bsnes/hiro/cocoa/window.cpp

419 lines
12 KiB
C++
Raw Normal View History

#if defined(Hiro_Window)
@implementation CocoaWindow : NSWindow
-(id) initWith:(hiro::mWindow&)windowReference {
window = &windowReference;
NSUInteger style = NSTitledWindowMask | NSClosableWindowMask | NSMiniaturizableWindowMask;
if(window->state.resizable) style |= NSResizableWindowMask;
if(self = [super initWithContentRect:NSMakeRect(0, 0, 640, 480) styleMask:style backing:NSBackingStoreBuffered defer:YES]) {
[self setDelegate:self];
[self setReleasedWhenClosed:NO];
[self setAcceptsMouseMovedEvents:YES];
[self setTitle:@""];
NSBundle* bundle = [NSBundle mainBundle];
NSDictionary* dictionary = [bundle infoDictionary];
NSString* applicationName = [dictionary objectForKey:@"CFBundleDisplayName"];
if(applicationName == nil) applicationName = [NSString stringWithUTF8String:hiro::Application::state.name];
menuBar = [[NSMenu alloc] init];
NSMenuItem* item;
string text;
rootMenu = [[NSMenu alloc] init];
item = [[[NSMenuItem alloc] initWithTitle:@"" action:nil keyEquivalent:@""] autorelease];
[item setSubmenu:rootMenu];
[menuBar addItem:item];
item = [[[NSMenuItem alloc] initWithTitle:[NSString stringWithFormat:@"About %@ ...", applicationName] action:@selector(menuAbout) keyEquivalent:@""] autorelease];
[item setTarget:self];
[rootMenu addItem:item];
[rootMenu addItem:[NSMenuItem separatorItem]];
item = [[[NSMenuItem alloc] initWithTitle:@"Preferences ..." action:@selector(menuPreferences) keyEquivalent:@""] autorelease];
[item setTarget:self];
[rootMenu addItem:item];
Update to v100 release. byuu says: higan has finally reached v100! I feel it's important to stress right away that this is not "version 1.00", nor is it a major milestone release. Rather than arbitrary version numbers, all of my software simply bumps version numbers by one for each official release. As such, higan v100 is simply higan's 100th release. That said, the primary focus of this release has been code clean-ups. These are always somewhat dangerous in that regressions are possible. We've tested through sixteen WIP revisions, one of which was open to the public, to try and minimize any regressions. But all the same, please report any regressions if you discover any. Changelog (since v099): FC: render during pixels 1-256 instead of 0-255 [hex_usr] FC: rewrote controller emulation code SFC: 8% speedup over the previous release thanks to PPU optimizations SFC: fixed nasty DB address wrapping regression from v099 SFC: USART developer controller removed; superseded by 21fx SFC: Super Multitap option removed from controller port 1; ports renamed 2-5 SFC: hidden option to experiment with 128KB VRAM (strictly for novelty) higan: audio volume no longer divided by number of audio streams higan: updated controller polling code to fix possible future mapping issues higan: replaced nall/stream with nall/vfs for file-loading subsystem tomoko: can now load multi-slotted games via command-line tomoko: synchronize video removed from UI; still available in the settings file tomoko, icarus: can navigate to root drive selection on Windows all: major code cleanups and refactoring (~1MB diff against v099) Note 1: the audio volume change means that SGB and MSU1 games won't lose half the volume on the SNES sounds anymore. However, if one goes overboard and drives the sound all the way to max volume with the MSU1, clamping may occur. The obvious solution is not to drive volume that high (it will vastly overpower the SNES audio, which usually never exceeds 25% volume.) Another option is to lower the volume in the audio settings panel to 50%. In general, neither is likely to ever be necessary. Note 2: the synchronize video option was hidden from the UI because it is no longer