion functions :/ Also found a few bugs in the Epson code this way. And I moved the round seconds actions and flag clear to +125us after flag set. So, if you had the old r06 or r07, please delete those. Unfortunately, this took all of my energy today, so the file names inside manifest changes will have to be in the next WIP. EDIT: ran a diff against old r07 and new r06. - added if(days == 31) case twice in EpsonRTC::tick_day() - forgot weekday = 0; in SharpRTC::load() - need to move the cartridge+cheat objects up in sfc/Makefile again - System::init() needs assert(interface != nullptr /* not 0 */)
2012-05-24 23:26:06 +00:00
SufamiTurboSlotAROM,
SufamiTurboSlotARAM,
SufamiTurboSlotBManifest,
SufamiTurboSlotBROM,
SufamiTurboSlotBRAM,
//device ports (bitmask)
ControllerPort1 = 1,
ControllerPort2 = 2,
ExpansionPort = 4,
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 Interface : Emulator::Interface {
Update to v094r39 release. byuu says: Changelog: - SNES mid-scanline BGMODE fixes finally merged (can run atx2.zip{mode7.smc}+mtest(2).sfc properly now) - Makefile now discards all built-in rules and variables - switch on bool warning disabled for GCC now as well (was already disabled for Clang) - when loading a game, if any required files are missing, display a warning message box (manifest.bml, program.rom, bios.rom, etc) - when loading a game (or a game slot), if manifest.bml is missing, it will invoke icarus to try and generate it - if that fails (icarus is missing or the folder is bad), you will get a warning telling you that the manifest can't be loaded The warning prompt on missing files work for both games and the .sys folders and their files. For some reason, failing to load the DMG/CGB BIOS is causing a crash before I can display the modal dialog. I have no idea why, and the stack frame backtrace is junk. I also can't seem to abort the failed loading process. If I call Program::unloadMedia(), I get a nasty segfault. Again with a really nasty stack trace. So for now, it'll just end up sitting there emulating an empty ROM (solid black screen.) In time, I'd like to fix that too. Lastly, I need a better method than popen for Windows. popen is kind of ugly and flashes a console window for a brief second even if the application launched is linked with -mwindows. Not sure if there even is one (I need to read the stdout result, so CreateProcess may not work unless I do something nasty like "> %tmp%/temp") I'm also using the regular popen instead of _wpopen, so for this WIP, it won't work if your game folder has non-English letters in the path.
2015-08-04 09:00:55 +00:00
Interface();
Update to v088r10 release. byuu says: ethos is going to be absolutely amazing. You guys are in for a treat :D I'm impressing the hell out of myself with how well-structured this code is, it's allowing me to do amazing new things. Just a small sampling of what's in store (and already implemented): The file browser will display folders as "[ folder name ]", and cartridge folders as "Game Name" (no extension, no /) [icons would be nicer, but well ... phoenix.] Folders are sorted above cartridge folders. Cartridge folders for other systems do not show up in the list. Not only are unique paths stored for each image type, your position in the list is saved across runs. Some voodoo was added to GTK+ so that all targets even scroll directly to that item when you open the list. Load->System->Enter restarts your last game. That sounds really simple and obvious, but it makes an -incredible- difference. Didn't realize it until I tried an implementation of it, wow. The input mapping list now lets you bind as many hotkeys as you want to any given input. So SFC::Port1::Joypad::B = Keyboard::Z or Joypad::Button1 ... no need to remap everything to switch between keyboard and joypad. Either one activates the key. There is a separate Hotkeys tab now. This should hopefully end the confusion about how to remap hotkeys that users experience. Hotkeys are different, too. Instead of OR logic, they use AND logic. So Fullscreen = Keyboard::Alt and Keyboard::Enter. Both must be pressed to enter the key. This lets you easily implement "super" modifier keys. The actual codebase has new features the old UI never had, and has about ~50% of the old functionality (so far, of course), yet is only ~25% as much code. The entire GUI no longer needs to pull in all the headers for each emulated system. It just needs a small interface header file. Then bind the entire system with exactly **two** lines of code. Everything is dynamically generated for you after that.
