bsnes/higan/target-tomoko/presentation/presentation.cpp

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#include "../tomoko.hpp"
Update to v100r14 release. byuu says: (Windows: compile with -fpermissive to silence an annoying error. I'll fix it in the next WIP.) I completely replaced the time management system in higan and overhauled the scheduler. Before, processor threads would have "int64 clock"; and there would be a 1:1 relationship between two threads. When thread A ran for X cycles, it'd subtract X * B.Frequency from clock; and when thread B ran for Y cycles, it'd add Y * A.Frequency from clock. This worked well and allowed perfect precision; but it doesn't work when you have more complicated relationships: eg the 68K can sync to the Z80 and PSG; the Z80 to the 68K and PSG; so the PSG needs two counters. The new system instead uses a "uint64 clock" variable that represents time in attoseconds. Every time the scheduler exits, it subtracts the smallest clock count from all threads, to prevent an overflow scenario. The only real downside is that rounding errors mean that roughly every 20 minutes, we have a rounding error of one clock cycle (one 20,000,000th of a second.) However, this only applies to systems with multiple oscillators, like the SNES. And when you're in that situation ... there's no such thing as a perfect oscillator anyway. A real SNES will be thousands of times less out of spec than 1hz per 20 minutes. The advantages are pretty immense. First, we obviously can now support more complex relationships between threads. Second, we can build a much more abstracted scheduler. All of libco is now abstracted away completely, which may permit a state-machine / coroutine version of Thread in the future. We've basically gone from this: auto SMP::step(uint clocks) -> void { clock += clocks * (uint64)cpu.frequency; dsp.clock -= clocks; if(dsp.clock < 0 && !scheduler.synchronizing()) co_switch(dsp.thread); if(clock >= 0 && !scheduler.synchronizing()) co_switch(cpu.thread); } To this: auto SMP::step(uint clocks) -> void { Thread::step(clocks); synchronize(dsp); synchronize(cpu); } As you can see, we don't have to do multiple clock adjustments anymore. This is a huge win for the SNES CPU that had to update the SMP, DSP, all peripherals and all coprocessors. Likewise, we don't have to synchronize all coprocessors when one runs, now we can just synchronize the active one to the CPU. Third, when changing the frequencies of threads (think SGB speed setting modes, GBC double-speed mode, etc), it no longer causes the "int64 clock" value to be erroneous. Fourth, this results in a fairly decent speedup, mostly across the board. Aside from the GBA being mostly a wash (for unknown reasons), it's about an 8% - 12% speedup in every other emulation core. Now, all of this said ... this was an unbelievably massive change, so ... you know what that means >_> If anyone can help test all types of SNES coprocessors, and some other system games, it'd be appreciated. ---- Lastly, we have a bitchin' new about screen. It unfortunately adds ~200KiB onto the binary size, because the PNG->C++ header file transformation doesn't compress very well, and I want to keep the original resource files in with the higan archive. I might try some things to work around this file size increase in the future, but for now ... yeah, slightly larger archive sizes, sorry. The logo's a bit busted on Windows (the Label control's background transparency and alignment settings aren't working), but works well on GTK. I'll have to fix Windows before the next official release. For now, look on my Twitter feed if you want to see what it's supposed to look like. ---- EDIT: forgot about ICD2::Enter. It's doing some weird inverse run-to-save thing that I need to implement support for somehow. So, save states on the SGB core probably won't work with this WIP.
2016-07-30 03:56:12 +00:00
#include "about.cpp"
unique_pointer<AboutWindow> aboutWindow;
unique_pointer<Presentation> presentation;
Presentation::Presentation() {
presentation = this;
libraryMenu.setText("Library");
string_vector manufacturers;
for(auto& emulator : program->emulators) {
if(!manufacturers.find(emulator->information.manufacturer)) {
manufacturers.append(emulator->information.manufacturer);
}
}
for(auto& manufacturer : manufacturers) {
Menu manufacturerMenu{&libraryMenu};
manufacturerMenu.setText(manufacturer);
for(auto& emulator : program->emulators) {
if(emulator->information.manufacturer != manufacturer) continue;
for(auto& medium : emulator->media) {
auto item = new MenuItem{&manufacturerMenu};
item->setText({medium.name, " ..."}).onActivate([=] {
program->loadMedium(*emulator, medium);
});
}
}
}
Update to v096r06 release. byuu says: This WIP finally achieves the vision I've had for icarus. I also fixed a mapping issue with Cx4 that, oddly enough, only caused the "2" from the Mega Man X2 title screen to disappear. [Editor's note - "the vision for icarus" was described in a separate, public forum post: http://board.byuu.org/phpbb3/viewtopic.php?p=20584 Quoting for posterity: icarus is now a full-fledged part of higan, and will be bundled with each higan WIP as well. This will ensure that in the future, the exact version of icarus you need to run higan will be included right along with it. As of this WIP, physical manifest files are now truly and entirely optional. From now on, you can associate your ROM image files with higan's main binary, or drop them directly on top of it, to load and play your games. Furthermore, there are two new menu options that appear under the library menu when icarus is present: - "Load ROM File ..." => gives you a single-file selection dialog to import (and if possible) run the game - "Import ROM Files ..." => gives you a multi-file import dialog with checkboxes to pull in multiple games at once Finally, as before, icarus can generate manifest.bml files for folders that lack them. For people who like the game folder and library system, nothing's changed. Keep using higan as you have been. For people who hate it, you can now use higan like your classic emulators. Treat the "Library->{System Name}" entries as your "favorites" list: the games you actually play. Treat the "Library->Load ROM" as your standard open file dialog in other emulators. And finally, treat "Advanced->Game Library" as your save data path for cheat codes, save states, save RAM, etc. ]
2016-01-13 10:47:45 +00:00
//add icarus menu options -- but only if icarus binary is present
if(execute("icarus", "--name").output.strip() == "icarus") {
Update to v096r06 release. byuu says: This WIP finally achieves the vision I've had for icarus. I also fixed a mapping issue with Cx4 that, oddly enough, only caused the "2" from the Mega Man X2 title screen to disappear. [Editor's note - "the vision for icarus" was described in a separate, public forum post: http://board.byuu.org/phpbb3/viewtopic.php?p=20584 Quoting for posterity: icarus is now a full-fledged part of higan, and will be bundled with each higan WIP as well. This will ensure that in the future, the exact version of icarus you need to run higan will be included right along with it. As of this WIP, physical manifest files are now truly and entirely optional. From now on, you can associate your ROM image files with higan's main binary, or drop them directly on top of it, to load and play your games. Furthermore, there are two new menu options that appear under the library menu when icarus is present: - "Load ROM File ..." => gives you a single-file selection dialog to import (and if possible) run the game - "Import ROM Files ..." => gives you a multi-file import dialog with checkboxes to pull in multiple games at once Finally, as before, icarus can generate manifest.bml files for folders that lack them. For people who like the game folder and library system, nothing's changed. Keep using higan as you have been. For people who hate it, you can now use higan like your classic emulators. Treat the "Library->{System Name}" entries as your "favorites" list: the games you actually play. Treat the "Library->Load ROM" as your standard open file dialog in other emulators. And finally, treat "Advanced->Game Library" as your save data path for cheat codes, save states, save RAM, etc. ]
2016-01-13 10:47:45 +00:00
libraryMenu.append(MenuSeparator());
Update to v099r13 release. byuu says: Changelog: - GB core code cleanup completed - GBA core code cleanup completed - some more cleanup on missed processor/arm functions/variables - fixed FC loading icarus bug - "Load ROM File" icarus functionality restored - minor code unification efforts all around (not perfect yet) - MMIO->IO - mmio.cpp->io.cpp - read,write->readIO,writeIO It's been a very long work in progress ... starting all the way back with v094r09, but the major part of the higan code cleanup is now completed! Of course, it's very important to note that this is only for the basic style: - under_score functions and variables are now camelCase - return-type function-name() are now auto function-name() -> return-type - Natural<T>/Integer<T> replace (u)intT_n types where possible - signed/unsigned are now int/uint - most of the x==true,x==false tests changed to x,!x A lot of spot improvements to consistency, simplicity and quality have gone in along the way, of course. But we'll probably never fully finishing beautifying every last line of code in the entire codebase. Still, this is a really great start. Going forward, WIP diffs should start being smaller and of higher quality once again. I know the joke is, "until my coding style changes again", but ... this was way too stressful, way too time consuming, and way too risky. I'm too old and tired now for extreme upheavel like this again. The only major change I'm slowly mulling over would be renaming the using Natural<T>/Integer<T> = (u)intT; shorthand to something that isn't as easily confused with the (u)int_t types ... but we'll see. I'll definitely continue to change small things all the time, but for the larger picture, I need to just accept the style I have and live with it.
2016-06-29 11:10:28 +00:00
libraryMenu.append(MenuItem().setText("Load ROM File ...").onActivate([&] {
Update to v096r06 release. byuu says: This WIP finally achieves the vision I've had for icarus. I also fixed a mapping issue with Cx4 that, oddly enough, only caused the "2" from the Mega Man X2 title screen to disappear. [Editor's note - "the vision for icarus" was described in a separate, public forum post: http://board.byuu.org/phpbb3/viewtopic.php?p=20584 Quoting for posterity: icarus is now a full-fledged part of higan, and will be bundled with each higan WIP as well. This will ensure that in the future, the exact version of icarus you need to run higan will be included right along with it. As of this WIP, physical manifest files are now truly and entirely optional. From now on, you can associate your ROM image files with higan's main binary, or drop them directly on top of it, to load and play your games. Furthermore, there are two new menu options that appear under the library menu when icarus is present: - "Load ROM File ..." => gives you a single-file selection dialog to import (and if possible) run the game - "Import ROM Files ..." => gives you a multi-file import dialog with checkboxes to pull in multiple games at once Finally, as before, icarus can generate manifest.bml files for folders that lack them. For people who like the game folder and library system, nothing's changed. Keep using higan as you have been. For people who hate it, you can now use higan like your classic emulators. Treat the "Library->{System Name}" entries as your "favorites" list: the games you actually play. Treat the "Library->Load ROM" as your standard open file dialog in other emulators. And finally, treat "Advanced->Game Library" as your save data path for cheat codes, save states, save RAM, etc. ]
2016-01-13 10:47:45 +00:00
audio->clear();
if(auto location = execute("icarus", "--import")) {
Update to v099r13 release. byuu says: Changelog: - GB core code cleanup completed - GBA core code cleanup completed - some more cleanup on missed processor/arm functions/variables - fixed FC loading icarus bug - "Load ROM File" icarus functionality restored - minor code unification efforts all around (not perfect yet) - MMIO->IO - mmio.cpp->io.cpp - read,write->readIO,writeIO It's been a very long work in progress ... starting all the way back with v094r09, but the major part of the higan code cleanup is now completed! Of course, it's very important to note that this is only for the basic style: - under_score functions and variables are now camelCase - return-type function-name() are now auto function-name() -> return-type - Natural<T>/Integer<T> replace (u)intT_n types where possible - signed/unsigned are now int/uint - most of the x==true,x==false tests changed to x,!x A lot of spot improvements to consistency, simplicity and quality have gone in along the way, of course. But we'll probably never fully finishing beautifying every last line of code in the entire codebase. Still, this is a really great start. Going forward, WIP diffs should start being smaller and of higher quality once again. I know the joke is, "until my coding style changes again", but ... this was way too stressful, way too time consuming, and way too risky. I'm too old and tired now for extreme upheavel like this again. The only major change I'm slowly mulling over would be renaming the using Natural<T>/Integer<T> = (u)intT; shorthand to something that isn't as easily confused with the (u)int_t types ... but we'll see. I'll definitely continue to change small things all the time, but for the larger picture, I need to just accept the style I have and live with it.
2016-06-29 11:10:28 +00:00
program->mediumQueue.append(location.output.strip());
program->loadMedium();
Update to v096r06 release. byuu says: This WIP finally achieves the vision I've had for icarus. I also fixed a mapping issue with Cx4 that, oddly enough, only caused the "2" from the Mega Man X2 title screen to disappear. [Editor's note - "the vision for icarus" was described in a separate, public forum post: http://board.byuu.org/phpbb3/viewtopic.php?p=20584 Quoting for posterity: icarus is now a full-fledged part of higan, and will be bundled with each higan WIP as well. This will ensure that in the future, the exact version of icarus you need to run higan will be included right along with it. As of this WIP, physical manifest files are now truly and entirely optional. From now on, you can associate your ROM image files with higan's main binary, or drop them directly on top of it, to load and play your games. Furthermore, there are two new menu options that appear under the library menu when icarus is present: - "Load ROM File ..." => gives you a single-file selection dialog to import (and if possible) run the game - "Import ROM Files ..." => gives you a multi-file import dialog with checkboxes to pull in multiple games at once Finally, as before, icarus can generate manifest.bml files for folders that lack them. For people who like the game folder and library system, nothing's changed. Keep using higan as you have been. For people who hate it, you can now use higan like your classic emulators. Treat the "Library->{System Name}" entries as your "favorites" list: the games you actually play. Treat the "Library->Load ROM" as your standard open file dialog in other emulators. And finally, treat "Advanced->Game Library" as your save data path for cheat codes, save states, save RAM, etc. ]
2016-01-13 10:47:45 +00:00
}
}));
libraryMenu.append(MenuItem().setText("Import ROM Files ...").onActivate([&] {
invoke("icarus");
}));
}
Update to v094r12 release. byuu says: Changelog: * added driver selection * added video scale + aspect correction settings * added A/V sync + audio mute settings * added configuration file * fixed compilation bugs under Windows and Linux * fixed window sizing * removed HSU1 * the system menu stays as "System", because "Game Boy Advance" was too long a string for the smallest scale size * some more stuff You guys probably won't be ecstatic about the video sizing options, but it's basically your choice of 1x, 2x or 4x scale with optional aspect correction. 3x was intentionally skipped because it looks horrible on hires SNES games. The window is resized and recentered upon loading games. The window doesn't resize otherwise. I never really liked the way v094 always left you with black screen areas and left you with off-centered window positions. I might go ahead and add the pseudo-fullscreen toggle that will jump into 4x mode (respecting your aspect setting.) Short-term: * add input port changing support * add other input types (mouse-based, etc) * add save states * add cheat codes * add timing configuration (video/audio sync) * add hotkeys (single state) We can probably do a new release once the short-term items are completed. Long-term: * add slotted cart loader (SGB, BSX, ST) * add DIP switch selection window (NSS) * add cheat code database * add state manager * add overscan masking Not planned: * video color adjustments (will allow emulated color vs raw color; but no more sliders) * pixel shaders * ananke integration (will need to make a command-line version to get my games in) * fancy audio adjustment controls (resampler, latency, volume) * input focus settings * relocating game library (not hard, just don't feel like it) * localization support (not enough users) * window geometry memory * anything else not in higan v094
2015-03-03 10:14:49 +00:00
systemMenu.setText("System").setVisible(false);
Update to v105r1 release. byuu says: Changelog: - higan: readded support for soft-reset to Famicom, Super Famicom, Mega Drive cores (work in progress) - handhelds lack soft reset obviously - the PC Engine also lacks a physical reset button - the Master System's reset button acts like a gamepad button, so can't show up in the menu - Mega Drive: power cycle wasn't initializing CPU (M68K) or APU (Z80) RAM - Super Famicom: fix SPC700 opcode 0x3b regression; fixes Majuu Ou [Jonas Quinn] - Super Famicom: fix SharpRTC save regression; fixes Dai Kaijuu Monogatari II's real-time clock [Talarubi] - Super Famicom: fix EpsonRTC save regression; fixes Tengai Makyou Zero's real-time clock [Talarubi] - Super Famicom: removed `*::init()` functions, as they were never used - Super Famicom: removed all but two `*::load()` functions, as they were not used - higan: added option to auto-save backup RAM every five seconds (enabled by default) - this is in case the emulator crashes, or there's a power outage; turn it off under advanced settings if you want - libco: updated license from public domain to ISC, for consistency with nall, ruby, hiro - nall: Linux compiler defaults to g++; override with g++-version if g++ is <= 4.8 - FreeBSD compiler default is going to remain g++49 until my dev box OS ships with g++ >= 4.9 Errata: I have weird RAM initialization constants, thanks to hex_usr and onethirdxcubed for both finding this: http://wiki.nesdev.com/w/index.php?title=CPU_power_up_state&diff=11711&oldid=11184 I'll remove this in the next WIP.
2017-11-06 22:05:54 +00:00
resetSystem.setText("Soft Reset").onActivate([&] { program->softReset(); });
powerSystem.setText("Power Cycle").onActivate([&] { program->powerCycle(); });
Update to v099r08 release. byuu says: Changelog: - nall/vfs work 100% completed; even SGB games load now - emulation cores now call load() for the base cartridges as well - updated port/device handling; portmask is gone; device ID bug should be resolved now - SNES controller port 1 multitap option was removed - added support for 128KiB SNES PPU VRAM (for now, edit sfc/ppu/ppu.hpp VRAM::size=0x10000; to enable) Overall, nall/vfs was a huge success!! We've substantially reduced the amount of boilerplate code everywhere, while still allowing (even easier than before) support for RAM-based game loading/saving. All of nall/stream is dead and buried. I am considering removing Emulator::Interface::Medium::id and/or bootable flag. Or at least, doing something different with it. The values for the non-bootable GB/BS/ST entries duplicate the ID that is supposed to be unique. They are for GB/GBC and WS/WSC. Maybe I'll use this as the hardware revision selection ID, and then gut non-bootable options. There's really no reason for that to be there. I think at one point I was using it to generate library tabs for non-bootable systems, but we don't do that anymore anyway. Emulator::Interface::load() may not need the required flag anymore ... it doesn't really do anything right now anyway. I have a few reasons for having the cores load the base cartridge. Most importantly, it is going to enable a special mode for the WonderSwan / WonderSwan Color in the future. If we ever get the IPLROMs dumped ... it's possible to boot these systems with no games inserted to set user profile information and such. There are also other systems that may accept being booted without a cartridge. To reach this state, you would load a game and then cancel the load dialog. Right now, this results in games not loading. The second reason is this prevents nasty crashes when loading fails. So if you're missing a required manifest, the emulator won't die a violent death anymore. It's able to back out at any point. The third reason is consistency: loading the base cartridge works the same as the slot cartridges. The fourth reason is Emulator::Interface::open(uint pathID) values. Before, the GB, SB, GBC modes were IDs 1,2,3 respectively. This complicated things because you had to pass the correct ID. But now instead, Emulator::Interface::load() returns maybe<uint> that is nothing when no game is selected, and a pathID for a valid game. And now open() can take this ID to access this game's folder contents. The downside, which is temporary, is that command-line loading is currently broken. But I do intend on restoring it. In fact, I want to do better than before and allow multi-cart booting from the command-line by specifying the base cartridge and then slot cartridges. The idea should be pretty simple: keep a queue of pending filenames that we fill from the command-line and/or drag-and-drop operations on the main window, and then empty out the queue or prompt for load dialogs from the UI when booting a system. This also might be a bit more unorthodox compared to the traditional emulator design of "loadGame(filename)", but ... oh well. It's easy enough still. The port/device changes are fun. We simplified things quite a bit. The portmask stuff is gone entirely. While ports and devices keep IDs, this is really just sugar-coating so UIs can use for(auto& port : emulator->ports) and access port.id; rather than having to use for(auto n : range(emulator->ports)) { auto& port = emulator->ports[n]; ... }; but they should otherwise generally be identical to the order they appear in their respective ranges. Still, don't rely on that. Input::id is gone. There was no point since we also got rid of the nasty Input::order vector. Since I was in here, I went ahead and caved on the pedantics and renamed Input::guid to Input::userData. I removed the SNES controller port 1 multitap option. Basically, the only game that uses this is N-warp Daisakusen and, no offense to d4s, it's not really a good game anyway. It's just a quick demo to show 8-players on the SNES. But in the UI, all it does is confuse people into wasting time mapping a controller they're never going to use, and they're going to wonder which port to use. If more compelling use cases for 8-players comes about, we can reconsider this. I left all the code to support this in place, so all you have to do is uncomment one line to enable it again. We now have dsnes emulation! :D If you change PPU::VRAM::size to 0x10000 (words), then you should now have 128KiB of VRAM. Even better, it serializes the used-VRAM size, so your save states shouldn't crash on you if you swap between the two (though if you try this, you're nuts.) Note that this option does break commercial software. Yoshi's Island in particular. This game is setting A15 on some PPU register writes, but not on others. The end result of this is things break horribly in-game. Also, this option is causing a very tiny speed hit for obvious reasons with the variable masking value (I'm even using size-1 for now.) Given how niche this is, I may just leave it a compile-time constant to avoid the overhead cost. Otherwise, if we keep the option, then it'll go into Super Famicom.sys/manifest.bml ... I'll flesh that out in the near-future. ---- Finally, some fun for my OCD ... my monitor suddenly cut out on me in the middle of working on this WIP, about six hours in of non-stop work. Had to hit a bunch of ctrl+alt+fN commands (among other things) and trying to log in headless on another TTY to do issue commands, trying to recover the display. Finally power cycled the monitor and it came back up. So all my typing ended up going to who knows where. Usually this sort of thing terrifies me enough that I scrap a WIP and start over to ensure I didn't screw anything up during the crashed screen when hitting keys randomly. Obviously, everything compiles and appears to work fine. And I know it's extremely paranoid, but OCD isn't logical, so ... I'm going to go over every line of the 100KiB r07->r08 diff looking for any corruption/errors/whatever. ---- Review finished. r08 diff review notes: - fc/controller/gamepad/gamepad.cpp: use uint device = ID::Device::Gamepad; not id = ...; - gb/cartridge/cartridge.hpp: remove redundant uint _pathID; (in Information::pathID already) - gb/cartridge/cartridge.hpp: pull sha256 inside Information - sfc/cartridge/load/cpp: add " - Slot (A,B)" to interface->load("Sufami Turbo"); to be more descriptive - sfc/controller/gamepad/gamepad.cpp: use uint device = ID::Device::Gamepad; not id = ...; - sfc/interface/interface.cpp: remove n variable from the Multitap device input generation loop (now unused) - sfc/interface/interface.hpp: put struct Port above struct Device like the other classes - ui-tomoko: cheats.bml is reading from/writing to mediumPaths(0) [system folder instead of game folder] - ui-tomoko: instead of mediumPaths(1) - call emulator->metadataPathID() or something like that
2016-06-24 12:16:53 +00:00
unloadSystem.setText("Unload").onActivate([&] { program->unloadMedium(); });
settingsMenu.setText("Settings");
Update to v094r12 release. byuu says: Changelog: * added driver selection * added video scale + aspect correction settings * added A/V sync + audio mute settings * added configuration file * fixed compilation bugs under Windows and Linux * fixed window sizing * removed HSU1 * the system menu stays as "System", because "Game Boy Advance" was too long a string for the smallest scale size * some more stuff You guys probably won't be ecstatic about the video sizing options, but it's basically your choice of 1x, 2x or 4x scale with optional aspect correction. 3x was intentionally skipped because it looks horrible on hires SNES games. The window is resized and recentered upon loading games. The window doesn't resize otherwise. I never really liked the way v094 always left you with black screen areas and left you with off-centered window positions. I might go ahead and add the pseudo-fullscreen toggle that will jump into 4x mode (respecting your aspect setting.) Short-term: * add input port changing support * add other input types (mouse-based, etc) * add save states * add cheat codes * add timing configuration (video/audio sync) * add hotkeys (single state) We can probably do a new release once the short-term items are completed. Long-term: * add slotted cart loader (SGB, BSX, ST) * add DIP switch selection window (NSS) * add cheat code database * add state manager * add overscan masking Not planned: * video color adjustments (will allow emulated color vs raw color; but no more sliders) * pixel shaders * ananke integration (will need to make a command-line version to get my games in) * fancy audio adjustment controls (resampler, latency, volume) * input focus settings * relocating game library (not hard, just don't feel like it) * localization support (not enough users) * window geometry memory * anything else not in higan v094
2015-03-03 10:14:49 +00:00
videoScaleMenu.setText("Video Scale");
videoScaleSmall.setText("Small").onActivate([&] {
Update to v103r10 release. byuu says: Changelog: - tomoko: video scaling options are now resolutions in the configuration file, eg "640x480", "960x720", "1280x960" - tomoko: main window is now always resizable instead of fixed width (also supports maximizing) - tomoko: added support for non-integral scaling in windowed mode - tomoko: made the quick/managed state messaging more consistent - tomoko: hide "Find Codes ..." button from the cheat editor window if the cheat database is not present - tomoko: per-game cheats.bml file now goes into the higan/ subfolder instead of the root folder So the way the new video system works is you have the following options on the video settings panel: Windowed mode: { Aspect correction, Integral scaling, Adaptive } Fullscreen mode: { Aspect correction, Integral scaling } (and one day, hopefully Exclusive will be added here) Whenever you adjust the overscan masking, or you change any of the windowed or fullscreen mode settings, or you choose a different video scale from the main menu, or you load a new game, or you unload a game, or you rotate the display of an emulated system, the resizeViewport logic will be invoked. This logic will remember the last option you chose for video scale, and base the new window size on that value as an upper limit of the new window size. If you are in windowed mode and have adaptive enabled, it will shrink the window to fit the contents of the emulated system's video output. Otherwise, if you are not in integral scaling mode, it will scale the video as large as possible to fit into the video scaled size you have selected. Otherwise, it will perform an integral scale and center the video inside of the viewport. If you are in fullscreen mode, it's much the same, only there is no adaptive mode. A major problem with Xorg is that it's basically impossible to change the resizability attribute of a window post-creation. You can do it, but all kinds of crazy issues start popping up. Like if you toggle fullscreen, then you'll find that the window won't grow past a certain fairly small size that it's already at, and cannot be shrunk. And the multipliers will stop expanding the window as large as they should. And sometimes the UI elements won't be placed in the correct position, or the video will draw over them. It's a big mess. So I have to keep the main window always resizable. Also, note that this is not a limitation of hiro. It's just totally broken in Xorg itself. No amount of fiddling has ever allowed this to work reliably for me on either GTK+ 2 or Qt 4. So what this means is ... the adaptive mode window is also resizable. What happens here is, whenever you drag the corners of the main window to resize it, or toggle the maximize window button, higan will bypass the video scale resizing code and instead act as though the adaptive scaling mode were disabled. So if integral scaling is checked, it'll begin scaling in integral mode. Otherwise, it'll begin scaling in non-integral mode. And because of this flexibility, it no longer made sense for the video scale menu to be a radio box. I know, it sucks to not see what the active selection is anymore, but ... say you set the scale to small, then you accidentally resized the window a little, but want it snapped back to the proper small resolution dimensions. If it were a radio item, you couldn't reselect the same option again, because it's already active and events don't propagate in said case. By turning them into regular menu options, the video scale menu can be used to restore window sizing. Errata: On Windows, the main window blinks a few times on first load. The fix for that is a safeguard in the video settings code, roughly like so ... but note you'd need to make a few other changes for this to work against v103r10:    auto VideoSettings::updateViewport(bool firstRun) -> void {      settings["Video/Overscan/Horizontal"].setValue(horizontalMaskSlider.position());      settings["Video/Overscan/Vertical"].setValue(verticalMaskSlider.position());      settings["Video/Windowed/AspectCorrection"].setValue(windowedModeAspectCorrection.checked());      settings["Video/Windowed/IntegralScaling"].setValue(windowedModeIntegralScaling.checked());      settings["Video/Windowed/AdaptiveSizing"].setValue(windowedModeAdaptiveSizing.checked());      settings["Video/Fullscreen/AspectCorrection"].setValue(fullscreenModeAspectCorrection.checked());      settings["Video/Fullscreen/IntegralScaling"].setValue(fullscreenModeIntegralScaling.checked());      horizontalMaskValue.setText({horizontalMaskSlider.position()});      verticalMaskValue.setText({verticalMaskSlider.position()});      if(!firstRun) presentation->resizeViewport();    } That'll get it down to one blink, as with v103 official. Not sure I can eliminate that one extra blink. I forgot to remove the setResizable toggle on fullscreen mode exit. On Windows, the main window will end up unresizable after toggling fullscreen. I missed that one because like I said, toggling resizability is totally broken on Xorg. You can fix that with the below change:    auto Presentation::toggleFullScreen() -> void {      if(!fullScreen()) {        menuBar.setVisible(false);        statusBar.setVisible(false);      //setResizable(true);        setFullScreen(true);        if(!input->acquired()) input->acquire();      } else {        if(input->acquired()) input->release();        setFullScreen(false);      //setResizable(false);        menuBar.setVisible(true);        statusBar.setVisible(settings["UserInterface/ShowStatusBar"].boolean());      }      resizeViewport();    } Windows is stealing focus on calls to resizeViewport(), so we need to deal with that somehow ... I'm not really concerned about the behavior of shrinking the viewport below the smallest multiplier for a given system. It might make sense to snap it to the window size and forego all other scaling, but honestly ... meh. I don't really care. Nobody sane is going to play like that.
