2016-01-07 08:14:33 +00:00
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#pragma once
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2013-05-02 11:25:45 +00:00
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//set
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//implementation: red-black tree
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2013-07-29 09:42:45 +00:00
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//
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2013-05-02 11:25:45 +00:00
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//search: O(log n) average; O(log n) worst
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//insert: O(log n) average; O(log n) worst
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//remove: O(log n) average; O(log n) worst
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2013-07-29 09:42:45 +00:00
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//
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//requirements:
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// bool T::operator==(const T&) const;
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// bool T::operator< (const T&) const;
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2013-05-02 11:25:45 +00:00
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#include <nall/utility.hpp>
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#include <nall/vector.hpp>
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namespace nall {
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template<typename T> struct set {
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struct node_t {
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T value;
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bool red = 1;
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node_t* link[2] = {nullptr, nullptr};
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node_t() = default;
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node_t(const T& value) : value(value) {}
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};
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node_t* root = nullptr;
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Update to v098r11 release.
byuu says:
Changelog:
- fixed nall/path.hpp compilation issue
- fixed ruby/audio/xaudio header declaration compilation issue (again)
- cleaned up xaudio2.hpp file to match my coding syntax (12.5% of the
file was whitespace overkill)
- added null terminator entry to nall/windows/utf8.hpp argc[] array
- nall/windows/guid.hpp uses the Windows API for generating the GUID
- this should stop all the bug reports where two nall users were
generating GUIDs at the exact same second
- fixed hiro/cocoa compilation issue with uint# types
- fixed major higan/sfc Super Game Boy audio latency issue
- fixed higan/sfc CPU core bug with pei, [dp], [dp]+y instructions
- major cleanups to higan/processor/r65816 core
- merged emulation/native-mode opcodes
- use camel-case naming on memory.hpp functions
- simplify address masking code for memory.hpp functions
- simplify a few opcodes themselves (avoid redundant copies, etc)
- rename regs.* to r.* to match modern convention of other CPU cores
- removed device.order<> concept from Emulator::Interface
- cores will now do the translation to make the job of the UI easier
- fixed plurality naming of arrays in Emulator::Interface
- example: emulator.ports[p].devices[d].inputs[i]
- example: vector<Medium> media
- probably more surprises
Major show-stoppers to the next official release:
- we need to work on GB core improvements: LY=153/0 case, multiple STAT
IRQs case, GBC audio output regs, etc.
- we need to re-add software cursors for light guns (Super Scope,
Justifier)
- after the above, we need to fix the turbo button for the Super Scope
I really have no idea how I want to implement the light guns. Ideally,
we'd want it in higan/video, so we can support the NES Zapper with the
same code. But this isn't going to be easy, because only the SNES knows
when its output is interlaced, and its resolutions can vary as
{256,512}x{224,240,448,480} which requires pixel doubling that was
hard-coded to the SNES-specific behavior, but isn't appropriate to be
exposed in higan/video.
2016-05-25 11:13:02 +00:00
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uint nodes = 0;
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2013-05-02 11:25:45 +00:00
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2015-08-02 06:23:13 +00:00
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set() = default;
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2013-05-02 11:25:45 +00:00
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set(const set& source) { operator=(source); }
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2015-07-14 09:32:43 +00:00
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set(set&& source) { operator=(move(source)); }
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2013-05-02 11:25:45 +00:00
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set(std::initializer_list<T> list) { for(auto& value : list) insert(value); }
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~set() { reset(); }
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2015-08-02 06:23:13 +00:00
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auto operator=(const set& source) -> set& {
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Update to bsnes v107.1 release.
byuu says:
Don't let the point release fool you, there are many significant changes in this
release. I will be keeping bsnes releases using a point system until the new
higan release is ready.
