Update to v094r23 release.
byuu says:
The library window is gone, and replaced with
hiro::BrowserWindow::openFolder(). This gives navigation capabilities to
game loading, and it also completes our slotted cart selection code. As
an added bonus, it's less code this way, too.
I also set the window size to consistent sizes between all emulated
systems, so that switching between SFC and GB don't cause the window
size to keep changing, and so that the scaling size is consistent (eg at
normal scale, GB @ 3x is closer to SNES @ 2x.) This means black borders
in GB/GBA mode, but it doesn't look that bad, and it's not like many
people ever use these modes anyway.
Finally, added the placeholder tabs for video, audio and timing. I don't
intend to add the timing calculator code to v095 (it might be better as
a separate tool), but I'll add the ability to set video/audio rates, at
least.
Glitch 1: despite selecting the first item in the BrowserDialog list, if
you press enter when the window appears, it doesn't activate the item
until you press an arrow key first.
Glitch 2: in Game Boy mode, if you set the 4x window size, it's not
honoring the full requested height because the viewport is smaller than
the window. 8+ years of trying to get GTK+ and Qt to simply set the god
damned window size I ask for, and I still can't get them to do it
reliably.
Remaining issues:
- finish configuration panels (video, audio, timing)
- fix ruby driver compilation on Windows
- add DIP switch selection window (NSS) [I may end up punting this one
to v096]
2015-05-30 11:39:09 +00:00
|
|
|
struct VideoSettings : TabFrameItem {
|
|
|
|
VideoSettings(TabFrame*);
|
|
|
|
|
|
|
|
VerticalLayout layout{this};
|
Update to v098r06 release.
byuu says:
Changelog:
- emulation cores now refresh video from host thread instead of
cothreads (fix AMD crash)
- SFC: fixed another bug with leap year months in SharpRTC emulation
- SFC: cleaned up camelCase on function names for
armdsp,epsonrtc,hitachidsp,mcc,nss,sharprtc classes
- GB: added MBC1M emulation (requires manually setting mapper=MBC1M in
manifest.bml for now, sorry)
- audio: implemented Emulator::Audio mixer and effects processor
- audio: implemented Emulator::Stream interface
- it is now possible to have more than two audio streams: eg SNES
+ SGB + MSU1 + Voicer-Kun (eventually)
- audio: added reverb delay + reverb level settings; exposed balance
configuration in UI
- video: reworked palette generation to re-enable saturation, gamma,
luminance adjustments
- higan/emulator.cpp is gone since there was nothing left in it
I know you guys are going to say the color adjust/balance/reverb stuff
is pointless. And indeed it mostly is. But I like the idea of allowing
some fun special effects and configurability that isn't system-wide.
Note: there seems to be some kind of added audio lag in the SGB
emulation now, and I don't really understand why. The code should be
effectively identical to what I had before. The only main thing is that
I'm sampling things to 48000hz instead of 32040hz before mixing. There's
no point where I'm intentionally introducing added latency though. I'm
kind of stumped, so if anyone wouldn't mind taking a look at it, it'd be
much appreciated :/
I don't have an MSU1 test ROM, but the latency issue may affect MSU1 as
well, and that would be very bad.
2016-04-22 13:35:51 +00:00
|
|
|
Label colorAdjustmentLabel{&layout, Size{~0, 0}};
|
|
|
|
HorizontalLayout saturationLayout{&layout, Size{~0, 0}};
|
|
|
|
Label saturationLabel{&saturationLayout, Size{80, 0}};
|
|
|
|
Label saturationValue{&saturationLayout, Size{50, 0}};
|
|
|
|
HorizontalSlider saturationSlider{&saturationLayout, Size{~0, 0}};
|
|
|
|
HorizontalLayout gammaLayout{&layout, Size{~0, 0}};
|
|
|
|
Label gammaLabel{&gammaLayout, Size{80, 0}};
|
|
|
|
Label gammaValue{&gammaLayout, Size{50, 0}};
|
|
|
|
HorizontalSlider gammaSlider{&gammaLayout, Size{~0, 0}};
|
|
|
|
HorizontalLayout luminanceLayout{&layout, Size{~0, 0}};
|
|
|
|
Label luminanceLabel{&luminanceLayout, Size{80, 0}};
|
|
|
|
Label luminanceValue{&luminanceLayout, Size{50, 0}};
|
|
|
|
HorizontalSlider luminanceSlider{&luminanceLayout, Size{~0, 0}};
|
2015-06-15 22:26:47 +00:00
|
|
|
Label overscanMaskLabel{&layout, Size{~0, 0}};
|
|
|
|
HorizontalLayout horizontalMaskLayout{&layout, Size{~0, 0}};
|
|
|
|
Label horizontalMaskLabel{&horizontalMaskLayout, Size{80, 0}};
|
Update to v098r06 release.
