Update to v094r20 release.
byuu says:
Main reason for this WIP was because of all the added lines to hiro for
selective component disabling. May as well get all the diff-noise apart
from code changes.
It also merges something I've been talking to Cydrak about ... making
nall::string::(integer,decimal) do built-in binary,octal,hex decoding
instead of just failing on those. This will have fun little side effects
all over the place, like being able to view a topic on my forum via
"forum.byuu.org/topic/0b10010110", heh.
There are two small changes to higan itself, though. First up, I fixed
the resampler ratio when loading non-SNES games. Tested and I can play
Game Boy games fine now. Second, I hooked up menu option hiding for
reset and controller selection. Right now, this works like higan v094,
but I'm thinking I might want to show the "Device -> Controller" even if
that's all that's there. It kind of jives nicer with the input settings
window to see the labels there, I think. And if we ever do add more
stuff, it'll be nice that people already always expect that menu there.
Remaining issues:
* add slotted cart loader (SGB, BSX, ST)
* add DIP switch selection window (NSS)
* add timing configuration (video/audio sync)
2015-05-23 05:37:08 +00:00
|
|
|
#if defined(Hiro_Application)
|
|
|
|
|
Update to v094r09 release.
byuu says:
This will easily be the biggest diff in the history of higan. And not in
a good way.
* target-higan and target-loki have been blown away completely
* nall and ruby massively updated
* phoenix replaced with hiro (pretty near a total rewrite)
* target-higan restarted using hiro (just a window for now)
* all emulation cores updated to compile again
* installation changed to not require root privileges (installs locally)
For the foreseeable future (maybe even permanently?), the new higan UI
will only build under Linux/BSD with GTK+ 2.20+. Probably the most
likely route for Windows/OS X will be to try and figure out how to build
hiro/GTK on those platforms, as awful as that would be. The other
alternative would be to produce new UIs for those platforms ... which
would actually be a good opportunity to make something much more user
friendly.
Being that I just started on this a few hours ago, that means that for
at least a few weeks, don't expect to be able to actually play any
games. Right now, you can pretty much just compile the binary and that's
it. It's quite possible that some nall changes didn't produce
compilation errors, but will produce runtime errors. So until the UI can
actually load games, we won't know if anything is broken. But we should
mostly be okay. It was mostly just trim<1> -> trim changes, moving to
Hash::SHA256 (much cleaner), and patching some reckless memory copy
functions enough to compile.
Progress isn't going to be like it was before: I'm now dividing my time
much thinner between studying and other hobbies.
My aim this time is not to produce a binary for everyone to play games
on. Rather, it's to keep the emulator alive. I want to be able to apply
critical patches again. And I would also like the base of the emulator
to live on, for use in other emulator frontends that utilize higan.
2015-02-26 10:10:46 +00:00
|
|
|
auto Application::doMain() -> void {
|
2018-08-05 09:00:15 +00:00
|
|
|
if(state().onMain) return state().onMain();
|
Update to v094r09 release.
byuu says:
This will easily be the biggest diff in the history of higan. And not in
a good way.
* target-higan and target-loki have been blown away completely
* nall and ruby massively updated
* phoenix replaced with hiro (pretty near a total rewrite)
* target-higan restarted using hiro (just a window for now)
* all emulation cores updated to compile again
* installation changed to not require root privileges (installs locally)
For the foreseeable future (maybe even permanently?), the new higan UI
will only build under Linux/BSD with GTK+ 2.20+. Probably the most
likely route for Windows/OS X will be to try and figure out how to build
hiro/GTK on those platforms, as awful as that would be. The other
alternative would be to produce new UIs for those platforms ... which
would actually be a good opportunity to make something much more user
friendly.
Being that I just started on this a few hours ago, that means that for
at least a few weeks, don't expect to be able to actually play any
games. Right now, you can pretty much just compile the binary and that's
it. It's quite possible that some nall changes didn't produce
compilation errors, but will produce runtime errors. So until the UI can
actually load games, we won't know if anything is broken. But we should
mostly be okay. It was mostly just trim<1> -> trim changes, moving to
Hash::SHA256 (much cleaner), and patching some reckless memory copy
functions enough to compile.
Progress isn't going to be like it was before: I'm now dividing my time
much thinner between studying and other hobbies.
My aim this time is not to produce a binary for everyone to play games
on. Rather, it's to keep the emulator alive. I want to be able to apply
critical patches again. And I would also like the base of the emulator
to live on, for use in other emulator frontends that utilize higan.
2015-02-26 10:10:46 +00:00
|
|
|
}
|
|
|
|
|
Update to v094r43 release.
byuu says:
Updated to compile with all of the new hiro changes. My next step is to
write up hiro API documentation, and move the API from alpha (constantly
changing) to beta (rarely changing), in preparation for the first stable
release (backward-compatible changes only.)
Added "--fullscreen" command-line option. I like this over
a configuration file option. Lets you use the emulator in both modes
without having to modify the config file each time.
Also enhanced the command-line game loading. You can now use any of
these methods:
higan /path/to/game-folder.sfc
higan /path/to/game-folder.sfc/
higan /path/to/game-folder.sfc/program.rom
The idea is to support launchers that insist on loading files only.
Technically, the file can be any name (manifest.bml also works); the
only criteria is that the file actually exists and is a file, and not
a directory. This is a requirement to support the first version (a
directory lacking the trailing / identifier), because I don't want my
nall::string class to query the file system to determine if the string
is an actual existing file or directory for its pathname() / dirname()
functions.
Anyway, every game folder I've made so far has program.rom, and that's
very unlikely to change, so this should be fine.
Now, of course, if you drop a regular "game.sfc" file on the emulator,
it won't even try to load it, unless it's in a folder that ends in .fc,
.sfc, etc. In which case, it'll bail out immediately by being unable to
produce a manifest for what is obviously not really a game folder.
2015-08-30 02:08:26 +00:00
|
|
|
auto Application::font() -> Font {
|
2018-08-05 09:00:15 +00:00
|
|
|
return state().font;
|
Update to v094r09 release.
byuu says:
This will easily be the biggest diff in the history of higan. And not in
a good way.
* target-higan and target-loki have been blown away completely
* nall and ruby massively updated
* phoenix replaced with hiro (pretty near a total rewrite)
* target-higan restarted using hiro (just a window for now)
* all emulation cores updated to compile again
* installation changed to not require root privileges (installs locally)
For the foreseeable future (maybe even permanently?), the new higan UI
will only build under Linux/BSD with GTK+ 2.20+. Probably the most
likely route for Windows/OS X will be to try and figure out how to build
hiro/GTK on those platforms, as awful as that would be. The other
alternative would be to produce new UIs for those platforms ... which
would actually be a good opportunity to make something much more user
friendly.
Being that I just started on this a few hours ago, that means that for
at least a few weeks, don't expect to be able to actually play any
games. Right now, you can pretty much just compile the binary and that's
it. It's quite possible that some nall changes didn't produce
compilation errors, but will produce runtime errors. So until the UI can
actually load games, we won't know if anything is broken. But we should
mostly be okay. It was mostly just trim<1> -> trim changes, moving to
Hash::SHA256 (much cleaner), and patching some reckless memory copy
functions enough to compile.
Progress isn't going to be like it was before: I'm now dividing my time
much thinner between studying and other hobbies.
My aim this time is not to produce a binary for everyone to play games
on. Rather, it's to keep the emulator alive. I want to be able to apply
critical patches again. And I would also like the base of the emulator
to live on, for use in other emulator frontends that utilize higan.