2012-04-30 23:43:23 +00:00
Update to v094r39 release. byuu says: Changelog: - SNES mid-scanline BGMODE fixes finally merged (can run atx2.zip{mode7.smc}+mtest(2).sfc properly now) - Makefile now discards all built-in rules and variables - switch on bool warning disabled for GCC now as well (was already disabled for Clang) - when loading a game, if any required files are missing, display a warning message box (manifest.bml, program.rom, bios.rom, etc) - when loading a game (or a game slot), if manifest.bml is missing, it will invoke icarus to try and generate it - if that fails (icarus is missing or the folder is bad), you will get a warning telling you that the manifest can't be loaded The warning prompt on missing files work for both games and the .sys folders and their files. For some reason, failing to load the DMG/CGB BIOS is causing a crash before I can display the modal dialog. I have no idea why, and the stack frame backtrace is junk. I also can't seem to abort the failed loading process. If I call Program::unloadMedia(), I get a nasty segfault. Again with a really nasty stack trace. So for now, it'll just end up sitting there emulating an empty ROM (solid black screen.) In time, I'd like to fix that too. Lastly, I need a better method than popen for Windows. popen is kind of ugly and flashes a console window for a brief second even if the application launched is linked with -mwindows. Not sure if there even is one (I need to read the stdout result, so CreateProcess may not work unless I do something nasty like "> %tmp%/temp") I'm also using the regular popen instead of _wpopen, so for this WIP, it won't work if your game folder has non-English letters in the path.
2015-08-04 09:00:55 +00:00
auto title() -> string;
auto videoFrequency() -> double;
auto audioFrequency() -> double;
Update to v088r10 release. byuu says: ethos is going to be absolutely amazing. You guys are in for a treat :D I'm impressing the hell out of myself with how well-structured this code is, it's allowing me to do amazing new things. Just a small sampling of what's in store (and already implemented): The file browser will display folders as "[ folder name ]", and cartridge folders as "Game Name" (no extension, no /) [icons would be nicer, but well ... phoenix.] Folders are sorted above cartridge folders. Cartridge folders for other systems do not show up in the list. Not only are unique paths stored for each image type, your position in the list is saved across runs. Some voodoo was added to GTK+ so that all targets even scroll directly to that item when you open the list. Load->System->Enter restarts your last game. That sounds really simple and obvious, but it makes an -incredible- difference. Didn't realize it until I tried an implementation of it, wow. The input mapping list now lets you bind as many hotkeys as you want to any given input. So SFC::Port1::Joypad::B = Keyboard::Z or Joypad::Button1 ... no need to remap everything to switch between keyboard and joypad. Either one activates the key. There is a separate Hotkeys tab now. This should hopefully end the confusion about how to remap hotkeys that users experience. Hotkeys are different, too. Instead of OR logic, they use AND logic. So Fullscreen = Keyboard::Alt and Keyboard::Enter. Both must be pressed to enter the key. This lets you easily implement "super" modifier keys. The actual codebase has new features the old UI never had, and has about ~50% of the old functionality (so far, of course), yet is only ~25% as much code. The entire GUI no longer needs to pull in all the headers for each emulated system. It just needs a small interface header file. Then bind the entire system with exactly **two** lines of code. Everything is dynamically generated for you after that.
