bsnes/higan/target-bsnes/program/utility.cpp

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auto Program::showMessage(string text) -> void {
statusTime = chrono::timestamp();
statusMessage = text;
}
auto Program::showFrameRate(string text) -> void {
statusFrameRate = text;
}
auto Program::updateStatus() -> void {
string message;
if(chrono::timestamp() - statusTime <= 2) {
message = statusMessage;
}
Update to 20180731 release. byuu says: I've completed moving all the class objects from `unique_pointer<T>` to just T. The one exception is the Emulator::Interface instance. I can absolutely make that a global object, but only in bsnes where there's just the one emulation core. I also moved all the SettingsWindow and ToolsWindow panels out to their own global objects, and fixed a very difficult bug with GTK TabFrame controls. The configuration settings panel is now the emulator settings panel. And I added some spacing between bold label sections on both the emulator and driver settings panels. I gave fixing ComboButtonItem my best shot, given I can't reproduce the crash. Probably won't work, though. Also made a very slight consistency improvement to ruby and renamed driverName() to driver(). ... An important change ... as a result of moving bsnes to global objects, this means that the constructors for all windows run before the presentation window is displayed. Before this change, only the presentation window was constructed first berore displaying it, followed by the construction of the rest of the GUI windows. The upside to this is that as soon as you see the main window, the GUI is ready to go without a period where it's unresponsive. The downside to this is it takes about 1.5 seconds to show the main window, compared to around 0.75 seconds before. I've no intention of changing that back. So if the startup time becomes a problem, then we'll just have to work on optimizing hiro, so that it can construct all the global Window objects quicker. The main way to do that would be to not do calls to the Layout::setGeometry functions for every widget added, and instead wait until the window is displayed. But I don't have an easy way to do that, because you want the widget geometry values to be sane even before the window is visible to help size certain things.
2018-07-31 10:56:45 +00:00
if(message != presentation.statusLeft.text()) {
presentation.statusLeft.setText(message);
}
string frameRate;
if(!emulator->loaded()) {
Update to v106r47 release. byuu says: This is probably the largest code-change diff I've done in years. I spent four days working 10-16 hours a day reworking layouts in hiro completely. The result is we now have TableLayout, which will allow for better horizontal+vertical combined alignment. Windows, GTK2, and now GTK3 are fully supported. Windows is getting the initial window geometry wrong by a bit. GTK2 and GTK3 work perfectly. I basically abandoned trying to detect resize signals, and instead keep a list of all hiro windows that are allocated, and every time the main loop runs, it will query all of them to see if they've been resized. I'm disgusted that I have to do this, but after fighting with GTK for years, I'm about sick of it. GTK was doing this crazy thing where it would trigger another size-allocate inside of a previous size-allocate, and so my layouts would be halfway through resizing all the widgets, and then the size-allocate would kick off another one. That would end up leaving the rest of the first layout loop with bad widget sizes. And if I detected a second re-entry and blocked it, then the entire window would end up with the older geometry. I started trying to build a message queue system to allow the second layout resize to occur after the first one completed, but this was just too much madness, so I went with the simpler solution. Qt4 has some geometry problems, and doesn't show tab frame layouts properly yet. Qt5 causes an ICE error and tanks my entire Xorg display server, so ... something is seriously wrong there, and it's not hiro's fault. Creating a dummy Qt5 application without even using hiro, just int main() { TestObject object; } with object performing a dynamic\_cast to a derived type segfaults. Memory is getting corrupted where GCC allocates the vtables for classes, just by linking in Qt. Could be somehow related to the -fPIC requirement that only Qt5 has ... could just be that FreeBSD 10.1 has a buggy implementation of Qt5. I don't know. It's beyond my ability to debug, so this one's going to stay broken. The Cocoa port is busted. I'll fix it up to compile again, but that's about all I'm going to do. Many optimizations mean bsnes and higan open faster. GTK2 and GTK3 both resize windows very quickly now. higan crashes when you load a game, so that's not good. bsnes works though. bsnes also has the start of a localization engine now. Still a long way to go. The makefiles received a rather substantial restructuring. Including the ruby and hiro makefiles will add the necessary compilation rules for you, which also means that moc will run for the qt4 and qt5 targets, and windres will run for the Windows targets.