2015-02-26 10:10:46 +00:00
|
|
|
}
|
|
|
|
|
2018-07-25 12:24:03 +00:00
|
|
|
auto Application::kill() -> void {
|
|
|
|
quit();
|
|
|
|
exit(EXIT_SUCCESS);
|
|
|
|
}
|
|
|
|
|
2018-07-16 06:16:26 +00:00
|
|
|
auto Application::locale() -> Locale& {
|
2018-08-05 09:00:15 +00:00
|
|
|
return state().locale;
|
2018-07-16 06:16:26 +00:00
|
|
|
}
|
|
|
|
|
Update to v106r44 release.
byuu says:
Changelog:
- hiro/Windows: use `WS_CLIPSIBLINGS` on Label to prevent resize
drawing issues
- bsnes: correct viewport resizing
- bsnes: speed up window resizing a little bit
- bsnes: fix the cheat editor list enable checkbox
- bsnes: fix the state manager filename display in game ROM mode
- bsnes: fix the state manager save/rename/remove functionality in
game ROM mode
- bsnes: correct path searching for IPS and BPS patches in game ROM
mode
- bsnes: patch BS-X town cartridge to disable play limits
- bsnes: do not load (program,data,expansion).(rom,flash) from disk in
game pak mode
- this is required to support soft-patching and ROM hacks
- bsnes: added speed mode selection (50%, 75%, 100%, 150%, 200%);
maintains proper pitch
- bsnes: added icons to the menubar
- this is particularly useful to tell game ROMs from game paks in
the load recent game menu
- bsnes: added emblem at bottom left of status bar to indicate if a
game is verified or not
- verified means it is in the icarus verified game dump database
- the verified diamond is orange; the unverified diamond is blue
- bsnes: added an option (which defaults to off) to warn when loading
unverified games
- working around a bug in GTK, I have to use the uglier
MessageWindow instead of MessageDialog
- bsnes: added (non-functional) link to <https://doc.byuu.org/bsnes/>
to the help menu
- bsnes: added GUI setting to toggle memory auto-save feature
- bsnes: added GUI setting to toggle capturing a backup save state
when closing the emulator
- bsnes: made auto-saving states on exit an option
- bsnes: added an option to auto-load the auto-saved state on load
- basically, the two combined implements auto-resume
- bsnes: when firmware is missing, offer to take the user to the
online help documentation
- bsnes: added fast PPU option to disable the sprite limit
- increase from 32 items/line + 34 tiles/line to 128 items/line +
128 tiles/line
- technically, 1024 tiles/line are possible with 128 sprites at
64-width
- but this is just a waste of cache locality and worst-case
performance; it'll never happen
Errata:
- hiro/Windows: fallthrough on Canvas `WM_ERASEBKGND` to prevent
startup flicker
2018-06-28 06:28:27 +00:00
|
|
|
auto Application::modal() -> bool {
|
Update to 20180809 release.
byuu says:
The Windows port can now run the emulation while navigating menus,
moving windows, and resizing windows. The main window also doesn't try
so hard to constantly clear itself. This may leave a bit of unwelcome
residue behind in some video drivers during resize, but under most
drivers, it lets you resize without a huge amount of flickering.
On all platforms, I now also run the emulation during MessageWindow
modal events, where I didn't before.
I'm thinking we should probably mute the audio during modal periods,
since it can generate a good deal of distortion.
The tooltip timeout was increased to ten seconds.
On Windows, the enter key can now activate buttons, so you can more
quickly dismiss MessageDialog windows. This part may not actually work
... I'm in the middle of trying to get messages out of the global
`Application_windowProc` hook and into the individual `Widget_windowProc`
hooks, so I need to do some testing.
I fixed a bug where changing the input driver wouldn't immediately
reload the input/hotkey settings lists properly.
I also went from disabling the driver "Change" button when the currently
active driver is selected in the list, to instead setting it to say
"Reload", and I also added a tool tip to the input driver reload button,
advising that if you're using DirectInput or SDL, you can hit "Reload"
to rescan for hotplugged gamepads without needing to restart the
emulator. XInput and udev have auto hotswap support. If we can ever get
that into DirectInput and SDL, then I'll remove the tooltip. But
regardless, the reload functionality is nice to have for all drivers.
I'm not sure what should happen when a user changes their driver
selection while a game is loaded, gets the warning dialog, chooses not
to change it, and then closes the emulator. Currently, it will make the
change happen the next time you start the emulator. This feels a bit
unexpected, but when you change the selection without a game loaded, it
takes immediate effect. So I'm not really sure what's best here.
2018-08-10 05:02:59 +00:00
|
|
|
return pApplication::modal();
|
Update to v106r44 release.
byuu says:
Changelog:
- hiro/Windows: use `WS_CLIPSIBLINGS` on Label to prevent resize
drawing issues
- bsnes: correct viewport resizing
- bsnes: speed up window resizing a little bit
- bsnes: fix the cheat editor list enable checkbox
- bsnes: fix the state manager filename display in game ROM mode
- bsnes: fix the state manager save/rename/remove functionality in
game ROM mode
- bsnes: correct path searching for IPS and BPS patches in game ROM
mode
- bsnes: patch BS-X town cartridge to disable play limits
- bsnes: do not load (program,data,expansion).(rom,flash) from disk in
game pak mode
- this is required to support soft-patching and ROM hacks
- bsnes: added speed mode selection (50%, 75%, 100%, 150%, 200%);
maintains proper pitch
- bsnes: added icons to the menubar
- this is particularly useful to tell game ROMs from game paks in
the load recent game menu
- bsnes: added emblem at bottom left of status bar to indicate if a
game is verified or not
- verified means it is in the icarus verified game dump database
- the verified diamond is orange; the unverified diamond is blue
- bsnes: added an option (which defaults to off) to warn when loading
unverified games
- working around a bug in GTK, I have to use the uglier
MessageWindow instead of MessageDialog
- bsnes: added (non-functional) link to <https://doc.byuu.org/bsnes/>
to the help menu
- bsnes: added GUI setting to toggle memory auto-save feature
- bsnes: added GUI setting to toggle capturing a backup save state
when closing the emulator
- bsnes: made auto-saving states on exit an option
- bsnes: added an option to auto-load the auto-saved state on load
- basically, the two combined implements auto-resume
- bsnes: when firmware is missing, offer to take the user to the
online help documentation
- bsnes: added fast PPU option to disable the sprite limit
- increase from 32 items/line + 34 tiles/line to 128 items/line +
128 tiles/line
- technically, 1024 tiles/line are possible with 128 sprites at
64-width
- but this is just a waste of cache locality and worst-case
performance; it'll never happen
Errata:
- hiro/Windows: fallthrough on Canvas `WM_ERASEBKGND` to prevent
startup flicker
2018-06-28 06:28:27 +00:00
|
|
|
}
|
|
|
|
|
Update to v094r09 release.
byuu says:
This will easily be the biggest diff in the history of higan. And not in
a good way.
* target-higan and target-loki have been blown away completely
* nall and ruby massively updated
* phoenix replaced with hiro (pretty near a total rewrite)
* target-higan restarted using hiro (just a window for now)
* all emulation cores updated to compile again
* installation changed to not require root privileges (installs locally)
For the foreseeable future (maybe even permanently?), the new higan UI
will only build under Linux/BSD with GTK+ 2.20+. Probably the most
likely route for Windows/OS X will be to try and figure out how to build
hiro/GTK on those platforms, as awful as that would be. The other
alternative would be to produce new UIs for those platforms ... which
would actually be a good opportunity to make something much more user
friendly.
Being that I just started on this a few hours ago, that means that for
at least a few weeks, don't expect to be able to actually play any
games. Right now, you can pretty much just compile the binary and that's
it. It's quite possible that some nall changes didn't produce
compilation errors, but will produce runtime errors. So until the UI can
actually load games, we won't know if anything is broken. But we should
mostly be okay. It was mostly just trim<1> -> trim changes, moving to
Hash::SHA256 (much cleaner), and patching some reckless memory copy
functions enough to compile.
Progress isn't going to be like it was before: I'm now dividing my time
much thinner between studying and other hobbies.