byuu says:
Changelog:
- emulation cores now refresh video from host thread instead of
cothreads (fix AMD crash)
- SFC: fixed another bug with leap year months in SharpRTC emulation
- SFC: cleaned up camelCase on function names for
armdsp,epsonrtc,hitachidsp,mcc,nss,sharprtc classes
- GB: added MBC1M emulation (requires manually setting mapper=MBC1M in
manifest.bml for now, sorry)
- audio: implemented Emulator::Audio mixer and effects processor
- audio: implemented Emulator::Stream interface
- it is now possible to have more than two audio streams: eg SNES
+ SGB + MSU1 + Voicer-Kun (eventually)
- audio: added reverb delay + reverb level settings; exposed balance
configuration in UI
- video: reworked palette generation to re-enable saturation, gamma,
luminance adjustments
- higan/emulator.cpp is gone since there was nothing left in it
I know you guys are going to say the color adjust/balance/reverb stuff
is pointless. And indeed it mostly is. But I like the idea of allowing
some fun special effects and configurability that isn't system-wide.
Note: there seems to be some kind of added audio lag in the SGB
emulation now, and I don't really understand why. The code should be
effectively identical to what I had before. The only main thing is that
I'm sampling things to 48000hz instead of 32040hz before mixing. There's
no point where I'm intentionally introducing added latency though. I'm
kind of stumped, so if anyone wouldn't mind taking a look at it, it'd be
much appreciated :/
I don't have an MSU1 test ROM, but the latency issue may affect MSU1 as
well, and that would be very bad.
2016-04-22 13:35:51 +00:00
|
|
|
Label horizontalMaskValue{&horizontalMaskLayout, Size{50, 0}};
|
2015-06-15 22:26:47 +00:00
|
|
|
HorizontalSlider horizontalMaskSlider{&horizontalMaskLayout, Size{~0, 0}};
|
|
|
|
HorizontalLayout verticalMaskLayout{&layout, Size{~0, 0}};
|
|
|
|
Label verticalMaskLabel{&verticalMaskLayout, Size{80, 0}};
|
Update to v098r06 release.
byuu says:
Changelog:
- emulation cores now refresh video from host thread instead of
cothreads (fix AMD crash)
- SFC: fixed another bug with leap year months in SharpRTC emulation
- SFC: cleaned up camelCase on function names for
armdsp,epsonrtc,hitachidsp,mcc,nss,sharprtc classes
- GB: added MBC1M emulation (requires manually setting mapper=MBC1M in
manifest.bml for now, sorry)
- audio: implemented Emulator::Audio mixer and effects processor
- audio: implemented Emulator::Stream interface
- it is now possible to have more than two audio streams: eg SNES
+ SGB + MSU1 + Voicer-Kun (eventually)
- audio: added reverb delay + reverb level settings; exposed balance
configuration in UI
- video: reworked palette generation to re-enable saturation, gamma,
luminance adjustments
- higan/emulator.cpp is gone since there was nothing left in it
I know you guys are going to say the color adjust/balance/reverb stuff
is pointless. And indeed it mostly is. But I like the idea of allowing
some fun special effects and configurability that isn't system-wide.
Note: there seems to be some kind of added audio lag in the SGB
emulation now, and I don't really understand why. The code should be
effectively identical to what I had before. The only main thing is that
I'm sampling things to 48000hz instead of 32040hz before mixing. There's
no point where I'm intentionally introducing added latency though. I'm
kind of stumped, so if anyone wouldn't mind taking a look at it, it'd be
much appreciated :/
I don't have an MSU1 test ROM, but the latency issue may affect MSU1 as
well, and that would be very bad.
2016-04-22 13:35:51 +00:00
|
|
|
Label verticalMaskValue{&verticalMaskLayout, Size{50, 0}};
|
2015-06-15 22:26:47 +00:00
|
|
|
HorizontalSlider verticalMaskSlider{&verticalMaskLayout, Size{~0, 0}};
|
|
|
|
|
Update to v098r06 release.
byuu says:
Changelog:
- emulation cores now refresh video from host thread instead of
cothreads (fix AMD crash)
- SFC: fixed another bug with leap year months in SharpRTC emulation
- SFC: cleaned up camelCase on function names for
armdsp,epsonrtc,hitachidsp,mcc,nss,sharprtc classes
- GB: added MBC1M emulation (requires manually setting mapper=MBC1M in
manifest.bml for now, sorry)
- audio: implemented Emulator::Audio mixer and effects processor
- audio: implemented Emulator::Stream interface
- it is now possible to have more than two audio streams: eg SNES
+ SGB + MSU1 + Voicer-Kun (eventually)
- audio: added reverb delay + reverb level settings; exposed balance
configuration in UI
- video: reworked palette generation to re-enable saturation, gamma,
luminance adjustments
- higan/emulator.cpp is gone since there was nothing left in it
I know you guys are going to say the color adjust/balance/reverb stuff
is pointless. And indeed it mostly is. But I like the idea of allowing
some fun special effects and configurability that isn't system-wide.