2018-07-14 03:59:29 +00:00
frameRate = tr("Unloaded");
Update to 20180731 release. byuu says: I've completed moving all the class objects from `unique_pointer<T>` to just T. The one exception is the Emulator::Interface instance. I can absolutely make that a global object, but only in bsnes where there's just the one emulation core. I also moved all the SettingsWindow and ToolsWindow panels out to their own global objects, and fixed a very difficult bug with GTK TabFrame controls. The configuration settings panel is now the emulator settings panel. And I added some spacing between bold label sections on both the emulator and driver settings panels. I gave fixing ComboButtonItem my best shot, given I can't reproduce the crash. Probably won't work, though. Also made a very slight consistency improvement to ruby and renamed driverName() to driver(). ... An important change ... as a result of moving bsnes to global objects, this means that the constructors for all windows run before the presentation window is displayed. Before this change, only the presentation window was constructed first berore displaying it, followed by the construction of the rest of the GUI windows. The upside to this is that as soon as you see the main window, the GUI is ready to go without a period where it's unresponsive. The downside to this is it takes about 1.5 seconds to show the main window, compared to around 0.75 seconds before. I've no intention of changing that back. So if the startup time becomes a problem, then we'll just have to work on optimizing hiro, so that it can construct all the global Window objects quicker. The main way to do that would be to not do calls to the Layout::setGeometry functions for every widget added, and instead wait until the window is displayed. But I don't have an easy way to do that, because you want the widget geometry values to be sane even before the window is visible to help size certain things.
2018-07-31 10:56:45 +00:00
} else if(presentation.pauseEmulation.checked()) {
Update to v106r47 release. byuu says: This is probably the largest code-change diff I've done in years. I spent four days working 10-16 hours a day reworking layouts in hiro completely. The result is we now have TableLayout, which will allow for better horizontal+vertical combined alignment. Windows, GTK2, and now GTK3 are fully supported. Windows is getting the initial window geometry wrong by a bit. GTK2 and GTK3 work perfectly. I basically abandoned trying to detect resize signals, and instead keep a list of all hiro windows that are allocated, and every time the main loop runs, it will query all of them to see if they've been resized. I'm disgusted that I have to do this, but after fighting with GTK for years, I'm about sick of it. GTK was doing this crazy thing where it would trigger another size-allocate inside of a previous size-allocate, and so my layouts would be halfway through resizing all the widgets, and then the size-allocate would kick off another one. That would end up leaving the rest of the first layout loop with bad widget sizes. And if I detected a second re-entry and blocked it, then the entire window would end up with the older geometry. I started trying to build a message queue system to allow the second layout resize to occur after the first one completed, but this was just too much madness, so I went with the simpler solution. Qt4 has some geometry problems, and doesn't show tab frame layouts properly yet. Qt5 causes an ICE error and tanks my entire Xorg display server, so ... something is seriously wrong there, and it's not hiro's fault. Creating a dummy Qt5 application without even using hiro, just int main() { TestObject object; } with object performing a dynamic\_cast to a derived type segfaults. Memory is getting corrupted where GCC allocates the vtables for classes, just by linking in Qt. Could be somehow related to the -fPIC requirement that only Qt5 has ... could just be that FreeBSD 10.1 has a buggy implementation of Qt5. I don't know. It's beyond my ability to debug, so this one's going to stay broken. The Cocoa port is busted. I'll fix it up to compile again, but that's about all I'm going to do. Many optimizations mean bsnes and higan open faster. GTK2 and GTK3 both resize windows very quickly now. higan crashes when you load a game, so that's not good. bsnes works though. bsnes also has the start of a localization engine now. Still a long way to go. The makefiles received a rather substantial restructuring. Including the ruby and hiro makefiles will add the necessary compilation rules for you, which also means that moc will run for the qt4 and qt5 targets, and windres will run for the Windows targets.
2018-07-14 03:59:29 +00:00
frameRate = tr("Paused");
Update to 20180731 release. byuu says: I've completed moving all the class objects from `unique_pointer<T>` to just T. The one exception is the Emulator::Interface instance. I can absolutely make that a global object, but only in bsnes where there's just the one emulation core. I also moved all the SettingsWindow and ToolsWindow panels out to their own global objects, and fixed a very difficult bug with GTK TabFrame controls. The configuration settings panel is now the emulator settings panel. And I added some spacing between bold label sections on both the emulator and driver settings panels. I gave fixing ComboButtonItem my best shot, given I can't reproduce the crash. Probably won't work, though. Also made a very slight consistency improvement to ruby and renamed driverName() to driver(). ... An important change ... as a result of moving bsnes to global objects, this means that the constructors for all windows run before the presentation window is displayed. Before this change, only the presentation window was constructed first berore displaying it, followed by the construction of the rest of the GUI windows. The upside to this is that as soon as you see the main window, the GUI is ready to go without a period where it's unresponsive. The downside to this is it takes about 1.5 seconds to show the main window, compared to around 0.75 seconds before. I've no intention of changing that back. So if the startup time becomes a problem, then we'll just have to work on optimizing hiro, so that it can construct all the global Window objects quicker. The main way to do that would be to not do calls to the Layout::setGeometry functions for every widget added, and instead wait until the window is displayed. But I don't have an easy way to do that, because you want the widget geometry values to be sane even before the window is visible to help size certain things.