My aim this time is not to produce a binary for everyone to play games
on. Rather, it's to keep the emulator alive. I want to be able to apply
critical patches again. And I would also like the base of the emulator
to live on, for use in other emulator frontends that utilize higan.
2015-02-26 10:10:46 +00:00
|
|
|
auto Application::name() -> string {
|
2018-08-05 09:00:15 +00:00
|
|
|
return state().name;
|
Update to v094r09 release.
byuu says:
This will easily be the biggest diff in the history of higan. And not in
a good way.
* target-higan and target-loki have been blown away completely
* nall and ruby massively updated
* phoenix replaced with hiro (pretty near a total rewrite)
* target-higan restarted using hiro (just a window for now)
* all emulation cores updated to compile again
* installation changed to not require root privileges (installs locally)
For the foreseeable future (maybe even permanently?), the new higan UI
will only build under Linux/BSD with GTK+ 2.20+. Probably the most
likely route for Windows/OS X will be to try and figure out how to build
hiro/GTK on those platforms, as awful as that would be. The other
alternative would be to produce new UIs for those platforms ... which
would actually be a good opportunity to make something much more user
friendly.
Being that I just started on this a few hours ago, that means that for
at least a few weeks, don't expect to be able to actually play any
games. Right now, you can pretty much just compile the binary and that's
it. It's quite possible that some nall changes didn't produce
compilation errors, but will produce runtime errors. So until the UI can
actually load games, we won't know if anything is broken. But we should
mostly be okay. It was mostly just trim<1> -> trim changes, moving to
Hash::SHA256 (much cleaner), and patching some reckless memory copy
functions enough to compile.
Progress isn't going to be like it was before: I'm now dividing my time
much thinner between studying and other hobbies.
My aim this time is not to produce a binary for everyone to play games
on. Rather, it's to keep the emulator alive. I want to be able to apply
critical patches again. And I would also like the base of the emulator
to live on, for use in other emulator frontends that utilize higan.
2015-02-26 10:10:46 +00:00
|
|
|
}
|
|
|
|
|
2015-06-15 22:16:43 +00:00
|
|
|
auto Application::onMain(const function<void ()>& callback) -> void {
|
2018-08-05 09:00:15 +00:00
|
|
|
state().onMain = callback;
|
Update to v094r09 release.
byuu says:
This will easily be the biggest diff in the history of higan. And not in
a good way.
* target-higan and target-loki have been blown away completely
* nall and ruby massively updated
* phoenix replaced with hiro (pretty near a total rewrite)
* target-higan restarted using hiro (just a window for now)
* all emulation cores updated to compile again
* installation changed to not require root privileges (installs locally)
For the foreseeable future (maybe even permanently?), the new higan UI
will only build under Linux/BSD with GTK+ 2.20+. Probably the most
likely route for Windows/OS X will be to try and figure out how to build
hiro/GTK on those platforms, as awful as that would be. The other
alternative would be to produce new UIs for those platforms ... which
would actually be a good opportunity to make something much more user
friendly.
Being that I just started on this a few hours ago, that means that for
at least a few weeks, don't expect to be able to actually play any
games. Right now, you can pretty much just compile the binary and that's
it. It's quite possible that some nall changes didn't produce
compilation errors, but will produce runtime errors. So until the UI can
actually load games, we won't know if anything is broken. But we should
mostly be okay. It was mostly just trim<1> -> trim changes, moving to
Hash::SHA256 (much cleaner), and patching some reckless memory copy
functions enough to compile.
Progress isn't going to be like it was before: I'm now dividing my time
much thinner between studying and other hobbies.
My aim this time is not to produce a binary for everyone to play games
on. Rather, it's to keep the emulator alive. I want to be able to apply
critical patches again. And I would also like the base of the emulator
to live on, for use in other emulator frontends that utilize higan.
2015-02-26 10:10:46 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
auto Application::run() -> void {
|
|
|
|
return pApplication::run();
|
|
|
|
}
|
|
|
|
|
|
|
|
auto Application::pendingEvents() -> bool {
|
|
|
|
return pApplication::pendingEvents();
|
|
|
|
}
|
|
|
|
|
|
|
|
auto Application::processEvents() -> void {
|
|
|
|
return pApplication::processEvents();
|
|
|
|
}
|
|
|
|
|
|
|
|
auto Application::quit() -> void {
|
2018-08-05 09:00:15 +00:00
|
|
|
state().quit = true;
|
Update to v094r09 release.
byuu says:
This will easily be the biggest diff in the history of higan. And not in
a good way.
* target-higan and target-loki have been blown away completely
* nall and ruby massively updated
* phoenix replaced with hiro (pretty near a total rewrite)
* target-higan restarted using hiro (just a window for now)
* all emulation cores updated to compile again
* installation changed to not require root privileges (installs locally)
For the foreseeable future (maybe even permanently?), the new higan UI
will only build under Linux/BSD with GTK+ 2.20+. Probably the most
likely route for Windows/OS X will be to try and figure out how to build
hiro/GTK on those platforms, as awful as that would be. The other
alternative would be to produce new UIs for those platforms ... which
would actually be a good opportunity to make something much more user
friendly.
Being that I just started on this a few hours ago, that means that for
at least a few weeks, don't expect to be able to actually play any
games. Right now, you can pretty much just compile the binary and that's
it. It's quite possible that some nall changes didn't produce
compilation errors, but will produce runtime errors. So until the UI can
actually load games, we won't know if anything is broken. But we should
mostly be okay. It was mostly just trim<1> -> trim changes, moving to
Hash::SHA256 (much cleaner), and patching some reckless memory copy
functions enough to compile.
Progress isn't going to be like it was before: I'm now dividing my time
much thinner between studying and other hobbies.
My aim this time is not to produce a binary for everyone to play games
on. Rather, it's to keep the emulator alive. I want to be able to apply
critical patches again. And I would also like the base of the emulator
to live on, for use in other emulator frontends that utilize higan.
2015-02-26 10:10:46 +00:00
|
|
|
return pApplication::quit();
|
|
|
|
}
|
|
|
|
|
Update to v104r13 release.
byuu says:
Changelog:
- nall/GNUmakefile: build=release changed to -O2, build=optimize is
now -O3
- hiro: added Monitor::dpi(uint index) → Position [returns logical
DPI for x, y]
- Position is a bad name, but dpi(monitor).(x,y)() make more sense
than .(width,height)()
- hiro: Position, Size, Geometry, Font changed from using signed int
to float
- hiro: Alignment changed from using double to float
- hiro: added skeleton (unused) Application::scale(), setScale()
functions
Errata:
- hiro/cocoa's Monitor::dpi() is untested. Probably will cause issues
with macOS' automatic scaling.
- hiro/gtk lacks a way to get both per-monitor and per-axis (x,y) DPI
scaling
- hiro/qt lacks a way to get per-monitor DPI scaling (Qt 5.x has this,
but I still use Qt 4.x)
- and just to get global DPI, hiro/qt's DPI retrieval has to use
undocumented functions ... fun
The goal with this WIP was basically to prepare hiro for potential
automatic scaling. It'll be extremely difficult, but I'm convinced that
it must be possible if macOS can do it.
By moving from signed integers to floats for coordinates, we can now
scale and unscale without losing precision. That of course isn't the
hard part, though. The hard part is where and how to do the scaling. In
the ideal application, hiro/core and hiro/extension will handle 100% of
this, and the per-platform hiro/(cocoa,gtk,qt,windows) will not be aware
of what's going on, but ... to even make that possible, things will need
to change in every per-platform core, eg the per-platform code will have
to call a core function to change geometry, which will know about the
scaling and unscale the values back down again.
Gonna be a lot of work, but ... it's a start.