2012-04-30 23:43:23 +00:00
Update to v094r39 release. byuu says: Changelog: - SNES mid-scanline BGMODE fixes finally merged (can run atx2.zip{mode7.smc}+mtest(2).sfc properly now) - Makefile now discards all built-in rules and variables - switch on bool warning disabled for GCC now as well (was already disabled for Clang) - when loading a game, if any required files are missing, display a warning message box (manifest.bml, program.rom, bios.rom, etc) - when loading a game (or a game slot), if manifest.bml is missing, it will invoke icarus to try and generate it - if that fails (icarus is missing or the folder is bad), you will get a warning telling you that the manifest can't be loaded The warning prompt on missing files work for both games and the .sys folders and their files. For some reason, failing to load the DMG/CGB BIOS is causing a crash before I can display the modal dialog. I have no idea why, and the stack frame backtrace is junk. I also can't seem to abort the failed loading process. If I call Program::unloadMedia(), I get a nasty segfault. Again with a really nasty stack trace. So for now, it'll just end up sitting there emulating an empty ROM (solid black screen.) In time, I'd like to fix that too. Lastly, I need a better method than popen for Windows. popen is kind of ugly and flashes a console window for a brief second even if the application launched is linked with -mwindows. Not sure if there even is one (I need to read the stdout result, so CreateProcess may not work unless I do something nasty like "> %tmp%/temp") I'm also using the regular popen instead of _wpopen, so for this WIP, it won't work if your game folder has non-English letters in the path.
2015-08-04 09:00:55 +00:00
auto loaded() -> bool;
auto sha256() -> string;
auto group(uint id) -> uint;
auto load(uint id) -> void;
Update to v094r39 release. byuu says: Changelog: - SNES mid-scanline BGMODE fixes finally merged (can run atx2.zip{mode7.smc}+mtest(2).sfc properly now) - Makefile now discards all built-in rules and variables - switch on bool warning disabled for GCC now as well (was already disabled for Clang) - when loading a game, if any required files are missing, display a warning message box (manifest.bml, program.rom, bios.rom, etc) - when loading a game (or a game slot), if manifest.bml is missing, it will invoke icarus to try and generate it - if that fails (icarus is missing or the folder is bad), you will get a warning telling you that the manifest can't be loaded The warning prompt on missing files work for both games and the .sys folders and their files. For some reason, failing to load the DMG/CGB BIOS is causing a crash before I can display the modal dialog. I have no idea why, and the stack frame backtrace is junk. I also can't seem to abort the failed loading process. If I call Program::unloadMedia(), I get a nasty segfault. Again with a really nasty stack trace. So for now, it'll just end up sitting there emulating an empty ROM (solid black screen.) In time, I'd like to fix that too. Lastly, I need a better method than popen for Windows. popen is kind of ugly and flashes a console window for a brief second even if the application launched is linked with -mwindows. Not sure if there even is one (I need to read the stdout result, so CreateProcess may not work unless I do something nasty like "> %tmp%/temp") I'm also using the regular popen instead of _wpopen, so for this WIP, it won't work if your game folder has non-English letters in the path.
2015-08-04 09:00:55 +00:00
auto save() -> void;
auto load(uint id, const stream& stream) -> void;
auto save(uint id, const stream& stream) -> void;
Update to v094r39 release. byuu says: Changelog: - SNES mid-scanline BGMODE fixes finally merged (can run atx2.zip{mode7.smc}+mtest(2).sfc properly now) - Makefile now discards all built-in rules and variables - switch on bool warning disabled for GCC now as well (was already disabled for Clang) - when loading a game, if any required files are missing, display a warning message box (manifest.bml, program.rom, bios.rom, etc) - when loading a game (or a game slot), if manifest.bml is missing, it will invoke icarus to try and generate it - if that fails (icarus is missing or the folder is bad), you will get a warning telling you that the manifest can't be loaded The warning prompt on missing files work for both games and the .sys folders and their files. For some reason, failing to load the DMG/CGB BIOS is causing a crash before I can display the modal dialog. I have no idea why, and the stack frame backtrace is junk. I also can't seem to abort the failed loading process. If I call Program::unloadMedia(), I get a nasty segfault. Again with a really nasty stack trace. So for now, it'll just end up sitting there emulating an empty ROM (solid black screen.) In time, I'd like to fix that too. Lastly, I need a better method than popen for Windows. popen is kind of ugly and flashes a console window for a brief second even if the application launched is linked with -mwindows. Not sure if there even is one (I need to read the stdout result, so CreateProcess may not work unless I do something nasty like "> %tmp%/temp") I'm also using the regular popen instead of _wpopen, so for this WIP, it won't work if your game folder has non-English letters in the path.
