bsnes/hiro/core/shared.hpp

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#define DeclareShared(Name) \
using type = Name; \
Name() : s##Name(new m##Name, [](auto p) { \
p->unbind(); \
delete p; \
}) { \
(*this)->bind(*this); \
} \
Name(const s##Name& source) : s##Name(source) { assert(source); } \
explicit operator bool() const { return self().operator bool(); } \
auto self() const -> m##Name& { return (m##Name&)operator*(); } \
#define DeclareSharedObject(Name) \
DeclareShared(Name) \
template<typename T, typename... P> Name(T* parent, P&&... p) : Name() { \
if(parent) (*parent)->append(*this, std::forward<P>(p)...); \
} \
auto enabled(bool recursive = false) const { return self().enabled(recursive); } \
auto focused() const { return self().focused(); } \
auto font(bool recursive = false) const { return self().font(recursive); } \
auto offset() const { return self().offset(); } \
auto parent() const { \
if(auto object = self().parent()) { \
if(auto instance = object->instance.acquire()) return Object(instance); \
} \
return Object(); \
} \
auto property(const string& name) const { return self().property(name); } \
auto remove() { return self().remove(), *this; } \
auto setEnabled(bool enabled = true) { return self().setEnabled(enabled), *this; } \
auto setFocused() { return self().setFocused(), *this; } \
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
auto setFont(const Font& font = {}) { return self().setFont(font), *this; } \
auto setProperty(const string& name, const string& value = "") { return self().setProperty(name, value), *this; } \
auto setVisible(bool visible = true) { return self().setVisible(visible), *this; } \
auto visible(bool recursive = false) const { return self().visible(recursive); } \
#define DeclareSharedAction(Name) \
DeclareSharedObject(Name) \
#define DeclareSharedSizable(Name) \
DeclareSharedObject(Name) \
auto geometry() const { return self().geometry(); } \
auto minimumSize() const { return self().minimumSize(); } \
auto setGeometry(Geometry geometry) { return self().setGeometry(geometry), *this; } \
#define DeclareSharedLayout(Name) \
DeclareSharedSizable(Name) \
auto append(sSizable sizable) { return self().append(sizable), *this; } \
auto remove(sSizable sizable) { return self().remove(sizable), *this; } \
auto reset() { return self().reset(), *this; } \
auto sizable(unsigned position) { return self().sizable(position); } \
auto sizableCount() const { return self().sizableCount(); } \
auto sizables() const { return self().sizables(); } \
#define DeclareSharedWidget(Name) \
DeclareSharedSizable(Name) \
auto doSize() const { return self().doSize(); } \
auto onSize(const function<void ()>& callback = {}) { return self().onSize(callback), *this; } \
#if defined(Hiro_Object)
struct Object : sObject {
DeclareSharedObject(Object)
using internalType = mObject;
template<typename T> auto cast() -> T {
if(auto pointer = dynamic_cast<typename T::internalType*>(data())) {
if(auto shared = pointer->instance.acquire()) return T(shared);
}
return T();
}
};
#endif
#if defined(Hiro_Group)
struct Group : sGroup {
DeclareShared(Group)
using internalType = mGroup;
template<typename... P> Group(P&&... p) : Group() { _append(std::forward<P>(p)...); }
auto append(sObject object) -> type& { return self().append(object), *this; }
auto object(unsigned position) const { return self().object(position); }
auto objectCount() const { return self().objectCount(); }
//auto objects() const { return self().objects(); }
auto remove(sObject object) -> type& { return self().remove(object), *this; }
template<typename T = Object> auto objects() const -> vector<T> {
vector<T> objects;
for(auto object : self().objects()) {
if(auto casted = object.cast<T>()) objects.append(casted);
}
return objects;
}
private:
auto _append() {}
template<typename T, typename... P> auto _append(T* object, P&&... p) {
append(*object);
_append(std::forward<P>(p)...);
}
};
#endif
#if defined(Hiro_Timer)
struct Timer : sTimer {
DeclareSharedObject(Timer)
using internalType = mTimer;
auto doActivate() const { return self().doActivate(); }
auto interval() const { return self().interval(); }
auto onActivate(const function<void ()>& callback = {}) { return self().onActivate(callback), *this; }
auto setInterval(unsigned interval = 0) { return self().setInterval(interval), *this; }
};
#endif
#if defined(Hiro_Action)
struct Action : sAction {
DeclareSharedAction(Action)
using internalType = mAction;
};
#endif
#if defined(Hiro_Menu)
struct Menu : sMenu {
DeclareSharedAction(Menu)
using internalType = mMenu;
auto action(unsigned position) const { return self().action(position); }
auto actionCount() const { return self().actionCount(); }
auto actions() const { return self().actions(); }
auto append(sAction action) { return self().append(action), *this; }
auto icon() const { return self().icon(); }
auto remove(sAction action) { return self().remove(action), *this; }
auto reset() { return self().reset(), *this; }
auto setIcon(const image& icon = {}) { return self().setIcon(icon), *this; }
auto setText(const string& text = "") { return self().setText(text), *this; }
auto text() const { return self().text(); }
};
#endif
#if defined(Hiro_MenuSeparator)
struct MenuSeparator : sMenuSeparator {
DeclareSharedAction(MenuSeparator)
using internalType = mMenuSeparator;
};
#endif
#if defined(Hiro_MenuItem)
struct MenuItem : sMenuItem {
DeclareSharedAction(MenuItem)
using internalType = mMenuItem;
auto doActivate() const { return self().doActivate(); }
auto icon() const { return self().icon(); }
auto onActivate(const function<void ()>& callback = {}) { return self().onActivate(callback), *this; }
auto setIcon(const image& icon = {}) { return self().setIcon(icon), *this; }
auto setText(const string& text = "") { return self().setText(text), *this; }
auto text() const { return self().text(); }