2018-07-31 10:56:45 +00:00
} else if(!focused() && emulatorSettings.pauseEmulation.checked()) {
Update to v106r47 release. byuu says: This is probably the largest code-change diff I've done in years. I spent four days working 10-16 hours a day reworking layouts in hiro completely. The result is we now have TableLayout, which will allow for better horizontal+vertical combined alignment. Windows, GTK2, and now GTK3 are fully supported. Windows is getting the initial window geometry wrong by a bit. GTK2 and GTK3 work perfectly. I basically abandoned trying to detect resize signals, and instead keep a list of all hiro windows that are allocated, and every time the main loop runs, it will query all of them to see if they've been resized. I'm disgusted that I have to do this, but after fighting with GTK for years, I'm about sick of it. GTK was doing this crazy thing where it would trigger another size-allocate inside of a previous size-allocate, and so my layouts would be halfway through resizing all the widgets, and then the size-allocate would kick off another one. That would end up leaving the rest of the first layout loop with bad widget sizes. And if I detected a second re-entry and blocked it, then the entire window would end up with the older geometry. I started trying to build a message queue system to allow the second layout resize to occur after the first one completed, but this was just too much madness, so I went with the simpler solution. Qt4 has some geometry problems, and doesn't show tab frame layouts properly yet. Qt5 causes an ICE error and tanks my entire Xorg display server, so ... something is seriously wrong there, and it's not hiro's fault. Creating a dummy Qt5 application without even using hiro, just int main() { TestObject object; } with object performing a dynamic\_cast to a derived type segfaults. Memory is getting corrupted where GCC allocates the vtables for classes, just by linking in Qt. Could be somehow related to the -fPIC requirement that only Qt5 has ... could just be that FreeBSD 10.1 has a buggy implementation of Qt5. I don't know. It's beyond my ability to debug, so this one's going to stay broken. The Cocoa port is busted. I'll fix it up to compile again, but that's about all I'm going to do. Many optimizations mean bsnes and higan open faster. GTK2 and GTK3 both resize windows very quickly now. higan crashes when you load a game, so that's not good. bsnes works though. bsnes also has the start of a localization engine now. Still a long way to go. The makefiles received a rather substantial restructuring. Including the ruby and hiro makefiles will add the necessary compilation rules for you, which also means that moc will run for the qt4 and qt5 targets, and windres will run for the Windows targets.
2018-07-14 03:59:29 +00:00
frameRate = tr("Paused");
} else {
frameRate = statusFrameRate;
}
Update to 20180731 release. byuu says: I've completed moving all the class objects from `unique_pointer<T>` to just T. The one exception is the Emulator::Interface instance. I can absolutely make that a global object, but only in bsnes where there's just the one emulation core. I also moved all the SettingsWindow and ToolsWindow panels out to their own global objects, and fixed a very difficult bug with GTK TabFrame controls. The configuration settings panel is now the emulator settings panel. And I added some spacing between bold label sections on both the emulator and driver settings panels. I gave fixing ComboButtonItem my best shot, given I can't reproduce the crash. Probably won't work, though. Also made a very slight consistency improvement to ruby and renamed driverName() to driver(). ... An important change ... as a result of moving bsnes to global objects, this means that the constructors for all windows run before the presentation window is displayed. Before this change, only the presentation window was constructed first berore displaying it, followed by the construction of the rest of the GUI windows. The upside to this is that as soon as you see the main window, the GUI is ready to go without a period where it's unresponsive. The downside to this is it takes about 1.5 seconds to show the main window, compared to around 0.75 seconds before. I've no intention of changing that back. So if the startup time becomes a problem, then we'll just have to work on optimizing hiro, so that it can construct all the global Window objects quicker. The main way to do that would be to not do calls to the Layout::setGeometry functions for every widget added, and instead wait until the window is displayed. But I don't have an easy way to do that, because you want the widget geometry values to be sane even before the window is visible to help size certain things.
