2017-01-13 01:15:45 +00:00
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struct Program : Emulator::Platform {
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2015-02-28 01:51:53 +00:00
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//program.cpp
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2018-07-25 12:24:03 +00:00
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Program(vector<string> arguments);
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2015-02-28 01:51:53 +00:00
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auto main() -> void;
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2015-03-02 09:13:28 +00:00
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auto quit() -> void;
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2015-02-28 01:51:53 +00:00
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2018-07-08 04:58:27 +00:00
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//platform.cpp
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2016-06-20 11:00:32 +00:00
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auto path(uint id) -> string override;
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auto open(uint id, string name, vfs::file::mode mode, bool required) -> vfs::shared::file override;
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2018-07-25 12:24:03 +00:00
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auto load(uint id, string name, string type, vector<string> options = {}) -> Emulator::Platform::Load override;
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auto videoRefresh(uint display, const uint32* data, uint pitch, uint width, uint height) -> void override;
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2016-06-01 11:23:22 +00:00
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auto audioSample(const double* samples, uint channels) -> void override;
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2015-12-21 09:16:47 +00:00
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auto inputPoll(uint port, uint device, uint input) -> int16 override;
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auto inputRumble(uint port, uint device, uint input, bool enable) -> void override;
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Update to v099r14 release.
byuu says:
Changelog:
- (u)int(max,ptr) abbreviations removed; use _t suffix now [didn't feel
like they were contributing enough to be worth it]
- cleaned up nall::integer,natural,real functionality
- toInteger, toNatural, toReal for parsing strings to numbers
- fromInteger, fromNatural, fromReal for creating strings from numbers
- (string,Markup::Node,SQL-based-classes)::(integer,natural,real)
left unchanged
- template<typename T> numeral(T value, long padding, char padchar)
-> string for print() formatting
- deduces integer,natural,real based on T ... cast the value if you
want to override
- there still exists binary,octal,hex,pointer for explicit print()
formatting
- lstring -> string_vector [but using lstring = string_vector; is
declared]
- would be nice to remove the using lstring eventually ... but that'd
probably require 10,000 lines of changes >_>
- format -> string_format [no using here; format was too ambiguous]
- using integer = Integer<sizeof(int)*8>; and using natural =
Natural<sizeof(uint)*8>; declared
- for consistency with boolean. These three are meant for creating
zero-initialized values implicitly (various uses)
- R65816::io() -> idle() and SPC700::io() -> idle() [more clear; frees
up struct IO {} io; naming]
- SFC CPU, PPU, SMP use struct IO {} io; over struct (Status,Registers) {}
(status,registers); now
- still some CPU::Status status values ... they didn't really fit into
IO functionality ... will have to think about this more
- SFC CPU, PPU, SMP now use step() exclusively instead of addClocks()
calling into step()
- SFC CPU joypad1_bits, joypad2_bits were unused; killed them
- SFC PPU CGRAM moved into PPU::Screen; since nothing else uses it
- SFC PPU OAM moved into PPU::Object; since nothing else uses it
- the raw uint8[544] array is gone. OAM::read() constructs values from
the OAM::Object[512] table now
- this avoids having to determine how we want to sub-divide the two
OAM memory sections
- this also eliminates the OAM::synchronize() functionality
- probably more I'm forgetting
The FPS fluctuations are driving me insane. This WIP went from 128fps to
137fps. Settled on 133.5fps for the final build. But nothing I changed
should have affected performance at all. This level of fluctuation makes
it damn near impossible to know whether I'm speeding things up or slowing
things down with changes.
2016-07-01 11:50:32 +00:00
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auto dipSettings(Markup::Node node) -> uint override;
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2015-02-28 01:51:53 +00:00
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auto notify(string text) -> void override;
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2018-07-24 13:41:41 +00:00
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//game.cpp
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auto load() -> void;
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auto load(Emulator::Interface& interface) -> void;
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auto unload() -> void;
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2015-02-28 01:51:53 +00:00
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2015-04-13 11:16:33 +00:00
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//state.cpp
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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
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auto stateName(uint slot, bool managed = false) -> string;
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auto loadState(uint slot, bool managed = false) -> bool;
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auto saveState(uint slot, bool managed = false) -> bool;
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2015-04-13 11:16:33 +00:00
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Update to v094r13 release.
byuu says:
This version polishes up the input dialogue (reset, erase, disable
button when item not focused, split device ID from mapping name), adds
color emulation toggle, and add dummy menu items for remaining features
(to be filled in later.)
Also, it now compiles cleanly on Windows with GTK.