};
#endif
#if defined(Hiro_MenuCheckItem)
struct MenuCheckItem : sMenuCheckItem {
DeclareSharedAction(MenuCheckItem)
using internalType = mMenuCheckItem;
auto checked() const { return self().checked(); }
auto doToggle() const { return self().doToggle(); }
auto onToggle(const function<void ()>& callback = {}) { return self().onToggle(callback), *this; }
auto setChecked(bool checked = true) { return self().setChecked(checked), *this; }
auto setText(const string& text = "") { return self().setText(text), *this; }
auto text() const { return self().text(); }
};
#endif
#if defined(Hiro_MenuRadioItem)
struct MenuRadioItem : sMenuRadioItem {
DeclareSharedAction(MenuRadioItem)
using internalType = mMenuRadioItem;
auto checked() const { return self().checked(); }
auto doActivate() const { return self().doActivate(); }
auto group() const { return self().group(); }
auto onActivate(const function<void ()>& callback = {}) { return self().onActivate(callback), *this; }
auto setChecked() { return self().setChecked(), *this; }
auto setText(const string& text = "") { return self().setText(text), *this; }
auto text() const { return self().text(); }
};
#endif
#if defined(Hiro_Sizable)
struct Sizable : sSizable {
DeclareSharedSizable(Sizable)
using internalType = mSizable;
};
#endif
#if defined(Hiro_Layout)
struct Layout : sLayout {
DeclareSharedLayout(Layout)
using internalType = mLayout;
};
#endif
#if defined(Hiro_Widget)
struct Widget : sWidget {
DeclareSharedWidget(Widget)
using internalType = mWidget;
};
#endif
#if defined(Hiro_Button)
struct Button : sButton {
DeclareSharedWidget(Button)
using internalType = mButton;
auto bordered() const { return self().bordered(); }
auto doActivate() const { return self().doActivate(); }
auto icon() const { return self().icon(); }
auto onActivate(const function<void ()>& callback = {}) { return self().onActivate(callback), *this; }
auto orientation() const { return self().orientation(); }
auto setBordered(bool bordered = true) { return self().setBordered(bordered), *this; }
auto setIcon(const image& icon = {}) { return self().setIcon(icon), *this; }
auto setOrientation(Orientation orientation = Orientation::Horizontal) { return self().setOrientation(orientation), *this; }
auto setText(const string& text = "") { return self().setText(text), *this; }
auto text() const { return self().text(); }
};
#endif
#if defined(Hiro_Canvas)
struct Canvas : sCanvas {
DeclareSharedWidget(Canvas)
using internalType = mCanvas;
auto color() const { return self().color(); }
auto data() { return self().data(); }
auto droppable() const { return self().droppable(); }
auto doDrop(string_vector names) { return self().doDrop(names); }
auto doMouseLeave() const { return self().doMouseLeave(); }
auto doMouseMove(Position position) const { return self().doMouseMove(position); }
auto doMousePress(Mouse::Button button) const { return self().doMousePress(button); }
auto doMouseRelease(Mouse::Button button) const { return self().doMouseRelease(button); }
auto gradient() const { return self().gradient(); }
auto icon() const { return self().icon(); }
auto onDrop(const function<void (string_vector)>& callback = {}) { return self().onDrop(callback), *this; }
auto onMouseLeave(const function<void ()>& callback = {}) { return self().onMouseLeave(callback), *this; }
auto onMouseMove(const function<void (Position)>& callback = {}) { return self().onMouseMove(callback), *this; }
auto onMousePress(const function<void (Mouse::Button)>& callback = {}) { return self().onMousePress(callback), *this; }
auto onMouseRelease(const function<void (Mouse::Button)>& callback = {}) { return self().onMouseRelease(callback), *this; }
auto setColor(Color color) { return self().setColor(color), *this; }
auto setDroppable(bool droppable = true) { return self().setDroppable(droppable), *this; }
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
auto setGradient(Gradient gradient = {}) { return self().setGradient(gradient), *this; }
auto setIcon(const image& icon = {}) { return self().setIcon(icon), *this; }
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
auto setSize(Size size = {}) { return self().setSize(size), *this; }
auto update() { return self().update(), *this; }
};
#endif
#if defined(Hiro_CheckButton)
struct CheckButton : sCheckButton {
DeclareSharedWidget(CheckButton)
using internalType = mCheckButton;
auto bordered() const { return self().bordered(); }
auto checked() const { return self().checked(); }
auto doToggle() const { return self().doToggle(); }
auto icon() const { return self().icon(); }
auto onToggle(const function<void ()>& callback = {}) { return self().onToggle(callback), *this; }
auto orientation() const { return self().orientation(); }
auto setBordered(bool bordered = true) { return self().setBordered(bordered), *this; }
auto setChecked(bool checked = true) { return self().setChecked(checked), *this; }
auto setIcon(const image& icon = {}) { return self().setIcon(icon), *this; }
auto setOrientation(Orientation orientation = Orientation::Horizontal) { return self().setOrientation(orientation), *this; }
auto setText(const string& text = "") { return self().setText(text), *this; }
auto text() const { return self().text(); }
};
#endif
#if defined(Hiro_CheckLabel)
struct CheckLabel : sCheckLabel {
DeclareSharedWidget(CheckLabel)
using internalType = mCheckLabel;
auto checked() const { return self().checked(); }
auto doToggle() const { return self().doToggle(); }
auto onToggle(const function<void ()>& callback = {}) { return self().onToggle(callback), *this; }
auto setChecked(bool checked = true) { return self().setChecked(checked), *this; }
auto setText(const string& text = "") { return self().setText(text), *this; }
auto text() const { return self().text(); }
};
#endif
#if defined(Hiro_ComboButton)
struct ComboButtonItem : sComboButtonItem {