2017-07-07 03:38:46 +00:00
settings["Video/Windowed/Scale"].setValue("Small");
Update to v094r12 release. byuu says: Changelog: * added driver selection * added video scale + aspect correction settings * added A/V sync + audio mute settings * added configuration file * fixed compilation bugs under Windows and Linux * fixed window sizing * removed HSU1 * the system menu stays as "System", because "Game Boy Advance" was too long a string for the smallest scale size * some more stuff You guys probably won't be ecstatic about the video sizing options, but it's basically your choice of 1x, 2x or 4x scale with optional aspect correction. 3x was intentionally skipped because it looks horrible on hires SNES games. The window is resized and recentered upon loading games. The window doesn't resize otherwise. I never really liked the way v094 always left you with black screen areas and left you with off-centered window positions. I might go ahead and add the pseudo-fullscreen toggle that will jump into 4x mode (respecting your aspect setting.) Short-term: * add input port changing support * add other input types (mouse-based, etc) * add save states * add cheat codes * add timing configuration (video/audio sync) * add hotkeys (single state) We can probably do a new release once the short-term items are completed. Long-term: * add slotted cart loader (SGB, BSX, ST) * add DIP switch selection window (NSS) * add cheat code database * add state manager * add overscan masking Not planned: * video color adjustments (will allow emulated color vs raw color; but no more sliders) * pixel shaders * ananke integration (will need to make a command-line version to get my games in) * fancy audio adjustment controls (resampler, latency, volume) * input focus settings * relocating game library (not hard, just don't feel like it) * localization support (not enough users) * window geometry memory * anything else not in higan v094
2015-03-03 10:14:49 +00:00
resizeViewport();
});
videoScaleMedium.setText("Medium").onActivate([&] {
Update to v103r10 release. byuu says: Changelog: - tomoko: video scaling options are now resolutions in the configuration file, eg "640x480", "960x720", "1280x960" - tomoko: main window is now always resizable instead of fixed width (also supports maximizing) - tomoko: added support for non-integral scaling in windowed mode - tomoko: made the quick/managed state messaging more consistent - tomoko: hide "Find Codes ..." button from the cheat editor window if the cheat database is not present - tomoko: per-game cheats.bml file now goes into the higan/ subfolder instead of the root folder So the way the new video system works is you have the following options on the video settings panel: Windowed mode: { Aspect correction, Integral scaling, Adaptive } Fullscreen mode: { Aspect correction, Integral scaling } (and one day, hopefully Exclusive will be added here) Whenever you adjust the overscan masking, or you change any of the windowed or fullscreen mode settings, or you choose a different video scale from the main menu, or you load a new game, or you unload a game, or you rotate the display of an emulated system, the resizeViewport logic will be invoked. This logic will remember the last option you chose for video scale, and base the new window size on that value as an upper limit of the new window size. If you are in windowed mode and have adaptive enabled, it will shrink the window to fit the contents of the emulated system's video output. Otherwise, if you are not in integral scaling mode, it will scale the video as large as possible to fit into the video scaled size you have selected. Otherwise, it will perform an integral scale and center the video inside of the viewport. If you are in fullscreen mode, it's much the same, only there is no adaptive mode. A major problem with Xorg is that it's basically impossible to change the resizability attribute of a window post-creation. You can do it, but all kinds of crazy issues start popping up. Like if you toggle fullscreen, then you'll find that the window won't grow past a certain fairly small size that it's already at, and cannot be shrunk. And the multipliers will stop expanding the window as large as they should. And sometimes the UI elements won't be placed in the correct position, or the video will draw over them. It's a big mess. So I have to keep the main window always resizable. Also, note that this is not a limitation of hiro. It's just totally broken in Xorg itself. No amount of fiddling has ever allowed this to work reliably for me on either GTK+ 2 or Qt 4. So what this means is ... the adaptive mode window is also resizable. What happens here is, whenever you drag the corners of the main window to resize it, or toggle the maximize window button, higan will bypass the video scale resizing code and instead act as though the adaptive scaling mode were disabled. So if integral scaling is checked, it'll begin scaling in integral mode. Otherwise, it'll begin scaling in non-integral mode. And because of this flexibility, it no longer made sense for the video scale menu to be a radio box. I know, it sucks to not see what the active selection is anymore, but ... say you set the scale to small, then you accidentally resized the window a little, but want it snapped back to the proper small resolution dimensions. If it were a radio item, you couldn't reselect the same option again, because it's already active and events don't propagate in said case. By turning them into regular menu options, the video scale menu can be used to restore window sizing. Errata: On Windows, the main window blinks a few times on first load. The fix for that is a safeguard in the video settings code, roughly like so ... but note you'd need to make a few other changes for this to work against v103r10:    auto VideoSettings::updateViewport(bool firstRun) -> void {      settings["Video/Overscan/Horizontal"].setValue(horizontalMaskSlider.position());      settings["Video/Overscan/Vertical"].setValue(verticalMaskSlider.position());      settings["Video/Windowed/AspectCorrection"].setValue(windowedModeAspectCorrection.checked());      settings["Video/Windowed/IntegralScaling"].setValue(windowedModeIntegralScaling.checked());      settings["Video/Windowed/AdaptiveSizing"].setValue(windowedModeAdaptiveSizing.checked());      settings["Video/Fullscreen/AspectCorrection"].setValue(fullscreenModeAspectCorrection.checked());      settings["Video/Fullscreen/IntegralScaling"].setValue(fullscreenModeIntegralScaling.checked());      horizontalMaskValue.setText({horizontalMaskSlider.position()});      verticalMaskValue.setText({verticalMaskSlider.position()});      if(!firstRun) presentation->resizeViewport();    } That'll get it down to one blink, as with v103 official. Not sure I can eliminate that one extra blink. I forgot to remove the setResizable toggle on fullscreen mode exit. On Windows, the main window will end up unresizable after toggling fullscreen. I missed that one because like I said, toggling resizability is totally broken on Xorg. You can fix that with the below change:    auto Presentation::toggleFullScreen() -> void {      if(!fullScreen()) {        menuBar.setVisible(false);        statusBar.setVisible(false);      //setResizable(true);        setFullScreen(true);        if(!input->acquired()) input->acquire();      } else {        if(input->acquired()) input->release();        setFullScreen(false);      //setResizable(false);        menuBar.setVisible(true);        statusBar.setVisible(settings["UserInterface/ShowStatusBar"].boolean());      }      resizeViewport();    } Windows is stealing focus on calls to resizeViewport(), so we need to deal with that somehow ... I'm not really concerned about the behavior of shrinking the viewport below the smallest multiplier for a given system. It might make sense to snap it to the window size and forego all other scaling, but honestly ... meh. I don't really care. Nobody sane is going to play like that.
2017-07-07 03:38:46 +00:00
settings["Video/Windowed/Scale"].setValue("Medium");
Update to v094r12 release. byuu says: Changelog: * added driver selection * added video scale + aspect correction settings * added A/V sync + audio mute settings * added configuration file * fixed compilation bugs under Windows and Linux * fixed window sizing * removed HSU1 * the system menu stays as "System", because "Game Boy Advance" was too long a string for the smallest scale size * some more stuff You guys probably won't be ecstatic about the video sizing options, but it's basically your choice of 1x, 2x or 4x scale with optional aspect correction. 3x was intentionally skipped because it looks horrible on hires SNES games. The window is resized and recentered upon loading games. The window doesn't resize otherwise. I never really liked the way v094 always left you with black screen areas and left you with off-centered window positions. I might go ahead and add the pseudo-fullscreen toggle that will jump into 4x mode (respecting your aspect setting.) Short-term: * add input port changing support * add other input types (mouse-based, etc) * add save states * add cheat codes * add timing configuration (video/audio sync) * add hotkeys (single state) We can probably do a new release once the short-term items are completed. Long-term: * add slotted cart loader (SGB, BSX, ST) * add DIP switch selection window (NSS) * add cheat code database * add state manager * add overscan masking Not planned: * video color adjustments (will allow emulated color vs raw color; but no more sliders) * pixel shaders * ananke integration (will need to make a command-line version to get my games in) * fancy audio adjustment controls (resampler, latency, volume) * input focus settings * relocating game library (not hard, just don't feel like it) * localization support (not enough users) * window geometry memory * anything else not in higan v094
2015-03-03 10:14:49 +00:00
resizeViewport();
});
videoScaleLarge.setText("Large").onActivate([&] {
Update to v103r10 release. byuu says: Changelog: - tomoko: video scaling options are now resolutions in the configuration file, eg "640x480", "960x720", "1280x960" - tomoko: main window is now always resizable instead of fixed width (also supports maximizing) - tomoko: added support for non-integral scaling in windowed mode - tomoko: made the quick/managed state messaging more consistent - tomoko: hide "Find Codes ..." button from the cheat editor window if the cheat database is not present - tomoko: per-game cheats.bml file now goes into the higan/ subfolder instead of the root folder So the way the new video system works is you have the following options on the video settings panel: Windowed mode: { Aspect correction, Integral scaling, Adaptive } Fullscreen mode: { Aspect correction, Integral scaling } (and one day, hopefully Exclusive will be added here) Whenever you adjust the overscan masking, or you change any of the windowed or fullscreen mode settings, or you choose a different video scale from the main menu, or you load a new game, or you unload a game, or you rotate the display of an emulated system, the resizeViewport logic will be invoked. This logic will remember the last option you chose for video scale, and base the new window size on that value as an upper limit of the new window size. If you are in windowed mode and have adaptive enabled, it will shrink the window to fit the contents of the emulated system's video output. Otherwise, if you are not in integral scaling mode, it will scale the video as large as possible to fit into the video scaled size you have selected. Otherwise, it will perform an integral scale and center the video inside of the viewport. If you are in fullscreen mode, it's much the same, only there is no adaptive mode. A major problem with Xorg is that it's basically impossible to change the resizability attribute of a window post-creation. You can do it, but all kinds of crazy issues start popping up. Like if you toggle fullscreen, then you'll find that the window won't grow past a certain fairly small size that it's already at, and cannot be shrunk. And the multipliers will stop expanding the window as large as they should. And sometimes the UI elements won't be placed in the correct position, or the video will draw over them. It's a big mess. So I have to keep the main window always resizable. Also, note that this is not a limitation of hiro. It's just totally broken in Xorg itself. No amount of fiddling has ever allowed this to work reliably for me on either GTK+ 2 or Qt 4. So what this means is ... the adaptive mode window is also resizable. What happens here is, whenever you drag the corners of the main window to resize it, or toggle the maximize window button, higan will bypass the video scale resizing code and instead act as though the adaptive scaling mode were disabled. So if integral scaling is checked, it'll begin scaling in integral mode. Otherwise, it'll begin scaling in non-integral mode. And because of this flexibility, it no longer made sense for the video scale menu to be a radio box. I know, it sucks to not see what the active selection is anymore, but ... say you set the scale to small, then you accidentally resized the window a little, but want it snapped back to the proper small resolution dimensions. If it were a radio item, you couldn't reselect the same option again, because it's already active and events don't propagate in said case. By turning them into regular menu options, the video scale menu can be used to restore window sizing. Errata: On Windows, the main window blinks a few times on first load. The fix for that is a safeguard in the video settings code, roughly like so ... but note you'd need to make a few other changes for this to work against v103r10:    auto VideoSettings::updateViewport(bool firstRun) -> void {      settings["Video/Overscan/Horizontal"].setValue(horizontalMaskSlider.position());      settings["Video/Overscan/Vertical"].setValue(verticalMaskSlider.position());      settings["Video/Windowed/AspectCorrection"].setValue(windowedModeAspectCorrection.checked());      settings["Video/Windowed/IntegralScaling"].setValue(windowedModeIntegralScaling.checked());      settings["Video/Windowed/AdaptiveSizing"].setValue(windowedModeAdaptiveSizing.checked());      settings["Video/Fullscreen/AspectCorrection"].setValue(fullscreenModeAspectCorrection.checked());      settings["Video/Fullscreen/IntegralScaling"].setValue(fullscreenModeIntegralScaling.checked());      horizontalMaskValue.setText({horizontalMaskSlider.position()});      verticalMaskValue.setText({verticalMaskSlider.position()});      if(!firstRun) presentation->resizeViewport();    } That'll get it down to one blink, as with v103 official. Not sure I can eliminate that one extra blink. I forgot to remove the setResizable toggle on fullscreen mode exit. On Windows, the main window will end up unresizable after toggling fullscreen. I missed that one because like I said, toggling resizability is totally broken on Xorg. You can fix that with the below change:    auto Presentation::toggleFullScreen() -> void {      if(!fullScreen()) {        menuBar.setVisible(false);        statusBar.setVisible(false);      //setResizable(true);        setFullScreen(true);        if(!input->acquired()) input->acquire();      } else {        if(input->acquired()) input->release();        setFullScreen(false);      //setResizable(false);        menuBar.setVisible(true);        statusBar.setVisible(settings["UserInterface/ShowStatusBar"].boolean());      }      resizeViewport();    } Windows is stealing focus on calls to resizeViewport(), so we need to deal with that somehow ... I'm not really concerned about the behavior of shrinking the viewport below the smallest multiplier for a given system. It might make sense to snap it to the window size and forego all other scaling, but honestly ... meh. I don't really care. Nobody sane is going to play like that.
2017-07-07 03:38:46 +00:00
settings["Video/Windowed/Scale"].setValue("Large");
resizeViewport();
});
videoEmulationMenu.setText("Video Emulation");
blurEmulation.setText("Blurring").setChecked(settings["Video/BlurEmulation"].boolean()).onToggle([&] {
Update to v096r07 release. byuu says: Changelog: - configuration files are now stored in localpath() instead of configpath() - Video gamma/saturation/luminance sliders are gone now, sorry - added Video Filter->Blur Emulation [1] - added Video Filter->Scanline Emulation [2] - improvements to GBA audio emulation (fixes Minish Cap) [Jonas Quinn] [1] For the Famicom, this does nothing. For the Super Famicom, this performs horizontal blending for proper pseudo-hires translucency. For the Game Boy, Game Boy Color, and Game Boy Advance, this performs interframe blending (each frame is the average of the current and previous frame), which is important for things like the GBVideoPlayer. [2] Right now, this only applies to the Super Famicom, but it'll come to the Famicom in the future. For the Super Famicom, this option doesn't just add scanlines, it simulates the phosphor decay that's visible in interlace mode. If you observe an interlaced game like RPM Racing on a real SNES, you'll notice that even on perfectly still screens, the image appears to shake. This option emulates that effect. Note 1: the buffering right now is a little sub-optimal, so there will be a slight speed hit with this new support. Since the core is now generating native ARGB8888 colors, it might as well call out to the interface to lock/unlock/refresh the video, that way it can render directly to the screen. Although ... that might not be such a hot idea, since the GBx interframe blending reads from the target buffer, and that tends to be a catastrophic option for performance. Note 2: the balanced and performance profiles for the SNES are completely busted again. This WIP took 6 1/2 hours, and I'm exhausted. Very much not looking forward to working on those, since those two have all kinds of fucked up speedup tricks for non-interlaced and/or non-hires video modes. Note 3: if you're on Windows and you saved your system folders somewhere else, now'd be a good time to move them to %localappdata%/higan
2016-01-15 10:06:51 +00:00
settings["Video/BlurEmulation"].setValue(blurEmulation.checked());
if(emulator) emulator->set("Blur Emulation", blurEmulation.checked());
});
colorEmulation.setText("Colors").setChecked(settings["Video/ColorEmulation"].boolean()).onToggle([&] {
settings["Video/ColorEmulation"].setValue(colorEmulation.checked());
Update to v096r07 release. byuu says: Changelog: - configuration files are now stored in localpath() instead of configpath() - Video gamma/saturation/luminance sliders are gone now, sorry - added Video Filter->Blur Emulation [1] - added Video Filter->Scanline Emulation [2] - improvements to GBA audio emulation (fixes Minish Cap) [Jonas Quinn] [1] For the Famicom, this does nothing. For the Super Famicom, this performs horizontal blending for proper pseudo-hires translucency. For the Game Boy, Game Boy Color, and Game Boy Advance, this performs interframe blending (each frame is the average of the current and previous frame), which is important for things like the GBVideoPlayer. [2] Right now, this only applies to the Super Famicom, but it'll come to the Famicom in the future. For the Super Famicom, this option doesn't just add scanlines, it simulates the phosphor decay that's visible in interlace mode. If you observe an interlaced game like RPM Racing on a real SNES, you'll notice that even on perfectly still screens, the image appears to shake. This option emulates that effect. Note 1: the buffering right now is a little sub-optimal, so there will be a slight speed hit with this new support. Since the core is now generating native ARGB8888 colors, it might as well call out to the interface to lock/unlock/refresh the video, that way it can render directly to the screen. Although ... that might not be such a hot idea, since the GBx interframe blending reads from the target buffer, and that tends to be a catastrophic option for performance. Note 2: the balanced and performance profiles for the SNES are completely busted again. This WIP took 6 1/2 hours, and I'm exhausted. Very much not looking forward to working on those, since those two have all kinds of fucked up speedup tricks for non-interlaced and/or non-hires video modes. Note 3: if you're on Windows and you saved your system folders somewhere else, now'd be a good time to move them to %localappdata%/higan
2016-01-15 10:06:51 +00:00
if(emulator) emulator->set("Color Emulation", colorEmulation.checked());
});
scanlineEmulation.setText("Scanlines").setChecked(settings["Video/ScanlineEmulation"].boolean()).setVisible(false).onToggle([&] {
Update to v096r07 release. byuu says: Changelog: - configuration files are now stored in localpath() instead of configpath() - Video gamma/saturation/luminance sliders are gone now, sorry - added Video Filter->Blur Emulation [1] - added Video Filter->Scanline Emulation [2] - improvements to GBA audio emulation (fixes Minish Cap) [Jonas Quinn] [1] For the Famicom, this does nothing. For the Super Famicom, this performs horizontal blending for proper pseudo-hires translucency. For the Game Boy, Game Boy Color, and Game Boy Advance, this performs interframe blending (each frame is the average of the current and previous frame), which is important for things like the GBVideoPlayer. [2] Right now, this only applies to the Super Famicom, but it'll come to the Famicom in the future. For the Super Famicom, this option doesn't just add scanlines, it simulates the phosphor decay that's visible in interlace mode. If you observe an interlaced game like RPM Racing on a real SNES, you'll notice that even on perfectly still screens, the image appears to shake. This option emulates that effect. Note 1: the buffering right now is a little sub-optimal, so there will be a slight speed hit with this new support. Since the core is now generating native ARGB8888 colors, it might as well call out to the interface to lock/unlock/refresh the video, that way it can render directly to the screen. Although ... that might not be such a hot idea, since the GBx interframe blending reads from the target buffer, and that tends to be a catastrophic option for performance. Note 2: the balanced and performance profiles for the SNES are completely busted again. This WIP took 6 1/2 hours, and I'm exhausted. Very much not looking forward to working on those, since those two have all kinds of fucked up speedup tricks for non-interlaced and/or non-hires video modes. Note 3: if you're on Windows and you saved your system folders somewhere else, now'd be a good time to move them to %localappdata%/higan
2016-01-15 10:06:51 +00:00
settings["Video/ScanlineEmulation"].setValue(scanlineEmulation.checked());
if(emulator) emulator->set("Scanline Emulation", scanlineEmulation.checked());
});
videoShaderMenu.setText("Video Shader");
videoShaderNone.setText("None").onActivate([&] {
settings["Video/Shader"].setValue("None");
program->updateVideoShader();
});
videoShaderBlur.setText("Blur").onActivate([&] {
settings["Video/Shader"].setValue("Blur");
program->updateVideoShader();
});
2015-11-08 08:54:42 +00:00
loadShaders();
Update to v103r17 release. byuu says: Changelog: - tomoko: re-hid the video sync option¹ - tomoko: removed " Settings" duplication on all the individual settings tab options - ruby/audio/wasapi: finished port to new syntax; adapted to an event-driven model; support 32-bit integral audio² - ruby/video/sdl: ported to new syntax; disabled driver on FreeBSD³ ¹: still contemplating a synchronize submenu of {none, video, audio}, but ... the fact that video can't work on PAL, WonderSwan games is a real limitation for it ²: this driver actually received a ton of work. There's also a new ring-buffer queue, and I added special handling for when exclusive mode fails because the latency requested is lower than the hardware can support. It'll pick the closest latency to the minimum that is possible in this case. On my Audigy Rx, the results for non-exclusive mode are the same. For exclusive mode, the framerate drops from 60fps to ~50fps for smaller buffers, and ~55fps for larger buffers (no matter how big, it never hits 60fps.) This is a lot better than before where it was hitting ~15fps, but unfortunately it's the best I can do. The event system used by WASAPI is really stupid. It just uses SetEvent at some arbitrary time, and you have to query to see how many samples it's waiting on. This makes it unknowable how many samples we should buffer before calling `WaitForSingleObject(INFINITE)`, and it's also unclear how we should handle cases where there's more samples available than our queue has: either we can fill it with zeroes, or we can write less samples. The former should prevent audio looping effects when running too slowly, whereas the latter could potentially be too ambitious when the audio could've recovered from a minor stall. It's shocking to me how there's as many ways to send audio to a sound card as there are sound card APIs, when all that's needed is a simple double buffer and a callback event from another thread to do it right. It's also terrifying how unbelievably shitty nearly all sound card drivers apparently are. Also, I don't know if cards can output an actual 24-bit mode with three byte audio samples, or if they always just take 32-bit samples and ignore the lower 8-bits. Whatever, it's all nonsense for the final output to be >16-bits anyway (hi, `double[]` input from ruby.) ³: unfortunately, this driver always crashes on FreeBSD (even before the rewrite), so I'll need someone on Linux to test it and make sure it actually works. I'll also need testing for a lot of the other drivers as well, once they're ported over (I don't have X-video, PulseAudio, ALSA, or udev.) Note that I forgot to set `_ready=true` at the end of `initialize()`, and `_ready=false` in `terminate()`, but it shouldn't actually matter beyond showing you a false warning message on startup about it failing to initialize.
2017-07-19 13:14:00 +00:00
synchronizeVideo.setText("Synchronize Video").setChecked(settings["Video/Synchronize"].boolean()).setVisible(false).onToggle([&] {
settings["Video/Synchronize"].setValue(synchronizeVideo.checked());
video->setBlocking(synchronizeVideo.checked());
Update to v094r12 release. byuu says: Changelog: * added driver selection * added video scale + aspect correction settings * added A/V sync + audio mute settings * added configuration file * fixed compilation bugs under Windows and Linux * fixed window sizing * removed HSU1 * the system menu stays as "System", because "Game Boy Advance" was too long a string for the smallest scale size * some more stuff You guys probably won't be ecstatic about the video sizing options, but it's basically your choice of 1x, 2x or 4x scale with optional aspect correction. 3x was intentionally skipped because it looks horrible on hires SNES games. The window is resized and recentered upon loading games. The window doesn't resize otherwise. I never really liked the way v094 always left you with black screen areas and left you with off-centered window positions. I might go ahead and add the pseudo-fullscreen toggle that will jump into 4x mode (respecting your aspect setting.) Short-term: * add input port changing support * add other input types (mouse-based, etc) * add save states * add cheat codes * add timing configuration (video/audio sync) * add hotkeys (single state) We can probably do a new release once the short-term items are completed. Long-term: * add slotted cart loader (SGB, BSX, ST) * add DIP switch selection window (NSS) * add cheat code database * add state manager * add overscan masking Not planned: * video color adjustments (will allow emulated color vs raw color; but no more sliders) * pixel shaders * ananke integration (will need to make a command-line version to get my games in) * fancy audio adjustment controls (resampler, latency, volume) * input focus settings * relocating game library (not hard, just don't feel like it) * localization support (not enough users) * window geometry memory * anything else not in higan v094
2015-03-03 10:14:49 +00:00
});
synchronizeAudio.setText("Synchronize Audio").setChecked(settings["Audio/Synchronize"].boolean()).onToggle([&] {
settings["Audio/Synchronize"].setValue(synchronizeAudio.checked());
audio->setBlocking(synchronizeAudio.checked());
Update to v094r12 release. byuu says: Changelog: * added driver selection * added video scale + aspect correction settings * added A/V sync + audio mute settings * added configuration file * fixed compilation bugs under Windows and Linux * fixed window sizing * removed HSU1 * the system menu stays as "System", because "Game Boy Advance" was too long a string for the smallest scale size * some more stuff You guys probably won't be ecstatic about the video sizing options, but it's basically your choice of 1x, 2x or 4x scale with optional aspect correction. 3x was intentionally skipped because it looks horrible on hires SNES games. The window is resized and recentered upon loading games. The window doesn't resize otherwise. I never really liked the way v094 always left you with black screen areas and left you with off-centered window positions. I might go ahead and add the pseudo-fullscreen toggle that will jump into 4x mode (respecting your aspect setting.) Short-term: * add input port changing support * add other input types (mouse-based, etc) * add save states * add cheat codes * add timing configuration (video/audio sync) * add hotkeys (single state) We can probably do a new release once the short-term items are completed. Long-term: * add slotted cart loader (SGB, BSX, ST) * add DIP switch selection window (NSS) * add cheat code database * add state manager * add overscan masking Not planned: * video color adjustments (will allow emulated color vs raw color; but no more sliders) * pixel shaders * ananke integration (will need to make a command-line version to get my games in) * fancy audio adjustment controls (resampler, latency, volume) * input focus settings * relocating game library (not hard, just don't feel like it) * localization support (not enough users) * window geometry memory * anything else not in higan v094
2015-03-03 10:14:49 +00:00
});
muteAudio.setText("Mute Audio").setChecked(settings["Audio/Mute"].boolean()).onToggle([&] {
settings["Audio/Mute"].setValue(muteAudio.checked());
Update to v098r06 release. byuu says: Changelog: - emulation cores now refresh video from host thread instead of cothreads (fix AMD crash) - SFC: fixed another bug with leap year months in SharpRTC emulation - SFC: cleaned up camelCase on function names for armdsp,epsonrtc,hitachidsp,mcc,nss,sharprtc classes - GB: added MBC1M emulation (requires manually setting mapper=MBC1M in manifest.bml for now, sorry) - audio: implemented Emulator::Audio mixer and effects processor - audio: implemented Emulator::Stream interface - it is now possible to have more than two audio streams: eg SNES + SGB + MSU1 + Voicer-Kun (eventually) - audio: added reverb delay + reverb level settings; exposed balance configuration in UI - video: reworked palette generation to re-enable saturation, gamma, luminance adjustments - higan/emulator.cpp is gone since there was nothing left in it I know you guys are going to say the color adjust/balance/reverb stuff is pointless. And indeed it mostly is. But I like the idea of allowing some fun special effects and configurability that isn't system-wide. Note: there seems to be some kind of added audio lag in the SGB emulation now, and I don't really understand why. The code should be effectively identical to what I had before. The only main thing is that I'm sampling things to 48000hz instead of 32040hz before mixing. There's no point where I'm intentionally introducing added latency though. I'm kind of stumped, so if anyone wouldn't mind taking a look at it, it'd be much appreciated :/ I don't have an MSU1 test ROM, but the latency issue may affect MSU1 as well, and that would be very bad.
2016-04-22 13:35:51 +00:00
program->updateAudioEffects();
Update to v094r12 release. byuu says: Changelog: * added driver selection * added video scale + aspect correction settings * added A/V sync + audio mute settings * added configuration file * fixed compilation bugs under Windows and Linux * fixed window sizing * removed HSU1 * the system menu stays as "System", because "Game Boy Advance" was too long a string for the smallest scale size * some more stuff You guys probably won't be ecstatic about the video sizing options, but it's basically your choice of 1x, 2x or 4x scale with optional aspect correction. 3x was intentionally skipped because it looks horrible on hires SNES games. The window is resized and recentered upon loading games. The window doesn't resize otherwise. I never really liked the way v094 always left you with black screen areas and left you with off-centered window positions. I might go ahead and add the pseudo-fullscreen toggle that will jump into 4x mode (respecting your aspect setting.) Short-term: * add input port changing support * add other input types (mouse-based, etc) * add save states * add cheat codes * add timing configuration (video/audio sync) * add hotkeys (single state) We can probably do a new release once the short-term items are completed. Long-term: * add slotted cart loader (SGB, BSX, ST) * add DIP switch selection window (NSS) * add cheat code database * add state manager * add overscan masking Not planned: * video color adjustments (will allow emulated color vs raw color; but no more sliders) * pixel shaders * ananke integration (will need to make a command-line version to get my games in) * fancy audio adjustment controls (resampler, latency, volume) * input focus settings * relocating game library (not hard, just don't feel like it) * localization support (not enough users) * window geometry memory * anything else not in higan v094
2015-03-03 10:14:49 +00:00
});
showStatusBar.setText("Show Status Bar").setChecked(settings["UserInterface/ShowStatusBar"].boolean()).onToggle([&] {
settings["UserInterface/ShowStatusBar"].setValue(showStatusBar.checked());
statusBar.setVisible(showStatusBar.checked());
if(visible()) resizeViewport();
});
Update to v103r17 release. byuu says: Changelog: - tomoko: re-hid the video sync option¹ - tomoko: removed " Settings" duplication on all the individual settings tab options - ruby/audio/wasapi: finished port to new syntax; adapted to an event-driven model; support 32-bit integral audio² - ruby/video/sdl: ported to new syntax; disabled driver on FreeBSD³ ¹: still contemplating a synchronize submenu of {none, video, audio}, but ... the fact that video can't work on PAL, WonderSwan games is a real limitation for it ²: this driver actually received a ton of work. There's also a new ring-buffer queue, and I added special handling for when exclusive mode fails because the latency requested is lower than the hardware can support. It'll pick the closest latency to the minimum that is possible in this case. On my Audigy Rx, the results for non-exclusive mode are the same. For exclusive mode, the framerate drops from 60fps to ~50fps for smaller buffers, and ~55fps for larger buffers (no matter how big, it never hits 60fps.) This is a lot better than before where it was hitting ~15fps, but unfortunately it's the best I can do. The event system used by WASAPI is really stupid. It just uses SetEvent at some arbitrary time, and you have to query to see how many samples it's waiting on. This makes it unknowable how many samples we should buffer before calling `WaitForSingleObject(INFINITE)`, and it's also unclear how we should handle cases where there's more samples available than our queue has: either we can fill it with zeroes, or we can write less samples. The former should prevent audio looping effects when running too slowly, whereas the latter could potentially be too ambitious when the audio could've recovered from a minor stall. It's shocking to me how there's as many ways to send audio to a sound card as there are sound card APIs, when all that's needed is a simple double buffer and a callback event from another thread to do it right. It's also terrifying how unbelievably shitty nearly all sound card drivers apparently are. Also, I don't know if cards can output an actual 24-bit mode with three byte audio samples, or if they always just take 32-bit samples and ignore the lower 8-bits. Whatever, it's all nonsense for the final output to be >16-bits anyway (hi, `double[]` input from ruby.) ³: unfortunately, this driver always crashes on FreeBSD (even before the rewrite), so I'll need someone on Linux to test it and make sure it actually works. I'll also need testing for a lot of the other drivers as well, once they're ported over (I don't have X-video, PulseAudio, ALSA, or udev.) Note that I forgot to set `_ready=true` at the end of `initialize()`, and `_ready=false` in `terminate()`, but it shouldn't actually matter beyond showing you a false warning message on startup about it failing to initialize.