2018-07-31 10:56:45 +00:00
if(frameRate != presentation.statusRight.text()) {
presentation.statusRight.setText(frameRate);
}
}
Update to v106r46 release. byuu says: Changelog: - bsnes, higan: simplified make output; reordered rules - hiro: added Window::set(Minimum,Maximum)Size() [only implemented in GTK+ so far] - bsnes: only allow the window to be shrunk to the 1x multiplier size - bsnes: refactored Integral Scaling checkbox to {Center, Scale, Stretch} radio selection - nall: call fflush() after nall::print() to stdout or stderr [needed for msys2/bash] - bsnes, higan: program/interface.cpp renamed to program/platform.cpp - bsnes: trim ".shader/" from names in Settings→Shader menu - bsnes: Settings→Shader menu updated on video driver changes - bsnes: remove missing games from recent files list each time it is updated - bsnes: video multiplier menu generated dynamically based on largest monitor size at program startup - bsnes: added shrink window and center window function to video multiplier menu - bsnes: de-minimize presentation window when exiting fullscreen mode or changing video multiplier - bsnes: center the load game dialog against the presentation window (important for multi-monitor setups) - bsnes: screenshots are not immediate instead of delayed one frame - bsnes: added frame advance menu option and hotkey - bsnes: added enable cheats checkbox and hotkey; can be used to quickly enable/disable all active cheats Errata: - hiro/Windows: `SW_MINIMIZED`, `SW_MAXIMIZED `=> `SW_MINIMIZE`, `SW_MAXIMIZE` - hiro/Windows: add pMonitor::workspace() - hiro/Windows: add setMaximized(), setMinimized() in pWindow::construct() - bsnes: call setCentered() after setMaximized(false)
2018-07-08 04:58:27 +00:00
auto Program::captureScreenshot() -> bool {
if(emulator->loaded() && screenshot.data) {
if(auto filename = screenshotPath()) {
image capture;
capture.copy(screenshot.data, screenshot.pitch, screenshot.width, screenshot.height);
//normalize pixel aspect ratio to 1:1
if(capture.width() == 512 && capture.height() == 240) capture.scale(512, 480, false); //hires
if(capture.width() == 256 && capture.height() == 480) capture.scale(512, 480, false); //interlace
auto data = capture.data();
auto pitch = capture.pitch();
auto width = capture.width();
auto height = capture.height();
if(!presentation.showOverscanArea.checked()) {
if(height == 240) data += 8 * pitch, height -= 16;
if(height == 480) data += 16 * pitch, height -= 32;
}
if(Encode::BMP::create(filename, data, width << 2, width, height, /* alpha = */ false)) {
Update to v106r46 release. byuu says: Changelog: - bsnes, higan: simplified make output; reordered rules - hiro: added Window::set(Minimum,Maximum)Size() [only implemented in GTK+ so far] - bsnes: only allow the window to be shrunk to the 1x multiplier size - bsnes: refactored Integral Scaling checkbox to {Center, Scale, Stretch} radio selection - nall: call fflush() after nall::print() to stdout or stderr [needed for msys2/bash] - bsnes, higan: program/interface.cpp renamed to program/platform.cpp - bsnes: trim ".shader/" from names in Settings→Shader menu - bsnes: Settings→Shader menu updated on video driver changes - bsnes: remove missing games from recent files list each time it is updated - bsnes: video multiplier menu generated dynamically based on largest monitor size at program startup - bsnes: added shrink window and center window function to video multiplier menu - bsnes: de-minimize presentation window when exiting fullscreen mode or changing video multiplier - bsnes: center the load game dialog against the presentation window (important for multi-monitor setups) - bsnes: screenshots are not immediate instead of delayed one frame - bsnes: added frame advance menu option and hotkey - bsnes: added enable cheats checkbox and hotkey; can be used to quickly enable/disable all active cheats Errata: - hiro/Windows: `SW_MINIMIZED`, `SW_MAXIMIZED `=> `SW_MINIMIZE`, `SW_MAXIMIZE` - hiro/Windows: add pMonitor::workspace() - hiro/Windows: add setMaximized(), setMinimized() in pWindow::construct() - bsnes: call setCentered() after setMaximized(false)
2018-07-08 04:58:27 +00:00
showMessage({"Captured screenshot [", Location::file(filename), "]"});
return true;
}
}
}
return false;
}
Update to 20180809 release. byuu says: The Windows port can now run the emulation while navigating menus, moving windows, and resizing windows. The main window also doesn't try so hard to constantly clear itself. This may leave a bit of unwelcome residue behind in some video drivers during resize, but under most drivers, it lets you resize without a huge amount of flickering. On all platforms, I now also run the emulation during MessageWindow modal events, where I didn't before. I'm thinking we should probably mute the audio during modal periods, since it can generate a good deal of distortion. The tooltip timeout was increased to ten seconds. On Windows, the enter key can now activate buttons, so you can more quickly dismiss MessageDialog windows. This part may not actually work ... I'm in the middle of trying to get messages out of the global `Application_windowProc` hook and into the individual `Widget_windowProc` hooks, so I need to do some testing. I fixed a bug where changing the input driver wouldn't immediately reload the input/hotkey settings lists properly. I also went from disabling the driver "Change" button when the currently active driver is selected in the list, to instead setting it to say "Reload", and I also added a tool tip to the input driver reload button, advising that if you're using DirectInput or SDL, you can hit "Reload" to rescan for hotplugged gamepads without needing to restart the emulator. XInput and udev have auto hotswap support. If we can ever get that into DirectInput and SDL, then I'll remove the tooltip. But regardless, the reload functionality is nice to have for all drivers. I'm not sure what should happen when a user changes their driver selection while a game is loaded, gets the warning dialog, chooses not to change it, and then closes the emulator. Currently, it will make the change happen the next time you start the emulator. This feels a bit unexpected, but when you change the selection without a game loaded, it takes immediate effect. So I'm not really sure what's best here.