Changelog:
- GUI: added high DPI support
- GUI: fixed the state manager image preview
- Windows: added a new waveOut driver with support for dynamic rate control
- Windows: corrected the XAudio 2.1 dynamic rate control support [BearOso]
- Windows: corrected the Direct3D 9.0 fullscreen exclusive window centering
- Windows: fixed XInput controller support on Windows 10
- SFC: added high-level emulation for the DSP1, DSP2, DSP4, ST010, and Cx4
coprocessors
- SFC: fixed a slight rendering glitch in the intro to Megalomania
If the coprocessor firmware is missing, bsnes will fallback on HLE where it is
supported, which is everything other than SD Gundam GX and the two Hayazashi
Nidan Morita Shougi games.
The Windows dynamic rate control works best with Direct3D in fullscreen
exclusive mode. I recommend the waveOut driver over the XAudio 2.1 driver, as it
is not possible to target a single XAudio2 version on all Windows OS releases.
The waveOut driver should work everywhere out of the box.
Note that with DRC, the synchronization source is your monitor, so you will
want to be running at 60hz (NTSC) or 50hz (PAL). If you have an adaptive sync
monitor, you should instead use the WASAPI (exclusive) or ASIO audio driver.
2019-04-09 01:16:30 +00:00
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if(this == &source) return *this;
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2015-08-02 06:23:13 +00:00
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reset();
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copy(root, source.root);
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nodes = source.nodes;
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return *this;
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}
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auto operator=(set&& source) -> set& {
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Update to bsnes v107.1 release.
byuu says:
Don't let the point release fool you, there are many significant changes in this
release. I will be keeping bsnes releases using a point system until the new
higan release is ready.
Changelog:
- GUI: added high DPI support
- GUI: fixed the state manager image preview
- Windows: added a new waveOut driver with support for dynamic rate control
- Windows: corrected the XAudio 2.1 dynamic rate control support [BearOso]
- Windows: corrected the Direct3D 9.0 fullscreen exclusive window centering
- Windows: fixed XInput controller support on Windows 10
- SFC: added high-level emulation for the DSP1, DSP2, DSP4, ST010, and Cx4
coprocessors
- SFC: fixed a slight rendering glitch in the intro to Megalomania
If the coprocessor firmware is missing, bsnes will fallback on HLE where it is
supported, which is everything other than SD Gundam GX and the two Hayazashi
Nidan Morita Shougi games.
The Windows dynamic rate control works best with Direct3D in fullscreen
exclusive mode. I recommend the waveOut driver over the XAudio 2.1 driver, as it
is not possible to target a single XAudio2 version on all Windows OS releases.
The waveOut driver should work everywhere out of the box.
Note that with DRC, the synchronization source is your monitor, so you will
want to be running at 60hz (NTSC) or 50hz (PAL). If you have an adaptive sync
monitor, you should instead use the WASAPI (exclusive) or ASIO audio driver.
2019-04-09 01:16:30 +00:00
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if(this == &source) return *this;
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2015-08-02 06:23:13 +00:00
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root = source.root;
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nodes = source.nodes;
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source.root = nullptr;
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source.nodes = 0;
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return *this;
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}
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2016-05-16 09:51:12 +00:00
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explicit operator bool() const { return nodes; }
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Update to v098r11 release.
byuu says:
Changelog:
- fixed nall/path.hpp compilation issue
- fixed ruby/audio/xaudio header declaration compilation issue (again)
- cleaned up xaudio2.hpp file to match my coding syntax (12.5% of the
file was whitespace overkill)
- added null terminator entry to nall/windows/utf8.hpp argc[] array
- nall/windows/guid.hpp uses the Windows API for generating the GUID
- this should stop all the bug reports where two nall users were
generating GUIDs at the exact same second
- fixed hiro/cocoa compilation issue with uint# types
- fixed major higan/sfc Super Game Boy audio latency issue
- fixed higan/sfc CPU core bug with pei, [dp], [dp]+y instructions
- major cleanups to higan/processor/r65816 core
- merged emulation/native-mode opcodes
- use camel-case naming on memory.hpp functions
- simplify address masking code for memory.hpp functions
- simplify a few opcodes themselves (avoid redundant copies, etc)
- rename regs.* to r.* to match modern convention of other CPU cores
- removed device.order<> concept from Emulator::Interface
- cores will now do the translation to make the job of the UI easier
- fixed plurality naming of arrays in Emulator::Interface
- example: emulator.ports[p].devices[d].inputs[i]
- example: vector<Medium> media
- probably more surprises
Major show-stoppers to the next official release:
- we need to work on GB core improvements: LY=153/0 case, multiple STAT
IRQs case, GBC audio output regs, etc.