DeclareSharedObject(ComboButtonItem)
using internalType = mComboButtonItem;
auto icon() const { return self().icon(); }
auto selected() const { return self().selected(); }
auto setIcon(const image& icon = {}) { return self().setIcon(icon), *this; }
auto setSelected() { return self().setSelected(), *this; }
auto setText(const string& text = "") { return self().setText(text), *this; }
auto text() const { return self().text(); }
};
#endif
#if defined(Hiro_ComboButton)
struct ComboButton : sComboButton {
DeclareSharedWidget(ComboButton)
using internalType = mComboButton;
auto append(sComboButtonItem item) { return self().append(item), *this; }
auto doChange() const { return self().doChange(); }
auto item(unsigned position) const { return self().item(position); }
auto itemCount() const { return self().itemCount(); }
auto items() const { return self().items(); }
auto onChange(const function<void ()>& callback = {}) { return self().onChange(callback), *this; }
auto remove(sComboButtonItem item) { return self().remove(item), *this; }
auto reset() { return self().reset(), *this; }
auto selected() const { return self().selected(); }
auto setParent(mObject* parent = nullptr, signed offset = -1) { return self().setParent(parent, offset), *this; }
};
#endif
#if defined(Hiro_ComboEdit)
struct ComboEditItem : sComboEditItem {
DeclareSharedObject(ComboEditItem)
using internalType = mComboEditItem;
auto icon() const { return self().icon(); }
auto setIcon(const image& icon = {}) { return self().setIcon(icon), *this; }
auto setText(const string& text = "") { return self().setText(text), *this; }
auto text() const { return self().text(); }
};
#endif
#if defined(Hiro_ComboEdit)
struct ComboEdit : sComboEdit {
DeclareSharedWidget(ComboEdit)
using internalType = mComboEdit;
auto append(sComboEditItem item) { return self().append(item), *this; }
auto backgroundColor() const { return self().backgroundColor(); }
auto doActivate() const { return self().doActivate(); }
auto doChange() const { return self().doChange(); }
auto foregroundColor() const { return self().foregroundColor(); }
auto item(uint position) const { return self().item(position); }
auto itemCount() const { return self().itemCount(); }
auto items() const { return self().items(); }
auto onActivate(const function<void ()>& callback = {}) { return self().onActivate(callback), *this; }
auto onChange(const function<void ()>& callback = {}) { return self().onChange(callback), *this; }
auto remove(sComboEditItem item) { return self().remove(item), *this; }
auto reset() { return self().reset(), *this; }
auto setBackgroundColor(Color color = {}) { return self().setBackgroundColor(color), *this; }
auto setForegroundColor(Color color = {}) { return self().setForegroundColor(color), *this; }
auto setText(const string& text = "") { return self().setText(text), *this; }
auto text() const { return self().text(); }
};
#endif
#if defined(Hiro_Console)
struct Console : sConsole {
DeclareSharedWidget(Console)
using internalType = mConsole;
auto backgroundColor() const { return self().backgroundColor(); }
auto doActivate(string command) const { return self().doActivate(command); }
auto foregroundColor() const { return self().foregroundColor(); }
auto onActivate(const function<void (string)>& callback = {}) { return self().onActivate(callback), *this; }
auto print(const string& text) { return self().print(text), *this; }
auto prompt() const { return self().prompt(); }
auto reset() { return self().reset(), *this; }
auto setBackgroundColor(Color color = {}) { return self().setBackgroundColor(color), *this; }
auto setForegroundColor(Color color = {}) { return self().setForegroundColor(color), *this; }
auto setPrompt(const string& prompt = "") { return self().setPrompt(prompt), *this; }
};
#endif
#if defined(Hiro_Frame)
struct Frame : sFrame {
DeclareSharedWidget(Frame)
using internalType = mFrame;
auto append(sLayout layout) { return self().append(layout), *this; }
auto layout() const { return self().layout(); }
auto remove(sLayout layout) { return self().remove(layout), *this; }
auto reset() { return self().reset(), *this; }
auto setText(const string& text = "") { return self().setText(text), *this; }
auto text() const { return self().text(); }
};
#endif
#if defined(Hiro_HexEdit)
struct HexEdit : sHexEdit {
DeclareSharedWidget(HexEdit)
using internalType = mHexEdit;
auto address() const { return self().address(); }
auto backgroundColor() const { return self().backgroundColor(); }
auto columns() const { return self().columns(); }
auto doRead(unsigned offset) const { return self().doRead(offset); }
auto doWrite(unsigned offset, uint8_t data) const { return self().doWrite(offset, data); }
auto foregroundColor() const { return self().foregroundColor(); }
auto length() const { return self().length(); }
auto onRead(const function<uint8_t (unsigned)>& callback = {}) { return self().onRead(callback), *this; }
auto onWrite(const function<void (unsigned, uint8_t)>& callback = {}) { return self().onWrite(callback), *this; }
auto rows() const { return self().rows(); }
auto setAddress(unsigned address) { return self().setAddress(address), *this; }
auto setBackgroundColor(Color color = {}) { return self().setBackgroundColor(color), *this; }
auto setColumns(unsigned columns = 16) { return self().setColumns(columns), *this; }
auto setForegroundColor(Color color = {}) { return self().setForegroundColor(color), *this; }
auto setLength(unsigned length) { return self().setLength(length), *this; }
auto setRows(unsigned rows = 16) { return self().setRows(rows), *this; }
auto update() { return self().update(), *this; }
};
#endif
#if defined(Hiro_HorizontalScrollBar)
struct HorizontalScrollBar : sHorizontalScrollBar {
DeclareSharedWidget(HorizontalScrollBar)
using internalType = mHorizontalScrollBar;
auto doChange() const { return self().doChange(); }