2015-08-04 09:00:55 +00:00
auto unload() -> void;
Update to v088r10 release. byuu says: ethos is going to be absolutely amazing. You guys are in for a treat :D I'm impressing the hell out of myself with how well-structured this code is, it's allowing me to do amazing new things. Just a small sampling of what's in store (and already implemented): The file browser will display folders as "[ folder name ]", and cartridge folders as "Game Name" (no extension, no /) [icons would be nicer, but well ... phoenix.] Folders are sorted above cartridge folders. Cartridge folders for other systems do not show up in the list. Not only are unique paths stored for each image type, your position in the list is saved across runs. Some voodoo was added to GTK+ so that all targets even scroll directly to that item when you open the list. Load->System->Enter restarts your last game. That sounds really simple and obvious, but it makes an -incredible- difference. Didn't realize it until I tried an implementation of it, wow. The input mapping list now lets you bind as many hotkeys as you want to any given input. So SFC::Port1::Joypad::B = Keyboard::Z or Joypad::Button1 ... no need to remap everything to switch between keyboard and joypad. Either one activates the key. There is a separate Hotkeys tab now. This should hopefully end the confusion about how to remap hotkeys that users experience. Hotkeys are different, too. Instead of OR logic, they use AND logic. So Fullscreen = Keyboard::Alt and Keyboard::Enter. Both must be pressed to enter the key. This lets you easily implement "super" modifier keys. The actual codebase has new features the old UI never had, and has about ~50% of the old functionality (so far, of course), yet is only ~25% as much code. The entire GUI no longer needs to pull in all the headers for each emulated system. It just needs a small interface header file. Then bind the entire system with exactly **two** lines of code. Everything is dynamically generated for you after that.
2012-04-30 23:43:23 +00:00
auto connect(uint port, uint device) -> void;
Update to v094r39 release. byuu says: Changelog: - SNES mid-scanline BGMODE fixes finally merged (can run atx2.zip{mode7.smc}+mtest(2).sfc properly now) - Makefile now discards all built-in rules and variables - switch on bool warning disabled for GCC now as well (was already disabled for Clang) - when loading a game, if any required files are missing, display a warning message box (manifest.bml, program.rom, bios.rom, etc) - when loading a game (or a game slot), if manifest.bml is missing, it will invoke icarus to try and generate it - if that fails (icarus is missing or the folder is bad), you will get a warning telling you that the manifest can't be loaded The warning prompt on missing files work for both games and the .sys folders and their files. For some reason, failing to load the DMG/CGB BIOS is causing a crash before I can display the modal dialog. I have no idea why, and the stack frame backtrace is junk. I also can't seem to abort the failed loading process. If I call Program::unloadMedia(), I get a nasty segfault. Again with a really nasty stack trace. So for now, it'll just end up sitting there emulating an empty ROM (solid black screen.) In time, I'd like to fix that too. Lastly, I need a better method than popen for Windows. popen is kind of ugly and flashes a console window for a brief second even if the application launched is linked with -mwindows. Not sure if there even is one (I need to read the stdout result, so CreateProcess may not work unless I do something nasty like "> %tmp%/temp") I'm also using the regular popen instead of _wpopen, so for this WIP, it won't work if your game folder has non-English letters in the path.