- we need to re-add software cursors for light guns (Super Scope,
Justifier)
- after the above, we need to fix the turbo button for the Super Scope
I really have no idea how I want to implement the light guns. Ideally,
we'd want it in higan/video, so we can support the NES Zapper with the
same code. But this isn't going to be easy, because only the SNES knows
when its output is interlaced, and its resolutions can vary as
{256,512}x{224,240,448,480} which requires pixel doubling that was
hard-coded to the SNES-specific behavior, but isn't appropriate to be
exposed in higan/video.
2016-05-25 11:13:02 +00:00
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auto size() const -> uint { return nodes; }
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2013-05-02 11:25:45 +00:00
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2015-07-14 09:32:43 +00:00
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auto reset() -> void {
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2013-05-02 11:25:45 +00:00
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reset(root);
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nodes = 0;
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}
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2015-07-14 09:32:43 +00:00
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auto find(const T& value) -> maybe<T&> {
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2013-05-02 11:25:45 +00:00
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if(node_t* node = find(root, value)) return node->value;
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2014-02-09 05:59:46 +00:00
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return nothing;
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2013-05-02 11:25:45 +00:00
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}
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2015-07-14 09:32:43 +00:00
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auto find(const T& value) const -> maybe<const T&> {
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2013-05-02 11:25:45 +00:00
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if(node_t* node = find(root, value)) return node->value;
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2014-02-09 05:59:46 +00:00
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return nothing;
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2013-05-02 11:25:45 +00:00
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}
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2015-07-14 09:32:43 +00:00
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auto insert(const T& value) -> maybe<T&> {
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Update to v098r11 release.
byuu says:
Changelog:
- fixed nall/path.hpp compilation issue
- fixed ruby/audio/xaudio header declaration compilation issue (again)
- cleaned up xaudio2.hpp file to match my coding syntax (12.5% of the
file was whitespace overkill)
- added null terminator entry to nall/windows/utf8.hpp argc[] array
- nall/windows/guid.hpp uses the Windows API for generating the GUID
- this should stop all the bug reports where two nall users were
generating GUIDs at the exact same second
- fixed hiro/cocoa compilation issue with uint# types
- fixed major higan/sfc Super Game Boy audio latency issue
- fixed higan/sfc CPU core bug with pei, [dp], [dp]+y instructions
- major cleanups to higan/processor/r65816 core
- merged emulation/native-mode opcodes
- use camel-case naming on memory.hpp functions
- simplify address masking code for memory.hpp functions
- simplify a few opcodes themselves (avoid redundant copies, etc)
- rename regs.* to r.* to match modern convention of other CPU cores
- removed device.order<> concept from Emulator::Interface
- cores will now do the translation to make the job of the UI easier
- fixed plurality naming of arrays in Emulator::Interface
- example: emulator.ports[p].devices[d].inputs[i]
- example: vector<Medium> media
- probably more surprises
Major show-stoppers to the next official release:
- we need to work on GB core improvements: LY=153/0 case, multiple STAT
IRQs case, GBC audio output regs, etc.
- we need to re-add software cursors for light guns (Super Scope,
Justifier)
- after the above, we need to fix the turbo button for the Super Scope
I really have no idea how I want to implement the light guns. Ideally,
we'd want it in higan/video, so we can support the NES Zapper with the
same code. But this isn't going to be easy, because only the SNES knows
when its output is interlaced, and its resolutions can vary as
{256,512}x{224,240,448,480} which requires pixel doubling that was
hard-coded to the SNES-specific behavior, but isn't appropriate to be
exposed in higan/video.