I didn't test with TDM-GCC-32, because for god knows what reason, the
32-bit version ships with headers from Windows 95 OSR2 only. So I built
with TDM-GCC-64 with arch=x86.
And uh, apparently, moving or resizing a window causes a Visual C++
runtime exception in the GTK+ DLLs. This doesn't happen with trance or
renshuu built with TDM-GCC-32. So, yeah, like I said, don't use -m32.
2015-03-07 10:21:47 +00:00
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//utility.cpp
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Update to v104r06 release.
byuu says:
Changelog:
- gba,ws: removed Thread::step() override¹
- processor/m68k: move.b (a7)+ and move.b (a7)- adjust a7 by two, not
by one²
- tomoko: created new initialize(Video,Audio,Input)Driver() functions³
- ruby/audio: split Audio::information into
Audio::available(Devices,Frequencies,Latencies,Channels)³
- ws: added Model::(WonderSwan,WonderSwanColor,SwanCrystal)()
functions for consistency with other cores
¹: this should hopefully fix GBA Pokemon Pinball. Thanks to
SuperMikeMan for pointing out the underlying cause.
²: this fixes A Ressaha de Ikou, Mega Bomberman, and probably more
games.
³: this is the big change: so there was a problem with WASAPI where
you might change your device under the audio settings panel. And your
new device may not support the frequency that your old device used. This
would end up not updating the frequency, and the pitch would be
distorted.
The old Audio::information() couldn't tell you what frequencies,
latencies, or channels were available for all devices simultaneously, so
I had to split them up. The new initializeAudioDriver() function
validates you have a correct driver, or it defaults to none. Then it
validates a correct device name, or it defaults to the first entry in
the list. Then it validates a correct frequency, or defaults to the
first in the list. Then finally it validates a correct latency, or
defaults to the first in the list.
In this way ... we have a clear path now with no API changes required to
select default devices, frequencies, latencies, channel counts: they
need to be the first items in their respective lists.
So, what we need to do now is go through and for every audio driver that
enumerates devices, we need to make sure the default device gets added
to the top of the list. I'm ... not really sure how to do this with most
drivers, so this is definitely going to take some time.
Also, when you change a device, initializeAudioDriver() is called again,
so if it's a bad device, it will disable the audio driver instead of
continuing to send samples at it and hoping that the driver blocked
those API calls when it failed to initialize properly.
Now then ... since it was a decently-sized API change, it's possible
I've broken compilation of the Linux drivers, so please report any
compilation errors so that I can fix them.
2017-08-26 01:15:49 +00:00
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auto initializeVideoDriver() -> void;
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auto initializeAudioDriver() -> void;
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auto initializeInputDriver() -> void;
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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
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auto softReset() -> void;
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2015-04-21 11:51:57 +00:00
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auto powerCycle() -> void;
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2017-12-26 21:11:03 +00:00
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auto togglePause() -> void;
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2017-06-08 14:05:48 +00:00
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auto rotateDisplay() -> void;
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2015-04-13 11:16:33 +00:00
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auto showMessage(const string& text) -> void;
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auto updateStatusText() -> void;
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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
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auto updateVideoPalette() -> void;
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2016-01-15 10:28:51 +00:00
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auto updateVideoShader() -> void;
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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
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auto updateAudioDriver() -> void;
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auto updateAudioEffects() -> void;
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Update to v103r13 release.
byuu says:
Changelog:
- gb/interface: fix Game Boy Color extension to be "gbc" and not "gb"
[hex\_usr]
- ms/interface: move Master System hardware controls below controller
ports
- sfc/ppu: improve latching behavior of BGnHOFS registers (not
hardware verified) [AWJ]
- tomoko/input: rework port/device mapping to support non-sequential
ports and devices¹
- todo: should add move() to inputDevice.mappings.append and
inputPort.devices.append
- note: there's a weird GCC 4.9 bug with brace initialization of
InputEmulator; have to assign each field separately
- tomoko: all windows sans the main presentation window can be
dismissed with the escape key
- icarus: the single file selection dialog ("Load ROM Image...") can
be dismissed with the escape key
- tomoko: do not pause emulation when FocusLoss/Pause is set during
exclusive fullscreen mode
- hiro/(windows,gtk,qt): implemented Window::setDismissable() function
(missing from cocoa port, sorry)
- nall/string: fixed printing of largest possible negative numbers (eg
`INT_MIN`) [Sintendo]
- only took eight months! :D
¹: When I tried to move the Master System hardware port below the
controller ports, I ran into a world of pain.