2017-09-08 06:06:21 +00:00
|
|
|
auto Application::scale() -> float {
|
2018-08-05 09:00:15 +00:00
|
|
|
return state().scale;
|
Update to v104r13 release.
byuu says:
Changelog:
- nall/GNUmakefile: build=release changed to -O2, build=optimize is
now -O3
- hiro: added Monitor::dpi(uint index) → Position [returns logical
DPI for x, y]
- Position is a bad name, but dpi(monitor).(x,y)() make more sense
than .(width,height)()
- hiro: Position, Size, Geometry, Font changed from using signed int
to float
- hiro: Alignment changed from using double to float
- hiro: added skeleton (unused) Application::scale(), setScale()
functions
Errata:
- hiro/cocoa's Monitor::dpi() is untested. Probably will cause issues
with macOS' automatic scaling.
- hiro/gtk lacks a way to get both per-monitor and per-axis (x,y) DPI
scaling
- hiro/qt lacks a way to get per-monitor DPI scaling (Qt 5.x has this,
but I still use Qt 4.x)
- and just to get global DPI, hiro/qt's DPI retrieval has to use
undocumented functions ... fun
The goal with this WIP was basically to prepare hiro for potential
automatic scaling. It'll be extremely difficult, but I'm convinced that
it must be possible if macOS can do it.
By moving from signed integers to floats for coordinates, we can now
scale and unscale without losing precision. That of course isn't the
hard part, though. The hard part is where and how to do the scaling. In
the ideal application, hiro/core and hiro/extension will handle 100% of
this, and the per-platform hiro/(cocoa,gtk,qt,windows) will not be aware
of what's going on, but ... to even make that possible, things will need
to change in every per-platform core, eg the per-platform code will have
to call a core function to change geometry, which will know about the
scaling and unscale the values back down again.
Gonna be a lot of work, but ... it's a start.
2017-09-08 06:06:21 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
auto Application::scale(float value) -> float {
|
2018-08-05 09:00:15 +00:00
|
|
|
return value * state().scale;
|
Update to v104r13 release.
byuu says:
Changelog:
- nall/GNUmakefile: build=release changed to -O2, build=optimize is
now -O3
- hiro: added Monitor::dpi(uint index) → Position [returns logical
DPI for x, y]
- Position is a bad name, but dpi(monitor).(x,y)() make more sense
than .(width,height)()
- hiro: Position, Size, Geometry, Font changed from using signed int
to float
- hiro: Alignment changed from using double to float
- hiro: added skeleton (unused) Application::scale(), setScale()
functions
Errata:
- hiro/cocoa's Monitor::dpi() is untested. Probably will cause issues
with macOS' automatic scaling.
- hiro/gtk lacks a way to get both per-monitor and per-axis (x,y) DPI
scaling
- hiro/qt lacks a way to get per-monitor DPI scaling (Qt 5.x has this,
but I still use Qt 4.x)
- and just to get global DPI, hiro/qt's DPI retrieval has to use
undocumented functions ... fun
The goal with this WIP was basically to prepare hiro for potential
automatic scaling. It'll be extremely difficult, but I'm convinced that
it must be possible if macOS can do it.
By moving from signed integers to floats for coordinates, we can now
scale and unscale without losing precision. That of course isn't the
hard part, though. The hard part is where and how to do the scaling. In
the ideal application, hiro/core and hiro/extension will handle 100% of
this, and the per-platform hiro/(cocoa,gtk,qt,windows) will not be aware
of what's going on, but ... to even make that possible, things will need
to change in every per-platform core, eg the per-platform code will have
to call a core function to change geometry, which will know about the
scaling and unscale the values back down again.
Gonna be a lot of work, but ... it's a start.
2017-09-08 06:06:21 +00:00
|
|
|
}
|
|
|
|
|
2018-07-24 13:41:41 +00:00
|
|
|
auto Application::screenSaver() -> bool {
|
2018-08-05 09:00:15 +00:00
|
|
|
return state().screenSaver;
|
2018-07-24 13:41:41 +00:00
|
|
|
}
|
|
|
|
|
Update to v094r43 release.
byuu says:
Updated to compile with all of the new hiro changes. My next step is to
write up hiro API documentation, and move the API from alpha (constantly
changing) to beta (rarely changing), in preparation for the first stable
release (backward-compatible changes only.)
Added "--fullscreen" command-line option. I like this over
a configuration file option. Lets you use the emulator in both modes
without having to modify the config file each time.
Also enhanced the command-line game loading. You can now use any of
these methods:
higan /path/to/game-folder.sfc
higan /path/to/game-folder.sfc/
higan /path/to/game-folder.sfc/program.rom
The idea is to support launchers that insist on loading files only.
Technically, the file can be any name (manifest.bml also works); the
only criteria is that the file actually exists and is a file, and not
a directory. This is a requirement to support the first version (a
directory lacking the trailing / identifier), because I don't want my
nall::string class to query the file system to determine if the string
is an actual existing file or directory for its pathname() / dirname()
functions.
Anyway, every game folder I've made so far has program.rom, and that's
very unlikely to change, so this should be fine.
Now, of course, if you drop a regular "game.sfc" file on the emulator,
it won't even try to load it, unless it's in a folder that ends in .fc,
.sfc, etc. In which case, it'll bail out immediately by being unable to
produce a manifest for what is obviously not really a game folder.
2015-08-30 02:08:26 +00:00
|
|
|
auto Application::setFont(const Font& font) -> void {
|
2018-08-05 09:00:15 +00:00
|
|
|
state().font = font;
|
Update to v094r09 release.
byuu says:
This will easily be the biggest diff in the history of higan. And not in
a good way.
* target-higan and target-loki have been blown away completely
* nall and ruby massively updated
* phoenix replaced with hiro (pretty near a total rewrite)
* target-higan restarted using hiro (just a window for now)
* all emulation cores updated to compile again
* installation changed to not require root privileges (installs locally)
For the foreseeable future (maybe even permanently?), the new higan UI
will only build under Linux/BSD with GTK+ 2.20+. Probably the most
likely route for Windows/OS X will be to try and figure out how to build
hiro/GTK on those platforms, as awful as that would be. The other
alternative would be to produce new UIs for those platforms ... which
would actually be a good opportunity to make something much more user
friendly.
Being that I just started on this a few hours ago, that means that for
at least a few weeks, don't expect to be able to actually play any
games. Right now, you can pretty much just compile the binary and that's
it. It's quite possible that some nall changes didn't produce
compilation errors, but will produce runtime errors. So until the UI can
actually load games, we won't know if anything is broken. But we should
mostly be okay. It was mostly just trim<1> -> trim changes, moving to
Hash::SHA256 (much cleaner), and patching some reckless memory copy
functions enough to compile.
Progress isn't going to be like it was before: I'm now dividing my time
much thinner between studying and other hobbies.
My aim this time is not to produce a binary for everyone to play games
on. Rather, it's to keep the emulator alive. I want to be able to apply
critical patches again. And I would also like the base of the emulator
to live on, for use in other emulator frontends that utilize higan.
2015-02-26 10:10:46 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
auto Application::setName(const string& name) -> void {
|
2018-08-05 09:00:15 +00:00
|
|
|
state().name = name;
|
Update to v094r09 release.
byuu says:
This will easily be the biggest diff in the history of higan. And not in
a good way.
* target-higan and target-loki have been blown away completely
* nall and ruby massively updated
* phoenix replaced with hiro (pretty near a total rewrite)
* target-higan restarted using hiro (just a window for now)
* all emulation cores updated to compile again
* installation changed to not require root privileges (installs locally)
For the foreseeable future (maybe even permanently?), the new higan UI
will only build under Linux/BSD with GTK+ 2.20+. Probably the most
likely route for Windows/OS X will be to try and figure out how to build
hiro/GTK on those platforms, as awful as that would be. The other
alternative would be to produce new UIs for those platforms ... which
would actually be a good opportunity to make something much more user
friendly.