Note: there seems to be some kind of added audio lag in the SGB
emulation now, and I don't really understand why. The code should be
effectively identical to what I had before. The only main thing is that
I'm sampling things to 48000hz instead of 32040hz before mixing. There's
no point where I'm intentionally introducing added latency though. I'm
kind of stumped, so if anyone wouldn't mind taking a look at it, it'd be
much appreciated :/
I don't have an MSU1 test ROM, but the latency issue may affect MSU1 as
well, and that would be very bad.
2016-04-22 13:35:51 +00:00
|
|
|
auto updateColor() -> void;
|
|
|
|
auto updateOverscan() -> void;
|
Update to v094r23 release.
byuu says:
The library window is gone, and replaced with
hiro::BrowserWindow::openFolder(). This gives navigation capabilities to
game loading, and it also completes our slotted cart selection code. As
an added bonus, it's less code this way, too.
I also set the window size to consistent sizes between all emulated
systems, so that switching between SFC and GB don't cause the window
size to keep changing, and so that the scaling size is consistent (eg at
normal scale, GB @ 3x is closer to SNES @ 2x.) This means black borders
in GB/GBA mode, but it doesn't look that bad, and it's not like many
people ever use these modes anyway.
Finally, added the placeholder tabs for video, audio and timing. I don't
intend to add the timing calculator code to v095 (it might be better as
a separate tool), but I'll add the ability to set video/audio rates, at
least.
Glitch 1: despite selecting the first item in the BrowserDialog list, if
you press enter when the window appears, it doesn't activate the item
until you press an arrow key first.
Glitch 2: in Game Boy mode, if you set the 4x window size, it's not
honoring the full requested height because the viewport is smaller than
the window. 8+ years of trying to get GTK+ and Qt to simply set the god
damned window size I ask for, and I still can't get them to do it
reliably.
Remaining issues:
- finish configuration panels (video, audio, timing)
- fix ruby driver compilation on Windows
- add DIP switch selection window (NSS) [I may end up punting this one
to v096]
2015-05-30 11:39:09 +00:00
|
|
|
};
|
|
|
|
|
|
|
|
struct AudioSettings : TabFrameItem {
|
|
|
|
AudioSettings(TabFrame*);
|
|
|
|
|
|
|
|
VerticalLayout layout{this};
|
Update to v098r06 release.
byuu says:
Changelog:
- emulation cores now refresh video from host thread instead of
cothreads (fix AMD crash)
- SFC: fixed another bug with leap year months in SharpRTC emulation
- SFC: cleaned up camelCase on function names for
armdsp,epsonrtc,hitachidsp,mcc,nss,sharprtc classes
- GB: added MBC1M emulation (requires manually setting mapper=MBC1M in
manifest.bml for now, sorry)
- audio: implemented Emulator::Audio mixer and effects processor
- audio: implemented Emulator::Stream interface
- it is now possible to have more than two audio streams: eg SNES
+ SGB + MSU1 + Voicer-Kun (eventually)
- audio: added reverb delay + reverb level settings; exposed balance
configuration in UI
- video: reworked palette generation to re-enable saturation, gamma,
luminance adjustments
- higan/emulator.cpp is gone since there was nothing left in it
I know you guys are going to say the color adjust/balance/reverb stuff
is pointless. And indeed it mostly is. But I like the idea of allowing
some fun special effects and configurability that isn't system-wide.
Note: there seems to be some kind of added audio lag in the SGB
emulation now, and I don't really understand why. The code should be
effectively identical to what I had before. The only main thing is that
I'm sampling things to 48000hz instead of 32040hz before mixing. There's
no point where I'm intentionally introducing added latency though. I'm
kind of stumped, so if anyone wouldn't mind taking a look at it, it'd be
much appreciated :/
I don't have an MSU1 test ROM, but the latency issue may affect MSU1 as
well, and that would be very bad.
2016-04-22 13:35:51 +00:00
|
|
|
Label driverLabel{&layout, Size{~0, 0}};
|
2015-06-15 22:26:47 +00:00
|
|
|
HorizontalLayout controlLayout{&layout, Size{~0, 0}};
|
|
|
|
Label latencyLabel{&controlLayout, Size{0, 0}};
|
|
|
|
ComboButton latencyCombo{&controlLayout, Size{~0, 0}};
|
Update to v098r06 release.