auto length() const { return self().length(); }
auto onChange(const function<void ()>& callback = {}) { return self().onChange(callback), *this; }
auto position() const { return self().position(); }
auto setLength(unsigned length = 101) { return self().setLength(length), *this; }
auto setPosition(unsigned position = 0) { return self().setPosition(position), *this; }
};
#endif
#if defined(Hiro_HorizontalSlider)
struct HorizontalSlider : sHorizontalSlider {
DeclareSharedWidget(HorizontalSlider)
using internalType = mHorizontalSlider;
auto doChange() const { return self().doChange(); }
auto length() const { return self().length(); }
auto onChange(const function<void ()>& callback = {}) { return self().onChange(callback), *this; }
auto position() const { return self().position(); }
auto setLength(unsigned length = 101) { return self().setLength(length), *this; }
auto setPosition(unsigned position = 0) { return self().setPosition(position), *this; }
};
#endif
#if defined(Hiro_IconView)
struct IconViewItem : sIconViewItem {
DeclareSharedObject(IconViewItem)
using internalType = mIconViewItem;
auto icon() const { return self().icon(); }
auto selected() const { return self().selected(); }
auto setIcon(const image& icon = {}) { return self().setIcon(icon), *this; }
auto setSelected(bool selected = true) { return self().setSelected(selected), *this; }
auto setText(const string& text = "") { return self().setText(text), *this; }
auto text() const { return self().text(); }
};
#endif
#if defined(Hiro_IconView)
struct IconView : sIconView {
DeclareSharedWidget(IconView)
using internalType = mIconView;
auto append(sIconViewItem item) { return self().append(item), *this; }
auto backgroundColor() const { return self().backgroundColor(); }
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
auto batchable() const { return self().batchable(); }
auto batched() const { return self().batched(); }
auto doActivate() const { return self().doActivate(); }
auto doChange() const { return self().doChange(); }
auto doContext() const { return self().doContext(); }
auto flow() const { return self().flow(); }
auto foregroundColor() const { return self().foregroundColor(); }
auto item(unsigned position) const { return self().item(position); }
auto itemCount() const { return self().itemCount(); }
auto items() const { return self().items(); }
auto onActivate(const function<void ()>& callback = {}) { return self().onActivate(callback), *this; }
auto onChange(const function<void ()>& callback = {}) { return self().onChange(callback), *this; }
auto onContext(const function<void ()>& callback = {}) { return self().onContext(callback), *this; }
auto orientation() const { return self().orientation(); }
auto remove(sIconViewItem item) { return self().remove(item), *this; }
auto reset() { return self().reset(), *this; }
auto selected() const { return self().selected(); }
auto setBackgroundColor(Color color = {}) { return self().setBackgroundColor(color), *this; }
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
auto setBatchable(bool batchable = true) { return self().setBatchable(batchable), *this; }
auto setFlow(Orientation orientation = Orientation::Vertical) { return self().setFlow(orientation), *this; }
auto setForegroundColor(Color color = {}) { return self().setForegroundColor(color), *this; }
auto setOrientation(Orientation orientation = Orientation::Horizontal) { return self().setOrientation(orientation), *this; }
auto setSelected(const vector<signed>& selections) { return self().setSelected(selections), *this; }
};
#endif
#if defined(Hiro_Label)
struct Label : sLabel {
DeclareSharedWidget(Label)
using internalType = mLabel;
auto alignment() const { return self().alignment(); }
auto setAlignment(Alignment alignment = {}) { return self().setAlignment(alignment), *this; }
auto setText(const string& text = "") { return self().setText(text), *this; }
auto text() const { return self().text(); }
};
#endif
#if defined(Hiro_LineEdit)
struct LineEdit : sLineEdit {
DeclareSharedWidget(LineEdit)
using internalType = mLineEdit;
auto backgroundColor() const { return self().backgroundColor(); }
auto doActivate() const { return self().doActivate(); }
auto doChange() const { return self().doChange(); }
auto editable() const { return self().editable(); }
auto foregroundColor() const { return self().foregroundColor(); }
auto onActivate(const function<void ()>& callback = {}) { return self().onActivate(callback), *this; }
auto onChange(const function<void ()>& callback = {}) { return self().onChange(callback), *this; }
auto setBackgroundColor(Color color = {}) { return self().setBackgroundColor(color), *this; }
auto setEditable(bool editable = true) { return self().setEditable(editable), *this; }
auto setForegroundColor(Color color = {}) { return self().setForegroundColor(color), *this; }
auto setText(const string& text = "") { return self().setText(text), *this; }
auto text() const { return self().text(); }
};
#endif
#if defined(Hiro_ProgressBar)
struct ProgressBar : sProgressBar {
DeclareSharedWidget(ProgressBar)
using internalType = mProgressBar;
auto position() const { return self().position(); }
auto setPosition(unsigned position = 0) { return self().setPosition(position), *this; }
};
#endif
#if defined(Hiro_RadioButton)
struct RadioButton : sRadioButton {
DeclareSharedWidget(RadioButton)
using internalType = mRadioButton;
auto bordered() const { return self().bordered(); }
auto checked() const { return self().checked(); }
auto doActivate() const { return self().doActivate(); }
auto group() const { return self().group(); }
auto icon() const { return self().icon(); }
auto onActivate(const function<void ()>& callback = {}) { return self().onActivate(callback), *this; }
auto orientation() const { return self().orientation(); }