2016-05-25 11:13:02 +00:00
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uint count = size();
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2013-07-29 09:42:45 +00:00
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node_t* v = insert(root, value);
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2013-05-02 11:25:45 +00:00
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root->red = 0;
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2014-02-09 05:59:46 +00:00
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if(size() == count) return nothing;
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return v->value;
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2013-05-02 11:25:45 +00:00
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}
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2015-08-02 06:23:13 +00:00
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template<typename... P> auto insert(const T& value, P&&... p) -> bool {
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2013-05-02 11:25:45 +00:00
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bool result = insert(value);
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2015-08-02 06:23:13 +00:00
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insert(forward<P>(p)...) | result;
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2013-07-29 09:42:45 +00:00
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return result;
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2013-05-02 11:25:45 +00:00
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}
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2015-07-14 09:32:43 +00:00
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auto remove(const T& value) -> bool {
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Update to v098r11 release.
byuu says:
Changelog:
- fixed nall/path.hpp compilation issue
- fixed ruby/audio/xaudio header declaration compilation issue (again)
- cleaned up xaudio2.hpp file to match my coding syntax (12.5% of the
file was whitespace overkill)
- added null terminator entry to nall/windows/utf8.hpp argc[] array
- nall/windows/guid.hpp uses the Windows API for generating the GUID
- this should stop all the bug reports where two nall users were
generating GUIDs at the exact same second
- fixed hiro/cocoa compilation issue with uint# types
- fixed major higan/sfc Super Game Boy audio latency issue
- fixed higan/sfc CPU core bug with pei, [dp], [dp]+y instructions
- major cleanups to higan/processor/r65816 core
- merged emulation/native-mode opcodes
- use camel-case naming on memory.hpp functions
- simplify address masking code for memory.hpp functions
- simplify a few opcodes themselves (avoid redundant copies, etc)
- rename regs.* to r.* to match modern convention of other CPU cores
- removed device.order<> concept from Emulator::Interface
- cores will now do the translation to make the job of the UI easier
- fixed plurality naming of arrays in Emulator::Interface
- example: emulator.ports[p].devices[d].inputs[i]
- example: vector<Medium> media
- probably more surprises
Major show-stoppers to the next official release:
- we need to work on GB core improvements: LY=153/0 case, multiple STAT
IRQs case, GBC audio output regs, etc.
- we need to re-add software cursors for light guns (Super Scope,
Justifier)
- after the above, we need to fix the turbo button for the Super Scope
I really have no idea how I want to implement the light guns. Ideally,
we'd want it in higan/video, so we can support the NES Zapper with the
same code. But this isn't going to be easy, because only the SNES knows
when its output is interlaced, and its resolutions can vary as
{256,512}x{224,240,448,480} which requires pixel doubling that was
hard-coded to the SNES-specific behavior, but isn't appropriate to be
exposed in higan/video.
2016-05-25 11:13:02 +00:00
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uint count = size();
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2013-05-02 11:25:45 +00:00
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bool done = 0;
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remove(root, &value, done);
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if(root) root->red = 0;
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return size() < count;
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}
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2015-08-02 06:23:13 +00:00
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template<typename... P> auto remove(const T& value, P&&... p) -> bool {
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2013-05-02 11:25:45 +00:00
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bool result = remove(value);
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2015-08-02 06:23:13 +00:00
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return remove(forward<P>(p)...) | result;
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2013-05-02 11:25:45 +00:00
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}
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struct base_iterator {
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2015-07-14 09:32:43 +00:00
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auto operator!=(const base_iterator& source) const -> bool { return position != source.position; }
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2013-05-02 11:25:45 +00:00
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2015-07-14 09:32:43 +00:00
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auto operator++() -> base_iterator& {
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2013-05-02 11:25:45 +00:00
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if(++position >= source.size()) { position = source.size(); return *this; }
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2016-05-16 09:51:12 +00:00
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if(stack.right()->link[1]) {
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stack.append(stack.right()->link[1]);
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while(stack.right()->link[0]) stack.append(stack.right()->link[0]);
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2013-05-02 11:25:45 +00:00
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} else {
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node_t* child;
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2016-05-16 09:51:12 +00:00
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do child = stack.takeRight();
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while(child == stack.right()->link[1]);
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2013-05-02 11:25:45 +00:00
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}
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return *this;
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}
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Update to v098r11 release.