useful. With the advent of compositors, the loss of the complicated timing settings panel, support for the WonderSwan and its 75hz display, the need to emulate variable refresh rate behaviors in the Game Boy, the unfortunate latency spike and audio distortion caused by long Vsync pauses, and the arrival of adaptive sync technology ... it no longer makes sense to present this option. However, as stated, you can edit settings.bml to enable this option anyway if you insist and understand the aforementioned risks. Changelog (since v099r16 open beta): - fixed MSU1 audio sign extension - fixed compilation with SGB support disabled - icarus can now navigate to root directory - fixed compilation issues with OS X port - (hopefully) fixed label height issue with hiro that affected icarus import dialog - (mostly) fixed BS Memory, Sufami Turbo slot loading Errata: - forgot to remove the " - Slot A", " - Slot B" suffixes for Sufami Turbo slot loading - this means you have to navigate up one folder and then into Sufami Turbo/ to load games for this system - moving WonderSwan orientation controls to the device slot is causing some nastiness - can now select orientation from the main menu, but it doesn't rotate the display
2016-07-08 12:04:32 +00:00
string result = nall::execute("defaults", "read", "/Library/Preferences/com.apple.security", "GKAutoRearm").output.strip();
if(result != "0") {
disableGatekeeperAutoRearm = [[[NSMenuItem alloc] initWithTitle:@"Disable Gatekeeper Auto-Rearm" action:@selector(menuDisableGatekeeperAutoRearm) keyEquivalent:@""] autorelease];
[disableGatekeeperAutoRearm setTarget:self];
[rootMenu addItem:disableGatekeeperAutoRearm];
}
[rootMenu addItem:[NSMenuItem separatorItem]];
NSMenu* servicesMenu = [[[NSMenu alloc] initWithTitle:@"Services"] autorelease];
item = [[[NSMenuItem alloc] initWithTitle:@"Services" action:nil keyEquivalent:@""] autorelease];
[item setTarget:self];
[item setSubmenu:servicesMenu];
[rootMenu addItem:item];
[rootMenu addItem:[NSMenuItem separatorItem]];
[NSApp setServicesMenu:servicesMenu];
item = [[[NSMenuItem alloc] initWithTitle:[NSString stringWithFormat:@"Hide %@", applicationName] action:@selector(hide:) keyEquivalent:@""] autorelease];
[item setTarget:NSApp];
[rootMenu addItem:item];
item = [[[NSMenuItem alloc] initWithTitle:@"Hide Others" action:@selector(hideOtherApplications:) keyEquivalent:@""] autorelease];
[item setTarget:NSApp];
[rootMenu addItem:item];
item = [[[NSMenuItem alloc] initWithTitle:@"Show All" action:@selector(unhideAllApplications:) keyEquivalent:@""] autorelease];
[item setTarget:NSApp];
[rootMenu addItem:item];
[rootMenu addItem:[NSMenuItem separatorItem]];
item = [[[NSMenuItem alloc] initWithTitle:[NSString stringWithFormat:@"Quit %@", applicationName] action:@selector(menuQuit) keyEquivalent:@""] autorelease];
[item setTarget:self];
[rootMenu addItem:item];
statusBar = [[NSTextField alloc] initWithFrame:NSMakeRect(0, 0, 0, 0)];
[statusBar setAlignment:NSLeftTextAlignment];
[statusBar setBordered:YES];
[statusBar setBezeled:YES];
[statusBar setBezelStyle:NSTextFieldSquareBezel];
[statusBar setEditable:NO];
[statusBar setHidden:YES];
[[self contentView] addSubview:statusBar positioned:NSWindowBelow relativeTo:nil];
}
return self;
}
-(BOOL) canBecomeKeyWindow {
return YES;
}
-(BOOL) canBecomeMainWindow {
return YES;
}
-(void) windowDidBecomeMain:(NSNotification*)notification {
if(window->state.menuBar) {
[NSApp setMainMenu:menuBar];
}
}
-(void) windowDidMove:(NSNotification*)notification {
if(auto p = window->self()) p->moveEvent();
}
-(void) windowDidResize:(NSNotification*)notification {
if(auto p = window->self()) p->sizeEvent();
}
-(BOOL) windowShouldClose:(id)sender {
if(window->state.onClose) window->doClose();
else window->setVisible(false);