2018-08-10 05:02:59 +00:00
auto Program::inactive() -> bool {
if(locked()) return true;
if(!emulator->loaded()) return true;
Update to 20180731 release. byuu says: I've completed moving all the class objects from `unique_pointer<T>` to just T. The one exception is the Emulator::Interface instance. I can absolutely make that a global object, but only in bsnes where there's just the one emulation core. I also moved all the SettingsWindow and ToolsWindow panels out to their own global objects, and fixed a very difficult bug with GTK TabFrame controls. The configuration settings panel is now the emulator settings panel. And I added some spacing between bold label sections on both the emulator and driver settings panels. I gave fixing ComboButtonItem my best shot, given I can't reproduce the crash. Probably won't work, though. Also made a very slight consistency improvement to ruby and renamed driverName() to driver(). ... An important change ... as a result of moving bsnes to global objects, this means that the constructors for all windows run before the presentation window is displayed. Before this change, only the presentation window was constructed first berore displaying it, followed by the construction of the rest of the GUI windows. The upside to this is that as soon as you see the main window, the GUI is ready to go without a period where it's unresponsive. The downside to this is it takes about 1.5 seconds to show the main window, compared to around 0.75 seconds before. I've no intention of changing that back. So if the startup time becomes a problem, then we'll just have to work on optimizing hiro, so that it can construct all the global Window objects quicker. The main way to do that would be to not do calls to the Layout::setGeometry functions for every widget added, and instead wait until the window is displayed. But I don't have an easy way to do that, because you want the widget geometry values to be sane even before the window is visible to help size certain things.
2018-07-31 10:56:45 +00:00
if(presentation.pauseEmulation.checked()) return true;
if(!focused() && emulatorSettings.pauseEmulation.checked()) return true;
return false;
}
auto Program::focused() -> bool {
//exclusive mode creates its own top-level window: presentation window will not have focus
if(video && video.exclusive()) return true;
Update to 20180731 release. byuu says: I've completed moving all the class objects from `unique_pointer<T>` to just T. The one exception is the Emulator::Interface instance. I can absolutely make that a global object, but only in bsnes where there's just the one emulation core. I also moved all the SettingsWindow and ToolsWindow panels out to their own global objects, and fixed a very difficult bug with GTK TabFrame controls. The configuration settings panel is now the emulator settings panel. And I added some spacing between bold label sections on both the emulator and driver settings panels. I gave fixing ComboButtonItem my best shot, given I can't reproduce the crash. Probably won't work, though. Also made a very slight consistency improvement to ruby and renamed driverName() to driver(). ... An important change ... as a result of moving bsnes to global objects, this means that the constructors for all windows run before the presentation window is displayed. Before this change, only the presentation window was constructed first berore displaying it, followed by the construction of the rest of the GUI windows. The upside to this is that as soon as you see the main window, the GUI is ready to go without a period where it's unresponsive. The downside to this is it takes about 1.5 seconds to show the main window, compared to around 0.75 seconds before. I've no intention of changing that back. So if the startup time becomes a problem, then we'll just have to work on optimizing hiro, so that it can construct all the global Window objects quicker. The main way to do that would be to not do calls to the Layout::setGeometry functions for every widget added, and instead wait until the window is displayed. But I don't have an easy way to do that, because you want the widget geometry values to be sane even before the window is visible to help size certain things.
2018-07-31 10:56:45 +00:00
if(presentation.focused()) return true;
return false;
}