byuu says:
Changelog:
- fixed nall/path.hpp compilation issue
- fixed ruby/audio/xaudio header declaration compilation issue (again)
- cleaned up xaudio2.hpp file to match my coding syntax (12.5% of the
file was whitespace overkill)
- added null terminator entry to nall/windows/utf8.hpp argc[] array
- nall/windows/guid.hpp uses the Windows API for generating the GUID
- this should stop all the bug reports where two nall users were
generating GUIDs at the exact same second
- fixed hiro/cocoa compilation issue with uint# types
- fixed major higan/sfc Super Game Boy audio latency issue
- fixed higan/sfc CPU core bug with pei, [dp], [dp]+y instructions
- major cleanups to higan/processor/r65816 core
- merged emulation/native-mode opcodes
- use camel-case naming on memory.hpp functions
- simplify address masking code for memory.hpp functions
- simplify a few opcodes themselves (avoid redundant copies, etc)
- rename regs.* to r.* to match modern convention of other CPU cores
- removed device.order<> concept from Emulator::Interface
- cores will now do the translation to make the job of the UI easier
- fixed plurality naming of arrays in Emulator::Interface
- example: emulator.ports[p].devices[d].inputs[i]
- example: vector<Medium> media
- probably more surprises
Major show-stoppers to the next official release:
- we need to work on GB core improvements: LY=153/0 case, multiple STAT
IRQs case, GBC audio output regs, etc.
- we need to re-add software cursors for light guns (Super Scope,
Justifier)
- after the above, we need to fix the turbo button for the Super Scope
I really have no idea how I want to implement the light guns. Ideally,
we'd want it in higan/video, so we can support the NES Zapper with the
same code. But this isn't going to be easy, because only the SNES knows
when its output is interlaced, and its resolutions can vary as
{256,512}x{224,240,448,480} which requires pixel doubling that was
hard-coded to the SNES-specific behavior, but isn't appropriate to be
exposed in higan/video.
2016-05-25 11:13:02 +00:00
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base_iterator(const set& source, uint position) : source(source), position(position) {
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2013-05-02 11:25:45 +00:00
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node_t* node = source.root;
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while(node) {
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stack.append(node);
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node = node->link[0];
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}
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}
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protected:
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const set& source;
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Update to v098r11 release.
byuu says:
Changelog:
- fixed nall/path.hpp compilation issue
- fixed ruby/audio/xaudio header declaration compilation issue (again)
- cleaned up xaudio2.hpp file to match my coding syntax (12.5% of the
file was whitespace overkill)
- added null terminator entry to nall/windows/utf8.hpp argc[] array
- nall/windows/guid.hpp uses the Windows API for generating the GUID
- this should stop all the bug reports where two nall users were
generating GUIDs at the exact same second
- fixed hiro/cocoa compilation issue with uint# types
- fixed major higan/sfc Super Game Boy audio latency issue
- fixed higan/sfc CPU core bug with pei, [dp], [dp]+y instructions
- major cleanups to higan/processor/r65816 core
- merged emulation/native-mode opcodes
- use camel-case naming on memory.hpp functions
- simplify address masking code for memory.hpp functions
- simplify a few opcodes themselves (avoid redundant copies, etc)
- rename regs.* to r.* to match modern convention of other CPU cores
- removed device.order<> concept from Emulator::Interface
- cores will now do the translation to make the job of the UI easier
- fixed plurality naming of arrays in Emulator::Interface
- example: emulator.ports[p].devices[d].inputs[i]
- example: vector<Medium> media
- probably more surprises
Major show-stoppers to the next official release:
- we need to work on GB core improvements: LY=153/0 case, multiple STAT
IRQs case, GBC audio output regs, etc.