2017-07-19 13:14:00 +00:00
showVideoSettings.setText("Video ...").onActivate([&] { settingsManager->show(0); });
showAudioSettings.setText("Audio ...").onActivate([&] { settingsManager->show(1); });
showInputSettings.setText("Input ...").onActivate([&] {
Update to v103r16 release. byuu says: Changelog: - emulator/audio: added the ability to change the output frequency at run-time without emulator reset - tomoko: display video synchronize option again¹ - tomoko: Settings→Configuration expanded to Settings→{Video, Audio, Input, Hotkey, Advanced} Settings² - tomoko: fix default population of audio settings tab - ruby: Audio::frequency is a double now (to match both Emulator::Audio and ASIO)³ - tomoko: changing the audio device will repopulate the frequency and latency lists - tomoko: changing the audio frequency can now be done in real-time - ruby/audio/asio: added missing device() information, so devices can be changed now - ruby/audio/openal: ported to new API; added device selection support - ruby/audio/wasapi: ported to new API, but did not test yet (it's assuredly still broken)⁴ ¹: I'm uneasy about this ... but, I guess if people want to disable audio and just have smooth scrolling video ... so be it. With Screwtape's documentation, hopefully that'll help people understand that video synchronization always breaks audio synchronization. I may change this to a child menu that lets you pick between {no synchronization, video synchronization, audio synchronization} as a radio selection. ²: given how much more useful the video and audio tabs are now, I felt that four extra menu items were worth saving a click and going right to the tab you want. This also matches the behavior of the Tools menu displaying all tool options and taking you directly to each tab. This is kind of a hard change to get used to ... but I think it's for the better. ³: kind of stupid because I've never seen a hardware sound card where floor(frequency) != frequency, but whatever. Yay consistency. ⁴: I'm going to move it to be event-driven, and try to support 24-bit sample formats if possible. Who knows which cards that'll fix and which cards that'll break. I may end up making multiple WASAPI drivers so people can find one that actually works for them. We'll see.
2017-07-17 10:32:36 +00:00
if(emulator) {
//default input panel to current core's input settings
for(auto item : settingsManager->input.emulatorList.items()) {
if(systemMenu.text() == item.text()) {
item.setSelected();
settingsManager->input.emulatorList.doChange();
break;
}
Update to v102r22 release. byuu says: Changelog: - higan: Emulator::Interface::videoSize() renamed to videoResolution() - higan: Emulator::Interface::rtcsync() renamed to rtcSynchronize() - higan: added video display rotation support to Video - GBA: substantially improved audio mixing - fixed bug with FIFO 50%/100% volume setting - now properly using SOUNDBIAS amplitude to control output frequencies - reduced quantization noise - corrected relative volumes between PSG and FIFO channels - both PSG and FIFO values cached based on amplitude; resulting in cleaner PCM samples - treating PSG volume=3 as 200% volume instead of 0% volume now (unverified: to match mGBA) - GBA: properly initialize ALL CPU state; including the vital prefetch.wait=1 (fixes Classic NES series games) - GBA: added video rotation with automatic key translation support - PCE: reduced output resolution scalar from 285x242 to 285x240 - the extra two scanlines won't be visible on most TVs; and they make all other cores look worse - this is because all other cores output at 240p or less; so they were all receiving black bars in windowed mode - tomoko: added "Rotate Display" hotkey setting - tomoko: changed hotkey multi-key logic to OR instead of AND - left support for flipping it back inside the core; for those so inclined; by uncommenting one line in input.hpp - tomoko: when choosing Settings→Configuration, it will automatically select the currently loaded system - for instance, if you're playing a Game Gear game, it'll take you to the Game Gear input settings - if no games are loaded, it will take you to the hotkeys panel instead - WS(C): merged "Hardware-Vertical", "Hardware-Horizontal" controls into combined "Hardware" - WS(C): converted rotation support from being inside the core to using Emulator::Video - this lets WS(C) video content scale larger now that it's not bounded by a 224x224 square box - WS(C): added automatic key rotation support - WS(C): removed emulator "Rotate" key (use the general hotkey instead; I recommend F8 for this) - nall: added serializer support for nall::Boolean (boolean) types - although I will probably prefer the usage of uint1 in most cases
2017-06-08 14:05:48 +00:00
}
}
settingsManager->show(2);
});
Update to v103r17 release. byuu says: Changelog: - tomoko: re-hid the video sync option¹ - tomoko: removed " Settings" duplication on all the individual settings tab options - ruby/audio/wasapi: finished port to new syntax; adapted to an event-driven model; support 32-bit integral audio² - ruby/video/sdl: ported to new syntax; disabled driver on FreeBSD³ ¹: still contemplating a synchronize submenu of {none, video, audio}, but ... the fact that video can't work on PAL, WonderSwan games is a real limitation for it ²: this driver actually received a ton of work. There's also a new ring-buffer queue, and I added special handling for when exclusive mode fails because the latency requested is lower than the hardware can support. It'll pick the closest latency to the minimum that is possible in this case. On my Audigy Rx, the results for non-exclusive mode are the same. For exclusive mode, the framerate drops from 60fps to ~50fps for smaller buffers, and ~55fps for larger buffers (no matter how big, it never hits 60fps.) This is a lot better than before where it was hitting ~15fps, but unfortunately it's the best I can do. The event system used by WASAPI is really stupid. It just uses SetEvent at some arbitrary time, and you have to query to see how many samples it's waiting on. This makes it unknowable how many samples we should buffer before calling `WaitForSingleObject(INFINITE)`, and it's also unclear how we should handle cases where there's more samples available than our queue has: either we can fill it with zeroes, or we can write less samples. The former should prevent audio looping effects when running too slowly, whereas the latter could potentially be too ambitious when the audio could've recovered from a minor stall. It's shocking to me how there's as many ways to send audio to a sound card as there are sound card APIs, when all that's needed is a simple double buffer and a callback event from another thread to do it right. It's also terrifying how unbelievably shitty nearly all sound card drivers apparently are. Also, I don't know if cards can output an actual 24-bit mode with three byte audio samples, or if they always just take 32-bit samples and ignore the lower 8-bits. Whatever, it's all nonsense for the final output to be >16-bits anyway (hi, `double[]` input from ruby.) ³: unfortunately, this driver always crashes on FreeBSD (even before the rewrite), so I'll need someone on Linux to test it and make sure it actually works. I'll also need testing for a lot of the other drivers as well, once they're ported over (I don't have X-video, PulseAudio, ALSA, or udev.) Note that I forgot to set `_ready=true` at the end of `initialize()`, and `_ready=false` in `terminate()`, but it shouldn't actually matter beyond showing you a false warning message on startup about it failing to initialize.
2017-07-19 13:14:00 +00:00
showHotkeySettings.setText("Hotkeys ...").onActivate([&] { settingsManager->show(3); });
showAdvancedSettings.setText("Advanced ...").onActivate([&] { settingsManager->show(4); });
toolsMenu.setText("Tools").setVisible(false);
Update to v103r10 release. byuu says: Changelog: - tomoko: video scaling options are now resolutions in the configuration file, eg "640x480", "960x720", "1280x960" - tomoko: main window is now always resizable instead of fixed width (also supports maximizing) - tomoko: added support for non-integral scaling in windowed mode - tomoko: made the quick/managed state messaging more consistent - tomoko: hide "Find Codes ..." button from the cheat editor window if the cheat database is not present - tomoko: per-game cheats.bml file now goes into the higan/ subfolder instead of the root folder So the way the new video system works is you have the following options on the video settings panel: Windowed mode: { Aspect correction, Integral scaling, Adaptive } Fullscreen mode: { Aspect correction, Integral scaling } (and one day, hopefully Exclusive will be added here) Whenever you adjust the overscan masking, or you change any of the windowed or fullscreen mode settings, or you choose a different video scale from the main menu, or you load a new game, or you unload a game, or you rotate the display of an emulated system, the resizeViewport logic will be invoked. This logic will remember the last option you chose for video scale, and base the new window size on that value as an upper limit of the new window size. If you are in windowed mode and have adaptive enabled, it will shrink the window to fit the contents of the emulated system's video output. Otherwise, if you are not in integral scaling mode, it will scale the video as large as possible to fit into the video scaled size you have selected. Otherwise, it will perform an integral scale and center the video inside of the viewport. If you are in fullscreen mode, it's much the same, only there is no adaptive mode. A major problem with Xorg is that it's basically impossible to change the resizability attribute of a window post-creation. You can do it, but all kinds of crazy issues start popping up. Like if you toggle fullscreen, then you'll find that the window won't grow past a certain fairly small size that it's already at, and cannot be shrunk. And the multipliers will stop expanding the window as large as they should. And sometimes the UI elements won't be placed in the correct position, or the video will draw over them. It's a big mess. So I have to keep the main window always resizable. Also, note that this is not a limitation of hiro. It's just totally broken in Xorg itself. No amount of fiddling has ever allowed this to work reliably for me on either GTK+ 2 or Qt 4. So what this means is ... the adaptive mode window is also resizable. What happens here is, whenever you drag the corners of the main window to resize it, or toggle the maximize window button, higan will bypass the video scale resizing code and instead act as though the adaptive scaling mode were disabled. So if integral scaling is checked, it'll begin scaling in integral mode. Otherwise, it'll begin scaling in non-integral mode. And because of this flexibility, it no longer made sense for the video scale menu to be a radio box. I know, it sucks to not see what the active selection is anymore, but ... say you set the scale to small, then you accidentally resized the window a little, but want it snapped back to the proper small resolution dimensions. If it were a radio item, you couldn't reselect the same option again, because it's already active and events don't propagate in said case. By turning them into regular menu options, the video scale menu can be used to restore window sizing. Errata: On Windows, the main window blinks a few times on first load. The fix for that is a safeguard in the video settings code, roughly like so ... but note you'd need to make a few other changes for this to work against v103r10:    auto VideoSettings::updateViewport(bool firstRun) -> void {      settings["Video/Overscan/Horizontal"].setValue(horizontalMaskSlider.position());      settings["Video/Overscan/Vertical"].setValue(verticalMaskSlider.position());      settings["Video/Windowed/AspectCorrection"].setValue(windowedModeAspectCorrection.checked());      settings["Video/Windowed/IntegralScaling"].setValue(windowedModeIntegralScaling.checked());      settings["Video/Windowed/AdaptiveSizing"].setValue(windowedModeAdaptiveSizing.checked());      settings["Video/Fullscreen/AspectCorrection"].setValue(fullscreenModeAspectCorrection.checked());      settings["Video/Fullscreen/IntegralScaling"].setValue(fullscreenModeIntegralScaling.checked());      horizontalMaskValue.setText({horizontalMaskSlider.position()});      verticalMaskValue.setText({verticalMaskSlider.position()});      if(!firstRun) presentation->resizeViewport();    } That'll get it down to one blink, as with v103 official. Not sure I can eliminate that one extra blink. I forgot to remove the setResizable toggle on fullscreen mode exit. On Windows, the main window will end up unresizable after toggling fullscreen. I missed that one because like I said, toggling resizability is totally broken on Xorg. You can fix that with the below change:    auto Presentation::toggleFullScreen() -> void {      if(!fullScreen()) {        menuBar.setVisible(false);        statusBar.setVisible(false);      //setResizable(true);        setFullScreen(true);        if(!input->acquired()) input->acquire();      } else {        if(input->acquired()) input->release();        setFullScreen(false);      //setResizable(false);        menuBar.setVisible(true);        statusBar.setVisible(settings["UserInterface/ShowStatusBar"].boolean());      }      resizeViewport();    } Windows is stealing focus on calls to resizeViewport(), so we need to deal with that somehow ... I'm not really concerned about the behavior of shrinking the viewport below the smallest multiplier for a given system. It might make sense to snap it to the window size and forego all other scaling, but honestly ... meh. I don't really care. Nobody sane is going to play like that.
2017-07-07 03:38:46 +00:00
saveQuickStateMenu.setText("Save Quick State");
saveSlot1.setText("Slot 1").onActivate([&] { program->saveState(1); });
saveSlot2.setText("Slot 2").onActivate([&] { program->saveState(2); });
saveSlot3.setText("Slot 3").onActivate([&] { program->saveState(3); });
saveSlot4.setText("Slot 4").onActivate([&] { program->saveState(4); });
saveSlot5.setText("Slot 5").onActivate([&] { program->saveState(5); });
Update to v103r10 release. byuu says: Changelog: - tomoko: video scaling options are now resolutions in the configuration file, eg "640x480", "960x720", "1280x960" - tomoko: main window is now always resizable instead of fixed width (also supports maximizing) - tomoko: added support for non-integral scaling in windowed mode - tomoko: made the quick/managed state messaging more consistent - tomoko: hide "Find Codes ..." button from the cheat editor window if the cheat database is not present - tomoko: per-game cheats.bml file now goes into the higan/ subfolder instead of the root folder So the way the new video system works is you have the following options on the video settings panel: Windowed mode: { Aspect correction, Integral scaling, Adaptive } Fullscreen mode: { Aspect correction, Integral scaling } (and one day, hopefully Exclusive will be added here) Whenever you adjust the overscan masking, or you change any of the windowed or fullscreen mode settings, or you choose a different video scale from the main menu, or you load a new game, or you unload a game, or you rotate the display of an emulated system, the resizeViewport logic will be invoked. This logic will remember the last option you chose for video scale, and base the new window size on that value as an upper limit of the new window size. If you are in windowed mode and have adaptive enabled, it will shrink the window to fit the contents of the emulated system's video output. Otherwise, if you are not in integral scaling mode, it will scale the video as large as possible to fit into the video scaled size you have selected. Otherwise, it will perform an integral scale and center the video inside of the viewport. If you are in fullscreen mode, it's much the same, only there is no adaptive mode. A major problem with Xorg is that it's basically impossible to change the resizability attribute of a window post-creation. You can do it, but all kinds of crazy issues start popping up. Like if you toggle fullscreen, then you'll find that the window won't grow past a certain fairly small size that it's already at, and cannot be shrunk. And the multipliers will stop expanding the window as large as they should. And sometimes the UI elements won't be placed in the correct position, or the video will draw over them. It's a big mess. So I have to keep the main window always resizable. Also, note that this is not a limitation of hiro. It's just totally broken in Xorg itself. No amount of fiddling has ever allowed this to work reliably for me on either GTK+ 2 or Qt 4. So what this means is ... the adaptive mode window is also resizable. What happens here is, whenever you drag the corners of the main window to resize it, or toggle the maximize window button, higan will bypass the video scale resizing code and instead act as though the adaptive scaling mode were disabled. So if integral scaling is checked, it'll begin scaling in integral mode. Otherwise, it'll begin scaling in non-integral mode. And because of this flexibility, it no longer made sense for the video scale menu to be a radio box. I know, it sucks to not see what the active selection is anymore, but ... say you set the scale to small, then you accidentally resized the window a little, but want it snapped back to the proper small resolution dimensions. If it were a radio item, you couldn't reselect the same option again, because it's already active and events don't propagate in said case. By turning them into regular menu options, the video scale menu can be used to restore window sizing. Errata: On Windows, the main window blinks a few times on first load. The fix for that is a safeguard in the video settings code, roughly like so ... but note you'd need to make a few other changes for this to work against v103r10:    auto VideoSettings::updateViewport(bool firstRun) -> void {      settings["Video/Overscan/Horizontal"].setValue(horizontalMaskSlider.position());      settings["Video/Overscan/Vertical"].setValue(verticalMaskSlider.position());      settings["Video/Windowed/AspectCorrection"].setValue(windowedModeAspectCorrection.checked());      settings["Video/Windowed/IntegralScaling"].setValue(windowedModeIntegralScaling.checked());      settings["Video/Windowed/AdaptiveSizing"].setValue(windowedModeAdaptiveSizing.checked());      settings["Video/Fullscreen/AspectCorrection"].setValue(fullscreenModeAspectCorrection.checked());      settings["Video/Fullscreen/IntegralScaling"].setValue(fullscreenModeIntegralScaling.checked());      horizontalMaskValue.setText({horizontalMaskSlider.position()});      verticalMaskValue.setText({verticalMaskSlider.position()});      if(!firstRun) presentation->resizeViewport();    } That'll get it down to one blink, as with v103 official. Not sure I can eliminate that one extra blink. I forgot to remove the setResizable toggle on fullscreen mode exit. On Windows, the main window will end up unresizable after toggling fullscreen. I missed that one because like I said, toggling resizability is totally broken on Xorg. You can fix that with the below change:    auto Presentation::toggleFullScreen() -> void {      if(!fullScreen()) {        menuBar.setVisible(false);        statusBar.setVisible(false);      //setResizable(true);        setFullScreen(true);        if(!input->acquired()) input->acquire();      } else {        if(input->acquired()) input->release();        setFullScreen(false);      //setResizable(false);        menuBar.setVisible(true);        statusBar.setVisible(settings["UserInterface/ShowStatusBar"].boolean());      }      resizeViewport();    } Windows is stealing focus on calls to resizeViewport(), so we need to deal with that somehow ... I'm not really concerned about the behavior of shrinking the viewport below the smallest multiplier for a given system. It might make sense to snap it to the window size and forego all other scaling, but honestly ... meh. I don't really care. Nobody sane is going to play like that.
2017-07-07 03:38:46 +00:00
loadQuickStateMenu.setText("Load Quick State");
loadSlot1.setText("Slot 1").onActivate([&] { program->loadState(1); });
loadSlot2.setText("Slot 2").onActivate([&] { program->loadState(2); });
loadSlot3.setText("Slot 3").onActivate([&] { program->loadState(3); });
loadSlot4.setText("Slot 4").onActivate([&] { program->loadState(4); });
loadSlot5.setText("Slot 5").onActivate([&] { program->loadState(5); });
pauseEmulation.setText("Pause Emulation").onToggle([&] { program->togglePause(); });
Update to v103r17 release. byuu says: Changelog: - tomoko: re-hid the video sync option¹ - tomoko: removed " Settings" duplication on all the individual settings tab options - ruby/audio/wasapi: finished port to new syntax; adapted to an event-driven model; support 32-bit integral audio² - ruby/video/sdl: ported to new syntax; disabled driver on FreeBSD³ ¹: still contemplating a synchronize submenu of {none, video, audio}, but ... the fact that video can't work on PAL, WonderSwan games is a real limitation for it ²: this driver actually received a ton of work. There's also a new ring-buffer queue, and I added special handling for when exclusive mode fails because the latency requested is lower than the hardware can support. It'll pick the closest latency to the minimum that is possible in this case. On my Audigy Rx, the results for non-exclusive mode are the same. For exclusive mode, the framerate drops from 60fps to ~50fps for smaller buffers, and ~55fps for larger buffers (no matter how big, it never hits 60fps.) This is a lot better than before where it was hitting ~15fps, but unfortunately it's the best I can do. The event system used by WASAPI is really stupid. It just uses SetEvent at some arbitrary time, and you have to query to see how many samples it's waiting on. This makes it unknowable how many samples we should buffer before calling `WaitForSingleObject(INFINITE)`, and it's also unclear how we should handle cases where there's more samples available than our queue has: either we can fill it with zeroes, or we can write less samples. The former should prevent audio looping effects when running too slowly, whereas the latter could potentially be too ambitious when the audio could've recovered from a minor stall. It's shocking to me how there's as many ways to send audio to a sound card as there are sound card APIs, when all that's needed is a simple double buffer and a callback event from another thread to do it right. It's also terrifying how unbelievably shitty nearly all sound card drivers apparently are. Also, I don't know if cards can output an actual 24-bit mode with three byte audio samples, or if they always just take 32-bit samples and ignore the lower 8-bits. Whatever, it's all nonsense for the final output to be >16-bits anyway (hi, `double[]` input from ruby.) ³: unfortunately, this driver always crashes on FreeBSD (even before the rewrite), so I'll need someone on Linux to test it and make sure it actually works. I'll also need testing for a lot of the other drivers as well, once they're ported over (I don't have X-video, PulseAudio, ALSA, or udev.) Note that I forgot to set `_ready=true` at the end of `initialize()`, and `_ready=false` in `terminate()`, but it shouldn't actually matter beyond showing you a false warning message on startup about it failing to initialize.
2017-07-19 13:14:00 +00:00
cheatEditor.setText("Cheat Editor ...").onActivate([&] { toolsManager->show(0); });
stateManager.setText("State Manager ...").onActivate([&] { toolsManager->show(1); });
manifestViewer.setText("Manifest Viewer ...").onActivate([&] { toolsManager->show(2); });
gameNotes.setText("Game Notes ...").onActivate([&] { toolsManager->show(3); });
Update to v096r02 (OS X Preview for Developers) release. byuu says: Warning: this is not for the faint of heart. This is a very early, unpolished, buggy release. But help testing/fixing bugs would be greatly appreciated for anyone willing. Requirements: - Mac OS X 10.7+ - Xcode 7.2+ Installation Commands: cd higan gmake -j 4 gmake install cd ../icarus gmake -j 4 gmake install (gmake install is absolutely required, sorry. You'll be missing key files in key places if you don't run it, and nothing will work.) (gmake uninstall also exists, or you can just delete the .app bundles from your Applications folder, and the Dev folder on your desktop.) If you want to use the GBA emulation, then you need to drop the GBA BIOS into ~/Emulation/System/Game\ Boy\ Advance.sys\bios.rom Usage: You'll now find higan.app and icarus.app in your Applications folders. First, run icarus.app, navigate to where you keep your game ROMs. Now click the settings button at the bottom right, and check "Create Manifests", and click OK. (You'll need to do this every time you run icarus because there's some sort of bug on OSX saving the settings.) Now click "Import", and let it bring in your games into ~/Emulation. Note: "Create Manifests" is required. I don't yet have a pipe implementation on OS X for higan to invoke icarus yet. If you don't check this box, it won't create manifest.bml files, and your games won't run at all. Now you can run higan.app. The first thing you'll want to do is go to higan->Preferences... and assign inputs for your gamepads. At the very least, do it for the default controller for all the systems you want to emulate. Now this is very important ... close the application at this point so that it writes your config file to disk. There's a serious crashing bug, and if you trigger it, you'll lose your input bindings. Now the really annoying part ... go to Library->{System} and pick the game you want to play. Right now, there's a ~50% chance the application will bomb. It seems the hiro::pListView object is getting destroyed, yet somehow the internal Cocoa callbacks are being triggered anyway. I don't know how this is possible, and my attempts to debug with lldb have been a failure :( If you're unlucky, the application will crash. Restart and try again. If it crashes every single time, then you can try launching your game from the command-line instead. Example: open /Applications/higan.app \ --args ~/Emulation/Super\ Famicom/Zelda3.sfc/ Help wanted: I could really, really, really use some help with that crashing on game loading. There's a lot of rough edges, but they're all cosmetic. This one thing is pretty much the only major show-stopping issue at the moment, preventing a wider general audience pre-compiled binary preview.
2016-01-05 02:59:19 +00:00
helpMenu.setText("Help");
documentation.setText("Documentation ...").onActivate([&] {
invoke("https://doc.byuu.org/higan/");
});
credits.setText("Credits ...").onActivate([&] {
invoke("https://doc.byuu.org/higan/credits/");
});
Update to v096r02 (OS X Preview for Developers) release. byuu says: Warning: this is not for the faint of heart. This is a very early, unpolished, buggy release. But help testing/fixing bugs would be greatly appreciated for anyone willing. Requirements: - Mac OS X 10.7+ - Xcode 7.2+ Installation Commands: cd higan gmake -j 4 gmake install cd ../icarus gmake -j 4 gmake install (gmake install is absolutely required, sorry. You'll be missing key files in key places if you don't run it, and nothing will work.) (gmake uninstall also exists, or you can just delete the .app bundles from your Applications folder, and the Dev folder on your desktop.) If you want to use the GBA emulation, then you need to drop the GBA BIOS into ~/Emulation/System/Game\ Boy\ Advance.sys\bios.rom Usage: You'll now find higan.app and icarus.app in your Applications folders. First, run icarus.app, navigate to where you keep your game ROMs. Now click the settings button at the bottom right, and check "Create Manifests", and click OK. (You'll need to do this every time you run icarus because there's some sort of bug on OSX saving the settings.) Now click "Import", and let it bring in your games into ~/Emulation. Note: "Create Manifests" is required. I don't yet have a pipe implementation on OS X for higan to invoke icarus yet. If you don't check this box, it won't create manifest.bml files, and your games won't run at all. Now you can run higan.app. The first thing you'll want to do is go to higan->Preferences... and assign inputs for your gamepads. At the very least, do it for the default controller for all the systems you want to emulate. Now this is very important ... close the application at this point so that it writes your config file to disk. There's a serious crashing bug, and if you trigger it, you'll lose your input bindings. Now the really annoying part ... go to Library->{System} and pick the game you want to play. Right now, there's a ~50% chance the application will bomb. It seems the hiro::pListView object is getting destroyed, yet somehow the internal Cocoa callbacks are being triggered anyway. I don't know how this is possible, and my attempts to debug with lldb have been a failure :( If you're unlucky, the application will crash. Restart and try again. If it crashes every single time, then you can try launching your game from the command-line instead. Example: open /Applications/higan.app \ --args ~/Emulation/Super\ Famicom/Zelda3.sfc/ Help wanted: I could really, really, really use some help with that crashing on game loading. There's a lot of rough edges, but they're all cosmetic. This one thing is pretty much the only major show-stopping issue at the moment, preventing a wider general audience pre-compiled binary preview.
2016-01-05 02:59:19 +00:00
about.setText("About ...").onActivate([&] {
Update to v100r14 release. byuu says: (Windows: compile with -fpermissive to silence an annoying error. I'll fix it in the next WIP.) I completely replaced the time management system in higan and overhauled the scheduler. Before, processor threads would have "int64 clock"; and there would be a 1:1 relationship between two threads. When thread A ran for X cycles, it'd subtract X * B.Frequency from clock; and when thread B ran for Y cycles, it'd add Y * A.Frequency from clock. This worked well and allowed perfect precision; but it doesn't work when you have more complicated relationships: eg the 68K can sync to the Z80 and PSG; the Z80 to the 68K and PSG; so the PSG needs two counters. The new system instead uses a "uint64 clock" variable that represents time in attoseconds. Every time the scheduler exits, it subtracts the smallest clock count from all threads, to prevent an overflow scenario. The only real downside is that rounding errors mean that roughly every 20 minutes, we have a rounding error of one clock cycle (one 20,000,000th of a second.) However, this only applies to systems with multiple oscillators, like the SNES. And when you're in that situation ... there's no such thing as a perfect oscillator anyway. A real SNES will be thousands of times less out of spec than 1hz per 20 minutes. The advantages are pretty immense. First, we obviously can now support more complex relationships between threads. Second, we can build a much more abstracted scheduler. All of libco is now abstracted away completely, which may permit a state-machine / coroutine version of Thread in the future. We've basically gone from this: auto SMP::step(uint clocks) -> void { clock += clocks * (uint64)cpu.frequency; dsp.clock -= clocks; if(dsp.clock < 0 && !scheduler.synchronizing()) co_switch(dsp.thread); if(clock >= 0 && !scheduler.synchronizing()) co_switch(cpu.thread); } To this: auto SMP::step(uint clocks) -> void { Thread::step(clocks); synchronize(dsp); synchronize(cpu); } As you can see, we don't have to do multiple clock adjustments anymore. This is a huge win for the SNES CPU that had to update the SMP, DSP, all peripherals and all coprocessors. Likewise, we don't have to synchronize all coprocessors when one runs, now we can just synchronize the active one to the CPU. Third, when changing the frequencies of threads (think SGB speed setting modes, GBC double-speed mode, etc), it no longer causes the "int64 clock" value to be erroneous. Fourth, this results in a fairly decent speedup, mostly across the board. Aside from the GBA being mostly a wash (for unknown reasons), it's about an 8% - 12% speedup in every other emulation core. Now, all of this said ... this was an unbelievably massive change, so ... you know what that means >_> If anyone can help test all types of SNES coprocessors, and some other system games, it'd be appreciated. ---- Lastly, we have a bitchin' new about screen. It unfortunately adds ~200KiB onto the binary size, because the PNG->C++ header file transformation doesn't compress very well, and I want to keep the original resource files in with the higan archive. I might try some things to work around this file size increase in the future, but for now ... yeah, slightly larger archive sizes, sorry. The logo's a bit busted on Windows (the Label control's background transparency and alignment settings aren't working), but works well on GTK. I'll have to fix Windows before the next official release. For now, look on my Twitter feed if you want to see what it's supposed to look like. ---- EDIT: forgot about ICD2::Enter. It's doing some weird inverse run-to-save thing that I need to implement support for somehow. So, save states on the SGB core probably won't work with this WIP.