auto setBordered(bool bordered = true) { return self().setBordered(bordered), *this; }
auto setChecked() { return self().setChecked(), *this; }
auto setIcon(const image& icon = {}) { return self().setIcon(icon), *this; }
auto setOrientation(Orientation orientation = Orientation::Horizontal) { return self().setOrientation(orientation), *this; }
auto setText(const string& text = "") { return self().setText(text), *this; }
auto text() const { return self().text(); }
};
#endif
#if defined(Hiro_RadioLabel)
struct RadioLabel : sRadioLabel {
DeclareSharedWidget(RadioLabel)
using internalType = mRadioLabel;
auto checked() const { return self().checked(); }
auto doActivate() const { return self().doActivate(); }
auto group() const { return self().group(); }
auto onActivate(const function<void ()>& callback = {}) { return self().onActivate(callback), *this; }
auto setChecked() { return self().setChecked(), *this; }
auto setText(const string& text = "") { return self().setText(text), *this; }
auto text() const { return self().text(); }
};
#endif
#if defined(Hiro_SourceEdit)
struct SourceEdit : sSourceEdit {
DeclareSharedWidget(SourceEdit)
using internalType = mSourceEdit;
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
auto cursor() const { return self().cursor(); }
auto doChange() const { return self().doChange(); }
auto doMove() const { return self().doMove(); }
auto onChange(const function<void ()>& callback = {}) { return self().onChange(callback), *this; }
auto onMove(const function<void ()>& callback = {}) { return self().onMove(callback), *this; }
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
auto setCursor(Cursor cursor = {}) { return self().setCursor(cursor), *this; }
auto setText(const string& text = "") { return self().setText(text), *this; }
auto text() const { return self().text(); }
};
#endif
#if defined(Hiro_TabFrame)
struct TabFrameItem : sTabFrameItem {
DeclareSharedObject(TabFrameItem)
using internalType = mTabFrameItem;
auto append(sLayout layout) { return self().append(layout), *this; }
auto closable() const { return self().closable(); }
auto icon() const { return self().icon(); }
auto layout() const { return self().layout(); }
auto movable() const { return self().movable(); }
auto remove(sLayout layout) { return self().remove(layout), *this; }
auto reset() { return self().reset(), *this; }
auto selected() const { return self().selected(); }
auto setClosable(bool closable = true) { return self().setClosable(closable), *this; }
auto setIcon(const image& icon = {}) { return self().setIcon(icon), *this; }
auto setMovable(bool movable = true) { return self().setMovable(movable), *this; }
auto setSelected() { return self().setSelected(), *this; }
auto setText(const string& text = "") { return self().setText(text), *this; }
auto text() const { return self().text(); }
};
#endif
#if defined(Hiro_TabFrame)
struct TabFrame : sTabFrame {
DeclareSharedWidget(TabFrame)
using internalType = mTabFrame;
auto append(sTabFrameItem item) { return self().append(item), *this; }
auto doChange() const { return self().doChange(); }
auto doClose(sTabFrameItem item) const { return self().doClose(item); }
auto doMove(sTabFrameItem from, sTabFrameItem to) const { return self().doMove(from, to); }
auto item(unsigned position) const { return self().item(position); }
auto itemCount() const { return self().itemCount(); }
auto items() const { return self().items(); }
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
auto navigation() const { return self().navigation(); }
auto onChange(const function<void ()>& callback = {}) { return self().onChange(callback), *this; }
auto onClose(const function<void (sTabFrameItem)>& callback = {}) { return self().onClose(callback), *this; }
auto onMove(const function<void (sTabFrameItem, sTabFrameItem)>& callback = {}) { return self().onMove(callback), *this; }
auto remove(sTabFrameItem item) { return self().remove(item), *this; }
auto reset() { return self().reset(), *this; }
auto selected() const { return self().selected(); }
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
auto setNavigation(Navigation navigation = Navigation::Top) { return self().setNavigation(navigation), *this; }
};
#endif
#if defined(Hiro_TableView)
struct TableViewColumn : sTableViewColumn {
DeclareSharedObject(TableViewColumn)
using internalType = mTableViewColumn;
auto active() const { return self().active(); }
auto alignment() const { return self().alignment(); }
auto backgroundColor() const { return self().backgroundColor(); }
auto editable() const { return self().editable(); }
auto expandable() const { return self().expandable(); }
auto foregroundColor() const { return self().foregroundColor(); }
auto horizontalAlignment() const { return self().horizontalAlignment(); }
auto icon() const { return self().icon(); }
auto resizable() const { return self().resizable(); }
auto setActive() { return self().setActive(), *this; }
auto setAlignment(Alignment alignment = {}) { return self().setAlignment(alignment), *this; }
auto setBackgroundColor(Color color = {}) { return self().setBackgroundColor(color), *this; }
auto setEditable(bool editable = true) { return self().setEditable(editable), *this; }
auto setExpandable(bool expandable = true) { return self().setExpandable(expandable), *this; }
auto setForegroundColor(Color color = {}) { return self().setForegroundColor(color), *this; }
auto setIcon(const image& icon = {}) { return self().setIcon(icon), *this; }
auto setResizable(bool resizable = true) { return self().setResizable(resizable), *this; }
auto setSortable(bool sortable = true) { return self().setSortable(sortable), *this; }
auto setText(const string& text = "") { return self().setText(text), *this; }
auto setWidth(signed width = 0) { return self().setWidth(width), *this; }
auto sortable() const { return self().sortable(); }
auto text() const { return self().text(); }