- we need to re-add software cursors for light guns (Super Scope,
Justifier)
- after the above, we need to fix the turbo button for the Super Scope
I really have no idea how I want to implement the light guns. Ideally,
we'd want it in higan/video, so we can support the NES Zapper with the
same code. But this isn't going to be easy, because only the SNES knows
when its output is interlaced, and its resolutions can vary as
{256,512}x{224,240,448,480} which requires pixel doubling that was
hard-coded to the SNES-specific behavior, but isn't appropriate to be
exposed in higan/video.
2016-05-25 11:13:02 +00:00
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uint position;
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2013-05-02 11:25:45 +00:00
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vector<node_t*> stack;
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};
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struct iterator : base_iterator {
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Update to v098r11 release.
byuu says:
Changelog:
- fixed nall/path.hpp compilation issue
- fixed ruby/audio/xaudio header declaration compilation issue (again)
- cleaned up xaudio2.hpp file to match my coding syntax (12.5% of the
file was whitespace overkill)
- added null terminator entry to nall/windows/utf8.hpp argc[] array
- nall/windows/guid.hpp uses the Windows API for generating the GUID
- this should stop all the bug reports where two nall users were
generating GUIDs at the exact same second
- fixed hiro/cocoa compilation issue with uint# types
- fixed major higan/sfc Super Game Boy audio latency issue
- fixed higan/sfc CPU core bug with pei, [dp], [dp]+y instructions
- major cleanups to higan/processor/r65816 core
- merged emulation/native-mode opcodes
- use camel-case naming on memory.hpp functions
- simplify address masking code for memory.hpp functions
- simplify a few opcodes themselves (avoid redundant copies, etc)
- rename regs.* to r.* to match modern convention of other CPU cores
- removed device.order<> concept from Emulator::Interface
- cores will now do the translation to make the job of the UI easier
- fixed plurality naming of arrays in Emulator::Interface
- example: emulator.ports[p].devices[d].inputs[i]
- example: vector<Medium> media
- probably more surprises
Major show-stoppers to the next official release:
- we need to work on GB core improvements: LY=153/0 case, multiple STAT
IRQs case, GBC audio output regs, etc.
- we need to re-add software cursors for light guns (Super Scope,
Justifier)
- after the above, we need to fix the turbo button for the Super Scope
I really have no idea how I want to implement the light guns. Ideally,
we'd want it in higan/video, so we can support the NES Zapper with the
same code. But this isn't going to be easy, because only the SNES knows
when its output is interlaced, and its resolutions can vary as
{256,512}x{224,240,448,480} which requires pixel doubling that was
hard-coded to the SNES-specific behavior, but isn't appropriate to be
exposed in higan/video.
2016-05-25 11:13:02 +00:00
|
|
|
iterator(const set& source, uint position) : base_iterator(source, position) {}
|
2016-05-16 09:51:12 +00:00
|
|
|
auto operator*() const -> T& { return base_iterator::stack.right()->value; }
|
2013-05-02 11:25:45 +00:00
|
|
|
};
|
|
|
|
|
2015-07-14 09:32:43 +00:00
|
|
|
auto begin() -> iterator { return iterator(*this, 0); }
|
|
|
|
auto end() -> iterator { return iterator(*this, size()); }
|
2013-05-02 11:25:45 +00:00
|
|
|
|
|
|
|
struct const_iterator : base_iterator {
|
Update to v098r11 release.
byuu says:
Changelog:
- fixed nall/path.hpp compilation issue
- fixed ruby/audio/xaudio header declaration compilation issue (again)
- cleaned up xaudio2.hpp file to match my coding syntax (12.5% of the
file was whitespace overkill)
- added null terminator entry to nall/windows/utf8.hpp argc[] array
- nall/windows/guid.hpp uses the Windows API for generating the GUID
- this should stop all the bug reports where two nall users were
generating GUIDs at the exact same second
- fixed hiro/cocoa compilation issue with uint# types
- fixed major higan/sfc Super Game Boy audio latency issue
- fixed higan/sfc CPU core bug with pei, [dp], [dp]+y instructions
- major cleanups to higan/processor/r65816 core
- merged emulation/native-mode opcodes
- use camel-case naming on memory.hpp functions
- simplify address masking code for memory.hpp functions
- simplify a few opcodes themselves (avoid redundant copies, etc)
- rename regs.* to r.* to match modern convention of other CPU cores
- removed device.order<> concept from Emulator::Interface
- cores will now do the translation to make the job of the UI easier
- fixed plurality naming of arrays in Emulator::Interface
- example: emulator.ports[p].devices[d].inputs[i]
- example: vector<Medium> media
- probably more surprises
Major show-stoppers to the next official release:
- we need to work on GB core improvements: LY=153/0 case, multiple STAT
IRQs case, GBC audio output regs, etc.