2015-08-04 09:00:55 +00:00
auto power() -> void;
auto reset() -> void;
auto run() -> void;
Update to v094r39 release. byuu says: Changelog: - SNES mid-scanline BGMODE fixes finally merged (can run atx2.zip{mode7.smc}+mtest(2).sfc properly now) - Makefile now discards all built-in rules and variables - switch on bool warning disabled for GCC now as well (was already disabled for Clang) - when loading a game, if any required files are missing, display a warning message box (manifest.bml, program.rom, bios.rom, etc) - when loading a game (or a game slot), if manifest.bml is missing, it will invoke icarus to try and generate it - if that fails (icarus is missing or the folder is bad), you will get a warning telling you that the manifest can't be loaded The warning prompt on missing files work for both games and the .sys folders and their files. For some reason, failing to load the DMG/CGB BIOS is causing a crash before I can display the modal dialog. I have no idea why, and the stack frame backtrace is junk. I also can't seem to abort the failed loading process. If I call Program::unloadMedia(), I get a nasty segfault. Again with a really nasty stack trace. So for now, it'll just end up sitting there emulating an empty ROM (solid black screen.) In time, I'd like to fix that too. Lastly, I need a better method than popen for Windows. popen is kind of ugly and flashes a console window for a brief second even if the application launched is linked with -mwindows. Not sure if there even is one (I need to read the stdout result, so CreateProcess may not work unless I do something nasty like "> %tmp%/temp") I'm also using the regular popen instead of _wpopen, so for this WIP, it won't work if your game folder has non-English letters in the path.
2015-08-04 09:00:55 +00:00
auto rtc() -> bool;
auto rtcsync() -> void;
Update to v088r12 release. byuu says: Changelog: - all hotkeys from target-ui now exist in target-ethos - controller port menus now show up when you load a system (hidden if there are no options to choose from) - tools menu auto-hides with no game open ... not much point to it then - since we aren't using RawInput's multi-KB/MS support anyway, input and hotkey mappings remove KB0:: and turn MS0:: into Mouse::, makes it a lot easier to read - added mute audio, sync video, sync audio, mask overscan - added video settings: saturation, gamma, luminance, overscan horizontal, overscan vertical - added audio settings: frequency, latency, resampler, volume - added input settings: when focus is lost [ ] pause emulator [ ] allow input - pausing and autopausing works - status messages hooked up (show a message in status bar for a few seconds, then revert to normal status text) - sub systems (SGB, BSX, ST) sorted below primary systems list - added geometry settings cache - Emulator::Interface cleanups and simplifications - save states go into (cart foldername.extension/bsnes/state-#.bsa) now. Idea is to put emulator-specific data in their own subfolders Caveats / Missing: - SGB input does not work - Sufami Turbo second slot doesn't work yet - BS-X BIOS won't show the data pack - need XML mapping information window - need cheat editor and cheat database - need state manager - need video shaders - need driver selection - need NSS DIP switch settings - need to hide controllers that have no inputs from the input mapping list So for video settings, I used to have contrast/brightness/gamma. Contrast was just a multiplier on intensity of each channel, and brightness was an addition or subtraction against each channel. They kind of overlapped and weren't that effective. The new setup has saturation, gamma and luminance. Saturation of 100% is normal. If you lower it, color information goes away. 0% = grayscale. If you raise it, color intensity increases (and clamps.) This is wonderful for GBA games, since they are oversaturated to fucking death. Of course we'll want to normalize that inside the core, so the same sat. value works on all systems, but for now it's nice. If you raise saturation above 100%, it basically acts like contrast used to. It's just that lowering it fades to grayscale rather than black. Adding doesn't really work well for brightness, it throws off the relative distance between channels and looks like shit. So now we have luminance, which takes over the old contrast <100% role, and just fades the pixels toward black. Obviously, luminance > 100% would be the same as saturation > 100%, so that isn't allowed, it caps at 100% now. Gamma's the same old function. Gamma curve on the lower-half of the color range. Effects are applied in the order they appear in the GUI: color -> saturate -> gammify -> luminate -> output.