2016-07-30 03:56:12 +00:00
aboutWindow->setVisible().setFocused();
Update to v096r02 (OS X Preview for Developers) release. byuu says: Warning: this is not for the faint of heart. This is a very early, unpolished, buggy release. But help testing/fixing bugs would be greatly appreciated for anyone willing. Requirements: - Mac OS X 10.7+ - Xcode 7.2+ Installation Commands: cd higan gmake -j 4 gmake install cd ../icarus gmake -j 4 gmake install (gmake install is absolutely required, sorry. You'll be missing key files in key places if you don't run it, and nothing will work.) (gmake uninstall also exists, or you can just delete the .app bundles from your Applications folder, and the Dev folder on your desktop.) If you want to use the GBA emulation, then you need to drop the GBA BIOS into ~/Emulation/System/Game\ Boy\ Advance.sys\bios.rom Usage: You'll now find higan.app and icarus.app in your Applications folders. First, run icarus.app, navigate to where you keep your game ROMs. Now click the settings button at the bottom right, and check "Create Manifests", and click OK. (You'll need to do this every time you run icarus because there's some sort of bug on OSX saving the settings.) Now click "Import", and let it bring in your games into ~/Emulation. Note: "Create Manifests" is required. I don't yet have a pipe implementation on OS X for higan to invoke icarus yet. If you don't check this box, it won't create manifest.bml files, and your games won't run at all. Now you can run higan.app. The first thing you'll want to do is go to higan->Preferences... and assign inputs for your gamepads. At the very least, do it for the default controller for all the systems you want to emulate. Now this is very important ... close the application at this point so that it writes your config file to disk. There's a serious crashing bug, and if you trigger it, you'll lose your input bindings. Now the really annoying part ... go to Library->{System} and pick the game you want to play. Right now, there's a ~50% chance the application will bomb. It seems the hiro::pListView object is getting destroyed, yet somehow the internal Cocoa callbacks are being triggered anyway. I don't know how this is possible, and my attempts to debug with lldb have been a failure :( If you're unlucky, the application will crash. Restart and try again. If it crashes every single time, then you can try launching your game from the command-line instead. Example: open /Applications/higan.app \ --args ~/Emulation/Super\ Famicom/Zelda3.sfc/ Help wanted: I could really, really, really use some help with that crashing on game loading. There's a lot of rough edges, but they're all cosmetic. This one thing is pretty much the only major show-stopping issue at the moment, preventing a wider general audience pre-compiled binary preview.
2016-01-05 02:59:19 +00:00
});
Update to v094r43 release. byuu says: Updated to compile with all of the new hiro changes. My next step is to write up hiro API documentation, and move the API from alpha (constantly changing) to beta (rarely changing), in preparation for the first stable release (backward-compatible changes only.) Added "--fullscreen" command-line option. I like this over a configuration file option. Lets you use the emulator in both modes without having to modify the config file each time. Also enhanced the command-line game loading. You can now use any of these methods: higan /path/to/game-folder.sfc higan /path/to/game-folder.sfc/ higan /path/to/game-folder.sfc/program.rom The idea is to support launchers that insist on loading files only. Technically, the file can be any name (manifest.bml also works); the only criteria is that the file actually exists and is a file, and not a directory. This is a requirement to support the first version (a directory lacking the trailing / identifier), because I don't want my nall::string class to query the file system to determine if the string is an actual existing file or directory for its pathname() / dirname() functions. Anyway, every game folder I've made so far has program.rom, and that's very unlikely to change, so this should be fine. Now, of course, if you drop a regular "game.sfc" file on the emulator, it won't even try to load it, unless it's in a folder that ends in .fc, .sfc, etc. In which case, it'll bail out immediately by being unable to produce a manifest for what is obviously not really a game folder.
2015-08-30 02:08:26 +00:00
statusBar.setFont(Font().setBold());
statusBar.setVisible(settings["UserInterface/ShowStatusBar"].boolean());
Update to v099r10 release. byuu says: Changelog: - higan/profile/ => higan/systems/ [temporary; unless we can't think of a better base folder name] - god-damn-better-have fixed the input polling bug - re-added command-line and drag-and-drop loading - command-line loading can now load multiple folders at once (SGB+GB game; Sufami Turbo+Slot A+Slot B; etc) - if you load just the base cart, it'll present you with a dialog to optionally load slotted cart(s) - MSU1 now goes through nall/vfs instead of directly accessing the filesystem - Famicom Cartridge, PPU cores updated to newer programming style - there's countless opportunity for BitField and .bits() in the PPU ... but I'm worried about breaking things If anyone has a working MSU1 game and can test the changes out, that'd be appreciated. I still don't have a test ROM on my dev box. I wouldn't worry too much about extensively testing the Famicom PPU changes just yet ... I'm still struggling with what to name the structs inside the classes between all of my emulators, and the BitField/.bits() changes will be much more important to test at a later date. The only use case left for Emulator::Interface::path(uint id) is for 21fx emulation. This peripheral loads a DLL/SO via LoadLibrary/dlopen, which do not have any official ways to open a file in RAM. I'm very hesitant to use the portable trick of writing the memory to a temporary file, loading it, and deleting the temporary file once done ... it's a real waste of disk activity. I might make something like vfs::file::isVirtual->bool,path()->string to get around this. But even once I do, the underlying LoadLibrary/dlopen call is still going to be direct disk access.
2016-06-26 08:54:12 +00:00
viewport.setDroppable().onDrop([&](auto locations) {
if(!directory::exists(locations(0))) return;
program->mediumQueue.append(locations(0));
program->loadMedium();
});
Update to v103r10 release. byuu says: Changelog: - tomoko: video scaling options are now resolutions in the configuration file, eg "640x480", "960x720", "1280x960" - tomoko: main window is now always resizable instead of fixed width (also supports maximizing) - tomoko: added support for non-integral scaling in windowed mode - tomoko: made the quick/managed state messaging more consistent - tomoko: hide "Find Codes ..." button from the cheat editor window if the cheat database is not present - tomoko: per-game cheats.bml file now goes into the higan/ subfolder instead of the root folder So the way the new video system works is you have the following options on the video settings panel: Windowed mode: { Aspect correction, Integral scaling, Adaptive } Fullscreen mode: { Aspect correction, Integral scaling } (and one day, hopefully Exclusive will be added here) Whenever you adjust the overscan masking, or you change any of the windowed or fullscreen mode settings, or you choose a different video scale from the main menu, or you load a new game, or you unload a game, or you rotate the display of an emulated system, the resizeViewport logic will be invoked. This logic will remember the last option you chose for video scale, and base the new window size on that value as an upper limit of the new window size. If you are in windowed mode and have adaptive enabled, it will shrink the window to fit the contents of the emulated system's video output. Otherwise, if you are not in integral scaling mode, it will scale the video as large as possible to fit into the video scaled size you have selected. Otherwise, it will perform an integral scale and center the video inside of the viewport. If you are in fullscreen mode, it's much the same, only there is no adaptive mode. A major problem with Xorg is that it's basically impossible to change the resizability attribute of a window post-creation. You can do it, but all kinds of crazy issues start popping up. Like if you toggle fullscreen, then you'll find that the window won't grow past a certain fairly small size that it's already at, and cannot be shrunk. And the multipliers will stop expanding the window as large as they should. And sometimes the UI elements won't be placed in the correct position, or the video will draw over them. It's a big mess. So I have to keep the main window always resizable. Also, note that this is not a limitation of hiro. It's just totally broken in Xorg itself. No amount of fiddling has ever allowed this to work reliably for me on either GTK+ 2 or Qt 4. So what this means is ... the adaptive mode window is also resizable. What happens here is, whenever you drag the corners of the main window to resize it, or toggle the maximize window button, higan will bypass the video scale resizing code and instead act as though the adaptive scaling mode were disabled. So if integral scaling is checked, it'll begin scaling in integral mode. Otherwise, it'll begin scaling in non-integral mode. And because of this flexibility, it no longer made sense for the video scale menu to be a radio box. I know, it sucks to not see what the active selection is anymore, but ... say you set the scale to small, then you accidentally resized the window a little, but want it snapped back to the proper small resolution dimensions. If it were a radio item, you couldn't reselect the same option again, because it's already active and events don't propagate in said case. By turning them into regular menu options, the video scale menu can be used to restore window sizing. Errata: On Windows, the main window blinks a few times on first load. The fix for that is a safeguard in the video settings code, roughly like so ... but note you'd need to make a few other changes for this to work against v103r10:    auto VideoSettings::updateViewport(bool firstRun) -> void {      settings["Video/Overscan/Horizontal"].setValue(horizontalMaskSlider.position());      settings["Video/Overscan/Vertical"].setValue(verticalMaskSlider.position());      settings["Video/Windowed/AspectCorrection"].setValue(windowedModeAspectCorrection.checked());      settings["Video/Windowed/IntegralScaling"].setValue(windowedModeIntegralScaling.checked());      settings["Video/Windowed/AdaptiveSizing"].setValue(windowedModeAdaptiveSizing.checked());      settings["Video/Fullscreen/AspectCorrection"].setValue(fullscreenModeAspectCorrection.checked());      settings["Video/Fullscreen/IntegralScaling"].setValue(fullscreenModeIntegralScaling.checked());      horizontalMaskValue.setText({horizontalMaskSlider.position()});      verticalMaskValue.setText({verticalMaskSlider.position()});      if(!firstRun) presentation->resizeViewport();    } That'll get it down to one blink, as with v103 official. Not sure I can eliminate that one extra blink. I forgot to remove the setResizable toggle on fullscreen mode exit. On Windows, the main window will end up unresizable after toggling fullscreen. I missed that one because like I said, toggling resizability is totally broken on Xorg. You can fix that with the below change:    auto Presentation::toggleFullScreen() -> void {      if(!fullScreen()) {        menuBar.setVisible(false);        statusBar.setVisible(false);      //setResizable(true);        setFullScreen(true);        if(!input->acquired()) input->acquire();      } else {        if(input->acquired()) input->release();        setFullScreen(false);      //setResizable(false);        menuBar.setVisible(true);        statusBar.setVisible(settings["UserInterface/ShowStatusBar"].boolean());      }      resizeViewport();    } Windows is stealing focus on calls to resizeViewport(), so we need to deal with that somehow ... I'm not really concerned about the behavior of shrinking the viewport below the smallest multiplier for a given system. It might make sense to snap it to the window size and forego all other scaling, but honestly ... meh. I don't really care. Nobody sane is going to play like that.
2017-07-07 03:38:46 +00:00
onSize([&] {
Update to v103r11 release. byuu says: Changelog: - tomoko: removed "Settings→Video Emulation→Overscan Mask" setting¹ - tomoko: remove a few unnecessary calls to resizeViewport on startup - tomoko: only resize main window from video settings when in adaptive or toggling adaptive mode² - hiro/windows: add `SWP_NOACTIVATE` flag to prevent focus stealing on resizing invisible windows³ - hiro/windows: suppress spurious API-generated `onSize()` callback when calling `setVisible()` ¹: it just seemed like bad design to default to overscan masking being disabled with overscan masks of 8 horizontal, 8 vertical out of the box. Users would adjust the sliders and not see anything happening. Instead, I've set the default masks to zero. If you want to turn off overscan masking, simply slide those to zero again. ²: I figure the only way we're going to be able to fairly evaluate Screwtape's suggestion is to try it both ways. And I will admit, I kind of like the way this works as well ... a lot more so than I thought I would, so I think it was a great suggestion. Still, now's the time if people have strong opinions on this. Be sure to try both r10 and r11 to compare. Barring no other feedback, I'm going to keep it this way. ³: this fixes the blinking of the main window on startup. Screwtape, thanks again for the improvement suggestions. At this point though, I am not using a tiling window manager. If you are able to patch hiro/gtk and/or hiro/qt (I mostly use GTK) to work with tiling window managers better, I wouldn't mind applying said patches, so long as they don't break things on my own Xfce desktop with xfwm4. Also, I noticed one issue with Xfce ... if the window is maximized and I try to call `Window::setSize()`, it's not actually removing the maximize flag. We'll need to look into how to add that to GTK, but I don't think it's a huge issue. A similar glitch happens on windows where the icon still reflects being maximized, but it does actually shrink, it just sticks to the top left corner of the screen. So this isn't really a critical bug, but would be extra polish.
2017-07-08 01:02:01 +00:00
resizeViewport(false);
Update to v103r10 release. byuu says: Changelog: - tomoko: video scaling options are now resolutions in the configuration file, eg "640x480", "960x720", "1280x960" - tomoko: main window is now always resizable instead of fixed width (also supports maximizing) - tomoko: added support for non-integral scaling in windowed mode - tomoko: made the quick/managed state messaging more consistent - tomoko: hide "Find Codes ..." button from the cheat editor window if the cheat database is not present - tomoko: per-game cheats.bml file now goes into the higan/ subfolder instead of the root folder So the way the new video system works is you have the following options on the video settings panel: Windowed mode: { Aspect correction, Integral scaling, Adaptive } Fullscreen mode: { Aspect correction, Integral scaling } (and one day, hopefully Exclusive will be added here) Whenever you adjust the overscan masking, or you change any of the windowed or fullscreen mode settings, or you choose a different video scale from the main menu, or you load a new game, or you unload a game, or you rotate the display of an emulated system, the resizeViewport logic will be invoked. This logic will remember the last option you chose for video scale, and base the new window size on that value as an upper limit of the new window size. If you are in windowed mode and have adaptive enabled, it will shrink the window to fit the contents of the emulated system's video output. Otherwise, if you are not in integral scaling mode, it will scale the video as large as possible to fit into the video scaled size you have selected. Otherwise, it will perform an integral scale and center the video inside of the viewport. If you are in fullscreen mode, it's much the same, only there is no adaptive mode. A major problem with Xorg is that it's basically impossible to change the resizability attribute of a window post-creation. You can do it, but all kinds of crazy issues start popping up. Like if you toggle fullscreen, then you'll find that the window won't grow past a certain fairly small size that it's already at, and cannot be shrunk. And the multipliers will stop expanding the window as large as they should. And sometimes the UI elements won't be placed in the correct position, or the video will draw over them. It's a big mess. So I have to keep the main window always resizable. Also, note that this is not a limitation of hiro. It's just totally broken in Xorg itself. No amount of fiddling has ever allowed this to work reliably for me on either GTK+ 2 or Qt 4. So what this means is ... the adaptive mode window is also resizable. What happens here is, whenever you drag the corners of the main window to resize it, or toggle the maximize window button, higan will bypass the video scale resizing code and instead act as though the adaptive scaling mode were disabled. So if integral scaling is checked, it'll begin scaling in integral mode. Otherwise, it'll begin scaling in non-integral mode. And because of this flexibility, it no longer made sense for the video scale menu to be a radio box. I know, it sucks to not see what the active selection is anymore, but ... say you set the scale to small, then you accidentally resized the window a little, but want it snapped back to the proper small resolution dimensions. If it were a radio item, you couldn't reselect the same option again, because it's already active and events don't propagate in said case. By turning them into regular menu options, the video scale menu can be used to restore window sizing. Errata: On Windows, the main window blinks a few times on first load. The fix for that is a safeguard in the video settings code, roughly like so ... but note you'd need to make a few other changes for this to work against v103r10:    auto VideoSettings::updateViewport(bool firstRun) -> void {      settings["Video/Overscan/Horizontal"].setValue(horizontalMaskSlider.position());      settings["Video/Overscan/Vertical"].setValue(verticalMaskSlider.position());      settings["Video/Windowed/AspectCorrection"].setValue(windowedModeAspectCorrection.checked());      settings["Video/Windowed/IntegralScaling"].setValue(windowedModeIntegralScaling.checked());      settings["Video/Windowed/AdaptiveSizing"].setValue(windowedModeAdaptiveSizing.checked());      settings["Video/Fullscreen/AspectCorrection"].setValue(fullscreenModeAspectCorrection.checked());      settings["Video/Fullscreen/IntegralScaling"].setValue(fullscreenModeIntegralScaling.checked());      horizontalMaskValue.setText({horizontalMaskSlider.position()});      verticalMaskValue.setText({verticalMaskSlider.position()});      if(!firstRun) presentation->resizeViewport();    } That'll get it down to one blink, as with v103 official. Not sure I can eliminate that one extra blink. I forgot to remove the setResizable toggle on fullscreen mode exit. On Windows, the main window will end up unresizable after toggling fullscreen. I missed that one because like I said, toggling resizability is totally broken on Xorg. You can fix that with the below change:    auto Presentation::toggleFullScreen() -> void {      if(!fullScreen()) {        menuBar.setVisible(false);        statusBar.setVisible(false);      //setResizable(true);        setFullScreen(true);        if(!input->acquired()) input->acquire();      } else {        if(input->acquired()) input->release();        setFullScreen(false);      //setResizable(false);        menuBar.setVisible(true);        statusBar.setVisible(settings["UserInterface/ShowStatusBar"].boolean());      }      resizeViewport();    } Windows is stealing focus on calls to resizeViewport(), so we need to deal with that somehow ... I'm not really concerned about the behavior of shrinking the viewport below the smallest multiplier for a given system. It might make sense to snap it to the window size and forego all other scaling, but honestly ... meh. I don't really care. Nobody sane is going to play like that.
2017-07-07 03:38:46 +00:00
});
onClose([&] {
program->quit();
});
setTitle({"higan v", Emulator::Version});
Update to v094r23 release. byuu says: The library window is gone, and replaced with hiro::BrowserWindow::openFolder(). This gives navigation capabilities to game loading, and it also completes our slotted cart selection code. As an added bonus, it's less code this way, too. I also set the window size to consistent sizes between all emulated systems, so that switching between SFC and GB don't cause the window size to keep changing, and so that the scaling size is consistent (eg at normal scale, GB @ 3x is closer to SNES @ 2x.) This means black borders in GB/GBA mode, but it doesn't look that bad, and it's not like many people ever use these modes anyway. Finally, added the placeholder tabs for video, audio and timing. I don't intend to add the timing calculator code to v095 (it might be better as a separate tool), but I'll add the ability to set video/audio rates, at least. Glitch 1: despite selecting the first item in the BrowserDialog list, if you press enter when the window appears, it doesn't activate the item until you press an arrow key first. Glitch 2: in Game Boy mode, if you set the 4x window size, it's not honoring the full requested height because the viewport is smaller than the window. 8+ years of trying to get GTK+ and Qt to simply set the god damned window size I ask for, and I still can't get them to do it reliably. Remaining issues: - finish configuration panels (video, audio, timing) - fix ruby driver compilation on Windows - add DIP switch selection window (NSS) [I may end up punting this one to v096]
2015-05-30 11:39:09 +00:00
setBackgroundColor({0, 0, 0});
Update to v094r12 release. byuu says: Changelog: * added driver selection * added video scale + aspect correction settings * added A/V sync + audio mute settings * added configuration file * fixed compilation bugs under Windows and Linux * fixed window sizing * removed HSU1 * the system menu stays as "System", because "Game Boy Advance" was too long a string for the smallest scale size * some more stuff You guys probably won't be ecstatic about the video sizing options, but it's basically your choice of 1x, 2x or 4x scale with optional aspect correction. 3x was intentionally skipped because it looks horrible on hires SNES games. The window is resized and recentered upon loading games. The window doesn't resize otherwise. I never really liked the way v094 always left you with black screen areas and left you with off-centered window positions. I might go ahead and add the pseudo-fullscreen toggle that will jump into 4x mode (respecting your aspect setting.) Short-term: * add input port changing support * add other input types (mouse-based, etc) * add save states * add cheat codes * add timing configuration (video/audio sync) * add hotkeys (single state) We can probably do a new release once the short-term items are completed. Long-term: * add slotted cart loader (SGB, BSX, ST) * add DIP switch selection window (NSS) * add cheat code database * add state manager * add overscan masking Not planned: * video color adjustments (will allow emulated color vs raw color; but no more sliders) * pixel shaders * ananke integration (will need to make a command-line version to get my games in) * fancy audio adjustment controls (resampler, latency, volume) * input focus settings * relocating game library (not hard, just don't feel like it) * localization support (not enough users) * window geometry memory * anything else not in higan v094
2015-03-03 10:14:49 +00:00
resizeViewport();
setCentered();
Update to v096r02 (OS X Preview for Developers) release. byuu says: Warning: this is not for the faint of heart. This is a very early, unpolished, buggy release. But help testing/fixing bugs would be greatly appreciated for anyone willing. Requirements: - Mac OS X 10.7+ - Xcode 7.2+ Installation Commands: cd higan gmake -j 4 gmake install cd ../icarus gmake -j 4 gmake install (gmake install is absolutely required, sorry. You'll be missing key files in key places if you don't run it, and nothing will work.) (gmake uninstall also exists, or you can just delete the .app bundles from your Applications folder, and the Dev folder on your desktop.) If you want to use the GBA emulation, then you need to drop the GBA BIOS into ~/Emulation/System/Game\ Boy\ Advance.sys\bios.rom Usage: You'll now find higan.app and icarus.app in your Applications folders. First, run icarus.app, navigate to where you keep your game ROMs. Now click the settings button at the bottom right, and check "Create Manifests", and click OK. (You'll need to do this every time you run icarus because there's some sort of bug on OSX saving the settings.) Now click "Import", and let it bring in your games into ~/Emulation. Note: "Create Manifests" is required. I don't yet have a pipe implementation on OS X for higan to invoke icarus yet. If you don't check this box, it won't create manifest.bml files, and your games won't run at all. Now you can run higan.app. The first thing you'll want to do is go to higan->Preferences... and assign inputs for your gamepads. At the very least, do it for the default controller for all the systems you want to emulate. Now this is very important ... close the application at this point so that it writes your config file to disk. There's a serious crashing bug, and if you trigger it, you'll lose your input bindings. Now the really annoying part ... go to Library->{System} and pick the game you want to play. Right now, there's a ~50% chance the application will bomb. It seems the hiro::pListView object is getting destroyed, yet somehow the internal Cocoa callbacks are being triggered anyway. I don't know how this is possible, and my attempts to debug with lldb have been a failure :( If you're unlucky, the application will crash. Restart and try again. If it crashes every single time, then you can try launching your game from the command-line instead. Example: open /Applications/higan.app \ --args ~/Emulation/Super\ Famicom/Zelda3.sfc/ Help wanted: I could really, really, really use some help with that crashing on game loading. There's a lot of rough edges, but they're all cosmetic. This one thing is pretty much the only major show-stopping issue at the moment, preventing a wider general audience pre-compiled binary preview.
2016-01-05 02:59:19 +00:00
#if defined(PLATFORM_WINDOWS)
Application::Windows::onModalChange([](bool modal) { if(modal && audio) audio->clear(); });
#endif
#if defined(PLATFORM_MACOS)
about.setVisible(false);
Update to v096r02 (OS X Preview for Developers) release. byuu says: Warning: this is not for the faint of heart. This is a very early, unpolished, buggy release. But help testing/fixing bugs would be greatly appreciated for anyone willing. Requirements: - Mac OS X 10.7+ - Xcode 7.2+ Installation Commands: cd higan gmake -j 4 gmake install cd ../icarus gmake -j 4 gmake install (gmake install is absolutely required, sorry. You'll be missing key files in key places if you don't run it, and nothing will work.) (gmake uninstall also exists, or you can just delete the .app bundles from your Applications folder, and the Dev folder on your desktop.) If you want to use the GBA emulation, then you need to drop the GBA BIOS into ~/Emulation/System/Game\ Boy\ Advance.sys\bios.rom Usage: You'll now find higan.app and icarus.app in your Applications folders. First, run icarus.app, navigate to where you keep your game ROMs. Now click the settings button at the bottom right, and check "Create Manifests", and click OK. (You'll need to do this every time you run icarus because there's some sort of bug on OSX saving the settings.) Now click "Import", and let it bring in your games into ~/Emulation. Note: "Create Manifests" is required. I don't yet have a pipe implementation on OS X for higan to invoke icarus yet. If you don't check this box, it won't create manifest.bml files, and your games won't run at all. Now you can run higan.app. The first thing you'll want to do is go to higan->Preferences... and assign inputs for your gamepads. At the very least, do it for the default controller for all the systems you want to emulate. Now this is very important ... close the application at this point so that it writes your config file to disk. There's a serious crashing bug, and if you trigger it, you'll lose your input bindings. Now the really annoying part ... go to Library->{System} and pick the game you want to play. Right now, there's a ~50% chance the application will bomb. It seems the hiro::pListView object is getting destroyed, yet somehow the internal Cocoa callbacks are being triggered anyway. I don't know how this is possible, and my attempts to debug with lldb have been a failure :( If you're unlucky, the application will crash. Restart and try again. If it crashes every single time, then you can try launching your game from the command-line instead. Example: open /Applications/higan.app \ --args ~/Emulation/Super\ Famicom/Zelda3.sfc/ Help wanted: I could really, really, really use some help with that crashing on game loading. There's a lot of rough edges, but they're all cosmetic. This one thing is pretty much the only major show-stopping issue at the moment, preventing a wider general audience pre-compiled binary preview.
2016-01-05 02:59:19 +00:00
Application::Cocoa::onAbout([&] { about.doActivate(); });
Application::Cocoa::onActivate([&] { setFocused(); });
Update to v103r23 release. byuu says: Changelog: - gb: added accelerometer X-axis, Y-Axis inputs¹ - gb: added rumble input¹ - gb/mbc5: added rumble support² - gb/mbc6: added skeleton driver, but it doesn't boot Net de Get - gb/mbc7: added mostly complete driver (only missing EEPROM), but it doesn't boot Kirby Tilt 'n' Tumble - gb/tama: added leap year assignment - tomoko: fixed macOS compilation [MerryMage] - hiro/cocoa: fix table cell redrawing on updates and automatic column resizing [ncbncb] - hiro/cocoa: fix some weird issue with clicking table view checkboxes on Retina displays [ncbncb] - icarus: enhance Game Boy heuristics³ - nall: fix three missing return statements [Jonas Quinn] - ruby: hopefully fixed all compilation errors reported by Screwtape et al⁴ ¹: because there's no concept of a controller for cartridge inputs, I'm attaching to the base platform for now. An idea I had was to make separate ports for each cartridge type ... but this would duplicate the rumble input between MBC5 and MBC7. And would also be less discoverable. But it would be more clean in that users wouldn't think the Game Boy hardware had this functionality. I'll think about it. ²: it probably won't work yet. Rumble isn't documented anywhere, but I dug through an emulator named GEST and discovered that it seems to use bit 3 of the RAM bank select to be rumble. I don't know if it sets the bit for rumbling, then clears when finished, or if it sets it and then after a few milliseconds it stops rumbling. I couldn't test on my FreeBSD box because SDL 1.2 doesn't support rumble, udev doesn't exist on FreeBSD, and nobody has ever posted any working code for how to use evdev (or whatever it's called) on FreeBSD. ³: I'm still thinking about specifying the MBC7 RAM as EEPROM, since it's not really static RAM. ⁴: if possible, please test all drivers if you can. I want to ensure they're all working. Especially let me know if the following work: macOS: input.carbon Linux: audio.pulseaudiosimple, audio.ao (libao) If I can confirm these are working, I'm going to then remove them from being included with stock higan builds. I'm also considering dropping SDL video on Linux/BSD. XShm is much faster and supports blurring. I may also drop SDL input on Linux, since udev works better. That will free a dependency on SDL 1.2 for building higan. FreeBSD is still going to need it for joypad support, however.
2017-07-30 13:00:31 +00:00
Application::Cocoa::onPreferences([&] { showInputSettings.doActivate(); });
Update to v096r02 (OS X Preview for Developers) release. byuu says: Warning: this is not for the faint of heart. This is a very early, unpolished, buggy release. But help testing/fixing bugs would be greatly appreciated for anyone willing. Requirements: - Mac OS X 10.7+ - Xcode 7.2+ Installation Commands: cd higan gmake -j 4 gmake install cd ../icarus gmake -j 4 gmake install (gmake install is absolutely required, sorry. You'll be missing key files in key places if you don't run it, and nothing will work.) (gmake uninstall also exists, or you can just delete the .app bundles from your Applications folder, and the Dev folder on your desktop.) If you want to use the GBA emulation, then you need to drop the GBA BIOS into ~/Emulation/System/Game\ Boy\ Advance.sys\bios.rom Usage: You'll now find higan.app and icarus.app in your Applications folders. First, run icarus.app, navigate to where you keep your game ROMs. Now click the settings button at the bottom right, and check "Create Manifests", and click OK. (You'll need to do this every time you run icarus because there's some sort of bug on OSX saving the settings.) Now click "Import", and let it bring in your games into ~/Emulation. Note: "Create Manifests" is required. I don't yet have a pipe implementation on OS X for higan to invoke icarus yet. If you don't check this box, it won't create manifest.bml files, and your games won't run at all. Now you can run higan.app. The first thing you'll want to do is go to higan->Preferences... and assign inputs for your gamepads. At the very least, do it for the default controller for all the systems you want to emulate. Now this is very important ... close the application at this point so that it writes your config file to disk. There's a serious crashing bug, and if you trigger it, you'll lose your input bindings. Now the really annoying part ... go to Library->{System} and pick the game you want to play. Right now, there's a ~50% chance the application will bomb. It seems the hiro::pListView object is getting destroyed, yet somehow the internal Cocoa callbacks are being triggered anyway. I don't know how this is possible, and my attempts to debug with lldb have been a failure :( If you're unlucky, the application will crash. Restart and try again. If it crashes every single time, then you can try launching your game from the command-line instead. Example: open /Applications/higan.app \ --args ~/Emulation/Super\ Famicom/Zelda3.sfc/ Help wanted: I could really, really, really use some help with that crashing on game loading. There's a lot of rough edges, but they're all cosmetic. This one thing is pretty much the only major show-stopping issue at the moment, preventing a wider general audience pre-compiled binary preview.