if(window->state.modal && !window->visible()) window->setModal(false);
return NO;
}
-(NSDragOperation) draggingEntered:(id<NSDraggingInfo>)sender {
return DropPathsOperation(sender);
}
-(BOOL) performDragOperation:(id<NSDraggingInfo>)sender {
auto paths = DropPaths(sender);
if(!paths) return NO;
window->doDrop(paths);
return YES;
}
-(NSMenu*) menuBar {
return menuBar;
}
-(void) menuAbout {
hiro::Application::Cocoa::doAbout();
}
-(void) menuPreferences {
hiro::Application::Cocoa::doPreferences();
}
-(void) menuDisableGatekeeperAutoRearm {
NSAlert* alert = [[[NSAlert alloc] init] autorelease];
[alert setMessageText:@"Disable Gatekeeper Auto-Rearm"];
nall::execute("sudo", "defaults", "write", "/Library/Preferences/com.apple.security", "GKAutoRearm", "-bool", "NO");
Update to v100 release. byuu says: higan has finally reached v100! I feel it's important to stress right away that this is not "version 1.00", nor is it a major milestone release. Rather than arbitrary version numbers, all of my software simply bumps version numbers by one for each official release. As such, higan v100 is simply higan's 100th release. That said, the primary focus of this release has been code clean-ups. These are always somewhat dangerous in that regressions are possible. We've tested through sixteen WIP revisions, one of which was open to the public, to try and minimize any regressions. But all the same, please report any regressions if you discover any. Changelog (since v099): FC: render during pixels 1-256 instead of 0-255 [hex_usr] FC: rewrote controller emulation code SFC: 8% speedup over the previous release thanks to PPU optimizations SFC: fixed nasty DB address wrapping regression from v099 SFC: USART developer controller removed; superseded by 21fx SFC: Super Multitap option removed from controller port 1; ports renamed 2-5 SFC: hidden option to experiment with 128KB VRAM (strictly for novelty) higan: audio volume no longer divided by number of audio streams higan: updated controller polling code to fix possible future mapping issues higan: replaced nall/stream with nall/vfs for file-loading subsystem tomoko: can now load multi-slotted games via command-line tomoko: synchronize video removed from UI; still available in the settings file tomoko, icarus: can navigate to root drive selection on Windows all: major code cleanups and refactoring (~1MB diff against v099) Note 1: the audio volume change means that SGB and MSU1 games won't lose half the volume on the SNES sounds anymore. However, if one goes overboard and drives the sound all the way to max volume with the MSU1, clamping may occur. The obvious solution is not to drive volume that high (it will vastly overpower the SNES audio, which usually never exceeds 25% volume.) Another option is to lower the volume in the audio settings panel to 50%. In general, neither is likely to ever be necessary. Note 2: the synchronize video option was hidden from the UI because it is no longer useful. With the advent of compositors, the loss of the complicated timing settings panel, support for the WonderSwan and its 75hz display, the need to emulate variable refresh rate behaviors in the Game Boy, the unfortunate latency spike and audio distortion caused by long Vsync pauses, and the arrival of adaptive sync technology ... it no longer makes sense to present this option. However, as stated, you can edit settings.bml to enable this option anyway if you insist and understand the aforementioned risks. Changelog (since v099r16 open beta): - fixed MSU1 audio sign extension - fixed compilation with SGB support disabled - icarus can now navigate to root directory - fixed compilation issues with OS X port - (hopefully) fixed label height issue with hiro that affected icarus import dialog - (mostly) fixed BS Memory, Sufami Turbo slot loading Errata: - forgot to remove the " - Slot A", " - Slot B" suffixes for Sufami Turbo slot loading - this means you have to navigate up one folder and then into Sufami Turbo/ to load games for this system - moving WonderSwan orientation controls to the device slot is causing some nastiness - can now select orientation from the main menu, but it doesn't rotate the display