2012-05-04 12:47:41 +00:00
Update to v094r39 release. byuu says: Changelog: - SNES mid-scanline BGMODE fixes finally merged (can run atx2.zip{mode7.smc}+mtest(2).sfc properly now) - Makefile now discards all built-in rules and variables - switch on bool warning disabled for GCC now as well (was already disabled for Clang) - when loading a game, if any required files are missing, display a warning message box (manifest.bml, program.rom, bios.rom, etc) - when loading a game (or a game slot), if manifest.bml is missing, it will invoke icarus to try and generate it - if that fails (icarus is missing or the folder is bad), you will get a warning telling you that the manifest can't be loaded The warning prompt on missing files work for both games and the .sys folders and their files. For some reason, failing to load the DMG/CGB BIOS is causing a crash before I can display the modal dialog. I have no idea why, and the stack frame backtrace is junk. I also can't seem to abort the failed loading process. If I call Program::unloadMedia(), I get a nasty segfault. Again with a really nasty stack trace. So for now, it'll just end up sitting there emulating an empty ROM (solid black screen.) In time, I'd like to fix that too. Lastly, I need a better method than popen for Windows. popen is kind of ugly and flashes a console window for a brief second even if the application launched is linked with -mwindows. Not sure if there even is one (I need to read the stdout result, so CreateProcess may not work unless I do something nasty like "> %tmp%/temp") I'm also using the regular popen instead of _wpopen, so for this WIP, it won't work if your game folder has non-English letters in the path.
2015-08-04 09:00:55 +00:00
auto serialize() -> serializer;
auto unserialize(serializer&) -> bool;
Update to v094r39 release. byuu says: Changelog: - SNES mid-scanline BGMODE fixes finally merged (can run atx2.zip{mode7.smc}+mtest(2).sfc properly now) - Makefile now discards all built-in rules and variables - switch on bool warning disabled for GCC now as well (was already disabled for Clang) - when loading a game, if any required files are missing, display a warning message box (manifest.bml, program.rom, bios.rom, etc) - when loading a game (or a game slot), if manifest.bml is missing, it will invoke icarus to try and generate it - if that fails (icarus is missing or the folder is bad), you will get a warning telling you that the manifest can't be loaded The warning prompt on missing files work for both games and the .sys folders and their files. For some reason, failing to load the DMG/CGB BIOS is causing a crash before I can display the modal dialog. I have no idea why, and the stack frame backtrace is junk. I also can't seem to abort the failed loading process. If I call Program::unloadMedia(), I get a nasty segfault. Again with a really nasty stack trace. So for now, it'll just end up sitting there emulating an empty ROM (solid black screen.) In time, I'd like to fix that too. Lastly, I need a better method than popen for Windows. popen is kind of ugly and flashes a console window for a brief second even if the application launched is linked with -mwindows. Not sure if there even is one (I need to read the stdout result, so CreateProcess may not work unless I do something nasty like "> %tmp%/temp") I'm also using the regular popen instead of _wpopen, so for this WIP, it won't work if your game folder has non-English letters in the path.
2015-08-04 09:00:55 +00:00
auto cheatSet(const lstring&) -> void;
Update to v094r39 release. byuu says: Changelog: - SNES mid-scanline BGMODE fixes finally merged (can run atx2.zip{mode7.smc}+mtest(2).sfc properly now) - Makefile now discards all built-in rules and variables - switch on bool warning disabled for GCC now as well (was already disabled for Clang) - when loading a game, if any required files are missing, display a warning message box (manifest.bml, program.rom, bios.rom, etc) - when loading a game (or a game slot), if manifest.bml is missing, it will invoke icarus to try and generate it - if that fails (icarus is missing or the folder is bad), you will get a warning telling you that the manifest can't be loaded The warning prompt on missing files work for both games and the .sys folders and their files. For some reason, failing to load the DMG/CGB BIOS is causing a crash before I can display the modal dialog. I have no idea why, and the stack frame backtrace is junk. I also can't seem to abort the failed loading process. If I call Program::unloadMedia(), I get a nasty segfault. Again with a really nasty stack trace. So for now, it'll just end up sitting there emulating an empty ROM (solid black screen.) In time, I'd like to fix that too. Lastly, I need a better method than popen for Windows. popen is kind of ugly and flashes a console window for a brief second even if the application launched is linked with -mwindows. Not sure if there even is one (I need to read the stdout result, so CreateProcess may not work unless I do something nasty like "> %tmp%/temp") I'm also using the regular popen instead of _wpopen, so for this WIP, it won't work if your game folder has non-English letters in the path.