- we need to re-add software cursors for light guns (Super Scope,
Justifier)
- after the above, we need to fix the turbo button for the Super Scope
I really have no idea how I want to implement the light guns. Ideally,
we'd want it in higan/video, so we can support the NES Zapper with the
same code. But this isn't going to be easy, because only the SNES knows
when its output is interlaced, and its resolutions can vary as
{256,512}x{224,240,448,480} which requires pixel doubling that was
hard-coded to the SNES-specific behavior, but isn't appropriate to be
exposed in higan/video.
2016-05-25 11:13:02 +00:00
|
|
|
const_iterator(const set& source, uint position) : base_iterator(source, position) {}
|
2016-05-16 09:51:12 +00:00
|
|
|
auto operator*() const -> const T& { return base_iterator::stack.right()->value; }
|
2013-05-02 11:25:45 +00:00
|
|
|
};
|
|
|
|
|
2015-07-14 09:32:43 +00:00
|
|
|
auto begin() const -> const const_iterator { return const_iterator(*this, 0); }
|
|
|
|
auto end() const -> const const_iterator { return const_iterator(*this, size()); }
|
2013-05-02 11:25:45 +00:00
|
|
|
|
|
|
|
private:
|
2015-07-14 09:32:43 +00:00
|
|
|
auto reset(node_t*& node) -> void {
|
2013-05-02 11:25:45 +00:00
|
|
|
if(!node) return;
|
|
|
|
if(node->link[0]) reset(node->link[0]);
|
|
|
|
if(node->link[1]) reset(node->link[1]);
|
|
|
|
delete node;
|
|
|
|
node = nullptr;
|
|
|
|
}
|
|
|
|
|
2015-07-14 09:32:43 +00:00
|
|
|
auto copy(node_t*& target, const node_t* source) -> void {
|
2013-05-02 11:25:45 +00:00
|
|
|
if(!source) return;
|
|
|
|
target = new node_t(source->value);
|
|
|
|
target->red = source->red;
|
|
|
|
copy(target->link[0], source->link[0]);
|
|
|
|
copy(target->link[1], source->link[1]);
|
|
|
|
}
|
|
|
|
|
2015-07-14 09:32:43 +00:00
|
|
|
auto find(node_t* node, const T& value) const -> node_t* {
|
2013-05-02 11:25:45 +00:00
|
|
|
if(node == nullptr) return nullptr;
|
|
|
|
if(node->value == value) return node;
|
|
|
|
return find(node->link[node->value < value], value);
|
|
|
|
}
|
|
|
|
|
2015-07-14 09:32:43 +00:00
|
|
|
auto red(node_t* node) const -> bool { return node && node->red; }
|
|
|
|
auto black(node_t* node) const -> bool { return !red(node); }
|
2013-05-02 11:25:45 +00:00
|
|
|
|
2015-07-14 09:32:43 +00:00
|
|
|
auto rotate(node_t*& a, bool dir) -> void {
|
2013-05-02 11:25:45 +00:00
|
|
|
node_t*& b = a->link[!dir];
|
|
|
|
node_t*& c = b->link[dir];
|
|
|
|
a->red = 1, b->red = 0;
|
|
|
|
std::swap(a, b);
|
|
|
|
std::swap(b, c);
|
|
|
|
}
|
|
|
|
|
2015-07-14 09:32:43 +00:00
|
|
|
auto rotateTwice(node_t*& node, bool dir) -> void {
|
2013-05-02 11:25:45 +00:00
|
|
|
rotate(node->link[!dir], !dir);