2016-01-05 02:59:19 +00:00
Application::Cocoa::onQuit([&] { doClose(); });
#endif
Update to v094r12 release. byuu says: Changelog: * added driver selection * added video scale + aspect correction settings * added A/V sync + audio mute settings * added configuration file * fixed compilation bugs under Windows and Linux * fixed window sizing * removed HSU1 * the system menu stays as "System", because "Game Boy Advance" was too long a string for the smallest scale size * some more stuff You guys probably won't be ecstatic about the video sizing options, but it's basically your choice of 1x, 2x or 4x scale with optional aspect correction. 3x was intentionally skipped because it looks horrible on hires SNES games. The window is resized and recentered upon loading games. The window doesn't resize otherwise. I never really liked the way v094 always left you with black screen areas and left you with off-centered window positions. I might go ahead and add the pseudo-fullscreen toggle that will jump into 4x mode (respecting your aspect setting.) Short-term: * add input port changing support * add other input types (mouse-based, etc) * add save states * add cheat codes * add timing configuration (video/audio sync) * add hotkeys (single state) We can probably do a new release once the short-term items are completed. Long-term: * add slotted cart loader (SGB, BSX, ST) * add DIP switch selection window (NSS) * add cheat code database * add state manager * add overscan masking Not planned: * video color adjustments (will allow emulated color vs raw color; but no more sliders) * pixel shaders * ananke integration (will need to make a command-line version to get my games in) * fancy audio adjustment controls (resampler, latency, volume) * input focus settings * relocating game library (not hard, just don't feel like it) * localization support (not enough users) * window geometry memory * anything else not in higan v094
2015-03-03 10:14:49 +00:00
}
auto Presentation::updateEmulator() -> void {
if(!emulator) return;
inputPort1.setVisible(false).reset();
inputPort2.setVisible(false).reset();
inputPort3.setVisible(false).reset();
Update to v098r11 release. byuu says: Changelog: - fixed nall/path.hpp compilation issue - fixed ruby/audio/xaudio header declaration compilation issue (again) - cleaned up xaudio2.hpp file to match my coding syntax (12.5% of the file was whitespace overkill) - added null terminator entry to nall/windows/utf8.hpp argc[] array - nall/windows/guid.hpp uses the Windows API for generating the GUID - this should stop all the bug reports where two nall users were generating GUIDs at the exact same second - fixed hiro/cocoa compilation issue with uint# types - fixed major higan/sfc Super Game Boy audio latency issue - fixed higan/sfc CPU core bug with pei, [dp], [dp]+y instructions - major cleanups to higan/processor/r65816 core - merged emulation/native-mode opcodes - use camel-case naming on memory.hpp functions - simplify address masking code for memory.hpp functions - simplify a few opcodes themselves (avoid redundant copies, etc) - rename regs.* to r.* to match modern convention of other CPU cores - removed device.order<> concept from Emulator::Interface - cores will now do the translation to make the job of the UI easier - fixed plurality naming of arrays in Emulator::Interface - example: emulator.ports[p].devices[d].inputs[i] - example: vector<Medium> media - probably more surprises Major show-stoppers to the next official release: - we need to work on GB core improvements: LY=153/0 case, multiple STAT IRQs case, GBC audio output regs, etc. - we need to re-add software cursors for light guns (Super Scope, Justifier) - after the above, we need to fix the turbo button for the Super Scope I really have no idea how I want to implement the light guns. Ideally, we'd want it in higan/video, so we can support the NES Zapper with the same code. But this isn't going to be easy, because only the SNES knows when its output is interlaced, and its resolutions can vary as {256,512}x{224,240,448,480} which requires pixel doubling that was hard-coded to the SNES-specific behavior, but isn't appropriate to be exposed in higan/video.
2016-05-25 11:13:02 +00:00
for(auto n : range(emulator->ports)) {
if(n >= 3) break;
Update to v098r11 release. byuu says: Changelog: - fixed nall/path.hpp compilation issue - fixed ruby/audio/xaudio header declaration compilation issue (again) - cleaned up xaudio2.hpp file to match my coding syntax (12.5% of the file was whitespace overkill) - added null terminator entry to nall/windows/utf8.hpp argc[] array - nall/windows/guid.hpp uses the Windows API for generating the GUID - this should stop all the bug reports where two nall users were generating GUIDs at the exact same second - fixed hiro/cocoa compilation issue with uint# types - fixed major higan/sfc Super Game Boy audio latency issue - fixed higan/sfc CPU core bug with pei, [dp], [dp]+y instructions - major cleanups to higan/processor/r65816 core - merged emulation/native-mode opcodes - use camel-case naming on memory.hpp functions - simplify address masking code for memory.hpp functions - simplify a few opcodes themselves (avoid redundant copies, etc) - rename regs.* to r.* to match modern convention of other CPU cores - removed device.order<> concept from Emulator::Interface - cores will now do the translation to make the job of the UI easier - fixed plurality naming of arrays in Emulator::Interface - example: emulator.ports[p].devices[d].inputs[i] - example: vector<Medium> media - probably more surprises Major show-stoppers to the next official release: - we need to work on GB core improvements: LY=153/0 case, multiple STAT IRQs case, GBC audio output regs, etc. - we need to re-add software cursors for light guns (Super Scope, Justifier) - after the above, we need to fix the turbo button for the Super Scope I really have no idea how I want to implement the light guns. Ideally, we'd want it in higan/video, so we can support the NES Zapper with the same code. But this isn't going to be easy, because only the SNES knows when its output is interlaced, and its resolutions can vary as {256,512}x{224,240,448,480} which requires pixel doubling that was hard-coded to the SNES-specific behavior, but isn't appropriate to be exposed in higan/video.
2016-05-25 11:13:02 +00:00
auto& port = emulator->ports[n];
auto& menu = (n == 0 ? inputPort1 : n == 1 ? inputPort2 : inputPort3);
menu.setText(port.name);
Group devices;
Update to v098r11 release. byuu says: Changelog: - fixed nall/path.hpp compilation issue - fixed ruby/audio/xaudio header declaration compilation issue (again) - cleaned up xaudio2.hpp file to match my coding syntax (12.5% of the file was whitespace overkill) - added null terminator entry to nall/windows/utf8.hpp argc[] array - nall/windows/guid.hpp uses the Windows API for generating the GUID - this should stop all the bug reports where two nall users were generating GUIDs at the exact same second - fixed hiro/cocoa compilation issue with uint# types - fixed major higan/sfc Super Game Boy audio latency issue - fixed higan/sfc CPU core bug with pei, [dp], [dp]+y instructions - major cleanups to higan/processor/r65816 core - merged emulation/native-mode opcodes - use camel-case naming on memory.hpp functions - simplify address masking code for memory.hpp functions - simplify a few opcodes themselves (avoid redundant copies, etc) - rename regs.* to r.* to match modern convention of other CPU cores - removed device.order<> concept from Emulator::Interface - cores will now do the translation to make the job of the UI easier - fixed plurality naming of arrays in Emulator::Interface - example: emulator.ports[p].devices[d].inputs[i] - example: vector<Medium> media - probably more surprises Major show-stoppers to the next official release: - we need to work on GB core improvements: LY=153/0 case, multiple STAT IRQs case, GBC audio output regs, etc. - we need to re-add software cursors for light guns (Super Scope, Justifier) - after the above, we need to fix the turbo button for the Super Scope I really have no idea how I want to implement the light guns. Ideally, we'd want it in higan/video, so we can support the NES Zapper with the same code. But this isn't going to be easy, because only the SNES knows when its output is interlaced, and its resolutions can vary as {256,512}x{224,240,448,480} which requires pixel doubling that was hard-coded to the SNES-specific behavior, but isn't appropriate to be exposed in higan/video.
2016-05-25 11:13:02 +00:00
for(auto& device : port.devices) {
MenuRadioItem item{&menu};
item.setText(device.name).onActivate([=] {
auto path = string{emulator->information.name, "/", port.name}.replace(" ", "");
settings[path].setValue(device.name);
emulator->connect(port.id, device.id);
});
devices.append(item);
}
if(devices.objectCount() > 1) {
auto path = string{emulator->information.name, "/", port.name}.replace(" ", "");
auto device = settings(path).text();
Update to v097r12 release. byuu says: Nothing WS-related this time. First, I fixed expansion port device mapping. On first load, it was mapping the expansion port device too late, so it ended up not taking effect. I had to spin out the logic for that into Program::connectDevices(). This was proving to be quite annoying while testing eBoot (SNES-Hook simulation.) Second, I fixed the audio->set(Frequency, Latency) functions to take (uint) parameters from the configuration file, so the weird behavior around changing settings in the audio panel should hopefully be gone now. Third, I rewrote the interface->load,unload functions to call into the (Emulator)::System::load,unload functions. And I have those call out to Cartridge::load,unload. Before, this was inverted, and Cartridge::load() was invoking System::load(), which I felt was kind of backward. The Super Game Boy really didn't like this change, however. And it took me a few hours to power through it. Before, I had the Game Boy core dummying out all the interface->(load,save)Request calls, and having the SNES core make them for it. This is because the folder paths and IDs will be different between the two cores. I've redesigned things so that ICD2's Emulator::Interface overloads loadRequest and saveRequest, and translates the requests into new requests for the SuperFamicom core. This allows the Game Boy code to do its own loading for everything without a bunch of Super Game Boy special casing, and without any awkwardness around powering on with no cartridge inserted. This also lets the SNES side of things simply call into higher-level GameBoy::interface->load,save(id, stream) functions instead of stabbing at the raw underlying state inside of various Game Boy core emulation classes. So things are a lot better abstracted now.
2016-02-08 03:17:59 +00:00
for(auto item : devices.objects<MenuRadioItem>()) {
if(item.text() == device) item.setChecked();
}
menu.setVisible();
}
}
systemMenuSeparatorPorts.setVisible(inputPort1.visible() || inputPort2.visible() || inputPort3.visible());
Update to v105r1 release. byuu says: Changelog: - higan: readded support for soft-reset to Famicom, Super Famicom, Mega Drive cores (work in progress) - handhelds lack soft reset obviously - the PC Engine also lacks a physical reset button - the Master System's reset button acts like a gamepad button, so can't show up in the menu - Mega Drive: power cycle wasn't initializing CPU (M68K) or APU (Z80) RAM - Super Famicom: fix SPC700 opcode 0x3b regression; fixes Majuu Ou [Jonas Quinn] - Super Famicom: fix SharpRTC save regression; fixes Dai Kaijuu Monogatari II's real-time clock [Talarubi] - Super Famicom: fix EpsonRTC save regression; fixes Tengai Makyou Zero's real-time clock [Talarubi] - Super Famicom: removed `*::init()` functions, as they were never used - Super Famicom: removed all but two `*::load()` functions, as they were not used - higan: added option to auto-save backup RAM every five seconds (enabled by default) - this is in case the emulator crashes, or there's a power outage; turn it off under advanced settings if you want - libco: updated license from public domain to ISC, for consistency with nall, ruby, hiro - nall: Linux compiler defaults to g++; override with g++-version if g++ is <= 4.8 - FreeBSD compiler default is going to remain g++49 until my dev box OS ships with g++ >= 4.9 Errata: I have weird RAM initialization constants, thanks to hex_usr and onethirdxcubed for both finding this: http://wiki.nesdev.com/w/index.php?title=CPU_power_up_state&diff=11711&oldid=11184 I'll remove this in the next WIP.
2017-11-06 22:05:54 +00:00
resetSystem.setVisible(emulator->information.resettable);
Update to v096r07 release. byuu says: Changelog: - configuration files are now stored in localpath() instead of configpath() - Video gamma/saturation/luminance sliders are gone now, sorry - added Video Filter->Blur Emulation [1] - added Video Filter->Scanline Emulation [2] - improvements to GBA audio emulation (fixes Minish Cap) [Jonas Quinn] [1] For the Famicom, this does nothing. For the Super Famicom, this performs horizontal blending for proper pseudo-hires translucency. For the Game Boy, Game Boy Color, and Game Boy Advance, this performs interframe blending (each frame is the average of the current and previous frame), which is important for things like the GBVideoPlayer. [2] Right now, this only applies to the Super Famicom, but it'll come to the Famicom in the future. For the Super Famicom, this option doesn't just add scanlines, it simulates the phosphor decay that's visible in interlace mode. If you observe an interlaced game like RPM Racing on a real SNES, you'll notice that even on perfectly still screens, the image appears to shake. This option emulates that effect. Note 1: the buffering right now is a little sub-optimal, so there will be a slight speed hit with this new support. Since the core is now generating native ARGB8888 colors, it might as well call out to the interface to lock/unlock/refresh the video, that way it can render directly to the screen. Although ... that might not be such a hot idea, since the GBx interframe blending reads from the target buffer, and that tends to be a catastrophic option for performance. Note 2: the balanced and performance profiles for the SNES are completely busted again. This WIP took 6 1/2 hours, and I'm exhausted. Very much not looking forward to working on those, since those two have all kinds of fucked up speedup tricks for non-interlaced and/or non-hires video modes. Note 3: if you're on Windows and you saved your system folders somewhere else, now'd be a good time to move them to %localappdata%/higan
2016-01-15 10:06:51 +00:00
emulator->set("Blur Emulation", blurEmulation.checked());
emulator->set("Color Emulation", colorEmulation.checked());
emulator->set("Scanline Emulation", scanlineEmulation.checked());
}
Update to v101r07 release. byuu says: Added VDP sprite rendering. Can't get any games far enough in to see if it actually works. So in other words, it doesn't work at all and is 100% completely broken. Also added 68K exceptions and interrupts. So far only the VDP interrupt is present. It definitely seems to be firing in commercial games, so that's promising. But the implementation is almost certainly completely wrong. There is fuck all of nothing for documentation on how interrupts actually work. I had to find out the interrupt vector numbers from reading the comments from the Sonic the Hedgehog disassembly. I have literally no fucking clue what I0-I2 (3-bit integer priority value in the status register) is supposed to do. I know that Vblank=6, Hblank=4, Ext(gamepad)=2. I know that at reset, SR.I=7. I don't know if I'm supposed to block interrupts when I is >, >=, <, <= to the interrupt level. I don't know what level CPU exceptions are supposed to be. Also implemented VDP regular DMA. No idea if it works correctly since none of the commercial games run far enough to use it. So again, it's horribly broken for usre. Also improved VDP fill mode. But I don't understand how it takes byte-lengths when the bus is 16-bit. The transfer times indicate it's actually transferring at the same speed as the 68K->VDP copy, strongly suggesting it's actually doing 16-bit transfers at a time. In which case, what happens when you set an odd transfer length? Also, both DMA modes can now target VRAM, VSRAM, CRAM. Supposedly there's all kinds of weird shit going on when you target VSRAM, CRAM with VDP fill/copy modes, but whatever. Get to that later. Also implemented a very lazy preliminary wait mechanism to to stall out a processor while another processor exerts control over the bus. This one's going to be a major work in progress. For one, it totally breaks the model I use to do save states with libco. For another, I don't know if a 68K->VDP DMA instantly locks the CPU, or if it the CPU could actually keep running if it was executing out of RAM when it started the DMA transfer from ROM (eg it's a bus busy stall, not a hard chip stall.) That'll greatly change how I handle the waiting. Also, the OSS driver now supports Audio::Latency. Sound should be even lower latency now. On FreeBSD when set to 0ms, it's absolutely incredible. Cannot detect latency whatsoever. The Mario jump sound seems to happen at the very instant I hear my cherry blue keyswitch activate.
2016-08-15 04:56:38 +00:00
auto Presentation::clearViewport() -> void {
if(!video) return;
uint32_t* output;
uint length = 0;
uint width = viewport.geometry().width();
uint height = viewport.geometry().height();
if(video->lock(output, length, width, height)) {
for(uint y : range(height)) {
auto dp = output + y * (length >> 2);
for(uint x : range(width)) *dp++ = 0xff000000;
}
video->unlock();
video->output();
Update to v101r07 release. byuu says: Added VDP sprite rendering. Can't get any games far enough in to see if it actually works. So in other words, it doesn't work at all and is 100% completely broken. Also added 68K exceptions and interrupts. So far only the VDP interrupt is present. It definitely seems to be firing in commercial games, so that's promising. But the implementation is almost certainly completely wrong. There is fuck all of nothing for documentation on how interrupts actually work. I had to find out the interrupt vector numbers from reading the comments from the Sonic the Hedgehog disassembly. I have literally no fucking clue what I0-I2 (3-bit integer priority value in the status register) is supposed to do. I know that Vblank=6, Hblank=4, Ext(gamepad)=2. I know that at reset, SR.I=7. I don't know if I'm supposed to block interrupts when I is >, >=, <, <= to the interrupt level. I don't know what level CPU exceptions are supposed to be. Also implemented VDP regular DMA. No idea if it works correctly since none of the commercial games run far enough to use it. So again, it's horribly broken for usre. Also improved VDP fill mode. But I don't understand how it takes byte-lengths when the bus is 16-bit. The transfer times indicate it's actually transferring at the same speed as the 68K->VDP copy, strongly suggesting it's actually doing 16-bit transfers at a time. In which case, what happens when you set an odd transfer length? Also, both DMA modes can now target VRAM, VSRAM, CRAM. Supposedly there's all kinds of weird shit going on when you target VSRAM, CRAM with VDP fill/copy modes, but whatever. Get to that later. Also implemented a very lazy preliminary wait mechanism to to stall out a processor while another processor exerts control over the bus. This one's going to be a major work in progress. For one, it totally breaks the model I use to do save states with libco. For another, I don't know if a 68K->VDP DMA instantly locks the CPU, or if it the CPU could actually keep running if it was executing out of RAM when it started the DMA transfer from ROM (eg it's a bus busy stall, not a hard chip stall.) That'll greatly change how I handle the waiting. Also, the OSS driver now supports Audio::Latency. Sound should be even lower latency now. On FreeBSD when set to 0ms, it's absolutely incredible. Cannot detect latency whatsoever. The Mario jump sound seems to happen at the very instant I hear my cherry blue keyswitch activate.
2016-08-15 04:56:38 +00:00
}
}
Update to v103r11 release. byuu says: Changelog: - tomoko: removed "Settings→Video Emulation→Overscan Mask" setting¹ - tomoko: remove a few unnecessary calls to resizeViewport on startup - tomoko: only resize main window from video settings when in adaptive or toggling adaptive mode² - hiro/windows: add `SWP_NOACTIVATE` flag to prevent focus stealing on resizing invisible windows³ - hiro/windows: suppress spurious API-generated `onSize()` callback when calling `setVisible()` ¹: it just seemed like bad design to default to overscan masking being disabled with overscan masks of 8 horizontal, 8 vertical out of the box. Users would adjust the sliders and not see anything happening. Instead, I've set the default masks to zero. If you want to turn off overscan masking, simply slide those to zero again. ²: I figure the only way we're going to be able to fairly evaluate Screwtape's suggestion is to try it both ways. And I will admit, I kind of like the way this works as well ... a lot more so than I thought I would, so I think it was a great suggestion. Still, now's the time if people have strong opinions on this. Be sure to try both r10 and r11 to compare. Barring no other feedback, I'm going to keep it this way. ³: this fixes the blinking of the main window on startup. Screwtape, thanks again for the improvement suggestions. At this point though, I am not using a tiling window manager. If you are able to patch hiro/gtk and/or hiro/qt (I mostly use GTK) to work with tiling window managers better, I wouldn't mind applying said patches, so long as they don't break things on my own Xfce desktop with xfwm4. Also, I noticed one issue with Xfce ... if the window is maximized and I try to call `Window::setSize()`, it's not actually removing the maximize flag. We'll need to look into how to add that to GTK, but I don't think it's a huge issue. A similar glitch happens on windows where the icon still reflects being maximized, but it does actually shrink, it just sticks to the top left corner of the screen. So this isn't really a critical bug, but would be extra polish.
2017-07-08 01:02:01 +00:00
auto Presentation::resizeViewport(bool resizeWindow) -> void {
Update to v101r07 release. byuu says: Added VDP sprite rendering. Can't get any games far enough in to see if it actually works. So in other words, it doesn't work at all and is 100% completely broken. Also added 68K exceptions and interrupts. So far only the VDP interrupt is present. It definitely seems to be firing in commercial games, so that's promising. But the implementation is almost certainly completely wrong. There is fuck all of nothing for documentation on how interrupts actually work. I had to find out the interrupt vector numbers from reading the comments from the Sonic the Hedgehog disassembly. I have literally no fucking clue what I0-I2 (3-bit integer priority value in the status register) is supposed to do. I know that Vblank=6, Hblank=4, Ext(gamepad)=2. I know that at reset, SR.I=7. I don't know if I'm supposed to block interrupts when I is >, >=, <, <= to the interrupt level. I don't know what level CPU exceptions are supposed to be. Also implemented VDP regular DMA. No idea if it works correctly since none of the commercial games run far enough to use it. So again, it's horribly broken for usre. Also improved VDP fill mode. But I don't understand how it takes byte-lengths when the bus is 16-bit. The transfer times indicate it's actually transferring at the same speed as the 68K->VDP copy, strongly suggesting it's actually doing 16-bit transfers at a time. In which case, what happens when you set an odd transfer length? Also, both DMA modes can now target VRAM, VSRAM, CRAM. Supposedly there's all kinds of weird shit going on when you target VSRAM, CRAM with VDP fill/copy modes, but whatever. Get to that later. Also implemented a very lazy preliminary wait mechanism to to stall out a processor while another processor exerts control over the bus. This one's going to be a major work in progress. For one, it totally breaks the model I use to do save states with libco. For another, I don't know if a 68K->VDP DMA instantly locks the CPU, or if it the CPU could actually keep running if it was executing out of RAM when it started the DMA transfer from ROM (eg it's a bus busy stall, not a hard chip stall.) That'll greatly change how I handle the waiting. Also, the OSS driver now supports Audio::Latency. Sound should be even lower latency now. On FreeBSD when set to 0ms, it's absolutely incredible. Cannot detect latency whatsoever. The Mario jump sound seems to happen at the very instant I hear my cherry blue keyswitch activate.
2016-08-15 04:56:38 +00:00
//clear video area before resizing to avoid seeing distorted video momentarily
clearViewport();
Update to v103r10 release. byuu says: Changelog: - tomoko: video scaling options are now resolutions in the configuration file, eg "640x480", "960x720", "1280x960" - tomoko: main window is now always resizable instead of fixed width (also supports maximizing) - tomoko: added support for non-integral scaling in windowed mode - tomoko: made the quick/managed state messaging more consistent - tomoko: hide "Find Codes ..." button from the cheat editor window if the cheat database is not present - tomoko: per-game cheats.bml file now goes into the higan/ subfolder instead of the root folder So the way the new video system works is you have the following options on the video settings panel: Windowed mode: { Aspect correction, Integral scaling, Adaptive } Fullscreen mode: { Aspect correction, Integral scaling } (and one day, hopefully Exclusive will be added here) Whenever you adjust the overscan masking, or you change any of the windowed or fullscreen mode settings, or you choose a different video scale from the main menu, or you load a new game, or you unload a game, or you rotate the display of an emulated system, the resizeViewport logic will be invoked. This logic will remember the last option you chose for video scale, and base the new window size on that value as an upper limit of the new window size. If you are in windowed mode and have adaptive enabled, it will shrink the window to fit the contents of the emulated system's video output. Otherwise, if you are not in integral scaling mode, it will scale the video as large as possible to fit into the video scaled size you have selected. Otherwise, it will perform an integral scale and center the video inside of the viewport. If you are in fullscreen mode, it's much the same, only there is no adaptive mode. A major problem with Xorg is that it's basically impossible to change the resizability attribute of a window post-creation. You can do it, but all kinds of crazy issues start popping up. Like if you toggle fullscreen, then you'll find that the window won't grow past a certain fairly small size that it's already at, and cannot be shrunk. And the multipliers will stop expanding the window as large as they should. And sometimes the UI elements won't be placed in the correct position, or the video will draw over them. It's a big mess. So I have to keep the main window always resizable. Also, note that this is not a limitation of hiro. It's just totally broken in Xorg itself. No amount of fiddling has ever allowed this to work reliably for me on either GTK+ 2 or Qt 4. So what this means is ... the adaptive mode window is also resizable. What happens here is, whenever you drag the corners of the main window to resize it, or toggle the maximize window button, higan will bypass the video scale resizing code and instead act as though the adaptive scaling mode were disabled. So if integral scaling is checked, it'll begin scaling in integral mode. Otherwise, it'll begin scaling in non-integral mode. And because of this flexibility, it no longer made sense for the video scale menu to be a radio box. I know, it sucks to not see what the active selection is anymore, but ... say you set the scale to small, then you accidentally resized the window a little, but want it snapped back to the proper small resolution dimensions. If it were a radio item, you couldn't reselect the same option again, because it's already active and events don't propagate in said case. By turning them into regular menu options, the video scale menu can be used to restore window sizing. Errata: On Windows, the main window blinks a few times on first load. The fix for that is a safeguard in the video settings code, roughly like so ... but note you'd need to make a few other changes for this to work against v103r10:    auto VideoSettings::updateViewport(bool firstRun) -> void {      settings["Video/Overscan/Horizontal"].setValue(horizontalMaskSlider.position());      settings["Video/Overscan/Vertical"].setValue(verticalMaskSlider.position());      settings["Video/Windowed/AspectCorrection"].setValue(windowedModeAspectCorrection.checked());      settings["Video/Windowed/IntegralScaling"].setValue(windowedModeIntegralScaling.checked());      settings["Video/Windowed/AdaptiveSizing"].setValue(windowedModeAdaptiveSizing.checked());      settings["Video/Fullscreen/AspectCorrection"].setValue(fullscreenModeAspectCorrection.checked());      settings["Video/Fullscreen/IntegralScaling"].setValue(fullscreenModeIntegralScaling.checked());      horizontalMaskValue.setText({horizontalMaskSlider.position()});      verticalMaskValue.setText({verticalMaskSlider.position()});      if(!firstRun) presentation->resizeViewport();    } That'll get it down to one blink, as with v103 official. Not sure I can eliminate that one extra blink. I forgot to remove the setResizable toggle on fullscreen mode exit. On Windows, the main window will end up unresizable after toggling fullscreen. I missed that one because like I said, toggling resizability is totally broken on Xorg. You can fix that with the below change:    auto Presentation::toggleFullScreen() -> void {      if(!fullScreen()) {        menuBar.setVisible(false);        statusBar.setVisible(false);      //setResizable(true);        setFullScreen(true);        if(!input->acquired()) input->acquire();      } else {        if(input->acquired()) input->release();        setFullScreen(false);      //setResizable(false);        menuBar.setVisible(true);        statusBar.setVisible(settings["UserInterface/ShowStatusBar"].boolean());      }      resizeViewport();    } Windows is stealing focus on calls to resizeViewport(), so we need to deal with that somehow ... I'm not really concerned about the behavior of shrinking the viewport below the smallest multiplier for a given system. It might make sense to snap it to the window size and forego all other scaling, but honestly ... meh. I don't really care. Nobody sane is going to play like that.
2017-07-07 03:38:46 +00:00
uint viewportWidth = geometry().width();
uint viewportHeight = geometry().height();
Update to v103r09 release. byuu says: Changelog: - gba/apu: fixed wave RAM nibble ordering (fixes audio in Castlevania, PocketNES) - emulator: restructured video information to just a single videoResolution() → VideoResolution function - returns "projected size" (between 160x144 and 320x240) - "internal buffer size" (up to 1280x480) - returns aspect correction multiplier that is to be applied to the width field - the value could be < 1.0 to handle systems with taller pixels; although higan doesn't emulate such a system - tomoko: all calculations for scaling and overscan masking are done by the GUI now - tomoko: aspect correction can be enabled in either windowed or fullscreen mode separately; moved to Video settings panel - tomoko: video scaling multipliers (against 320x240) can now me modified from the default (2,3,4) via the configuration file - use this as a really barebones way of supporting high DPI monitors; although the GUI elements won't scale nicely - if you set a value less than two, or greater than your resolution divided by 320x240, it's your own fault when things blow up. I'm not babysitting anyone with advanced config-file only options. - tomoko: added new adaptive windowed mode - when enabled, the window will shrink to eliminate any black borders when loading a game or changing video settings. The window will not reposition itself. - tomoko: added new adaptive fullscreen mode - when enabled, the integral scaling will be disabled for fullscreen mode, forcing the video to fill at least one direction of the video monitor completely. I expect we will be bikeshedding for the next month on how to describe the new video options, where they should appear in the GUI, changes people want, etc ... but suffice to say, I'm happy with the functionality, so I don't intend to make changes to -what- things do, but I will entertain better ways to name things.