2015-08-04 09:00:55 +00:00
auto paletteUpdate(PaletteMode mode) -> void;
Update to v088r15 release. byuu says: Changelog: - default placement of presentation window optimized for 1024x768 displays or larger (sorry if yours is smaller, move the window yourself.) - Direct3D waits until a previous Vblank ends before waiting for the next Vblank to begin (fixes video timing analysis, and ---really--- fast computers.) - Window::setVisible(false) clears modality, but also fixed in Browser code as well (fixes loading images on Windows hanging) - Browser won't consume full CPU resources (but timing analysis will, I don't want stalls to affect the results.) - closing settings window while analyzing stops analysis - you can load the SGB BIOS without a game (why the hell you would want to ...) - escape closes the Browser window (it won't close other dialogs, it has to be hooked up per-window) - just for fun, joypad hat up/down moves in Browser file list, any joypad button loads selected game [not very useful, lacks repeat, and there aren't GUI load file open buttons] - Super Scope and Justifier crosshairs render correctly (probably doesn't belong in the core, but it's not something I suspect people want to do themselves ...) - you can load GB, SGB, GB, SGB ... without problems (not happy with how I did this, but I don't want to add an Interface::setInterface() function yet) - PAL timing works as I want now (if you want 50fps on a 60hz monitor, you must not use sync video) [needed to update the DSP frequency when toggling video/audio sync] - not going to save input port selection for now (lot of work), but it will properly keep your port setting across cartridge loads at least [just goes to controller on emulator restart] - SFC overscan on and off both work as expected now (off centers image, on shows entire image) - laevateinn compiles properly now - ethos goes to ~/.config/bsnes now that target-ui is dead [honestly, I recommend deleting the old folder and starting over] - Emulator::Interface callbacks converted to virtual binding structure that GUI inherits from (simplifies binding callbacks) - this breaks Super Game Boy for a bit, I need to rethink system-specific bindings without direct inheritance Timing analysis works spectacularly well on Windows, too. You won't get your 100% perfect rate (unless maybe you leave the analysis running overnight?), but it'll get really freaking close this way.
2012-05-07 23:29:03 +00:00
vector<Device> device;
};
extern Interface* interface;
Update to v088r10 release. byuu says: ethos is going to be absolutely amazing. You guys are in for a treat :D I'm impressing the hell out of myself with how well-structured this code is, it's allowing me to do amazing new things. Just a small sampling of what's in store (and already implemented): The file browser will display folders as "[ folder name ]", and cartridge folders as "Game Name" (no extension, no /) [icons would be nicer, but well ... phoenix.] Folders are sorted above cartridge folders. Cartridge folders for other systems do not show up in the list. Not only are unique paths stored for each image type, your position in the list is saved across runs. Some voodoo was added to GTK+ so that all targets even scroll directly to that item when you open the list. Load->System->Enter restarts your last game. That sounds really simple and obvious, but it makes an -incredible- difference. Didn't realize it until I tried an implementation of it, wow. The input mapping list now lets you bind as many hotkeys as you want to any given input. So SFC::Port1::Joypad::B = Keyboard::Z or Joypad::Button1 ... no need to remap everything to switch between keyboard and joypad. Either one activates the key. There is a separate Hotkeys tab now. This should hopefully end the confusion about how to remap hotkeys that users experience. Hotkeys are different, too. Instead of OR logic, they use AND logic. So Fullscreen = Keyboard::Alt and Keyboard::Enter. Both must be pressed to enter the key. This lets you easily implement "super" modifier keys. The actual codebase has new features the old UI never had, and has about ~50% of the old functionality (so far, of course), yet is only ~25% as much code. The entire GUI no longer needs to pull in all the headers for each emulated system. It just needs a small interface header file. Then bind the entire system with exactly **two** lines of code. Everything is dynamically generated for you after that.
2012-04-30 23:43:23 +00:00
#ifndef SFC_HPP
}
#endif