Being that I just started on this a few hours ago, that means that for
at least a few weeks, don't expect to be able to actually play any
games. Right now, you can pretty much just compile the binary and that's
it. It's quite possible that some nall changes didn't produce
compilation errors, but will produce runtime errors. So until the UI can
actually load games, we won't know if anything is broken. But we should
mostly be okay. It was mostly just trim<1> -> trim changes, moving to
Hash::SHA256 (much cleaner), and patching some reckless memory copy
functions enough to compile.
Progress isn't going to be like it was before: I'm now dividing my time
much thinner between studying and other hobbies.
My aim this time is not to produce a binary for everyone to play games
on. Rather, it's to keep the emulator alive. I want to be able to apply
critical patches again. And I would also like the base of the emulator
to live on, for use in other emulator frontends that utilize higan.
2015-02-26 10:10:46 +00:00
|
|
|
}
|
|
|
|
|
Update to v104r13 release.
byuu says:
Changelog:
- nall/GNUmakefile: build=release changed to -O2, build=optimize is
now -O3
- hiro: added Monitor::dpi(uint index) → Position [returns logical
DPI for x, y]
- Position is a bad name, but dpi(monitor).(x,y)() make more sense
than .(width,height)()
- hiro: Position, Size, Geometry, Font changed from using signed int
to float
- hiro: Alignment changed from using double to float
- hiro: added skeleton (unused) Application::scale(), setScale()
functions
Errata:
- hiro/cocoa's Monitor::dpi() is untested. Probably will cause issues
with macOS' automatic scaling.
- hiro/gtk lacks a way to get both per-monitor and per-axis (x,y) DPI
scaling
- hiro/qt lacks a way to get per-monitor DPI scaling (Qt 5.x has this,
but I still use Qt 4.x)
- and just to get global DPI, hiro/qt's DPI retrieval has to use
undocumented functions ... fun
The goal with this WIP was basically to prepare hiro for potential
automatic scaling. It'll be extremely difficult, but I'm convinced that
it must be possible if macOS can do it.
By moving from signed integers to floats for coordinates, we can now
scale and unscale without losing precision. That of course isn't the
hard part, though. The hard part is where and how to do the scaling. In
the ideal application, hiro/core and hiro/extension will handle 100% of
this, and the per-platform hiro/(cocoa,gtk,qt,windows) will not be aware
of what's going on, but ... to even make that possible, things will need
to change in every per-platform core, eg the per-platform code will have
to call a core function to change geometry, which will know about the
scaling and unscale the values back down again.
Gonna be a lot of work, but ... it's a start.
2017-09-08 06:06:21 +00:00
|
|
|
auto Application::setScale(float scale) -> void {
|
2018-08-05 09:00:15 +00:00
|
|
|
state().scale = scale;
|
Update to v104r13 release.
byuu says:
Changelog:
- nall/GNUmakefile: build=release changed to -O2, build=optimize is
now -O3
- hiro: added Monitor::dpi(uint index) → Position [returns logical
DPI for x, y]
- Position is a bad name, but dpi(monitor).(x,y)() make more sense
than .(width,height)()
- hiro: Position, Size, Geometry, Font changed from using signed int
to float
- hiro: Alignment changed from using double to float
- hiro: added skeleton (unused) Application::scale(), setScale()
functions
Errata:
- hiro/cocoa's Monitor::dpi() is untested. Probably will cause issues
with macOS' automatic scaling.
- hiro/gtk lacks a way to get both per-monitor and per-axis (x,y) DPI
scaling
- hiro/qt lacks a way to get per-monitor DPI scaling (Qt 5.x has this,
but I still use Qt 4.x)
- and just to get global DPI, hiro/qt's DPI retrieval has to use
undocumented functions ... fun
The goal with this WIP was basically to prepare hiro for potential
automatic scaling. It'll be extremely difficult, but I'm convinced that
it must be possible if macOS can do it.
By moving from signed integers to floats for coordinates, we can now
scale and unscale without losing precision. That of course isn't the
hard part, though. The hard part is where and how to do the scaling. In
the ideal application, hiro/core and hiro/extension will handle 100% of
this, and the per-platform hiro/(cocoa,gtk,qt,windows) will not be aware
of what's going on, but ... to even make that possible, things will need
to change in every per-platform core, eg the per-platform code will have
to call a core function to change geometry, which will know about the
scaling and unscale the values back down again.
Gonna be a lot of work, but ... it's a start.
2017-09-08 06:06:21 +00:00
|
|
|
}
|
|
|
|
|
2018-07-24 13:41:41 +00:00
|
|
|
auto Application::setScreenSaver(bool screenSaver) -> void {
|
2018-08-05 09:00:15 +00:00
|
|
|
state().screenSaver = screenSaver;
|
Update to v106r57 release.
byuu says:
I've added tool tips to hiro for Windows, GTK, and Qt. I'm unsure how to
add them for Cocoa. I wasted am embarrassing ~14 hours implementing tool
tips from scratch on Windows, because the `TOOLTIPS_CLASS` widget just
absolutely refused to show up, no matter what I tried. As such, they're
not quite 100% native, but I would really appreciate any patch
submissions to help improve my implementation.
I added tool tips to all of the confusing settings in bsnes. And of
course, for those of you who don't like them, there's a configuration
file setting to turn them off globally.
I also improved Mega Drive handling of the Game Genie a bit, and
restructured the way the Settings class works in bsnes.
Starting now, I'm feature-freezing bsnes and higan. From this point
forward:
- polishing up and fixing bugs caused by the ruby/hiro changes
- adding DRC to XAudio2, and maybe exclusive mode to WGL
- correcting FEoEZ (English) to load and work again out of the box
Once that's done, a final beta of bsnes will go out, I'll fix any
reported bugs that I'm able to, and then v107 should be ready. This time
with higan being functional, but marked as v107 beta. v108 will restore
higan to production status again, alongside bsnes.
2018-08-08 08:46:58 +00:00
|
|
|
if(state().initialized) pApplication::setScreenSaver(screenSaver);
|
|
|
|
}
|
|
|
|
|
|
|
|
auto Application::setToolTips(bool toolTips) -> void {
|
|
|
|
state().toolTips = toolTips;
|
2018-07-24 13:41:41 +00:00
|
|
|
}
|
|
|
|
|
2018-08-05 09:00:15 +00:00
|
|
|
//this ensures Application::state is initialized prior to use
|
|
|
|
auto Application::state() -> State& {
|
|
|
|
static State state;
|
|
|
|
return state;
|
|
|
|
}
|
|
|
|
|
Update to v106r57 release.
byuu says:
I've added tool tips to hiro for Windows, GTK, and Qt. I'm unsure how to
add them for Cocoa. I wasted am embarrassing ~14 hours implementing tool
tips from scratch on Windows, because the `TOOLTIPS_CLASS` widget just
absolutely refused to show up, no matter what I tried. As such, they're
not quite 100% native, but I would really appreciate any patch
submissions to help improve my implementation.
I added tool tips to all of the confusing settings in bsnes. And of
course, for those of you who don't like them, there's a configuration
file setting to turn them off globally.
I also improved Mega Drive handling of the Game Genie a bit, and
restructured the way the Settings class works in bsnes.
Starting now, I'm feature-freezing bsnes and higan. From this point
forward:
- polishing up and fixing bugs caused by the ruby/hiro changes
- adding DRC to XAudio2, and maybe exclusive mode to WGL
- correcting FEoEZ (English) to load and work again out of the box
Once that's done, a final beta of bsnes will go out, I'll fix any
reported bugs that I'm able to, and then v107 should be ready. This time
with higan being functional, but marked as v107 beta. v108 will restore
higan to production status again, alongside bsnes.
2018-08-08 08:46:58 +00:00
|
|
|
auto Application::toolTips() -> bool {
|
|
|
|
return state().toolTips;
|
|
|
|
}
|
|
|
|
|
2017-09-24 01:01:48 +00:00
|
|
|
auto Application::unscale(float value) -> float {
|
2018-08-05 09:00:15 +00:00
|
|
|
return value * (1.0 / state().scale);
|
2017-09-24 01:01:48 +00:00
|
|
|
}
|
|
|
|
|
Update to v094r09 release.
byuu says:
This will easily be the biggest diff in the history of higan. And not in
a good way.