auto verticalAlignment() const { return self().verticalAlignment(); }
auto width() const { return self().width(); }
};
#endif
#if defined(Hiro_TableView)
struct TableViewHeader : sTableViewHeader {
DeclareSharedObject(TableViewHeader)
using internalType = mTableViewHeader;
auto append(sTableViewColumn column) { return self().append(column), *this; }
auto column(unsigned position) const { return self().column(position); }
auto columnCount() const { return self().columnCount(); }
auto columns() const { return self().columns(); }
auto remove(sTableViewColumn column) { return self().remove(column), *this; }
auto reset() { return self().reset(), *this; }
};
#endif
#if defined(Hiro_TableView)
struct TableViewCell : sTableViewCell {
DeclareSharedObject(TableViewCell)
using internalType = mTableViewCell;
auto alignment() const { return self().alignment(); }
auto backgroundColor() const { return self().backgroundColor(); }
auto checkable() const { return self().checkable(); }
auto checked() const { return self().checked(); }
auto foregroundColor() const { return self().foregroundColor(); }
auto icon() const { return self().icon(); }
auto setAlignment(Alignment alignment = {}) { return self().setAlignment(alignment), *this; }
auto setBackgroundColor(Color color = {}) { return self().setBackgroundColor(color), *this; }
auto setCheckable(bool checkable = true) const { return self().setCheckable(checkable), *this; }
auto setChecked(bool checked = true) const { return self().setChecked(checked), *this; }
auto setForegroundColor(Color color = {}) { return self().setForegroundColor(color), *this; }
auto setIcon(const image& icon = {}) { return self().setIcon(icon), *this; }
auto setText(const string& text = "") { return self().setText(text), *this; }
auto text() const { return self().text(); }
};
#endif
#if defined(Hiro_TableView)
struct TableViewItem : sTableViewItem {
DeclareSharedObject(TableViewItem)
using internalType = mTableViewItem;
auto alignment() const { return self().alignment(); }
auto append(sTableViewCell cell) { return self().append(cell), *this; }
auto backgroundColor() const { return self().backgroundColor(); }
auto cell(unsigned position) const { return self().cell(position); }
auto cellCount() const { return self().cellCount(); }
auto cells() const { return self().cells(); }
auto foregroundColor() const { return self().foregroundColor(); }
auto remove(sTableViewCell cell) { return self().remove(cell), *this; }
auto reset() { return self().reset(), *this; }
auto selected() const { return self().selected(); }
auto setAlignment(Alignment alignment = {}) { return self().setAlignment(alignment), *this; }
auto setBackgroundColor(Color color = {}) { return self().setBackgroundColor(color), *this; }
auto setForegroundColor(Color color = {}) { return self().setForegroundColor(color), *this; }
auto setSelected(bool selected = true) { return self().setSelected(selected), *this; }
};
#endif
#if defined(Hiro_TableView)
struct TableView : sTableView {
DeclareSharedWidget(TableView)
using internalType = mTableView;
auto alignment() const { return self().alignment(); }
auto append(sTableViewHeader header) { return self().append(header), *this; }
auto append(sTableViewItem item) { return self().append(item), *this; }
auto backgroundColor() const { return self().backgroundColor(); }
auto batchable() const { return self().batchable(); }
auto batched() const { return self().batched(); }
auto bordered() const { return self().bordered(); }
auto doActivate() const { return self().doActivate(); }
auto doChange() const { return self().doChange(); }
auto doContext() const { return self().doContext(); }
auto doEdit(sTableViewCell cell) const { return self().doEdit(cell); }
auto doSort(sTableViewColumn column) const { return self().doSort(column); }
auto doToggle(sTableViewCell cell) const { return self().doToggle(cell); }
auto foregroundColor() const { return self().foregroundColor(); }
auto header() const { return self().header(); }
auto item(unsigned position) const { return self().item(position); }
auto itemCount() const { return self().itemCount(); }
auto items() const { return self().items(); }
auto onActivate(const function<void ()>& callback = {}) { return self().onActivate(callback), *this; }
auto onChange(const function<void ()>& callback = {}) { return self().onChange(callback), *this; }
auto onContext(const function<void ()>& callback = {}) { return self().onContext(callback), *this; }
auto onEdit(const function<void (TableViewCell)>& callback = {}) { return self().onEdit(callback), *this; }
auto onSort(const function<void (TableViewColumn)>& callback = {}) { return self().onSort(callback), *this; }
auto onToggle(const function<void (TableViewCell)>& callback = {}) { return self().onToggle(callback), *this; }
auto remove(sTableViewHeader header) { return self().remove(header), *this; }
auto remove(sTableViewItem item) { return self().remove(item), *this; }
auto reset() { return self().reset(), *this; }
auto resizeColumns() { return self().resizeColumns(), *this; }
auto selected() const { return self().selected(); }
auto setAlignment(Alignment alignment = {}) { return self().setAlignment(alignment), *this; }
auto setBackgroundColor(Color color = {}) { return self().setBackgroundColor(color), *this; }
auto setBatchable(bool batchable = true) { return self().setBatchable(batchable), *this; }
auto setBordered(bool bordered = true) { return self().setBordered(bordered), *this; }
auto setForegroundColor(Color color = {}) { return self().setForegroundColor(color), *this; }
};
#endif
#if defined(Hiro_TextEdit)
struct TextEdit : sTextEdit {
DeclareSharedWidget(TextEdit)
using internalType = mTextEdit;
auto backgroundColor() const { return self().backgroundColor(); }
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