2017-07-06 08:29:12 +00:00
double emulatorWidth = 320;
double emulatorHeight = 240;
double aspectCorrection = 1.0;
if(emulator) {
auto information = emulator->videoInformation();
emulatorWidth = information.width;
emulatorHeight = information.height;
aspectCorrection = information.aspectCorrection;
Update to v103r11 release. byuu says: Changelog: - tomoko: removed "Settings→Video Emulation→Overscan Mask" setting¹ - tomoko: remove a few unnecessary calls to resizeViewport on startup - tomoko: only resize main window from video settings when in adaptive or toggling adaptive mode² - hiro/windows: add `SWP_NOACTIVATE` flag to prevent focus stealing on resizing invisible windows³ - hiro/windows: suppress spurious API-generated `onSize()` callback when calling `setVisible()` ¹: it just seemed like bad design to default to overscan masking being disabled with overscan masks of 8 horizontal, 8 vertical out of the box. Users would adjust the sliders and not see anything happening. Instead, I've set the default masks to zero. If you want to turn off overscan masking, simply slide those to zero again. ²: I figure the only way we're going to be able to fairly evaluate Screwtape's suggestion is to try it both ways. And I will admit, I kind of like the way this works as well ... a lot more so than I thought I would, so I think it was a great suggestion. Still, now's the time if people have strong opinions on this. Be sure to try both r10 and r11 to compare. Barring no other feedback, I'm going to keep it this way. ³: this fixes the blinking of the main window on startup. Screwtape, thanks again for the improvement suggestions. At this point though, I am not using a tiling window manager. If you are able to patch hiro/gtk and/or hiro/qt (I mostly use GTK) to work with tiling window managers better, I wouldn't mind applying said patches, so long as they don't break things on my own Xfce desktop with xfwm4. Also, I noticed one issue with Xfce ... if the window is maximized and I try to call `Window::setSize()`, it's not actually removing the maximize flag. We'll need to look into how to add that to GTK, but I don't think it's a huge issue. A similar glitch happens on windows where the icon still reflects being maximized, but it does actually shrink, it just sticks to the top left corner of the screen. So this isn't really a critical bug, but would be extra polish.
2017-07-08 01:02:01 +00:00
if(emulator->information.overscan) {
Update to v103r09 release. byuu says: Changelog: - gba/apu: fixed wave RAM nibble ordering (fixes audio in Castlevania, PocketNES) - emulator: restructured video information to just a single videoResolution() → VideoResolution function - returns "projected size" (between 160x144 and 320x240) - "internal buffer size" (up to 1280x480) - returns aspect correction multiplier that is to be applied to the width field - the value could be < 1.0 to handle systems with taller pixels; although higan doesn't emulate such a system - tomoko: all calculations for scaling and overscan masking are done by the GUI now - tomoko: aspect correction can be enabled in either windowed or fullscreen mode separately; moved to Video settings panel - tomoko: video scaling multipliers (against 320x240) can now me modified from the default (2,3,4) via the configuration file - use this as a really barebones way of supporting high DPI monitors; although the GUI elements won't scale nicely - if you set a value less than two, or greater than your resolution divided by 320x240, it's your own fault when things blow up. I'm not babysitting anyone with advanced config-file only options. - tomoko: added new adaptive windowed mode - when enabled, the window will shrink to eliminate any black borders when loading a game or changing video settings. The window will not reposition itself. - tomoko: added new adaptive fullscreen mode - when enabled, the integral scaling will be disabled for fullscreen mode, forcing the video to fill at least one direction of the video monitor completely. I expect we will be bikeshedding for the next month on how to describe the new video options, where they should appear in the GUI, changes people want, etc ... but suffice to say, I'm happy with the functionality, so I don't intend to make changes to -what- things do, but I will entertain better ways to name things.
2017-07-06 08:29:12 +00:00
uint overscanHorizontal = settings["Video/Overscan/Horizontal"].natural();
uint overscanVertical = settings["Video/Overscan/Vertical"].natural();
emulatorWidth -= overscanHorizontal * 2;
emulatorHeight -= overscanVertical * 2;
}
Update to v094r12 release. byuu says: Changelog: * added driver selection * added video scale + aspect correction settings * added A/V sync + audio mute settings * added configuration file * fixed compilation bugs under Windows and Linux * fixed window sizing * removed HSU1 * the system menu stays as "System", because "Game Boy Advance" was too long a string for the smallest scale size * some more stuff You guys probably won't be ecstatic about the video sizing options, but it's basically your choice of 1x, 2x or 4x scale with optional aspect correction. 3x was intentionally skipped because it looks horrible on hires SNES games. The window is resized and recentered upon loading games. The window doesn't resize otherwise. I never really liked the way v094 always left you with black screen areas and left you with off-centered window positions. I might go ahead and add the pseudo-fullscreen toggle that will jump into 4x mode (respecting your aspect setting.) Short-term: * add input port changing support * add other input types (mouse-based, etc) * add save states * add cheat codes * add timing configuration (video/audio sync) * add hotkeys (single state) We can probably do a new release once the short-term items are completed. Long-term: * add slotted cart loader (SGB, BSX, ST) * add DIP switch selection window (NSS) * add cheat code database * add state manager * add overscan masking Not planned: * video color adjustments (will allow emulated color vs raw color; but no more sliders) * pixel shaders * ananke integration (will need to make a command-line version to get my games in) * fancy audio adjustment controls (resampler, latency, volume) * input focus settings * relocating game library (not hard, just don't feel like it) * localization support (not enough users) * window geometry memory * anything else not in higan v094
2015-03-03 10:14:49 +00:00
}
Update to v103r09 release. byuu says: Changelog: - gba/apu: fixed wave RAM nibble ordering (fixes audio in Castlevania, PocketNES) - emulator: restructured video information to just a single videoResolution() → VideoResolution function - returns "projected size" (between 160x144 and 320x240) - "internal buffer size" (up to 1280x480) - returns aspect correction multiplier that is to be applied to the width field - the value could be < 1.0 to handle systems with taller pixels; although higan doesn't emulate such a system - tomoko: all calculations for scaling and overscan masking are done by the GUI now - tomoko: aspect correction can be enabled in either windowed or fullscreen mode separately; moved to Video settings panel - tomoko: video scaling multipliers (against 320x240) can now me modified from the default (2,3,4) via the configuration file - use this as a really barebones way of supporting high DPI monitors; although the GUI elements won't scale nicely - if you set a value less than two, or greater than your resolution divided by 320x240, it's your own fault when things blow up. I'm not babysitting anyone with advanced config-file only options. - tomoko: added new adaptive windowed mode - when enabled, the window will shrink to eliminate any black borders when loading a game or changing video settings. The window will not reposition itself. - tomoko: added new adaptive fullscreen mode - when enabled, the integral scaling will be disabled for fullscreen mode, forcing the video to fill at least one direction of the video monitor completely. I expect we will be bikeshedding for the next month on how to describe the new video options, where they should appear in the GUI, changes people want, etc ... but suffice to say, I'm happy with the functionality, so I don't intend to make changes to -what- things do, but I will entertain better ways to name things.
2017-07-06 08:29:12 +00:00
if(!fullScreen()) {
if(settings["Video/Windowed/AspectCorrection"].boolean()) emulatorWidth *= aspectCorrection;
Update to v103r10 release. byuu says: Changelog: - tomoko: video scaling options are now resolutions in the configuration file, eg "640x480", "960x720", "1280x960" - tomoko: main window is now always resizable instead of fixed width (also supports maximizing) - tomoko: added support for non-integral scaling in windowed mode - tomoko: made the quick/managed state messaging more consistent - tomoko: hide "Find Codes ..." button from the cheat editor window if the cheat database is not present - tomoko: per-game cheats.bml file now goes into the higan/ subfolder instead of the root folder So the way the new video system works is you have the following options on the video settings panel: Windowed mode: { Aspect correction, Integral scaling, Adaptive } Fullscreen mode: { Aspect correction, Integral scaling } (and one day, hopefully Exclusive will be added here) Whenever you adjust the overscan masking, or you change any of the windowed or fullscreen mode settings, or you choose a different video scale from the main menu, or you load a new game, or you unload a game, or you rotate the display of an emulated system, the resizeViewport logic will be invoked. This logic will remember the last option you chose for video scale, and base the new window size on that value as an upper limit of the new window size. If you are in windowed mode and have adaptive enabled, it will shrink the window to fit the contents of the emulated system's video output. Otherwise, if you are not in integral scaling mode, it will scale the video as large as possible to fit into the video scaled size you have selected. Otherwise, it will perform an integral scale and center the video inside of the viewport. If you are in fullscreen mode, it's much the same, only there is no adaptive mode. A major problem with Xorg is that it's basically impossible to change the resizability attribute of a window post-creation. You can do it, but all kinds of crazy issues start popping up. Like if you toggle fullscreen, then you'll find that the window won't grow past a certain fairly small size that it's already at, and cannot be shrunk. And the multipliers will stop expanding the window as large as they should. And sometimes the UI elements won't be placed in the correct position, or the video will draw over them. It's a big mess. So I have to keep the main window always resizable. Also, note that this is not a limitation of hiro. It's just totally broken in Xorg itself. No amount of fiddling has ever allowed this to work reliably for me on either GTK+ 2 or Qt 4. So what this means is ... the adaptive mode window is also resizable. What happens here is, whenever you drag the corners of the main window to resize it, or toggle the maximize window button, higan will bypass the video scale resizing code and instead act as though the adaptive scaling mode were disabled. So if integral scaling is checked, it'll begin scaling in integral mode. Otherwise, it'll begin scaling in non-integral mode. And because of this flexibility, it no longer made sense for the video scale menu to be a radio box. I know, it sucks to not see what the active selection is anymore, but ... say you set the scale to small, then you accidentally resized the window a little, but want it snapped back to the proper small resolution dimensions. If it were a radio item, you couldn't reselect the same option again, because it's already active and events don't propagate in said case. By turning them into regular menu options, the video scale menu can be used to restore window sizing. Errata: On Windows, the main window blinks a few times on first load. The fix for that is a safeguard in the video settings code, roughly like so ... but note you'd need to make a few other changes for this to work against v103r10:    auto VideoSettings::updateViewport(bool firstRun) -> void {      settings["Video/Overscan/Horizontal"].setValue(horizontalMaskSlider.position());      settings["Video/Overscan/Vertical"].setValue(verticalMaskSlider.position());      settings["Video/Windowed/AspectCorrection"].setValue(windowedModeAspectCorrection.checked());      settings["Video/Windowed/IntegralScaling"].setValue(windowedModeIntegralScaling.checked());      settings["Video/Windowed/AdaptiveSizing"].setValue(windowedModeAdaptiveSizing.checked());      settings["Video/Fullscreen/AspectCorrection"].setValue(fullscreenModeAspectCorrection.checked());      settings["Video/Fullscreen/IntegralScaling"].setValue(fullscreenModeIntegralScaling.checked());      horizontalMaskValue.setText({horizontalMaskSlider.position()});      verticalMaskValue.setText({verticalMaskSlider.position()});      if(!firstRun) presentation->resizeViewport();    } That'll get it down to one blink, as with v103 official. Not sure I can eliminate that one extra blink. I forgot to remove the setResizable toggle on fullscreen mode exit. On Windows, the main window will end up unresizable after toggling fullscreen. I missed that one because like I said, toggling resizability is totally broken on Xorg. You can fix that with the below change:    auto Presentation::toggleFullScreen() -> void {      if(!fullScreen()) {        menuBar.setVisible(false);        statusBar.setVisible(false);      //setResizable(true);        setFullScreen(true);        if(!input->acquired()) input->acquire();      } else {        if(input->acquired()) input->release();        setFullScreen(false);      //setResizable(false);        menuBar.setVisible(true);        statusBar.setVisible(settings["UserInterface/ShowStatusBar"].boolean());      }      resizeViewport();    } Windows is stealing focus on calls to resizeViewport(), so we need to deal with that somehow ... I'm not really concerned about the behavior of shrinking the viewport below the smallest multiplier for a given system. It might make sense to snap it to the window size and forego all other scaling, but honestly ... meh. I don't really care. Nobody sane is going to play like that.
2017-07-07 03:38:46 +00:00
Update to v103r11 release. byuu says: Changelog: - tomoko: removed "Settings→Video Emulation→Overscan Mask" setting¹ - tomoko: remove a few unnecessary calls to resizeViewport on startup - tomoko: only resize main window from video settings when in adaptive or toggling adaptive mode² - hiro/windows: add `SWP_NOACTIVATE` flag to prevent focus stealing on resizing invisible windows³ - hiro/windows: suppress spurious API-generated `onSize()` callback when calling `setVisible()` ¹: it just seemed like bad design to default to overscan masking being disabled with overscan masks of 8 horizontal, 8 vertical out of the box. Users would adjust the sliders and not see anything happening. Instead, I've set the default masks to zero. If you want to turn off overscan masking, simply slide those to zero again. ²: I figure the only way we're going to be able to fairly evaluate Screwtape's suggestion is to try it both ways. And I will admit, I kind of like the way this works as well ... a lot more so than I thought I would, so I think it was a great suggestion. Still, now's the time if people have strong opinions on this. Be sure to try both r10 and r11 to compare. Barring no other feedback, I'm going to keep it this way. ³: this fixes the blinking of the main window on startup. Screwtape, thanks again for the improvement suggestions. At this point though, I am not using a tiling window manager. If you are able to patch hiro/gtk and/or hiro/qt (I mostly use GTK) to work with tiling window managers better, I wouldn't mind applying said patches, so long as they don't break things on my own Xfce desktop with xfwm4. Also, I noticed one issue with Xfce ... if the window is maximized and I try to call `Window::setSize()`, it's not actually removing the maximize flag. We'll need to look into how to add that to GTK, but I don't think it's a huge issue. A similar glitch happens on windows where the icon still reflects being maximized, but it does actually shrink, it just sticks to the top left corner of the screen. So this isn't really a critical bug, but would be extra polish.
2017-07-08 01:02:01 +00:00
if(resizeWindow) {
Update to v103r10 release. byuu says: Changelog: - tomoko: video scaling options are now resolutions in the configuration file, eg "640x480", "960x720", "1280x960" - tomoko: main window is now always resizable instead of fixed width (also supports maximizing) - tomoko: added support for non-integral scaling in windowed mode - tomoko: made the quick/managed state messaging more consistent - tomoko: hide "Find Codes ..." button from the cheat editor window if the cheat database is not present - tomoko: per-game cheats.bml file now goes into the higan/ subfolder instead of the root folder So the way the new video system works is you have the following options on the video settings panel: Windowed mode: { Aspect correction, Integral scaling, Adaptive } Fullscreen mode: { Aspect correction, Integral scaling } (and one day, hopefully Exclusive will be added here) Whenever you adjust the overscan masking, or you change any of the windowed or fullscreen mode settings, or you choose a different video scale from the main menu, or you load a new game, or you unload a game, or you rotate the display of an emulated system, the resizeViewport logic will be invoked. This logic will remember the last option you chose for video scale, and base the new window size on that value as an upper limit of the new window size. If you are in windowed mode and have adaptive enabled, it will shrink the window to fit the contents of the emulated system's video output. Otherwise, if you are not in integral scaling mode, it will scale the video as large as possible to fit into the video scaled size you have selected. Otherwise, it will perform an integral scale and center the video inside of the viewport. If you are in fullscreen mode, it's much the same, only there is no adaptive mode. A major problem with Xorg is that it's basically impossible to change the resizability attribute of a window post-creation. You can do it, but all kinds of crazy issues start popping up. Like if you toggle fullscreen, then you'll find that the window won't grow past a certain fairly small size that it's already at, and cannot be shrunk. And the multipliers will stop expanding the window as large as they should. And sometimes the UI elements won't be placed in the correct position, or the video will draw over them. It's a big mess. So I have to keep the main window always resizable. Also, note that this is not a limitation of hiro. It's just totally broken in Xorg itself. No amount of fiddling has ever allowed this to work reliably for me on either GTK+ 2 or Qt 4. So what this means is ... the adaptive mode window is also resizable. What happens here is, whenever you drag the corners of the main window to resize it, or toggle the maximize window button, higan will bypass the video scale resizing code and instead act as though the adaptive scaling mode were disabled. So if integral scaling is checked, it'll begin scaling in integral mode. Otherwise, it'll begin scaling in non-integral mode. And because of this flexibility, it no longer made sense for the video scale menu to be a radio box. I know, it sucks to not see what the active selection is anymore, but ... say you set the scale to small, then you accidentally resized the window a little, but want it snapped back to the proper small resolution dimensions. If it were a radio item, you couldn't reselect the same option again, because it's already active and events don't propagate in said case. By turning them into regular menu options, the video scale menu can be used to restore window sizing. Errata: On Windows, the main window blinks a few times on first load. The fix for that is a safeguard in the video settings code, roughly like so ... but note you'd need to make a few other changes for this to work against v103r10:    auto VideoSettings::updateViewport(bool firstRun) -> void {      settings["Video/Overscan/Horizontal"].setValue(horizontalMaskSlider.position());      settings["Video/Overscan/Vertical"].setValue(verticalMaskSlider.position());      settings["Video/Windowed/AspectCorrection"].setValue(windowedModeAspectCorrection.checked());      settings["Video/Windowed/IntegralScaling"].setValue(windowedModeIntegralScaling.checked());      settings["Video/Windowed/AdaptiveSizing"].setValue(windowedModeAdaptiveSizing.checked());      settings["Video/Fullscreen/AspectCorrection"].setValue(fullscreenModeAspectCorrection.checked());      settings["Video/Fullscreen/IntegralScaling"].setValue(fullscreenModeIntegralScaling.checked());      horizontalMaskValue.setText({horizontalMaskSlider.position()});      verticalMaskValue.setText({verticalMaskSlider.position()});      if(!firstRun) presentation->resizeViewport();    } That'll get it down to one blink, as with v103 official. Not sure I can eliminate that one extra blink. I forgot to remove the setResizable toggle on fullscreen mode exit. On Windows, the main window will end up unresizable after toggling fullscreen. I missed that one because like I said, toggling resizability is totally broken on Xorg. You can fix that with the below change:    auto Presentation::toggleFullScreen() -> void {      if(!fullScreen()) {        menuBar.setVisible(false);        statusBar.setVisible(false);      //setResizable(true);        setFullScreen(true);        if(!input->acquired()) input->acquire();      } else {        if(input->acquired()) input->release();        setFullScreen(false);      //setResizable(false);        menuBar.setVisible(true);        statusBar.setVisible(settings["UserInterface/ShowStatusBar"].boolean());      }      resizeViewport();    } Windows is stealing focus on calls to resizeViewport(), so we need to deal with that somehow ... I'm not really concerned about the behavior of shrinking the viewport below the smallest multiplier for a given system. It might make sense to snap it to the window size and forego all other scaling, but honestly ... meh. I don't really care. Nobody sane is going to play like that.
2017-07-07 03:38:46 +00:00
string viewportScale = "640x480";
if(settings["Video/Windowed/Scale"].text() == "Small") viewportScale = settings["Video/Windowed/Scale/Small"].text();
if(settings["Video/Windowed/Scale"].text() == "Medium") viewportScale = settings["Video/Windowed/Scale/Medium"].text();
if(settings["Video/Windowed/Scale"].text() == "Large") viewportScale = settings["Video/Windowed/Scale/Large"].text();
auto resolution = viewportScale.isplit("x", 1L);
viewportWidth = resolution(0).natural();
viewportHeight = resolution(1).natural();
}
if(settings["Video/Windowed/Adaptive"].boolean() && resizeWindow) {
Update to v103r10 release. byuu says: Changelog: - tomoko: video scaling options are now resolutions in the configuration file, eg "640x480", "960x720", "1280x960" - tomoko: main window is now always resizable instead of fixed width (also supports maximizing) - tomoko: added support for non-integral scaling in windowed mode - tomoko: made the quick/managed state messaging more consistent - tomoko: hide "Find Codes ..." button from the cheat editor window if the cheat database is not present - tomoko: per-game cheats.bml file now goes into the higan/ subfolder instead of the root folder So the way the new video system works is you have the following options on the video settings panel: Windowed mode: { Aspect correction, Integral scaling, Adaptive } Fullscreen mode: { Aspect correction, Integral scaling } (and one day, hopefully Exclusive will be added here) Whenever you adjust the overscan masking, or you change any of the windowed or fullscreen mode settings, or you choose a different video scale from the main menu, or you load a new game, or you unload a game, or you rotate the display of an emulated system, the resizeViewport logic will be invoked. This logic will remember the last option you chose for video scale, and base the new window size on that value as an upper limit of the new window size. If you are in windowed mode and have adaptive enabled, it will shrink the window to fit the contents of the emulated system's video output. Otherwise, if you are not in integral scaling mode, it will scale the video as large as possible to fit into the video scaled size you have selected. Otherwise, it will perform an integral scale and center the video inside of the viewport. If you are in fullscreen mode, it's much the same, only there is no adaptive mode. A major problem with Xorg is that it's basically impossible to change the resizability attribute of a window post-creation. You can do it, but all kinds of crazy issues start popping up. Like if you toggle fullscreen, then you'll find that the window won't grow past a certain fairly small size that it's already at, and cannot be shrunk. And the multipliers will stop expanding the window as large as they should. And sometimes the UI elements won't be placed in the correct position, or the video will draw over them. It's a big mess. So I have to keep the main window always resizable. Also, note that this is not a limitation of hiro. It's just totally broken in Xorg itself. No amount of fiddling has ever allowed this to work reliably for me on either GTK+ 2 or Qt 4. So what this means is ... the adaptive mode window is also resizable. What happens here is, whenever you drag the corners of the main window to resize it, or toggle the maximize window button, higan will bypass the video scale resizing code and instead act as though the adaptive scaling mode were disabled. So if integral scaling is checked, it'll begin scaling in integral mode. Otherwise, it'll begin scaling in non-integral mode. And because of this flexibility, it no longer made sense for the video scale menu to be a radio box. I know, it sucks to not see what the active selection is anymore, but ... say you set the scale to small, then you accidentally resized the window a little, but want it snapped back to the proper small resolution dimensions. If it were a radio item, you couldn't reselect the same option again, because it's already active and events don't propagate in said case. By turning them into regular menu options, the video scale menu can be used to restore window sizing. Errata: On Windows, the main window blinks a few times on first load. The fix for that is a safeguard in the video settings code, roughly like so ... but note you'd need to make a few other changes for this to work against v103r10:    auto VideoSettings::updateViewport(bool firstRun) -> void {      settings["Video/Overscan/Horizontal"].setValue(horizontalMaskSlider.position());      settings["Video/Overscan/Vertical"].setValue(verticalMaskSlider.position());      settings["Video/Windowed/AspectCorrection"].setValue(windowedModeAspectCorrection.checked());      settings["Video/Windowed/IntegralScaling"].setValue(windowedModeIntegralScaling.checked());      settings["Video/Windowed/AdaptiveSizing"].setValue(windowedModeAdaptiveSizing.checked());      settings["Video/Fullscreen/AspectCorrection"].setValue(fullscreenModeAspectCorrection.checked());      settings["Video/Fullscreen/IntegralScaling"].setValue(fullscreenModeIntegralScaling.checked());      horizontalMaskValue.setText({horizontalMaskSlider.position()});      verticalMaskValue.setText({verticalMaskSlider.position()});      if(!firstRun) presentation->resizeViewport();    } That'll get it down to one blink, as with v103 official. Not sure I can eliminate that one extra blink. I forgot to remove the setResizable toggle on fullscreen mode exit. On Windows, the main window will end up unresizable after toggling fullscreen. I missed that one because like I said, toggling resizability is totally broken on Xorg. You can fix that with the below change:    auto Presentation::toggleFullScreen() -> void {      if(!fullScreen()) {        menuBar.setVisible(false);        statusBar.setVisible(false);      //setResizable(true);        setFullScreen(true);        if(!input->acquired()) input->acquire();      } else {        if(input->acquired()) input->release();        setFullScreen(false);      //setResizable(false);        menuBar.setVisible(true);        statusBar.setVisible(settings["UserInterface/ShowStatusBar"].boolean());      }      resizeViewport();    } Windows is stealing focus on calls to resizeViewport(), so we need to deal with that somehow ... I'm not really concerned about the behavior of shrinking the viewport below the smallest multiplier for a given system. It might make sense to snap it to the window size and forego all other scaling, but honestly ... meh. I don't really care. Nobody sane is going to play like that.
2017-07-07 03:38:46 +00:00
uint multiplier = min(viewportWidth / emulatorWidth, viewportHeight / emulatorHeight);
Update to v103r09 release. byuu says: Changelog: - gba/apu: fixed wave RAM nibble ordering (fixes audio in Castlevania, PocketNES) - emulator: restructured video information to just a single videoResolution() → VideoResolution function - returns "projected size" (between 160x144 and 320x240) - "internal buffer size" (up to 1280x480) - returns aspect correction multiplier that is to be applied to the width field - the value could be < 1.0 to handle systems with taller pixels; although higan doesn't emulate such a system - tomoko: all calculations for scaling and overscan masking are done by the GUI now - tomoko: aspect correction can be enabled in either windowed or fullscreen mode separately; moved to Video settings panel - tomoko: video scaling multipliers (against 320x240) can now me modified from the default (2,3,4) via the configuration file - use this as a really barebones way of supporting high DPI monitors; although the GUI elements won't scale nicely - if you set a value less than two, or greater than your resolution divided by 320x240, it's your own fault when things blow up. I'm not babysitting anyone with advanced config-file only options. - tomoko: added new adaptive windowed mode - when enabled, the window will shrink to eliminate any black borders when loading a game or changing video settings. The window will not reposition itself. - tomoko: added new adaptive fullscreen mode - when enabled, the integral scaling will be disabled for fullscreen mode, forcing the video to fill at least one direction of the video monitor completely. I expect we will be bikeshedding for the next month on how to describe the new video options, where they should appear in the GUI, changes people want, etc ... but suffice to say, I'm happy with the functionality, so I don't intend to make changes to -what- things do, but I will entertain better ways to name things.
2017-07-06 08:29:12 +00:00
emulatorWidth *= multiplier;
emulatorHeight *= multiplier;
Update to v103r10 release. byuu says: Changelog: - tomoko: video scaling options are now resolutions in the configuration file, eg "640x480", "960x720", "1280x960" - tomoko: main window is now always resizable instead of fixed width (also supports maximizing) - tomoko: added support for non-integral scaling in windowed mode - tomoko: made the quick/managed state messaging more consistent - tomoko: hide "Find Codes ..." button from the cheat editor window if the cheat database is not present - tomoko: per-game cheats.bml file now goes into the higan/ subfolder instead of the root folder So the way the new video system works is you have the following options on the video settings panel: Windowed mode: { Aspect correction, Integral scaling, Adaptive } Fullscreen mode: { Aspect correction, Integral scaling } (and one day, hopefully Exclusive will be added here) Whenever you adjust the overscan masking, or you change any of the windowed or fullscreen mode settings, or you choose a different video scale from the main menu, or you load a new game, or you unload a game, or you rotate the display of an emulated system, the resizeViewport logic will be invoked. This logic will remember the last option you chose for video scale, and base the new window size on that value as an upper limit of the new window size. If you are in windowed mode and have adaptive enabled, it will shrink the window to fit the contents of the emulated system's video output. Otherwise, if you are not in integral scaling mode, it will scale the video as large as possible to fit into the video scaled size you have selected. Otherwise, it will perform an integral scale and center the video inside of the viewport. If you are in fullscreen mode, it's much the same, only there is no adaptive mode. A major problem with Xorg is that it's basically impossible to change the resizability attribute of a window post-creation. You can do it, but all kinds of crazy issues start popping up. Like if you toggle fullscreen, then you'll find that the window won't grow past a certain fairly small size that it's already at, and cannot be shrunk. And the multipliers will stop expanding the window as large as they should. And sometimes the UI elements won't be placed in the correct position, or the video will draw over them. It's a big mess. So I have to keep the main window always resizable. Also, note that this is not a limitation of hiro. It's just totally broken in Xorg itself. No amount of fiddling has ever allowed this to work reliably for me on either GTK+ 2 or Qt 4. So what this means is ... the adaptive mode window is also resizable. What happens here is, whenever you drag the corners of the main window to resize it, or toggle the maximize window button, higan will bypass the video scale resizing code and instead act as though the adaptive scaling mode were disabled. So if integral scaling is checked, it'll begin scaling in integral mode. Otherwise, it'll begin scaling in non-integral mode. And because of this flexibility, it no longer made sense for the video scale menu to be a radio box. I know, it sucks to not see what the active selection is anymore, but ... say you set the scale to small, then you accidentally resized the window a little, but want it snapped back to the proper small resolution dimensions. If it were a radio item, you couldn't reselect the same option again, because it's already active and events don't propagate in said case. By turning them into regular menu options, the video scale menu can be used to restore window sizing. Errata: On Windows, the main window blinks a few times on first load. The fix for that is a safeguard in the video settings code, roughly like so ... but note you'd need to make a few other changes for this to work against v103r10:    auto VideoSettings::updateViewport(bool firstRun) -> void {      settings["Video/Overscan/Horizontal"].setValue(horizontalMaskSlider.position());      settings["Video/Overscan/Vertical"].setValue(verticalMaskSlider.position());      settings["Video/Windowed/AspectCorrection"].setValue(windowedModeAspectCorrection.checked());      settings["Video/Windowed/IntegralScaling"].setValue(windowedModeIntegralScaling.checked());      settings["Video/Windowed/AdaptiveSizing"].setValue(windowedModeAdaptiveSizing.checked());      settings["Video/Fullscreen/AspectCorrection"].setValue(fullscreenModeAspectCorrection.checked());      settings["Video/Fullscreen/IntegralScaling"].setValue(fullscreenModeIntegralScaling.checked());      horizontalMaskValue.setText({horizontalMaskSlider.position()});      verticalMaskValue.setText({verticalMaskSlider.position()});      if(!firstRun) presentation->resizeViewport();    } That'll get it down to one blink, as with v103 official. Not sure I can eliminate that one extra blink. I forgot to remove the setResizable toggle on fullscreen mode exit. On Windows, the main window will end up unresizable after toggling fullscreen. I missed that one because like I said, toggling resizability is totally broken on Xorg. You can fix that with the below change:    auto Presentation::toggleFullScreen() -> void {      if(!fullScreen()) {        menuBar.setVisible(false);        statusBar.setVisible(false);      //setResizable(true);        setFullScreen(true);        if(!input->acquired()) input->acquire();      } else {        if(input->acquired()) input->release();        setFullScreen(false);      //setResizable(false);        menuBar.setVisible(true);        statusBar.setVisible(settings["UserInterface/ShowStatusBar"].boolean());      }      resizeViewport();    } Windows is stealing focus on calls to resizeViewport(), so we need to deal with that somehow ... I'm not really concerned about the behavior of shrinking the viewport below the smallest multiplier for a given system. It might make sense to snap it to the window size and forego all other scaling, but honestly ... meh. I don't really care. Nobody sane is going to play like that.