* target-higan and target-loki have been blown away completely
* nall and ruby massively updated
* phoenix replaced with hiro (pretty near a total rewrite)
* target-higan restarted using hiro (just a window for now)
* all emulation cores updated to compile again
* installation changed to not require root privileges (installs locally)
For the foreseeable future (maybe even permanently?), the new higan UI
will only build under Linux/BSD with GTK+ 2.20+. Probably the most
likely route for Windows/OS X will be to try and figure out how to build
hiro/GTK on those platforms, as awful as that would be. The other
alternative would be to produce new UIs for those platforms ... which
would actually be a good opportunity to make something much more user
friendly.
Being that I just started on this a few hours ago, that means that for
at least a few weeks, don't expect to be able to actually play any
games. Right now, you can pretty much just compile the binary and that's
it. It's quite possible that some nall changes didn't produce
compilation errors, but will produce runtime errors. So until the UI can
actually load games, we won't know if anything is broken. But we should
mostly be okay. It was mostly just trim<1> -> trim changes, moving to
Hash::SHA256 (much cleaner), and patching some reckless memory copy
functions enough to compile.
Progress isn't going to be like it was before: I'm now dividing my time
much thinner between studying and other hobbies.
My aim this time is not to produce a binary for everyone to play games
on. Rather, it's to keep the emulator alive. I want to be able to apply
critical patches again. And I would also like the base of the emulator
to live on, for use in other emulator frontends that utilize higan.
2015-02-26 10:10:46 +00:00
|
|
|
//Cocoa
|
|
|
|
//=====
|
|
|
|
|
|
|
|
auto Application::Cocoa::doAbout() -> void {
|
2018-08-05 09:00:15 +00:00
|
|
|
if(state().cocoa.onAbout) return state().cocoa.onAbout();
|
Update to v094r09 release.
byuu says:
This will easily be the biggest diff in the history of higan. And not in
a good way.
* target-higan and target-loki have been blown away completely
* nall and ruby massively updated
* phoenix replaced with hiro (pretty near a total rewrite)
* target-higan restarted using hiro (just a window for now)
* all emulation cores updated to compile again
* installation changed to not require root privileges (installs locally)
For the foreseeable future (maybe even permanently?), the new higan UI
will only build under Linux/BSD with GTK+ 2.20+. Probably the most
likely route for Windows/OS X will be to try and figure out how to build
hiro/GTK on those platforms, as awful as that would be. The other
alternative would be to produce new UIs for those platforms ... which
would actually be a good opportunity to make something much more user
friendly.
Being that I just started on this a few hours ago, that means that for
at least a few weeks, don't expect to be able to actually play any
games. Right now, you can pretty much just compile the binary and that's
it. It's quite possible that some nall changes didn't produce
compilation errors, but will produce runtime errors. So until the UI can
actually load games, we won't know if anything is broken. But we should
mostly be okay. It was mostly just trim<1> -> trim changes, moving to
Hash::SHA256 (much cleaner), and patching some reckless memory copy
functions enough to compile.
Progress isn't going to be like it was before: I'm now dividing my time
much thinner between studying and other hobbies.
My aim this time is not to produce a binary for everyone to play games
on. Rather, it's to keep the emulator alive. I want to be able to apply
critical patches again. And I would also like the base of the emulator
to live on, for use in other emulator frontends that utilize higan.
2015-02-26 10:10:46 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
auto Application::Cocoa::doActivate() -> void {
|
2018-08-05 09:00:15 +00:00
|
|
|
if(state().cocoa.onActivate) return state().cocoa.onActivate();
|
Update to v094r09 release.
byuu says:
This will easily be the biggest diff in the history of higan. And not in
a good way.
* target-higan and target-loki have been blown away completely
* nall and ruby massively updated
* phoenix replaced with hiro (pretty near a total rewrite)
* target-higan restarted using hiro (just a window for now)
* all emulation cores updated to compile again
* installation changed to not require root privileges (installs locally)
For the foreseeable future (maybe even permanently?), the new higan UI
will only build under Linux/BSD with GTK+ 2.20+. Probably the most
likely route for Windows/OS X will be to try and figure out how to build
hiro/GTK on those platforms, as awful as that would be. The other
alternative would be to produce new UIs for those platforms ... which
would actually be a good opportunity to make something much more user
friendly.
Being that I just started on this a few hours ago, that means that for
at least a few weeks, don't expect to be able to actually play any
games. Right now, you can pretty much just compile the binary and that's
it. It's quite possible that some nall changes didn't produce
compilation errors, but will produce runtime errors. So until the UI can
actually load games, we won't know if anything is broken. But we should
mostly be okay. It was mostly just trim<1> -> trim changes, moving to
Hash::SHA256 (much cleaner), and patching some reckless memory copy
functions enough to compile.
Progress isn't going to be like it was before: I'm now dividing my time
much thinner between studying and other hobbies.
My aim this time is not to produce a binary for everyone to play games
on. Rather, it's to keep the emulator alive. I want to be able to apply
critical patches again. And I would also like the base of the emulator
to live on, for use in other emulator frontends that utilize higan.
2015-02-26 10:10:46 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
auto Application::Cocoa::doPreferences() -> void {
|
2018-08-05 09:00:15 +00:00
|
|
|
if(state().cocoa.onPreferences) return state().cocoa.onPreferences();
|
Update to v094r09 release.
byuu says:
This will easily be the biggest diff in the history of higan. And not in
a good way.
* target-higan and target-loki have been blown away completely
* nall and ruby massively updated
* phoenix replaced with hiro (pretty near a total rewrite)
* target-higan restarted using hiro (just a window for now)
* all emulation cores updated to compile again
* installation changed to not require root privileges (installs locally)
For the foreseeable future (maybe even permanently?), the new higan UI
will only build under Linux/BSD with GTK+ 2.20+. Probably the most
likely route for Windows/OS X will be to try and figure out how to build
hiro/GTK on those platforms, as awful as that would be. The other
alternative would be to produce new UIs for those platforms ... which
would actually be a good opportunity to make something much more user
friendly.
Being that I just started on this a few hours ago, that means that for
at least a few weeks, don't expect to be able to actually play any
games. Right now, you can pretty much just compile the binary and that's
it. It's quite possible that some nall changes didn't produce
compilation errors, but will produce runtime errors. So until the UI can
actually load games, we won't know if anything is broken. But we should
mostly be okay. It was mostly just trim<1> -> trim changes, moving to
Hash::SHA256 (much cleaner), and patching some reckless memory copy
functions enough to compile.
Progress isn't going to be like it was before: I'm now dividing my time
much thinner between studying and other hobbies.
My aim this time is not to produce a binary for everyone to play games
on. Rather, it's to keep the emulator alive. I want to be able to apply
critical patches again. And I would also like the base of the emulator
to live on, for use in other emulator frontends that utilize higan.
2015-02-26 10:10:46 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
auto Application::Cocoa::doQuit() -> void {
|
2018-08-05 09:00:15 +00:00
|
|
|
if(state().cocoa.onQuit) return state().cocoa.onQuit();
|
Update to v094r09 release.
byuu says:
This will easily be the biggest diff in the history of higan. And not in
a good way.
* target-higan and target-loki have been blown away completely
* nall and ruby massively updated
* phoenix replaced with hiro (pretty near a total rewrite)
* target-higan restarted using hiro (just a window for now)
* all emulation cores updated to compile again
* installation changed to not require root privileges (installs locally)
For the foreseeable future (maybe even permanently?), the new higan UI
will only build under Linux/BSD with GTK+ 2.20+. Probably the most
likely route for Windows/OS X will be to try and figure out how to build
hiro/GTK on those platforms, as awful as that would be. The other
alternative would be to produce new UIs for those platforms ... which
would actually be a good opportunity to make something much more user
friendly.