2016-07-08 12:04:32 +00:00
if(nall::execute("defaults", "read", "/Library/Preferences/com.apple.security", "GKAutoRearm").output.strip() == "0") {
[alert setAlertStyle:NSInformationalAlertStyle];
[alert setInformativeText:@"Gatekeeper's automatic 30-day rearm behavior has been disabled successfully."];
[disableGatekeeperAutoRearm setHidden:YES];
} else {
[alert setAlertStyle:NSWarningAlertStyle];
[alert setInformativeText:@"Error: failed to disable Gatekeeper's automatic rearm behavior."];
}
[alert addButtonWithTitle:@"Ok"];
[alert runModal];
}
-(void) menuQuit {
hiro::Application::Cocoa::doQuit();
}
-(NSTextField*) statusBar {
return statusBar;
}
@end
namespace hiro {
auto pWindow::construct() -> void {
@autoreleasepool {
cocoaWindow = [[CocoaWindow alloc] initWith:self()];
static bool once = true;
if(once) {
once = false;
[NSApp setMainMenu:[cocoaWindow menuBar]];
}
}
}
auto pWindow::destruct() -> void {
@autoreleasepool {
[cocoaWindow release];
}
}
auto pWindow::append(sLayout layout) -> void {
layout->setGeometry(self().geometry().setPosition(0, 0));
statusBarReposition();
}
auto pWindow::append(sMenuBar menuBar) -> void {
}
auto pWindow::append(sStatusBar statusBar) -> void {
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
statusBar->setEnabled(statusBar->enabled(true));
statusBar->setFont(statusBar->font(true));
statusBar->setText(statusBar->text());
statusBar->setVisible(statusBar->visible(true));
}
auto pWindow::focused() const -> bool {
@autoreleasepool {
return [cocoaWindow isMainWindow] == YES;
}
}
auto pWindow::frameMargin() const -> Geometry {
@autoreleasepool {
NSRect frame = [cocoaWindow frameRectForContentRect:NSMakeRect(0, 0, 640, 480)];
return {abs(frame.origin.x), (int)(frame.size.height - 480), (int)(frame.size.width - 640), abs(frame.origin.y)};
}
}
auto pWindow::remove(sLayout layout) -> void {
@autoreleasepool {
[[cocoaWindow contentView] setNeedsDisplay:YES];
}
}
auto pWindow::remove(sMenuBar menuBar) -> void {
}
auto pWindow::remove(sStatusBar statusBar) -> void {
@autoreleasepool {
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
[[cocoaWindow statusBar] setHidden:YES];
}
}
auto pWindow::setBackgroundColor(Color color) -> void {
@autoreleasepool {
[cocoaWindow
setBackgroundColor:[NSColor
colorWithCalibratedRed:color.red() / 255.0
green:color.green() / 255.0
blue:color.blue() / 255.0
alpha:color.alpha() / 255.0
]
];
}
}
auto pWindow::setDroppable(bool droppable) -> void {
@autoreleasepool {
if(droppable) {
[cocoaWindow registerForDraggedTypes:[NSArray arrayWithObject:NSFilenamesPboardType]];
} else {
[cocoaWindow unregisterDraggedTypes];
}
}
}
auto pWindow::setFocused() -> void {
@autoreleasepool {
[cocoaWindow makeKeyAndOrderFront:nil];
}
}
auto pWindow::setFullScreen(bool fullScreen) -> void {
@autoreleasepool {
if(fullScreen) {
windowedGeometry = state().geometry;
[NSApp setPresentationOptions:NSApplicationPresentationFullScreen];
[cocoaWindow setCollectionBehavior:NSWindowCollectionBehaviorFullScreenPrimary];
[cocoaWindow toggleFullScreen:nil];
state().geometry = _geometry();
} else {
[cocoaWindow toggleFullScreen:nil];
[cocoaWindow setCollectionBehavior:NSWindowCollectionBehaviorDefault];
[NSApp setPresentationOptions:NSApplicationPresentationDefault];
state().geometry = windowedGeometry;
}
}
}
auto pWindow::setGeometry(Geometry geometry) -> void {