auto cursor() const { return self().cursor(); }
auto doChange() const { return self().doChange(); }
auto doMove() const { return self().doMove(); }
auto editable() const { return self().editable(); }
auto foregroundColor() const { return self().foregroundColor(); }
auto onChange(const function<void ()>& callback = {}) { return self().onChange(callback), *this; }
auto onMove(const function<void ()>& callback = {}) { return self().onMove(callback), *this; }
auto setBackgroundColor(Color color = {}) { return self().setBackgroundColor(color), *this; }
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
auto setCursor(Cursor cursor = {}) { return self().setCursor(cursor), *this; }
auto setEditable(bool editable = true) { return self().setEditable(editable), *this; }
auto setForegroundColor(Color color = {}) { return self().setForegroundColor(color), *this; }
auto setText(const string& text = "") { return self().setText(text), *this; }
auto setWordWrap(bool wordWrap = true) { return self().setWordWrap(wordWrap), *this; }
auto text() const { return self().text(); }
auto wordWrap() const { return self().wordWrap(); }
};
#endif
#if defined(Hiro_TreeView)
struct TreeViewItem : sTreeViewItem {
DeclareSharedObject(TreeViewItem)
using internalType = mTreeViewItem;
auto append(sTreeViewItem item) { return self().append(item), *this; }
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
auto backgroundColor() const { return self().backgroundColor(); }
auto checkable() const { return self().checkable(); }
auto checked() const { return self().checked(); }
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
auto foregroundColor() const { return self().foregroundColor(); }
auto icon() const { return self().icon(); }
auto item(const string& path) const { return self().item(path); }
auto itemCount() const { return self().itemCount(); }
auto items() const { return self().items(); }
auto path() const { return self().path(); }
auto remove(sTreeViewItem item) { return self().remove(item), *this; }
auto selected() const { return self().selected(); }
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
auto setBackgroundColor(Color color = {}) { return self().setBackgroundColor(color), *this; }
auto setCheckable(bool checkable = true) { return self().setCheckable(checkable), *this; }
auto setChecked(bool checked = true) { return self().setChecked(checked), *this; }
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
auto setExpanded(bool expanded = true) { return self().setExpanded(expanded), *this; }
auto setForegroundColor(Color color = {}) { return self().setForegroundColor(color), *this; }
auto setIcon(const image& icon = {}) { return self().setIcon(icon), *this; }
auto setSelected() { return self().setSelected(), *this; }
auto setText(const string& text = "") { return self().setText(text), *this; }
auto text() const { return self().text(); }
};
#endif
#if defined(Hiro_TreeView)
struct TreeView : sTreeView {
DeclareSharedWidget(TreeView)
using internalType = mTreeView;
auto append(sTreeViewItem item) { return self().append(item), *this; }
auto backgroundColor() const { return self().backgroundColor(); }
auto doActivate() const { return self().doActivate(); }
auto doChange() const { return self().doChange(); }
auto doContext() const { return self().doContext(); }
auto doToggle(sTreeViewItem item) const { return self().doToggle(item); }
auto foregroundColor() const { return self().foregroundColor(); }
auto item(const string& path) const { return self().item(path); }
auto itemCount() const { return self().itemCount(); }
auto items() const { return self().items(); }
auto onActivate(const function<void ()>& callback = {}) { return self().onActivate(callback), *this; }
auto onChange(const function<void ()>& callback = {}) { return self().onChange(callback), *this; }
auto onContext(const function<void ()>& callback = {}) { return self().onContext(callback), *this; }
auto onToggle(const function<void (sTreeViewItem)>& callback = {}) { return self().onToggle(callback), *this; }
auto remove(sTreeViewItem item) { return self().remove(item), *this; }
auto reset() { return self().reset(), *this; }
auto selected() const { return self().selected(); }
auto setBackgroundColor(Color color = {}) { return self().setBackgroundColor(color), *this; }
auto setForegroundColor(Color color = {}) { return self().setForegroundColor(color), *this; }
};
#endif
#if defined(Hiro_VerticalScrollBar)
struct VerticalScrollBar : sVerticalScrollBar {
DeclareSharedWidget(VerticalScrollBar)
using internalType = mVerticalScrollBar;
auto doChange() const { return self().doChange(); }
auto length() const { return self().length(); }
auto onChange(const function<void ()>& callback = {}) { return self().onChange(callback), *this; }
auto position() const { return self().position(); }
auto setLength(unsigned length = 101) { return self().setLength(length), *this; }
auto setPosition(unsigned position = 0) { return self().setPosition(position), *this; }
};
#endif
#if defined(Hiro_VerticalSlider)
struct VerticalSlider : sVerticalSlider {
DeclareSharedWidget(VerticalSlider)
using internalType = mVerticalSlider;
auto doChange() const { return self().doChange(); }
auto length() const { return self().length(); }
auto onChange(const function<void ()>& callback = {}) { return self().onChange(callback), *this; }
auto position() const { return self().position(); }
auto setLength(unsigned length = 101) { return self().setLength(length), *this; }
auto setPosition(unsigned position = 0) { return self().setPosition(position), *this; }
};
#endif
#if defined(Hiro_Viewport)
struct Viewport : sViewport {
DeclareSharedWidget(Viewport)
using internalType = mViewport;
auto doDrop(string_vector names) const { return self().doDrop(names); }
auto doMouseLeave() const { return self().doMouseLeave(); }