Being that I just started on this a few hours ago, that means that for
at least a few weeks, don't expect to be able to actually play any
games. Right now, you can pretty much just compile the binary and that's
it. It's quite possible that some nall changes didn't produce
compilation errors, but will produce runtime errors. So until the UI can
actually load games, we won't know if anything is broken. But we should
mostly be okay. It was mostly just trim<1> -> trim changes, moving to
Hash::SHA256 (much cleaner), and patching some reckless memory copy
functions enough to compile.
Progress isn't going to be like it was before: I'm now dividing my time
much thinner between studying and other hobbies.
My aim this time is not to produce a binary for everyone to play games
on. Rather, it's to keep the emulator alive. I want to be able to apply
critical patches again. And I would also like the base of the emulator
to live on, for use in other emulator frontends that utilize higan.
2015-02-26 10:10:46 +00:00
|
|
|
}
|
|
|
|
|
2015-06-15 22:16:43 +00:00
|
|
|
auto Application::Cocoa::onAbout(const function<void ()>& callback) -> void {
|
2018-08-05 09:00:15 +00:00
|
|
|
state().cocoa.onAbout = callback;
|
Update to v094r09 release.
byuu says:
This will easily be the biggest diff in the history of higan. And not in
a good way.
* target-higan and target-loki have been blown away completely
* nall and ruby massively updated
* phoenix replaced with hiro (pretty near a total rewrite)
* target-higan restarted using hiro (just a window for now)
* all emulation cores updated to compile again
* installation changed to not require root privileges (installs locally)
For the foreseeable future (maybe even permanently?), the new higan UI
will only build under Linux/BSD with GTK+ 2.20+. Probably the most
likely route for Windows/OS X will be to try and figure out how to build
hiro/GTK on those platforms, as awful as that would be. The other
alternative would be to produce new UIs for those platforms ... which
would actually be a good opportunity to make something much more user
friendly.
Being that I just started on this a few hours ago, that means that for
at least a few weeks, don't expect to be able to actually play any
games. Right now, you can pretty much just compile the binary and that's
it. It's quite possible that some nall changes didn't produce
compilation errors, but will produce runtime errors. So until the UI can
actually load games, we won't know if anything is broken. But we should
mostly be okay. It was mostly just trim<1> -> trim changes, moving to
Hash::SHA256 (much cleaner), and patching some reckless memory copy
functions enough to compile.
Progress isn't going to be like it was before: I'm now dividing my time
much thinner between studying and other hobbies.
My aim this time is not to produce a binary for everyone to play games
on. Rather, it's to keep the emulator alive. I want to be able to apply
critical patches again. And I would also like the base of the emulator
to live on, for use in other emulator frontends that utilize higan.
2015-02-26 10:10:46 +00:00
|
|
|
}
|
|
|
|
|
2015-06-15 22:16:43 +00:00
|
|
|
auto Application::Cocoa::onActivate(const function<void ()>& callback) -> void {
|
2018-08-05 09:00:15 +00:00
|
|
|
state().cocoa.onActivate = callback;
|
Update to v094r09 release.
byuu says:
This will easily be the biggest diff in the history of higan. And not in
a good way.
* target-higan and target-loki have been blown away completely
* nall and ruby massively updated
* phoenix replaced with hiro (pretty near a total rewrite)
* target-higan restarted using hiro (just a window for now)
* all emulation cores updated to compile again
* installation changed to not require root privileges (installs locally)
For the foreseeable future (maybe even permanently?), the new higan UI
will only build under Linux/BSD with GTK+ 2.20+. Probably the most
likely route for Windows/OS X will be to try and figure out how to build
hiro/GTK on those platforms, as awful as that would be. The other
alternative would be to produce new UIs for those platforms ... which
would actually be a good opportunity to make something much more user
friendly.
Being that I just started on this a few hours ago, that means that for
at least a few weeks, don't expect to be able to actually play any
games. Right now, you can pretty much just compile the binary and that's
it. It's quite possible that some nall changes didn't produce
compilation errors, but will produce runtime errors. So until the UI can
actually load games, we won't know if anything is broken. But we should
mostly be okay. It was mostly just trim<1> -> trim changes, moving to
Hash::SHA256 (much cleaner), and patching some reckless memory copy
functions enough to compile.
Progress isn't going to be like it was before: I'm now dividing my time
much thinner between studying and other hobbies.
My aim this time is not to produce a binary for everyone to play games
on. Rather, it's to keep the emulator alive. I want to be able to apply
critical patches again. And I would also like the base of the emulator
to live on, for use in other emulator frontends that utilize higan.
2015-02-26 10:10:46 +00:00
|
|
|
}
|
|
|
|
|
2015-06-15 22:16:43 +00:00
|
|
|
auto Application::Cocoa::onPreferences(const function<void ()>& callback) -> void {
|
2018-08-05 09:00:15 +00:00
|
|
|
state().cocoa.onPreferences = callback;
|
Update to v094r09 release.
byuu says:
This will easily be the biggest diff in the history of higan. And not in
a good way.
* target-higan and target-loki have been blown away completely
* nall and ruby massively updated
* phoenix replaced with hiro (pretty near a total rewrite)
* target-higan restarted using hiro (just a window for now)
* all emulation cores updated to compile again
* installation changed to not require root privileges (installs locally)
For the foreseeable future (maybe even permanently?), the new higan UI
will only build under Linux/BSD with GTK+ 2.20+. Probably the most
likely route for Windows/OS X will be to try and figure out how to build
hiro/GTK on those platforms, as awful as that would be. The other
alternative would be to produce new UIs for those platforms ... which
would actually be a good opportunity to make something much more user
friendly.
Being that I just started on this a few hours ago, that means that for
at least a few weeks, don't expect to be able to actually play any
games. Right now, you can pretty much just compile the binary and that's
it. It's quite possible that some nall changes didn't produce
compilation errors, but will produce runtime errors. So until the UI can
actually load games, we won't know if anything is broken. But we should
mostly be okay. It was mostly just trim<1> -> trim changes, moving to
Hash::SHA256 (much cleaner), and patching some reckless memory copy
functions enough to compile.
Progress isn't going to be like it was before: I'm now dividing my time
much thinner between studying and other hobbies.
My aim this time is not to produce a binary for everyone to play games
on. Rather, it's to keep the emulator alive. I want to be able to apply
critical patches again. And I would also like the base of the emulator
to live on, for use in other emulator frontends that utilize higan.
2015-02-26 10:10:46 +00:00
|
|
|
}
|
|
|
|
|
2015-06-15 22:16:43 +00:00
|
|
|
auto Application::Cocoa::onQuit(const function<void ()>& callback) -> void {
|
2018-08-05 09:00:15 +00:00
|
|
|
state().cocoa.onQuit = callback;
|
Update to v094r09 release.
byuu says:
This will easily be the biggest diff in the history of higan. And not in
a good way.
* target-higan and target-loki have been blown away completely
* nall and ruby massively updated
* phoenix replaced with hiro (pretty near a total rewrite)
* target-higan restarted using hiro (just a window for now)
* all emulation cores updated to compile again
* installation changed to not require root privileges (installs locally)
For the foreseeable future (maybe even permanently?), the new higan UI
will only build under Linux/BSD with GTK+ 2.20+. Probably the most
likely route for Windows/OS X will be to try and figure out how to build
hiro/GTK on those platforms, as awful as that would be. The other
alternative would be to produce new UIs for those platforms ... which
would actually be a good opportunity to make something much more user
friendly.
Being that I just started on this a few hours ago, that means that for
at least a few weeks, don't expect to be able to actually play any
games. Right now, you can pretty much just compile the binary and that's
it. It's quite possible that some nall changes didn't produce
compilation errors, but will produce runtime errors. So until the UI can
actually load games, we won't know if anything is broken. But we should
mostly be okay. It was mostly just trim<1> -> trim changes, moving to
Hash::SHA256 (much cleaner), and patching some reckless memory copy
functions enough to compile.