The input settings list expects every item in the
`InputEmulator<InputPort<InputDevice<InputMapping>>>>` arrays to be
populated with valid results. But these would be sparsely populated
based on the port and device IDs from inside higan. And that is done so
that the Interface::inputPoll can have O(1) lookup of ports and devices.
This worked because all the port and device IDs were sequential (they
left no gaps in the maps upon creating the lists.)
Unfortunately by changing the expectation of port ID to how it appears
in the list, inputs would not poll correctly. By leaving them alone and
just moving Hardware to the third position, the Game Gear would be
missing port IDs of 0 and 1 (the controller ports of the Master System).
Even by trying to make separate MasterSystemHardware and
GameGearHardware ports, things still fractured when the devices were no
longer contigious.
I got pretty sick of this and just decided to give up on O(1)
port/device lookup, and moved to O(n) lookup. It only knocked the
framerate down by maybe one frame per second, enough to be in the margin
of error. Inputs aren't polled *that* often for loops that usually
terminate after 1-2 cycles to be too detrimental to performance.
So the new input system now allows non-sequential port and device IDs.
Remember that I killed input IDs a while back. There's never any reason
for those to need IDs ... it was easier to just order the inputs in the
order you want to see them in the user interface. So the input lookup is
still O(1). Only now, everything's safer and I return a
maybe<InputMapping&>, and won't crash out the program trying to use a
mapping that isn't found for some reason.
Errata: the escape key isn't working on the browser/message dialogs on
Windows, because of course nothing can ever just be easy and work for
me. If anyone else wouldn't mind looking into that, I'd greatly
appreciate it.
Having the `WM_KEYDOWN` test inside the main `Application_sharedProc`, it
seems to not respond to the escape key on modal dialogs. If I put the
`WM_KEYDOWN` test in the main window proc, then it doesn't seem to get
called for `VK_ESCAPE` at all, and doesn't get called period for modal
windows. So I'm at a loss and it's past 4AM here >_>
2017-07-12 08:24:27 +00:00
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auto focused() -> bool;
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Update to v094r13 release.
byuu says:
This version polishes up the input dialogue (reset, erase, disable
button when item not focused, split device ID from mapping name), adds
color emulation toggle, and add dummy menu items for remaining features
(to be filled in later.)
Also, it now compiles cleanly on Windows with GTK.
I didn't test with TDM-GCC-32, because for god knows what reason, the
32-bit version ships with headers from Windows 95 OSR2 only. So I built
with TDM-GCC-64 with arch=x86.
And uh, apparently, moving or resizing a window causes a Visual C++
runtime exception in the GTK+ DLLs. This doesn't happen with trance or
renshuu built with TDM-GCC-32. So, yeah, like I said, don't use -m32.
2015-03-07 10:21:47 +00:00
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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
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bool hasQuit = false;
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2015-04-21 11:51:57 +00:00
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bool pause = false;
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2015-02-28 01:51:53 +00:00
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vector<Emulator::Interface*> emulators;
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2015-04-13 11:16:33 +00:00
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2018-07-24 13:41:41 +00:00
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vector<string> gameQueue; //for command-line and drag-and-drop loading
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vector<string> gamePaths; //for keeping track of loaded folder locations
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2015-04-13 11:16:33 +00:00
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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
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time_t autoSaveTime = 0; //for automatically saving RAM periodically
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2015-04-13 11:16:33 +00:00
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string statusText;
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string statusMessage;
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time_t statusTime = 0;
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2015-02-28 01:51:53 +00:00
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};
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Update to v097r02 release.
byuu says:
Note: balanced/performance profiles still broken, sorry.
Changelog:
- added nall/GNUmakefile unique() function; used on linking phase of
higan
- added nall/unique_pointer
- target-tomoko and {System}::Video updated to use
unique_pointer<ClassName> instead of ClassName* [1]
- locate() updated to search multiple paths [2]
- GB: pass gekkio's if_ie_registers and boot_hwio-G test ROMs
- FC, GB, GBA: merge video/ into the PPU cores
- ruby: fixed ~AudioXAudio2() typo
[1] I expected this to cause new crashes on exit due to changing the
order of destruction of objects (and deleting things that weren't
deleted before), but ... so far, so good. I guess we'll see what crops
up, especially on OS X (which is already crashing for unknown reasons on
exit.)
[2] right now, the search paths are: programpath(), {configpath(),
"higan/"}, {localpath(), "higan/"}; but we can add as many more as we
want, and we can also add platform-specific versions.
2016-01-25 11:27:18 +00:00
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extern unique_pointer<Program> program;
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