auto doMouseMove(Position position) const { return self().doMouseMove(position); }
auto doMousePress(Mouse::Button button) const { return self().doMousePress(button); }
auto doMouseRelease(Mouse::Button button) const { return self().doMouseRelease(button); }
auto droppable() const { return self().droppable(); }
auto handle() const { return self().handle(); }
auto onDrop(const function<void (string_vector)>& callback = {}) { return self().onDrop(callback), *this; }
auto onMouseLeave(const function<void ()>& callback = {}) { return self().onMouseLeave(callback), *this; }
auto onMouseMove(const function<void (Position)>& callback = {}) { return self().onMouseMove(callback), *this; }
auto onMousePress(const function<void (Mouse::Button)>& callback = {}) { return self().onMousePress(callback), *this; }
auto onMouseRelease(const function<void (Mouse::Button)>& callback = {}) { return self().onMouseRelease(callback), *this; }
auto setDroppable(bool droppable = true) { return self().setDroppable(droppable), *this; }
};
#endif
#if defined(Hiro_StatusBar)
struct StatusBar : sStatusBar {
DeclareSharedObject(StatusBar)
using internalType = mStatusBar;
auto setText(const string& text = "") { return self().setText(text), *this; }
auto text() const { return self().text(); }
};
#endif
#if defined(Hiro_PopupMenu)
struct PopupMenu : sPopupMenu {
DeclareSharedObject(PopupMenu)
using internalType = mPopupMenu;
auto action(unsigned position) const { return self().action(position); }
auto actionCount() const { return self().actionCount(); }
auto actions() const { return self().actions(); }
auto append(sAction action) { return self().append(action), *this; }
auto remove(sAction action) { return self().remove(action), *this; }
auto reset() { return self().reset(), *this; }
};
#endif
#if defined(Hiro_MenuBar)
struct MenuBar : sMenuBar {
DeclareSharedObject(MenuBar)
using internalType = mMenuBar;
auto append(sMenu menu) { return self().append(menu), *this; }
auto menu(unsigned position) const { return self().menu(position); }
auto menuCount() const { return self().menuCount(); }
auto menus() const { return self().menus(); }
auto remove(sMenu menu) { return self().remove(menu), *this; }
auto reset() { return self().reset(), *this; }
};
#endif
#if defined(Hiro_Window)
struct Window : sWindow {
DeclareSharedObject(Window)
using internalType = mWindow;
auto append(sLayout layout) { return self().append(layout), *this; }
auto append(sMenuBar menuBar) { return self().append(menuBar), *this; }
auto append(sStatusBar statusBar) { return self().append(statusBar), *this; }
auto backgroundColor() const { return self().backgroundColor(); }
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
auto dismissable() const { return self().dismissable(); }
auto doClose() const { return self().doClose(); }
auto doDrop(string_vector names) const { return self().doDrop(names); }
auto doKeyPress(signed key) const { return self().doKeyPress(key); }
auto doKeyRelease(signed key) const { return self().doKeyRelease(key); }
auto doMove() const { return self().doMove(); }
auto doSize() const { return self().doSize(); }
auto droppable() const { return self().droppable(); }
auto frameGeometry() const { return self().frameGeometry(); }
auto fullScreen() const { return self().fullScreen(); }
auto geometry() const { return self().geometry(); }
auto layout() const { return self().layout(); }
auto menuBar() const { return self().menuBar(); }
auto modal() const { return self().modal(); }
auto onClose(const function<void ()>& callback = {}) { return self().onClose(callback), *this; }
auto onDrop(const function<void (string_vector)>& callback = {}) { return self().onDrop(callback), *this; }
auto onKeyPress(const function<void (signed)>& callback = {}) { return self().onKeyPress(callback), *this; }
auto onKeyRelease(const function<void (signed)>& callback = {}) { return self().onKeyRelease(callback), *this; }
auto onMove(const function<void ()>& callback = {}) { return self().onMove(callback), *this; }
auto onSize(const function<void ()>& callback = {}) { return self().onSize(callback), *this; }
auto remove(sLayout layout) { return self().remove(layout), *this; }
auto remove(sMenuBar menuBar) { return self().remove(menuBar), *this; }
auto remove(sStatusBar statusBar) { return self().remove(statusBar), *this; }
auto reset() { return self().reset(), *this; }
auto resizable() const { return self().resizable(); }
auto setAlignment(Alignment alignment) { return self().setAlignment(alignment), *this; }
auto setBackgroundColor(Color color = {}) { return self().setBackgroundColor(color), *this; }
auto setCentered(sWindow parent = {}) { return self().setCentered(parent), *this; }
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
auto setDismissable(bool dismissable = true) { return self().setDismissable(dismissable), *this; }
auto setDroppable(bool droppable = true) { return self().setDroppable(droppable), *this; }
auto setFrameGeometry(Geometry geometry) { return self().setFrameGeometry(geometry), *this; }
auto setFramePosition(Position position) { return self().setFramePosition(position), *this; }
auto setFrameSize(Size size) { return self().setFrameSize(size), *this; }
auto setFullScreen(bool fullScreen = true) { return self().setFullScreen(fullScreen), *this; }
auto setGeometry(Geometry geometry) { return self().setGeometry(geometry), *this; }
auto setModal(bool modal = true) { return self().setModal(modal), *this; }
auto setPosition(Position position) { return self().setPosition(position), *this; }
auto setResizable(bool resizable = true) { return self().setResizable(resizable), *this; }
auto setSize(Size size) { return self().setSize(size), *this; }
auto setTitle(const string& title = "") { return self().setTitle(title), *this; }
auto statusBar() const { return self().statusBar(); }
auto title() const { return self().title(); }
};
#endif