Progress isn't going to be like it was before: I'm now dividing my time
much thinner between studying and other hobbies.
My aim this time is not to produce a binary for everyone to play games
on. Rather, it's to keep the emulator alive. I want to be able to apply
critical patches again. And I would also like the base of the emulator
to live on, for use in other emulator frontends that utilize higan.
2015-02-26 10:10:46 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
//Internal
|
|
|
|
//========
|
|
|
|
|
|
|
|
auto Application::initialize() -> void {
|
Update to v106r57 release.
byuu says:
I've added tool tips to hiro for Windows, GTK, and Qt. I'm unsure how to
add them for Cocoa. I wasted am embarrassing ~14 hours implementing tool
tips from scratch on Windows, because the `TOOLTIPS_CLASS` widget just
absolutely refused to show up, no matter what I tried. As such, they're
not quite 100% native, but I would really appreciate any patch
submissions to help improve my implementation.
I added tool tips to all of the confusing settings in bsnes. And of
course, for those of you who don't like them, there's a configuration
file setting to turn them off globally.
I also improved Mega Drive handling of the Game Genie a bit, and
restructured the way the Settings class works in bsnes.
Starting now, I'm feature-freezing bsnes and higan. From this point
forward:
- polishing up and fixing bugs caused by the ruby/hiro changes
- adding DRC to XAudio2, and maybe exclusive mode to WGL
- correcting FEoEZ (English) to load and work again out of the box
Once that's done, a final beta of bsnes will go out, I'll fix any
reported bugs that I'm able to, and then v107 should be ready. This time
with higan being functional, but marked as v107 beta. v108 will restore
higan to production status again, alongside bsnes.
2018-08-08 08:46:58 +00:00
|
|
|
if(!state().initialized) {
|
Update to 20180809 release.
byuu says:
The Windows port can now run the emulation while navigating menus,
moving windows, and resizing windows. The main window also doesn't try
so hard to constantly clear itself. This may leave a bit of unwelcome
residue behind in some video drivers during resize, but under most
drivers, it lets you resize without a huge amount of flickering.
On all platforms, I now also run the emulation during MessageWindow
modal events, where I didn't before.
I'm thinking we should probably mute the audio during modal periods,
since it can generate a good deal of distortion.
The tooltip timeout was increased to ten seconds.
On Windows, the enter key can now activate buttons, so you can more
quickly dismiss MessageDialog windows. This part may not actually work
... I'm in the middle of trying to get messages out of the global
`Application_windowProc` hook and into the individual `Widget_windowProc`
hooks, so I need to do some testing.
I fixed a bug where changing the input driver wouldn't immediately
reload the input/hotkey settings lists properly.
I also went from disabling the driver "Change" button when the currently
active driver is selected in the list, to instead setting it to say
"Reload", and I also added a tool tip to the input driver reload button,
advising that if you're using DirectInput or SDL, you can hit "Reload"
to rescan for hotplugged gamepads without needing to restart the
emulator. XInput and udev have auto hotswap support. If we can ever get
that into DirectInput and SDL, then I'll remove the tooltip. But
regardless, the reload functionality is nice to have for all drivers.
I'm not sure what should happen when a user changes their driver
selection while a game is loaded, gets the warning dialog, chooses not
to change it, and then closes the emulator. Currently, it will make the
change happen the next time you start the emulator. This feels a bit
unexpected, but when you change the selection without a game loaded, it
takes immediate effect. So I'm not really sure what's best here.
2018-08-10 05:02:59 +00:00
|
|
|
state().initialized = true;
|
2018-07-31 02:23:12 +00:00
|
|
|
hiro::initialize();
|
Update to v106r57 release.
byuu says:
I've added tool tips to hiro for Windows, GTK, and Qt. I'm unsure how to
add them for Cocoa. I wasted am embarrassing ~14 hours implementing tool
tips from scratch on Windows, because the `TOOLTIPS_CLASS` widget just
absolutely refused to show up, no matter what I tried. As such, they're
not quite 100% native, but I would really appreciate any patch
submissions to help improve my implementation.
I added tool tips to all of the confusing settings in bsnes. And of
course, for those of you who don't like them, there's a configuration
file setting to turn them off globally.
I also improved Mega Drive handling of the Game Genie a bit, and
restructured the way the Settings class works in bsnes.
Starting now, I'm feature-freezing bsnes and higan. From this point
forward:
- polishing up and fixing bugs caused by the ruby/hiro changes
- adding DRC to XAudio2, and maybe exclusive mode to WGL
- correcting FEoEZ (English) to load and work again out of the box
Once that's done, a final beta of bsnes will go out, I'll fix any
reported bugs that I'm able to, and then v107 should be ready. This time
with higan being functional, but marked as v107 beta. v108 will restore
higan to production status again, alongside bsnes.
2018-08-08 08:46:58 +00:00
|
|
|
pApplication::initialize();
|
|
|
|
pApplication::setScreenSaver(state().screenSaver);
|
Update to v094r09 release.
byuu says:
This will easily be the biggest diff in the history of higan. And not in
a good way.
* target-higan and target-loki have been blown away completely
* nall and ruby massively updated
* phoenix replaced with hiro (pretty near a total rewrite)
* target-higan restarted using hiro (just a window for now)
* all emulation cores updated to compile again
* installation changed to not require root privileges (installs locally)
For the foreseeable future (maybe even permanently?), the new higan UI
will only build under Linux/BSD with GTK+ 2.20+. Probably the most
likely route for Windows/OS X will be to try and figure out how to build
hiro/GTK on those platforms, as awful as that would be. The other
alternative would be to produce new UIs for those platforms ... which
would actually be a good opportunity to make something much more user
friendly.
Being that I just started on this a few hours ago, that means that for
at least a few weeks, don't expect to be able to actually play any
games. Right now, you can pretty much just compile the binary and that's
it. It's quite possible that some nall changes didn't produce
compilation errors, but will produce runtime errors. So until the UI can
actually load games, we won't know if anything is broken. But we should
mostly be okay. It was mostly just trim<1> -> trim changes, moving to
Hash::SHA256 (much cleaner), and patching some reckless memory copy
functions enough to compile.
Progress isn't going to be like it was before: I'm now dividing my time
much thinner between studying and other hobbies.
My aim this time is not to produce a binary for everyone to play games
on. Rather, it's to keep the emulator alive. I want to be able to apply
critical patches again. And I would also like the base of the emulator
to live on, for use in other emulator frontends that utilize higan.
2015-02-26 10:10:46 +00:00
|
|
|
}
|
|
|
|
}
|
Update to v094r20 release.
byuu says:
Main reason for this WIP was because of all the added lines to hiro for
selective component disabling. May as well get all the diff-noise apart
from code changes.
It also merges something I've been talking to Cydrak about ... making
nall::string::(integer,decimal) do built-in binary,octal,hex decoding
instead of just failing on those. This will have fun little side effects
all over the place, like being able to view a topic on my forum via
"forum.byuu.org/topic/0b10010110", heh.
There are two small changes to higan itself, though. First up, I fixed
the resampler ratio when loading non-SNES games. Tested and I can play
Game Boy games fine now. Second, I hooked up menu option hiding for
reset and controller selection. Right now, this works like higan v094,
but I'm thinking I might want to show the "Device -> Controller" even if
that's all that's there. It kind of jives nicer with the input settings
window to see the labels there, I think. And if we ever do add more
stuff, it'll be nice that people already always expect that menu there.
Remaining issues:
* add slotted cart loader (SGB, BSX, ST)
* add DIP switch selection window (NSS)
* add timing configuration (video/audio sync)
2015-05-23 05:37:08 +00:00
|
|
|
|
|
|
|
#endif
|