|
|
|
|
rotate(node, dir);
|
|
|
|
}
|
|
|
|
|
2015-07-14 09:32:43 +00:00
|
|
|
auto insert(node_t*& node, const T& value) -> node_t* {
|
2013-07-29 09:42:45 +00:00
|
|
|
if(!node) { nodes++; node = new node_t(value); return node; }
|
|
|
|
if(node->value == value) { node->value = value; return node; } //prevent duplicate entries
|
2013-05-02 11:25:45 +00:00
|
|
|
|
|
|
|
bool dir = node->value < value;
|
2013-07-29 09:42:45 +00:00
|
|
|
node_t* v = insert(node->link[dir], value);
|
|
|
|
if(black(node->link[dir])) return v;
|
2013-05-02 11:25:45 +00:00
|
|
|
|
|
|
|
if(red(node->link[!dir])) {
|
|
|
|
node->red = 1;
|
|
|
|
node->link[0]->red = 0;
|
|
|
|
node->link[1]->red = 0;
|
|
|
|
} else if(red(node->link[dir]->link[dir])) {
|
|
|
|
rotate(node, !dir);
|
|
|
|
} else if(red(node->link[dir]->link[!dir])) {
|
|
|
|
rotateTwice(node, !dir);
|
|
|
|
}
|
2013-07-29 09:42:45 +00:00
|
|
|
|
|
|
|
return v;
|
2013-05-02 11:25:45 +00:00
|
|
|
}
|
|
|
|
|
2015-07-14 09:32:43 +00:00
|
|
|
auto balance(node_t*& node, bool dir, bool& done) -> void {
|
2013-05-02 11:25:45 +00:00
|
|
|
node_t* p = node;
|
|
|
|
node_t* s = node->link[!dir];
|
|
|
|
if(!s) return;
|
|
|
|
|
|
|
|
if(red(s)) {
|
|
|
|
rotate(node, dir);
|
|
|
|
s = p->link[!dir];
|
|
|
|
}
|
|
|
|
|
|
|
|
if(black(s->link[0]) && black(s->link[1])) {
|
|
|
|
if(red(p)) done = 1;
|
|
|
|
p->red = 0, s->red = 1;
|
|
|
|
} else {
|
|
|
|
bool save = p->red;
|
|
|
|
bool head = node == p;
|
|
|
|
|
|
|
|
if(red(s->link[!dir])) rotate(p, dir);
|
|
|
|
else rotateTwice(p, dir);
|
|
|
|
|
|
|
|
p->red = save;
|
|
|
|
p->link[0]->red = 0;
|
|
|
|
p->link[1]->red = 0;
|
|
|
|
|
|
|
|
if(head) node = p;
|
|
|
|
else node->link[dir] = p;
|
|
|
|
|
|
|
|
done = 1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2015-07-14 09:32:43 +00:00
|
|
|
auto remove(node_t*& node, const T* value, bool& done) -> void {
|
2013-05-02 11:25:45 +00:00
|
|
|
if(!node) { done = 1; return; }
|
|
|
|
|
|
|
|
if(node->value == *value) {
|
|
|
|
if(!node->link[0] || !node->link[1]) {
|
|
|
|
node_t* save = node->link[!node->link[0]];
|
|
|
|
|
|
|
|
if(red(node)) done = 1;
|
|
|
|
else if(red(save)) save->red = 0, done = 1;
|
|
|
|
|
|
|
|
nodes--;
|
|
|
|
delete node;
|
|
|
|
node = save;
|
|
|
|
return;
|
|
|
|
} else {
|
|
|
|
node_t* heir = node->link[0];
|
|
|
|
while(heir->link[1]) heir = heir->link[1];
|
|
|
|
node->value = heir->value;
|
|
|
|
value = &heir->value;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
bool dir = node->value < *value;
|
|
|
|
remove(node->link[dir], value, done);
|
|
|
|
if(!done) balance(node, dir, done);
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
|
|
|
}
|