2017-07-07 03:38:46 +00:00
setSize({viewportWidth = emulatorWidth, viewportHeight = emulatorHeight});
} else if(settings["Video/Windowed/IntegralScaling"].boolean()) {
uint multiplier = min(viewportWidth / emulatorWidth, viewportHeight / emulatorHeight);
emulatorWidth *= multiplier;
emulatorHeight *= multiplier;
Update to v103r11 release. byuu says: Changelog: - tomoko: removed "Settings→Video Emulation→Overscan Mask" setting¹ - tomoko: remove a few unnecessary calls to resizeViewport on startup - tomoko: only resize main window from video settings when in adaptive or toggling adaptive mode² - hiro/windows: add `SWP_NOACTIVATE` flag to prevent focus stealing on resizing invisible windows³ - hiro/windows: suppress spurious API-generated `onSize()` callback when calling `setVisible()` ¹: it just seemed like bad design to default to overscan masking being disabled with overscan masks of 8 horizontal, 8 vertical out of the box. Users would adjust the sliders and not see anything happening. Instead, I've set the default masks to zero. If you want to turn off overscan masking, simply slide those to zero again. ²: I figure the only way we're going to be able to fairly evaluate Screwtape's suggestion is to try it both ways. And I will admit, I kind of like the way this works as well ... a lot more so than I thought I would, so I think it was a great suggestion. Still, now's the time if people have strong opinions on this. Be sure to try both r10 and r11 to compare. Barring no other feedback, I'm going to keep it this way. ³: this fixes the blinking of the main window on startup. Screwtape, thanks again for the improvement suggestions. At this point though, I am not using a tiling window manager. If you are able to patch hiro/gtk and/or hiro/qt (I mostly use GTK) to work with tiling window managers better, I wouldn't mind applying said patches, so long as they don't break things on my own Xfce desktop with xfwm4. Also, I noticed one issue with Xfce ... if the window is maximized and I try to call `Window::setSize()`, it's not actually removing the maximize flag. We'll need to look into how to add that to GTK, but I don't think it's a huge issue. A similar glitch happens on windows where the icon still reflects being maximized, but it does actually shrink, it just sticks to the top left corner of the screen. So this isn't really a critical bug, but would be extra polish.
2017-07-08 01:02:01 +00:00
if(resizeWindow) setSize({viewportWidth, viewportHeight});
Update to v103r09 release. byuu says: Changelog: - gba/apu: fixed wave RAM nibble ordering (fixes audio in Castlevania, PocketNES) - emulator: restructured video information to just a single videoResolution() → VideoResolution function - returns "projected size" (between 160x144 and 320x240) - "internal buffer size" (up to 1280x480) - returns aspect correction multiplier that is to be applied to the width field - the value could be < 1.0 to handle systems with taller pixels; although higan doesn't emulate such a system - tomoko: all calculations for scaling and overscan masking are done by the GUI now - tomoko: aspect correction can be enabled in either windowed or fullscreen mode separately; moved to Video settings panel - tomoko: video scaling multipliers (against 320x240) can now me modified from the default (2,3,4) via the configuration file - use this as a really barebones way of supporting high DPI monitors; although the GUI elements won't scale nicely - if you set a value less than two, or greater than your resolution divided by 320x240, it's your own fault when things blow up. I'm not babysitting anyone with advanced config-file only options. - tomoko: added new adaptive windowed mode - when enabled, the window will shrink to eliminate any black borders when loading a game or changing video settings. The window will not reposition itself. - tomoko: added new adaptive fullscreen mode - when enabled, the integral scaling will be disabled for fullscreen mode, forcing the video to fill at least one direction of the video monitor completely. I expect we will be bikeshedding for the next month on how to describe the new video options, where they should appear in the GUI, changes people want, etc ... but suffice to say, I'm happy with the functionality, so I don't intend to make changes to -what- things do, but I will entertain better ways to name things.
2017-07-06 08:29:12 +00:00
} else {
Update to v103r10 release. byuu says: Changelog: - tomoko: video scaling options are now resolutions in the configuration file, eg "640x480", "960x720", "1280x960" - tomoko: main window is now always resizable instead of fixed width (also supports maximizing) - tomoko: added support for non-integral scaling in windowed mode - tomoko: made the quick/managed state messaging more consistent - tomoko: hide "Find Codes ..." button from the cheat editor window if the cheat database is not present - tomoko: per-game cheats.bml file now goes into the higan/ subfolder instead of the root folder So the way the new video system works is you have the following options on the video settings panel: Windowed mode: { Aspect correction, Integral scaling, Adaptive } Fullscreen mode: { Aspect correction, Integral scaling } (and one day, hopefully Exclusive will be added here) Whenever you adjust the overscan masking, or you change any of the windowed or fullscreen mode settings, or you choose a different video scale from the main menu, or you load a new game, or you unload a game, or you rotate the display of an emulated system, the resizeViewport logic will be invoked. This logic will remember the last option you chose for video scale, and base the new window size on that value as an upper limit of the new window size. If you are in windowed mode and have adaptive enabled, it will shrink the window to fit the contents of the emulated system's video output. Otherwise, if you are not in integral scaling mode, it will scale the video as large as possible to fit into the video scaled size you have selected. Otherwise, it will perform an integral scale and center the video inside of the viewport. If you are in fullscreen mode, it's much the same, only there is no adaptive mode. A major problem with Xorg is that it's basically impossible to change the resizability attribute of a window post-creation. You can do it, but all kinds of crazy issues start popping up. Like if you toggle fullscreen, then you'll find that the window won't grow past a certain fairly small size that it's already at, and cannot be shrunk. And the multipliers will stop expanding the window as large as they should. And sometimes the UI elements won't be placed in the correct position, or the video will draw over them. It's a big mess. So I have to keep the main window always resizable. Also, note that this is not a limitation of hiro. It's just totally broken in Xorg itself. No amount of fiddling has ever allowed this to work reliably for me on either GTK+ 2 or Qt 4. So what this means is ... the adaptive mode window is also resizable. What happens here is, whenever you drag the corners of the main window to resize it, or toggle the maximize window button, higan will bypass the video scale resizing code and instead act as though the adaptive scaling mode were disabled. So if integral scaling is checked, it'll begin scaling in integral mode. Otherwise, it'll begin scaling in non-integral mode. And because of this flexibility, it no longer made sense for the video scale menu to be a radio box. I know, it sucks to not see what the active selection is anymore, but ... say you set the scale to small, then you accidentally resized the window a little, but want it snapped back to the proper small resolution dimensions. If it were a radio item, you couldn't reselect the same option again, because it's already active and events don't propagate in said case. By turning them into regular menu options, the video scale menu can be used to restore window sizing. Errata: On Windows, the main window blinks a few times on first load. The fix for that is a safeguard in the video settings code, roughly like so ... but note you'd need to make a few other changes for this to work against v103r10:    auto VideoSettings::updateViewport(bool firstRun) -> void {      settings["Video/Overscan/Horizontal"].setValue(horizontalMaskSlider.position());      settings["Video/Overscan/Vertical"].setValue(verticalMaskSlider.position());      settings["Video/Windowed/AspectCorrection"].setValue(windowedModeAspectCorrection.checked());      settings["Video/Windowed/IntegralScaling"].setValue(windowedModeIntegralScaling.checked());      settings["Video/Windowed/AdaptiveSizing"].setValue(windowedModeAdaptiveSizing.checked());      settings["Video/Fullscreen/AspectCorrection"].setValue(fullscreenModeAspectCorrection.checked());      settings["Video/Fullscreen/IntegralScaling"].setValue(fullscreenModeIntegralScaling.checked());      horizontalMaskValue.setText({horizontalMaskSlider.position()});      verticalMaskValue.setText({verticalMaskSlider.position()});      if(!firstRun) presentation->resizeViewport();    } That'll get it down to one blink, as with v103 official. Not sure I can eliminate that one extra blink. I forgot to remove the setResizable toggle on fullscreen mode exit. On Windows, the main window will end up unresizable after toggling fullscreen. I missed that one because like I said, toggling resizability is totally broken on Xorg. You can fix that with the below change:    auto Presentation::toggleFullScreen() -> void {      if(!fullScreen()) {        menuBar.setVisible(false);        statusBar.setVisible(false);      //setResizable(true);        setFullScreen(true);        if(!input->acquired()) input->acquire();      } else {        if(input->acquired()) input->release();        setFullScreen(false);      //setResizable(false);        menuBar.setVisible(true);        statusBar.setVisible(settings["UserInterface/ShowStatusBar"].boolean());      }      resizeViewport();    } Windows is stealing focus on calls to resizeViewport(), so we need to deal with that somehow ... I'm not really concerned about the behavior of shrinking the viewport below the smallest multiplier for a given system. It might make sense to snap it to the window size and forego all other scaling, but honestly ... meh. I don't really care. Nobody sane is going to play like that.
2017-07-07 03:38:46 +00:00
double multiplier = min(viewportWidth / emulatorWidth, viewportHeight / emulatorHeight);
emulatorWidth *= multiplier;
emulatorHeight *= multiplier;
Update to v103r11 release. byuu says: Changelog: - tomoko: removed "Settings→Video Emulation→Overscan Mask" setting¹ - tomoko: remove a few unnecessary calls to resizeViewport on startup - tomoko: only resize main window from video settings when in adaptive or toggling adaptive mode² - hiro/windows: add `SWP_NOACTIVATE` flag to prevent focus stealing on resizing invisible windows³ - hiro/windows: suppress spurious API-generated `onSize()` callback when calling `setVisible()` ¹: it just seemed like bad design to default to overscan masking being disabled with overscan masks of 8 horizontal, 8 vertical out of the box. Users would adjust the sliders and not see anything happening. Instead, I've set the default masks to zero. If you want to turn off overscan masking, simply slide those to zero again. ²: I figure the only way we're going to be able to fairly evaluate Screwtape's suggestion is to try it both ways. And I will admit, I kind of like the way this works as well ... a lot more so than I thought I would, so I think it was a great suggestion. Still, now's the time if people have strong opinions on this. Be sure to try both r10 and r11 to compare. Barring no other feedback, I'm going to keep it this way. ³: this fixes the blinking of the main window on startup. Screwtape, thanks again for the improvement suggestions. At this point though, I am not using a tiling window manager. If you are able to patch hiro/gtk and/or hiro/qt (I mostly use GTK) to work with tiling window managers better, I wouldn't mind applying said patches, so long as they don't break things on my own Xfce desktop with xfwm4. Also, I noticed one issue with Xfce ... if the window is maximized and I try to call `Window::setSize()`, it's not actually removing the maximize flag. We'll need to look into how to add that to GTK, but I don't think it's a huge issue. A similar glitch happens on windows where the icon still reflects being maximized, but it does actually shrink, it just sticks to the top left corner of the screen. So this isn't really a critical bug, but would be extra polish.
2017-07-08 01:02:01 +00:00
if(resizeWindow) setSize({viewportWidth, viewportHeight});
Update to v103r09 release. byuu says: Changelog: - gba/apu: fixed wave RAM nibble ordering (fixes audio in Castlevania, PocketNES) - emulator: restructured video information to just a single videoResolution() → VideoResolution function - returns "projected size" (between 160x144 and 320x240) - "internal buffer size" (up to 1280x480) - returns aspect correction multiplier that is to be applied to the width field - the value could be < 1.0 to handle systems with taller pixels; although higan doesn't emulate such a system - tomoko: all calculations for scaling and overscan masking are done by the GUI now - tomoko: aspect correction can be enabled in either windowed or fullscreen mode separately; moved to Video settings panel - tomoko: video scaling multipliers (against 320x240) can now me modified from the default (2,3,4) via the configuration file - use this as a really barebones way of supporting high DPI monitors; although the GUI elements won't scale nicely - if you set a value less than two, or greater than your resolution divided by 320x240, it's your own fault when things blow up. I'm not babysitting anyone with advanced config-file only options. - tomoko: added new adaptive windowed mode - when enabled, the window will shrink to eliminate any black borders when loading a game or changing video settings. The window will not reposition itself. - tomoko: added new adaptive fullscreen mode - when enabled, the integral scaling will be disabled for fullscreen mode, forcing the video to fill at least one direction of the video monitor completely. I expect we will be bikeshedding for the next month on how to describe the new video options, where they should appear in the GUI, changes people want, etc ... but suffice to say, I'm happy with the functionality, so I don't intend to make changes to -what- things do, but I will entertain better ways to name things.
2017-07-06 08:29:12 +00:00
}
Update to v101r06 release. byuu says: I reworked the video sizing code. Ended up wasting five fucking hours fighting GTK. When you call `gtk_widget_set_size_request`, it doesn't actually happen then. This is kind of a big deal because when I then go to draw onto the viewport, the actual viewport child window is still the old size, so the image gets distorted. It recovers in a frame or so with emulation, but if we were to put a still image on there, it would stay distorted. The first thought is, `while(gtk_events_pending()) gtk_main_iteration_do(false);` right after the `set_size_request`. But nope, it tells you there's no events pending. So then you think, go deeper, use `XPending()` instead. Same thing, GTK hasn't actually issued the command to Xlib yet. So then you think, if the widget is realized, just call a blocking `gtk_main_iteration`. One call does nothing, two calls results in a deadlock on the second one ... do it before program startup, and the main window will never appear. Great. Oh, and it's not just the viewport. It's also the widget container area of the windows, as well as the window itself, as well as the fullscreen mode toggle effect. They all do this. For the latter three, I couldn't find anything that worked, so I just added 20ms loops of constantly calling `gtk_main_iteration_do(false)` after each one of those things. The downside here is toggling the status bar takes 40ms, so you'll see it and it'll feel a tiny bit sluggish. But I can't have a 20ms wait on each widget resize, that would be catastrophic to performance on windows with lots of widgets. I tried hooking configure-event and size-allocate, but they were very unreliable. So instead I ended up with a loop that waits up to a maximm of 20ms that inspects the `widget->allocation.(width,height)` values directly and waits for them to be what we asked for with `set_size_request`. There was some extreme ugliness in GTK with calling `gtk_main_iteration_do` recursively (`hiro::Widget::setGeometry` is called recursively), so I had to lock it to only happen on the top level widgets (the child ones should get resized while waiting on the top-level ones, so it should be fine in practice), and also only run it on realized widgets. Even still, I'm getting ~3 timeouts when opening the settings dialog in higan, but no other windows. But, this is the best I can do for now. And the reason for all of this pain? Yeah, updated the video code. So the Emulator::Interface now has this:    struct VideoSize { uint width, height; };  //or requiem for a tuple    auto videoSize() -> VideoSize;    auto videoSize(uint width, uint height, bool arc) -> VideoSize; The first function, for now, is just returning the literal surface size. I may remove this ... one thing I want to allow for is cores that send different texture sizes based on interlace/hires/overscan/etc settings. The second function is more interesting. Instead of having the UI trying to figure out sizing, I figure the emulation cores can do a better job and we can customize it per-core now. So it gets the window's width and height, and whether the user asked for aspect correction, and then computes the best width/height ratio possible. For now they're all just doing multiples of a 1x scale to the UI 2x,3x,4x modes. We still need a third function, which will probably be what I repurpose videoSize() for: to return the 'effective' size for pixel shaders, to then feed into ruby, to then feed into quark, to then feed into our shaders. Since shaders use normalized coordinates for pixel fetching, this should work out just fine. The real texture size will be exposed to quark shaders as well, of course. Now for the main window ... it's just hard-coded to be 640x480, 960x720, 1280x960 for now. It works nicely for some cores on some modes, not so much for others. Work in progress I guess. I also took the opportunity to draw the about dialog box logo on the main window. Got a bit fancy and used the old spherical gradient and impose functionality of nall/image on it. Very minor highlight, nothing garish. Just something nicer than a solid black window. If you guys want to mess around with sizes, placements, and gradient styles/colors/shapes ... feel free. If you come up with something nicer, do share. That's what led to all the GTK hell ... the logo wasn't drawing right as you resized the window. But now it is, though I am not at all happy with the hacking I had to do. I also had to improve the video update code as a result of this: - when you unload a game, it blacks out the screen - if you are not quitting the emulator, it'll draw the logo; if you are, it won't - when you load a game, it black out the logo These options prevent any unsightliness from resizing the viewport with image data on it already I need to redraw the logo when toggling fullscreen with no game loaded as well for Windows, it seems.
2016-08-13 13:57:48 +00:00
} else {
Update to v103r09 release. byuu says: Changelog: - gba/apu: fixed wave RAM nibble ordering (fixes audio in Castlevania, PocketNES) - emulator: restructured video information to just a single videoResolution() → VideoResolution function - returns "projected size" (between 160x144 and 320x240) - "internal buffer size" (up to 1280x480) - returns aspect correction multiplier that is to be applied to the width field - the value could be < 1.0 to handle systems with taller pixels; although higan doesn't emulate such a system - tomoko: all calculations for scaling and overscan masking are done by the GUI now - tomoko: aspect correction can be enabled in either windowed or fullscreen mode separately; moved to Video settings panel - tomoko: video scaling multipliers (against 320x240) can now me modified from the default (2,3,4) via the configuration file - use this as a really barebones way of supporting high DPI monitors; although the GUI elements won't scale nicely - if you set a value less than two, or greater than your resolution divided by 320x240, it's your own fault when things blow up. I'm not babysitting anyone with advanced config-file only options. - tomoko: added new adaptive windowed mode - when enabled, the window will shrink to eliminate any black borders when loading a game or changing video settings. The window will not reposition itself. - tomoko: added new adaptive fullscreen mode - when enabled, the integral scaling will be disabled for fullscreen mode, forcing the video to fill at least one direction of the video monitor completely. I expect we will be bikeshedding for the next month on how to describe the new video options, where they should appear in the GUI, changes people want, etc ... but suffice to say, I'm happy with the functionality, so I don't intend to make changes to -what- things do, but I will entertain better ways to name things.
2017-07-06 08:29:12 +00:00
if(settings["Video/Fullscreen/AspectCorrection"].boolean()) emulatorWidth *= aspectCorrection;
Update to v103r10 release. byuu says: Changelog: - tomoko: video scaling options are now resolutions in the configuration file, eg "640x480", "960x720", "1280x960" - tomoko: main window is now always resizable instead of fixed width (also supports maximizing) - tomoko: added support for non-integral scaling in windowed mode - tomoko: made the quick/managed state messaging more consistent - tomoko: hide "Find Codes ..." button from the cheat editor window if the cheat database is not present - tomoko: per-game cheats.bml file now goes into the higan/ subfolder instead of the root folder So the way the new video system works is you have the following options on the video settings panel: Windowed mode: { Aspect correction, Integral scaling, Adaptive } Fullscreen mode: { Aspect correction, Integral scaling } (and one day, hopefully Exclusive will be added here) Whenever you adjust the overscan masking, or you change any of the windowed or fullscreen mode settings, or you choose a different video scale from the main menu, or you load a new game, or you unload a game, or you rotate the display of an emulated system, the resizeViewport logic will be invoked. This logic will remember the last option you chose for video scale, and base the new window size on that value as an upper limit of the new window size. If you are in windowed mode and have adaptive enabled, it will shrink the window to fit the contents of the emulated system's video output. Otherwise, if you are not in integral scaling mode, it will scale the video as large as possible to fit into the video scaled size you have selected. Otherwise, it will perform an integral scale and center the video inside of the viewport. If you are in fullscreen mode, it's much the same, only there is no adaptive mode. A major problem with Xorg is that it's basically impossible to change the resizability attribute of a window post-creation. You can do it, but all kinds of crazy issues start popping up. Like if you toggle fullscreen, then you'll find that the window won't grow past a certain fairly small size that it's already at, and cannot be shrunk. And the multipliers will stop expanding the window as large as they should. And sometimes the UI elements won't be placed in the correct position, or the video will draw over them. It's a big mess. So I have to keep the main window always resizable. Also, note that this is not a limitation of hiro. It's just totally broken in Xorg itself. No amount of fiddling has ever allowed this to work reliably for me on either GTK+ 2 or Qt 4. So what this means is ... the adaptive mode window is also resizable. What happens here is, whenever you drag the corners of the main window to resize it, or toggle the maximize window button, higan will bypass the video scale resizing code and instead act as though the adaptive scaling mode were disabled. So if integral scaling is checked, it'll begin scaling in integral mode. Otherwise, it'll begin scaling in non-integral mode. And because of this flexibility, it no longer made sense for the video scale menu to be a radio box. I know, it sucks to not see what the active selection is anymore, but ... say you set the scale to small, then you accidentally resized the window a little, but want it snapped back to the proper small resolution dimensions. If it were a radio item, you couldn't reselect the same option again, because it's already active and events don't propagate in said case. By turning them into regular menu options, the video scale menu can be used to restore window sizing. Errata: On Windows, the main window blinks a few times on first load. The fix for that is a safeguard in the video settings code, roughly like so ... but note you'd need to make a few other changes for this to work against v103r10:    auto VideoSettings::updateViewport(bool firstRun) -> void {      settings["Video/Overscan/Horizontal"].setValue(horizontalMaskSlider.position());      settings["Video/Overscan/Vertical"].setValue(verticalMaskSlider.position());      settings["Video/Windowed/AspectCorrection"].setValue(windowedModeAspectCorrection.checked());      settings["Video/Windowed/IntegralScaling"].setValue(windowedModeIntegralScaling.checked());      settings["Video/Windowed/AdaptiveSizing"].setValue(windowedModeAdaptiveSizing.checked());      settings["Video/Fullscreen/AspectCorrection"].setValue(fullscreenModeAspectCorrection.checked());      settings["Video/Fullscreen/IntegralScaling"].setValue(fullscreenModeIntegralScaling.checked());      horizontalMaskValue.setText({horizontalMaskSlider.position()});      verticalMaskValue.setText({verticalMaskSlider.position()});      if(!firstRun) presentation->resizeViewport();    } That'll get it down to one blink, as with v103 official. Not sure I can eliminate that one extra blink. I forgot to remove the setResizable toggle on fullscreen mode exit. On Windows, the main window will end up unresizable after toggling fullscreen. I missed that one because like I said, toggling resizability is totally broken on Xorg. You can fix that with the below change:    auto Presentation::toggleFullScreen() -> void {      if(!fullScreen()) {        menuBar.setVisible(false);        statusBar.setVisible(false);      //setResizable(true);        setFullScreen(true);        if(!input->acquired()) input->acquire();      } else {        if(input->acquired()) input->release();        setFullScreen(false);      //setResizable(false);        menuBar.setVisible(true);        statusBar.setVisible(settings["UserInterface/ShowStatusBar"].boolean());      }      resizeViewport();    } Windows is stealing focus on calls to resizeViewport(), so we need to deal with that somehow ... I'm not really concerned about the behavior of shrinking the viewport below the smallest multiplier for a given system. It might make sense to snap it to the window size and forego all other scaling, but honestly ... meh. I don't really care. Nobody sane is going to play like that.
2017-07-07 03:38:46 +00:00
if(settings["Video/Fullscreen/IntegralScaling"].boolean()) {
Update to v103r09 release. byuu says: Changelog: - gba/apu: fixed wave RAM nibble ordering (fixes audio in Castlevania, PocketNES) - emulator: restructured video information to just a single videoResolution() → VideoResolution function - returns "projected size" (between 160x144 and 320x240) - "internal buffer size" (up to 1280x480) - returns aspect correction multiplier that is to be applied to the width field - the value could be < 1.0 to handle systems with taller pixels; although higan doesn't emulate such a system - tomoko: all calculations for scaling and overscan masking are done by the GUI now - tomoko: aspect correction can be enabled in either windowed or fullscreen mode separately; moved to Video settings panel - tomoko: video scaling multipliers (against 320x240) can now me modified from the default (2,3,4) via the configuration file - use this as a really barebones way of supporting high DPI monitors; although the GUI elements won't scale nicely - if you set a value less than two, or greater than your resolution divided by 320x240, it's your own fault when things blow up. I'm not babysitting anyone with advanced config-file only options. - tomoko: added new adaptive windowed mode - when enabled, the window will shrink to eliminate any black borders when loading a game or changing video settings. The window will not reposition itself. - tomoko: added new adaptive fullscreen mode - when enabled, the integral scaling will be disabled for fullscreen mode, forcing the video to fill at least one direction of the video monitor completely. I expect we will be bikeshedding for the next month on how to describe the new video options, where they should appear in the GUI, changes people want, etc ... but suffice to say, I'm happy with the functionality, so I don't intend to make changes to -what- things do, but I will entertain better ways to name things.
2017-07-06 08:29:12 +00:00
uint multiplier = min(viewportWidth / emulatorWidth, viewportHeight / emulatorHeight);
emulatorWidth *= multiplier;
emulatorHeight *= multiplier;
} else {
double multiplier = min(viewportWidth / emulatorWidth, viewportHeight / emulatorHeight);
emulatorWidth *= multiplier;
emulatorHeight *= multiplier;
Update to v103r08 release. byuu says: Changelog: - emulator: improved aspect correction accuracy by using floating-point calculations - emulator: added videoCrop() function, extended videoSize() to take cropping parameters¹ - tomoko: the overscan masking function will now actually resize the viewport² - gba/cpu: fixed two-cycle delay on triggering DMAs; not running DMAs when the CPU is stopped - md/vdp: center video when overscan is disabled - pce/vce: resize video output from 1140x240 to 1120x240 - tomoko: resize window scaling from 326x240 to 320x240 - tomoko: changed save slot naming and status bar messages to indicate quick states vs managed states - tomoko: added increment/decrement quick state hotkeys - tomoko: save/load quick state hotkeys now save to slots 1-5 instead of always to 0 - tomoko: increased overscan range from 0-16 to 0-24 (in case you want to mask the Master System to 240x192) ¹: the idea here was to decouple raw pixels from overscan masking. Overscan was actually horrifically broken before. The Famicom outputs at 256x240, the Super Famicom at 512x480, and the Mega Drive at 1280x480. Before, a horizontal overscan mask of 8 would not reduce the Super Famicom or Mega Drive by nearly as much as the Famicom. WIth the new videoCrop() function, the internals of pixel size distortions can be handled by each individual core. ²: furthermore, by taking optional cropping information in videoSize(), games can scale even larger into the viewport window. So for example, before the Super Famicom could only scale to 1536x1440. But by cropping the vertical resolution by 6 (228p effectively, still more than NTSC can even show), I can now scale to 1792x1596. And wiht aspect correction, that becomes a perfect 8:7 ratio of 2048x1596, giving me perfectly crisp pixels without linear interpolation being required. Errata: for some reason, when I save a new managed state with the SFC core, the default description is being set to a string of what looks to be hex numbers. I found the cause ... I'll fix this in the next release. Note: I'd also like to hide the "find codes..." button if cheats.bml isn't present, as well as update the SMP TEST register comment from smp/timing.cpp
2017-07-05 05:44:15 +00:00
}
Update to v101r06 release. byuu says: I reworked the video sizing code. Ended up wasting five fucking hours fighting GTK. When you call `gtk_widget_set_size_request`, it doesn't actually happen then. This is kind of a big deal because when I then go to draw onto the viewport, the actual viewport child window is still the old size, so the image gets distorted. It recovers in a frame or so with emulation, but if we were to put a still image on there, it would stay distorted. The first thought is, `while(gtk_events_pending()) gtk_main_iteration_do(false);` right after the `set_size_request`. But nope, it tells you there's no events pending. So then you think, go deeper, use `XPending()` instead. Same thing, GTK hasn't actually issued the command to Xlib yet. So then you think, if the widget is realized, just call a blocking `gtk_main_iteration`. One call does nothing, two calls results in a deadlock on the second one ... do it before program startup, and the main window will never appear. Great. Oh, and it's not just the viewport. It's also the widget container area of the windows, as well as the window itself, as well as the fullscreen mode toggle effect. They all do this. For the latter three, I couldn't find anything that worked, so I just added 20ms loops of constantly calling `gtk_main_iteration_do(false)` after each one of those things. The downside here is toggling the status bar takes 40ms, so you'll see it and it'll feel a tiny bit sluggish. But I can't have a 20ms wait on each widget resize, that would be catastrophic to performance on windows with lots of widgets. I tried hooking configure-event and size-allocate, but they were very unreliable. So instead I ended up with a loop that waits up to a maximm of 20ms that inspects the `widget->allocation.(width,height)` values directly and waits for them to be what we asked for with `set_size_request`. There was some extreme ugliness in GTK with calling `gtk_main_iteration_do` recursively (`hiro::Widget::setGeometry` is called recursively), so I had to lock it to only happen on the top level widgets (the child ones should get resized while waiting on the top-level ones, so it should be fine in practice), and also only run it on realized widgets. Even still, I'm getting ~3 timeouts when opening the settings dialog in higan, but no other windows. But, this is the best I can do for now. And the reason for all of this pain? Yeah, updated the video code. So the Emulator::Interface now has this:    struct VideoSize { uint width, height; };  //or requiem for a tuple    auto videoSize() -> VideoSize;    auto videoSize(uint width, uint height, bool arc) -> VideoSize; The first function, for now, is just returning the literal surface size. I may remove this ... one thing I want to allow for is cores that send different texture sizes based on interlace/hires/overscan/etc settings. The second function is more interesting. Instead of having the UI trying to figure out sizing, I figure the emulation cores can do a better job and we can customize it per-core now. So it gets the window's width and height, and whether the user asked for aspect correction, and then computes the best width/height ratio possible. For now they're all just doing multiples of a 1x scale to the UI 2x,3x,4x modes. We still need a third function, which will probably be what I repurpose videoSize() for: to return the 'effective' size for pixel shaders, to then feed into ruby, to then feed into quark, to then feed into our shaders. Since shaders use normalized coordinates for pixel fetching, this should work out just fine. The real texture size will be exposed to quark shaders as well, of course. Now for the main window ... it's just hard-coded to be 640x480, 960x720, 1280x960 for now. It works nicely for some cores on some modes, not so much for others. Work in progress I guess. I also took the opportunity to draw the about dialog box logo on the main window. Got a bit fancy and used the old spherical gradient and impose functionality of nall/image on it. Very minor highlight, nothing garish. Just something nicer than a solid black window. If you guys want to mess around with sizes, placements, and gradient styles/colors/shapes ... feel free. If you come up with something nicer, do share. That's what led to all the GTK hell ... the logo wasn't drawing right as you resized the window. But now it is, though I am not at all happy with the hacking I had to do. I also had to improve the video update code as a result of this: - when you unload a game, it blacks out the screen - if you are not quitting the emulator, it'll draw the logo; if you are, it won't - when you load a game, it black out the logo These options prevent any unsightliness from resizing the viewport with image data on it already I need to redraw the logo when toggling fullscreen with no game loaded as well for Windows, it seems.