lock();
@autoreleasepool {
[cocoaWindow
setFrame:[cocoaWindow
frameRectForContentRect:NSMakeRect(
geometry.x(), Desktop::size().height() - geometry.y() - geometry.height(),
geometry.width(), geometry.height() + statusBarHeight()
)
]
display:YES
];
if(auto& layout = state().layout) {
layout->setGeometry(self().geometry().setPosition(0, 0));
}
statusBarReposition();
}
unlock();
}
auto pWindow::setModal(bool modal) -> void {
@autoreleasepool {
if(modal == true) {
[NSApp runModalForWindow:cocoaWindow];
} else {
[NSApp stopModal];
NSEvent* event = [NSEvent otherEventWithType:NSApplicationDefined location:NSMakePoint(0, 0) modifierFlags:0 timestamp:0.0 windowNumber:0 context:nil subtype:0 data1:0 data2:0];
[NSApp postEvent:event atStart:true];
}
}
}
auto pWindow::setResizable(bool resizable) -> void {
@autoreleasepool {
NSUInteger style = NSTitledWindowMask | NSClosableWindowMask | NSMiniaturizableWindowMask;
if(resizable) style |= NSResizableWindowMask;
[cocoaWindow setStyleMask:style];
}
}
auto pWindow::setTitle(const string& text) -> void {
@autoreleasepool {
[cocoaWindow setTitle:[NSString stringWithUTF8String:text]];
}
}
auto pWindow::setVisible(bool visible) -> void {
@autoreleasepool {
if(visible) [cocoaWindow makeKeyAndOrderFront:nil];
else [cocoaWindow orderOut:nil];
}
}
auto pWindow::moveEvent() -> void {
if(!locked() && !self().fullScreen() && self().visible()) {
@autoreleasepool {
NSRect area = [cocoaWindow contentRectForFrameRect:[cocoaWindow frame]];
area.size.height -= statusBarHeight();
state().geometry.setX(area.origin.x);
state().geometry.setY(Desktop::size().height() - area.origin.y - area.size.height);
}
}
if(!locked()) self().doMove();
}
auto pWindow::sizeEvent() -> void {
if(!locked() && !self().fullScreen() && self().visible()) {
@autoreleasepool {
NSRect area = [cocoaWindow contentRectForFrameRect:[cocoaWindow frame]];
area.size.height -= statusBarHeight();
state().geometry.setWidth(area.size.width);
state().geometry.setHeight(area.size.height);
}
}
if(auto& layout = state().layout) {
layout->setGeometry(self().geometry().setPosition(0, 0));
}
statusBarReposition();
if(!locked()) self().doSize();
}
auto pWindow::statusBarHeight() -> uint {
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(auto& statusBar = state().statusBar) {
if(statusBar->visible()) {
return pFont::size(statusBar->font(true), " ").height() + 6;
}
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
}
return 0;
}
auto pWindow::statusBarReposition() -> void {
@autoreleasepool {
NSRect area = [cocoaWindow contentRectForFrameRect:[cocoaWindow frame]];
[[cocoaWindow statusBar] setFrame:NSMakeRect(0, 0, area.size.width, statusBarHeight())];
[[cocoaWindow contentView] setNeedsDisplay:YES];
}
}
auto pWindow::_append(mWidget& widget) -> void {
@autoreleasepool {
if(auto pWidget = widget.self()) {
[pWidget->cocoaView removeFromSuperview];
[[cocoaWindow contentView] addSubview:pWidget->cocoaView positioned:NSWindowAbove relativeTo:nil];
pWidget->setGeometry(widget.geometry());
[[cocoaWindow contentView] setNeedsDisplay:YES];
}
}
}
auto pWindow::_geometry() -> Geometry {
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
@autoreleasepool {
NSRect area = [cocoaWindow contentRectForFrameRect:[cocoaWindow frame]];
area.size.height -= statusBarHeight();
return {
(int)area.origin.x, (int)(Monitor::geometry(Monitor::primary()).height() - area.origin.y - area.size.height),
(int)area.size.width, (int)area.size.height
};
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 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
auto pWindow::remove(Widget& widget) -> void {
@autoreleasepool {
[widget.p.cocoaView removeFromSuperview];
[[cocoaWindow contentView] setNeedsDisplay:YES];
}
}
*/
}
#endif