2016-08-13 13:57:48 +00:00
}
Update to v101r07 release. byuu says: Added VDP sprite rendering. Can't get any games far enough in to see if it actually works. So in other words, it doesn't work at all and is 100% completely broken. Also added 68K exceptions and interrupts. So far only the VDP interrupt is present. It definitely seems to be firing in commercial games, so that's promising. But the implementation is almost certainly completely wrong. There is fuck all of nothing for documentation on how interrupts actually work. I had to find out the interrupt vector numbers from reading the comments from the Sonic the Hedgehog disassembly. I have literally no fucking clue what I0-I2 (3-bit integer priority value in the status register) is supposed to do. I know that Vblank=6, Hblank=4, Ext(gamepad)=2. I know that at reset, SR.I=7. I don't know if I'm supposed to block interrupts when I is >, >=, <, <= to the interrupt level. I don't know what level CPU exceptions are supposed to be. Also implemented VDP regular DMA. No idea if it works correctly since none of the commercial games run far enough to use it. So again, it's horribly broken for usre. Also improved VDP fill mode. But I don't understand how it takes byte-lengths when the bus is 16-bit. The transfer times indicate it's actually transferring at the same speed as the 68K->VDP copy, strongly suggesting it's actually doing 16-bit transfers at a time. In which case, what happens when you set an odd transfer length? Also, both DMA modes can now target VRAM, VSRAM, CRAM. Supposedly there's all kinds of weird shit going on when you target VSRAM, CRAM with VDP fill/copy modes, but whatever. Get to that later. Also implemented a very lazy preliminary wait mechanism to to stall out a processor while another processor exerts control over the bus. This one's going to be a major work in progress. For one, it totally breaks the model I use to do save states with libco. For another, I don't know if a 68K->VDP DMA instantly locks the CPU, or if it the CPU could actually keep running if it was executing out of RAM when it started the DMA transfer from ROM (eg it's a bus busy stall, not a hard chip stall.) That'll greatly change how I handle the waiting. Also, the OSS driver now supports Audio::Latency. Sound should be even lower latency now. On FreeBSD when set to 0ms, it's absolutely incredible. Cannot detect latency whatsoever. The Mario jump sound seems to happen at the very instant I hear my cherry blue keyswitch activate.
2016-08-15 04:56:38 +00:00
Update to v103r10 release. byuu says: Changelog: - tomoko: video scaling options are now resolutions in the configuration file, eg "640x480", "960x720", "1280x960" - tomoko: main window is now always resizable instead of fixed width (also supports maximizing) - tomoko: added support for non-integral scaling in windowed mode - tomoko: made the quick/managed state messaging more consistent - tomoko: hide "Find Codes ..." button from the cheat editor window if the cheat database is not present - tomoko: per-game cheats.bml file now goes into the higan/ subfolder instead of the root folder So the way the new video system works is you have the following options on the video settings panel: Windowed mode: { Aspect correction, Integral scaling, Adaptive } Fullscreen mode: { Aspect correction, Integral scaling } (and one day, hopefully Exclusive will be added here) Whenever you adjust the overscan masking, or you change any of the windowed or fullscreen mode settings, or you choose a different video scale from the main menu, or you load a new game, or you unload a game, or you rotate the display of an emulated system, the resizeViewport logic will be invoked. This logic will remember the last option you chose for video scale, and base the new window size on that value as an upper limit of the new window size. If you are in windowed mode and have adaptive enabled, it will shrink the window to fit the contents of the emulated system's video output. Otherwise, if you are not in integral scaling mode, it will scale the video as large as possible to fit into the video scaled size you have selected. Otherwise, it will perform an integral scale and center the video inside of the viewport. If you are in fullscreen mode, it's much the same, only there is no adaptive mode. A major problem with Xorg is that it's basically impossible to change the resizability attribute of a window post-creation. You can do it, but all kinds of crazy issues start popping up. Like if you toggle fullscreen, then you'll find that the window won't grow past a certain fairly small size that it's already at, and cannot be shrunk. And the multipliers will stop expanding the window as large as they should. And sometimes the UI elements won't be placed in the correct position, or the video will draw over them. It's a big mess. So I have to keep the main window always resizable. Also, note that this is not a limitation of hiro. It's just totally broken in Xorg itself. No amount of fiddling has ever allowed this to work reliably for me on either GTK+ 2 or Qt 4. So what this means is ... the adaptive mode window is also resizable. What happens here is, whenever you drag the corners of the main window to resize it, or toggle the maximize window button, higan will bypass the video scale resizing code and instead act as though the adaptive scaling mode were disabled. So if integral scaling is checked, it'll begin scaling in integral mode. Otherwise, it'll begin scaling in non-integral mode. And because of this flexibility, it no longer made sense for the video scale menu to be a radio box. I know, it sucks to not see what the active selection is anymore, but ... say you set the scale to small, then you accidentally resized the window a little, but want it snapped back to the proper small resolution dimensions. If it were a radio item, you couldn't reselect the same option again, because it's already active and events don't propagate in said case. By turning them into regular menu options, the video scale menu can be used to restore window sizing. Errata: On Windows, the main window blinks a few times on first load. The fix for that is a safeguard in the video settings code, roughly like so ... but note you'd need to make a few other changes for this to work against v103r10:    auto VideoSettings::updateViewport(bool firstRun) -> void {      settings["Video/Overscan/Horizontal"].setValue(horizontalMaskSlider.position());      settings["Video/Overscan/Vertical"].setValue(verticalMaskSlider.position());      settings["Video/Windowed/AspectCorrection"].setValue(windowedModeAspectCorrection.checked());      settings["Video/Windowed/IntegralScaling"].setValue(windowedModeIntegralScaling.checked());      settings["Video/Windowed/AdaptiveSizing"].setValue(windowedModeAdaptiveSizing.checked());      settings["Video/Fullscreen/AspectCorrection"].setValue(fullscreenModeAspectCorrection.checked());      settings["Video/Fullscreen/IntegralScaling"].setValue(fullscreenModeIntegralScaling.checked());      horizontalMaskValue.setText({horizontalMaskSlider.position()});      verticalMaskValue.setText({verticalMaskSlider.position()});      if(!firstRun) presentation->resizeViewport();    } That'll get it down to one blink, as with v103 official. Not sure I can eliminate that one extra blink. I forgot to remove the setResizable toggle on fullscreen mode exit. On Windows, the main window will end up unresizable after toggling fullscreen. I missed that one because like I said, toggling resizability is totally broken on Xorg. You can fix that with the below change:    auto Presentation::toggleFullScreen() -> void {      if(!fullScreen()) {        menuBar.setVisible(false);        statusBar.setVisible(false);      //setResizable(true);        setFullScreen(true);        if(!input->acquired()) input->acquire();      } else {        if(input->acquired()) input->release();        setFullScreen(false);      //setResizable(false);        menuBar.setVisible(true);        statusBar.setVisible(settings["UserInterface/ShowStatusBar"].boolean());      }      resizeViewport();    } Windows is stealing focus on calls to resizeViewport(), so we need to deal with that somehow ... I'm not really concerned about the behavior of shrinking the viewport below the smallest multiplier for a given system. It might make sense to snap it to the window size and forego all other scaling, but honestly ... meh. I don't really care. Nobody sane is going to play like that.
2017-07-07 03:38:46 +00:00
viewport.setGeometry({
(viewportWidth - emulatorWidth) / 2, (viewportHeight - emulatorHeight) / 2,
emulatorWidth, emulatorHeight
});
Update to v101r07 release. byuu says: Added VDP sprite rendering. Can't get any games far enough in to see if it actually works. So in other words, it doesn't work at all and is 100% completely broken. Also added 68K exceptions and interrupts. So far only the VDP interrupt is present. It definitely seems to be firing in commercial games, so that's promising. But the implementation is almost certainly completely wrong. There is fuck all of nothing for documentation on how interrupts actually work. I had to find out the interrupt vector numbers from reading the comments from the Sonic the Hedgehog disassembly. I have literally no fucking clue what I0-I2 (3-bit integer priority value in the status register) is supposed to do. I know that Vblank=6, Hblank=4, Ext(gamepad)=2. I know that at reset, SR.I=7. I don't know if I'm supposed to block interrupts when I is >, >=, <, <= to the interrupt level. I don't know what level CPU exceptions are supposed to be. Also implemented VDP regular DMA. No idea if it works correctly since none of the commercial games run far enough to use it. So again, it's horribly broken for usre. Also improved VDP fill mode. But I don't understand how it takes byte-lengths when the bus is 16-bit. The transfer times indicate it's actually transferring at the same speed as the 68K->VDP copy, strongly suggesting it's actually doing 16-bit transfers at a time. In which case, what happens when you set an odd transfer length? Also, both DMA modes can now target VRAM, VSRAM, CRAM. Supposedly there's all kinds of weird shit going on when you target VSRAM, CRAM with VDP fill/copy modes, but whatever. Get to that later. Also implemented a very lazy preliminary wait mechanism to to stall out a processor while another processor exerts control over the bus. This one's going to be a major work in progress. For one, it totally breaks the model I use to do save states with libco. For another, I don't know if a 68K->VDP DMA instantly locks the CPU, or if it the CPU could actually keep running if it was executing out of RAM when it started the DMA transfer from ROM (eg it's a bus busy stall, not a hard chip stall.) That'll greatly change how I handle the waiting. Also, the OSS driver now supports Audio::Latency. Sound should be even lower latency now. On FreeBSD when set to 0ms, it's absolutely incredible. Cannot detect latency whatsoever. The Mario jump sound seems to happen at the very instant I hear my cherry blue keyswitch activate.
2016-08-15 04:56:38 +00:00
//clear video area again to ensure entire viewport area has been painted in
clearViewport();
Update to v094r12 release. byuu says: Changelog: * added driver selection * added video scale + aspect correction settings * added A/V sync + audio mute settings * added configuration file * fixed compilation bugs under Windows and Linux * fixed window sizing * removed HSU1 * the system menu stays as "System", because "Game Boy Advance" was too long a string for the smallest scale size * some more stuff You guys probably won't be ecstatic about the video sizing options, but it's basically your choice of 1x, 2x or 4x scale with optional aspect correction. 3x was intentionally skipped because it looks horrible on hires SNES games. The window is resized and recentered upon loading games. The window doesn't resize otherwise. I never really liked the way v094 always left you with black screen areas and left you with off-centered window positions. I might go ahead and add the pseudo-fullscreen toggle that will jump into 4x mode (respecting your aspect setting.) Short-term: * add input port changing support * add other input types (mouse-based, etc) * add save states * add cheat codes * add timing configuration (video/audio sync) * add hotkeys (single state) We can probably do a new release once the short-term items are completed. Long-term: * add slotted cart loader (SGB, BSX, ST) * add DIP switch selection window (NSS) * add cheat code database * add state manager * add overscan masking Not planned: * video color adjustments (will allow emulated color vs raw color; but no more sliders) * pixel shaders * ananke integration (will need to make a command-line version to get my games in) * fancy audio adjustment controls (resampler, latency, volume) * input focus settings * relocating game library (not hard, just don't feel like it) * localization support (not enough users) * window geometry memory * anything else not in higan v094
2015-03-03 10:14:49 +00:00
}
auto Presentation::toggleFullScreen() -> void {
Update to v101r06 release. byuu says: I reworked the video sizing code. Ended up wasting five fucking hours fighting GTK. When you call `gtk_widget_set_size_request`, it doesn't actually happen then. This is kind of a big deal because when I then go to draw onto the viewport, the actual viewport child window is still the old size, so the image gets distorted. It recovers in a frame or so with emulation, but if we were to put a still image on there, it would stay distorted. The first thought is, `while(gtk_events_pending()) gtk_main_iteration_do(false);` right after the `set_size_request`. But nope, it tells you there's no events pending. So then you think, go deeper, use `XPending()` instead. Same thing, GTK hasn't actually issued the command to Xlib yet. So then you think, if the widget is realized, just call a blocking `gtk_main_iteration`. One call does nothing, two calls results in a deadlock on the second one ... do it before program startup, and the main window will never appear. Great. Oh, and it's not just the viewport. It's also the widget container area of the windows, as well as the window itself, as well as the fullscreen mode toggle effect. They all do this. For the latter three, I couldn't find anything that worked, so I just added 20ms loops of constantly calling `gtk_main_iteration_do(false)` after each one of those things. The downside here is toggling the status bar takes 40ms, so you'll see it and it'll feel a tiny bit sluggish. But I can't have a 20ms wait on each widget resize, that would be catastrophic to performance on windows with lots of widgets. I tried hooking configure-event and size-allocate, but they were very unreliable. So instead I ended up with a loop that waits up to a maximm of 20ms that inspects the `widget->allocation.(width,height)` values directly and waits for them to be what we asked for with `set_size_request`. There was some extreme ugliness in GTK with calling `gtk_main_iteration_do` recursively (`hiro::Widget::setGeometry` is called recursively), so I had to lock it to only happen on the top level widgets (the child ones should get resized while waiting on the top-level ones, so it should be fine in practice), and also only run it on realized widgets. Even still, I'm getting ~3 timeouts when opening the settings dialog in higan, but no other windows. But, this is the best I can do for now. And the reason for all of this pain? Yeah, updated the video code. So the Emulator::Interface now has this:    struct VideoSize { uint width, height; };  //or requiem for a tuple    auto videoSize() -> VideoSize;    auto videoSize(uint width, uint height, bool arc) -> VideoSize; The first function, for now, is just returning the literal surface size. I may remove this ... one thing I want to allow for is cores that send different texture sizes based on interlace/hires/overscan/etc settings. The second function is more interesting. Instead of having the UI trying to figure out sizing, I figure the emulation cores can do a better job and we can customize it per-core now. So it gets the window's width and height, and whether the user asked for aspect correction, and then computes the best width/height ratio possible. For now they're all just doing multiples of a 1x scale to the UI 2x,3x,4x modes. We still need a third function, which will probably be what I repurpose videoSize() for: to return the 'effective' size for pixel shaders, to then feed into ruby, to then feed into quark, to then feed into our shaders. Since shaders use normalized coordinates for pixel fetching, this should work out just fine. The real texture size will be exposed to quark shaders as well, of course. Now for the main window ... it's just hard-coded to be 640x480, 960x720, 1280x960 for now. It works nicely for some cores on some modes, not so much for others. Work in progress I guess. I also took the opportunity to draw the about dialog box logo on the main window. Got a bit fancy and used the old spherical gradient and impose functionality of nall/image on it. Very minor highlight, nothing garish. Just something nicer than a solid black window. If you guys want to mess around with sizes, placements, and gradient styles/colors/shapes ... feel free. If you come up with something nicer, do share. That's what led to all the GTK hell ... the logo wasn't drawing right as you resized the window. But now it is, though I am not at all happy with the hacking I had to do. I also had to improve the video update code as a result of this: - when you unload a game, it blacks out the screen - if you are not quitting the emulator, it'll draw the logo; if you are, it won't - when you load a game, it black out the logo These options prevent any unsightliness from resizing the viewport with image data on it already I need to redraw the logo when toggling fullscreen with no game loaded as well for Windows, it seems.
2016-08-13 13:57:48 +00:00
if(!fullScreen()) {
statusBar.setVisible(false);
Update to v103r21 release. byuu says: Changelog: - gb: added TAMA emulation [thanks to endrift for the initial notes] - gb: save RTC memory to disk (MBC3 doesn't write to said memory yet; TAMA doesn't emulate it yet) - gb: expect MMM01 boot loader to be at end of ROM instead of start - gb: store MBC2 save RAM as 256-bytes (512x4-bit) instead of 512-bytes (with padding) - gb: major cleanups to every cartridge mapper; moved to Mapper class instead of MMIO class - gb: don't serialize all mapper states with every save state; only serialize the active mapper - gb: serialize RAM even if a battery isn't present¹ - gb/cartridge: removed unnecessary code; refactored other code to eliminate duplication of functions - icarus: improve GB(C) heuristics generation to not include filenames for cartridges without battery backup - icarus: remove incorrect rearrangement of MMM01 ROM data - md/vdp: fix CRAM reads -- fixes Sonic Spinball colors [hex\_usr] - tomoko: hide the main higan window when entering fullscreen exclusive mode; helps with multi-monitor setups - tomoko: destroy ruby drivers before calling Application::quit() [Screwtape] - libco: add settings.h and defines to fiber, ucontext [Screwtape] ¹: this is one of those crystal clear indications that nobody's actually playing the higan DMG/CGB cores, or at least not with save states. This was a major mistake. Note: I can't find any official documentation that `GL_ALPHA_TEST` was removed from OpenGL 3.2. Since it's not hurting anything except showing some warnings in debug mode, I'm just going to leave it there for now.
2017-07-26 12:42:06 +00:00
menuBar.setVisible(false);
setFullScreen(true);
video->setExclusive(settings["Video/Fullscreen/Exclusive"].boolean());
Update to v103r21 release. byuu says: Changelog: - gb: added TAMA emulation [thanks to endrift for the initial notes] - gb: save RTC memory to disk (MBC3 doesn't write to said memory yet; TAMA doesn't emulate it yet) - gb: expect MMM01 boot loader to be at end of ROM instead of start - gb: store MBC2 save RAM as 256-bytes (512x4-bit) instead of 512-bytes (with padding) - gb: major cleanups to every cartridge mapper; moved to Mapper class instead of MMIO class - gb: don't serialize all mapper states with every save state; only serialize the active mapper - gb: serialize RAM even if a battery isn't present¹ - gb/cartridge: removed unnecessary code; refactored other code to eliminate duplication of functions - icarus: improve GB(C) heuristics generation to not include filenames for cartridges without battery backup - icarus: remove incorrect rearrangement of MMM01 ROM data - md/vdp: fix CRAM reads -- fixes Sonic Spinball colors [hex\_usr] - tomoko: hide the main higan window when entering fullscreen exclusive mode; helps with multi-monitor setups - tomoko: destroy ruby drivers before calling Application::quit() [Screwtape] - libco: add settings.h and defines to fiber, ucontext [Screwtape] ¹: this is one of those crystal clear indications that nobody's actually playing the higan DMG/CGB cores, or at least not with save states. This was a major mistake. Note: I can't find any official documentation that `GL_ALPHA_TEST` was removed from OpenGL 3.2. Since it's not hurting anything except showing some warnings in debug mode, I'm just going to leave it there for now.
2017-07-26 12:42:06 +00:00
if(video->exclusive()) setVisible(false);
if(!input->acquired()) input->acquire();
} else {
if(input->acquired()) input->release();
Update to v103r21 release. byuu says: Changelog: - gb: added TAMA emulation [thanks to endrift for the initial notes] - gb: save RTC memory to disk (MBC3 doesn't write to said memory yet; TAMA doesn't emulate it yet) - gb: expect MMM01 boot loader to be at end of ROM instead of start - gb: store MBC2 save RAM as 256-bytes (512x4-bit) instead of 512-bytes (with padding) - gb: major cleanups to every cartridge mapper; moved to Mapper class instead of MMIO class - gb: don't serialize all mapper states with every save state; only serialize the active mapper - gb: serialize RAM even if a battery isn't present¹ - gb/cartridge: removed unnecessary code; refactored other code to eliminate duplication of functions - icarus: improve GB(C) heuristics generation to not include filenames for cartridges without battery backup - icarus: remove incorrect rearrangement of MMM01 ROM data - md/vdp: fix CRAM reads -- fixes Sonic Spinball colors [hex\_usr] - tomoko: hide the main higan window when entering fullscreen exclusive mode; helps with multi-monitor setups - tomoko: destroy ruby drivers before calling Application::quit() [Screwtape] - libco: add settings.h and defines to fiber, ucontext [Screwtape] ¹: this is one of those crystal clear indications that nobody's actually playing the higan DMG/CGB cores, or at least not with save states. This was a major mistake. Note: I can't find any official documentation that `GL_ALPHA_TEST` was removed from OpenGL 3.2. Since it's not hurting anything except showing some warnings in debug mode, I'm just going to leave it there for now.
2017-07-26 12:42:06 +00:00
if(video->exclusive()) setVisible(true);
video->setExclusive(false);
setFullScreen(false);
menuBar.setVisible(true);
statusBar.setVisible(settings["UserInterface/ShowStatusBar"].boolean());
}
resizeViewport();
}
2015-11-08 08:54:42 +00:00
auto Presentation::loadShaders() -> void {
auto pathname = locate("Video Shaders/");
Update to v097 release. byuu says: This release features improvements to all emulation cores, but most substantially for the Game Boy core. All of blargg's test ROMs that pass in gambatte now either pass in higan, or are off by 1-2 clocks (the actual behaviors are fully emulated.) I consider the Game Boy core to now be fairly accurate, but there's still more improvements to be had. Also, what's sure to be a major feature for some: higan now has full support for loading and playing ordinary ROM files, whether they have copier headers, weird extensions, or are inside compressed archives. You can load these games from the command-line, from the main Library menu (via Load ROM Image), or via drag-and-drop on the main higan window. Of course, fans of game folders and the library need not worry: that's still there as well. Also new, you can drop the (uncompressed) Game Boy Advance BIOS onto the higan main window to install it into the correct location with the correct file name. Lastly, this release technically restores Mac OS X support. However, it's still not very stable, so I have decided against releasing binaries at this time. I'd rather not rush this and leave a bad first impression for OS X users. Changelog (since v096): - higan: project source code hierarchy restructured; icarus directly integrated - higan: added software emulation of color-bleed, LCD-refresh, scanlines, interlacing - icarus: you can now load and import ROM files/archives from the main higan menu - NES: fixed manifest parsing for board mirroring and VRC pinouts - SNES: fixed manifest for Star Ocean - SNES: fixed manifest for Rockman X2,X3 - GB: enabling LCD restarts frame - GB: emulated extra OAM STAT IRQ quirk required for GBVideoPlayer (Shonumi) - GB: VBK, BGPI, OBPI are readable - GB: OAM DMA happens inside PPU core instead of CPU core - GB: fixed APU length and sweep operations - GB: emulated wave RAM quirks when accessing while channel is enabled - GB: improved timings of several CPU opcodes (gekkio) - GB: improved timings of OAM DMA refresh (gekkio) - GB: CPU uses open collector logic; return 0xFF for unmapped memory (gekkio) - GBA: fixed sequencer enable flags; fixes audio in Zelda - Minish Cap (Jonas Quinn) - GBA: fixed disassembler masking error (Lioncash) - hiro: Cocoa support added; higan can now be compiled on Mac OS X 10.7+ - nall: improved program path detection on Windows - higan/Windows: moved configuration data from %appdata% to %localappdata% - higan/Linux,BSD: moved configuration data from ~/.config/higan to ~/.local/higan
2016-01-17 08:59:25 +00:00
if(settings["Video/Driver"].text() == "OpenGL") {
for(auto shader : directory::folders(pathname, "*.shader")) {
if(videoShaders.objectCount() == 2) videoShaderMenu.append(MenuSeparator());
MenuRadioItem item{&videoShaderMenu};
item.setText(string{shader}.trimRight(".shader/", 1L)).onActivate([=] {
Update to v097 release. byuu says: This release features improvements to all emulation cores, but most substantially for the Game Boy core. All of blargg's test ROMs that pass in gambatte now either pass in higan, or are off by 1-2 clocks (the actual behaviors are fully emulated.) I consider the Game Boy core to now be fairly accurate, but there's still more improvements to be had. Also, what's sure to be a major feature for some: higan now has full support for loading and playing ordinary ROM files, whether they have copier headers, weird extensions, or are inside compressed archives. You can load these games from the command-line, from the main Library menu (via Load ROM Image), or via drag-and-drop on the main higan window. Of course, fans of game folders and the library need not worry: that's still there as well. Also new, you can drop the (uncompressed) Game Boy Advance BIOS onto the higan main window to install it into the correct location with the correct file name. Lastly, this release technically restores Mac OS X support. However, it's still not very stable, so I have decided against releasing binaries at this time. I'd rather not rush this and leave a bad first impression for OS X users. Changelog (since v096): - higan: project source code hierarchy restructured; icarus directly integrated - higan: added software emulation of color-bleed, LCD-refresh, scanlines, interlacing - icarus: you can now load and import ROM files/archives from the main higan menu - NES: fixed manifest parsing for board mirroring and VRC pinouts - SNES: fixed manifest for Star Ocean - SNES: fixed manifest for Rockman X2,X3 - GB: enabling LCD restarts frame - GB: emulated extra OAM STAT IRQ quirk required for GBVideoPlayer (Shonumi) - GB: VBK, BGPI, OBPI are readable - GB: OAM DMA happens inside PPU core instead of CPU core - GB: fixed APU length and sweep operations - GB: emulated wave RAM quirks when accessing while channel is enabled - GB: improved timings of several CPU opcodes (gekkio) - GB: improved timings of OAM DMA refresh (gekkio) - GB: CPU uses open collector logic; return 0xFF for unmapped memory (gekkio) - GBA: fixed sequencer enable flags; fixes audio in Zelda - Minish Cap (Jonas Quinn) - GBA: fixed disassembler masking error (Lioncash) - hiro: Cocoa support added; higan can now be compiled on Mac OS X 10.7+ - nall: improved program path detection on Windows - higan/Windows: moved configuration data from %appdata% to %localappdata% - higan/Linux,BSD: moved configuration data from ~/.config/higan to ~/.local/higan
2016-01-17 08:59:25 +00:00
settings["Video/Shader"].setValue({pathname, shader});
program->updateVideoShader();
});
videoShaders.append(item);
}
2015-11-08 08:54:42 +00:00
}
Update to v097 release. byuu says: This release features improvements to all emulation cores, but most substantially for the Game Boy core. All of blargg's test ROMs that pass in gambatte now either pass in higan, or are off by 1-2 clocks (the actual behaviors are fully emulated.) I consider the Game Boy core to now be fairly accurate, but there's still more improvements to be had. Also, what's sure to be a major feature for some: higan now has full support for loading and playing ordinary ROM files, whether they have copier headers, weird extensions, or are inside compressed archives. You can load these games from the command-line, from the main Library menu (via Load ROM Image), or via drag-and-drop on the main higan window. Of course, fans of game folders and the library need not worry: that's still there as well. Also new, you can drop the (uncompressed) Game Boy Advance BIOS onto the higan main window to install it into the correct location with the correct file name. Lastly, this release technically restores Mac OS X support. However, it's still not very stable, so I have decided against releasing binaries at this time. I'd rather not rush this and leave a bad first impression for OS X users. Changelog (since v096): - higan: project source code hierarchy restructured; icarus directly integrated - higan: added software emulation of color-bleed, LCD-refresh, scanlines, interlacing - icarus: you can now load and import ROM files/archives from the main higan menu - NES: fixed manifest parsing for board mirroring and VRC pinouts - SNES: fixed manifest for Star Ocean - SNES: fixed manifest for Rockman X2,X3 - GB: enabling LCD restarts frame - GB: emulated extra OAM STAT IRQ quirk required for GBVideoPlayer (Shonumi) - GB: VBK, BGPI, OBPI are readable - GB: OAM DMA happens inside PPU core instead of CPU core - GB: fixed APU length and sweep operations - GB: emulated wave RAM quirks when accessing while channel is enabled - GB: improved timings of several CPU opcodes (gekkio) - GB: improved timings of OAM DMA refresh (gekkio) - GB: CPU uses open collector logic; return 0xFF for unmapped memory (gekkio) - GBA: fixed sequencer enable flags; fixes audio in Zelda - Minish Cap (Jonas Quinn) - GBA: fixed disassembler masking error (Lioncash) - hiro: Cocoa support added; higan can now be compiled on Mac OS X 10.7+ - nall: improved program path detection on Windows - higan/Windows: moved configuration data from %appdata% to %localappdata% - higan/Linux,BSD: moved configuration data from ~/.config/higan to ~/.local/higan
2016-01-17 08:59:25 +00:00
if(settings["Video/Shader"].text() == "None") videoShaderNone.setChecked();
if(settings["Video/Shader"].text() == "Blur") videoShaderBlur.setChecked();
for(auto radioItem : videoShaders.objects<MenuRadioItem>()) {
if(settings["Video/Shader"].text() == string{pathname, radioItem.text(), ".shader/"}) {
radioItem.setChecked();
2015-11-08 08:54:42 +00:00
}
}
}