byuu says:
Changelog:
- emulation cores now refresh video from host thread instead of
cothreads (fix AMD crash)
- SFC: fixed another bug with leap year months in SharpRTC emulation
- SFC: cleaned up camelCase on function names for
armdsp,epsonrtc,hitachidsp,mcc,nss,sharprtc classes
- GB: added MBC1M emulation (requires manually setting mapper=MBC1M in
manifest.bml for now, sorry)
- audio: implemented Emulator::Audio mixer and effects processor
- audio: implemented Emulator::Stream interface
- it is now possible to have more than two audio streams: eg SNES
+ SGB + MSU1 + Voicer-Kun (eventually)
- audio: added reverb delay + reverb level settings; exposed balance
configuration in UI
- video: reworked palette generation to re-enable saturation, gamma,
luminance adjustments
- higan/emulator.cpp is gone since there was nothing left in it
I know you guys are going to say the color adjust/balance/reverb stuff
is pointless. And indeed it mostly is. But I like the idea of allowing
some fun special effects and configurability that isn't system-wide.
Note: there seems to be some kind of added audio lag in the SGB
emulation now, and I don't really understand why. The code should be
effectively identical to what I had before. The only main thing is that
I'm sampling things to 48000hz instead of 32040hz before mixing. There's
no point where I'm intentionally introducing added latency though. I'm
kind of stumped, so if anyone wouldn't mind taking a look at it, it'd be
much appreciated :/
I don't have an MSU1 test ROM, but the latency issue may affect MSU1 as
well, and that would be very bad.
2016-04-22 13:35:51 +00:00
|
|
|
Label frequencyLabel{&controlLayout, Size{0, 0}};
|
|
|
|
ComboButton frequencyCombo{&controlLayout, Size{~0, 0}};
|
2015-06-15 22:26:47 +00:00
|
|
|
Label resamplerLabel{&controlLayout, Size{0, 0}};
|
|
|
|
ComboButton resamplerCombo{&controlLayout, Size{~0, 0}};
|
Update to v098r06 release.
byuu says:
Changelog:
- emulation cores now refresh video from host thread instead of
cothreads (fix AMD crash)
- SFC: fixed another bug with leap year months in SharpRTC emulation
- SFC: cleaned up camelCase on function names for
armdsp,epsonrtc,hitachidsp,mcc,nss,sharprtc classes
- GB: added MBC1M emulation (requires manually setting mapper=MBC1M in
manifest.bml for now, sorry)
- audio: implemented Emulator::Audio mixer and effects processor
- audio: implemented Emulator::Stream interface
- it is now possible to have more than two audio streams: eg SNES
+ SGB + MSU1 + Voicer-Kun (eventually)
- audio: added reverb delay + reverb level settings; exposed balance
configuration in UI
- video: reworked palette generation to re-enable saturation, gamma,
luminance adjustments
- higan/emulator.cpp is gone since there was nothing left in it
I know you guys are going to say the color adjust/balance/reverb stuff
is pointless. And indeed it mostly is. But I like the idea of allowing
some fun special effects and configurability that isn't system-wide.
Note: there seems to be some kind of added audio lag in the SGB
emulation now, and I don't really understand why. The code should be
effectively identical to what I had before. The only main thing is that
I'm sampling things to 48000hz instead of 32040hz before mixing. There's
no point where I'm intentionally introducing added latency though. I'm
kind of stumped, so if anyone wouldn't mind taking a look at it, it'd be
much appreciated :/
I don't have an MSU1 test ROM, but the latency issue may affect MSU1 as
well, and that would be very bad.
2016-04-22 13:35:51 +00:00
|
|
|
CheckLabel exclusiveMode{&layout, Size{~0, 0}};
|
|
|
|
Label effectsLabel{&layout, Size{~0, 0}};
|
2015-06-15 22:26:47 +00:00
|
|
|
HorizontalLayout volumeLayout{&layout, Size{~0, 0}};
|
|
|
|
Label volumeLabel{&volumeLayout, Size{80, 0}};
|
Update to v098r06 release.
byuu says:
Changelog:
- emulation cores now refresh video from host thread instead of
cothreads (fix AMD crash)
- SFC: fixed another bug with leap year months in SharpRTC emulation
- SFC: cleaned up camelCase on function names for
armdsp,epsonrtc,hitachidsp,mcc,nss,sharprtc classes
- GB: added MBC1M emulation (requires manually setting mapper=MBC1M in
manifest.bml for now, sorry)
- audio: implemented Emulator::Audio mixer and effects processor
- audio: implemented Emulator::Stream interface
- it is now possible to have more than two audio streams: eg SNES
+ SGB + MSU1 + Voicer-Kun (eventually)
- audio: added reverb delay + reverb level settings; exposed balance
configuration in UI
- video: reworked palette generation to re-enable saturation, gamma,
luminance adjustments
- higan/emulator.cpp is gone since there was nothing left in it
I know you guys are going to say the color adjust/balance/reverb stuff
is pointless. And indeed it mostly is. But I like the idea of allowing
some fun special effects and configurability that isn't system-wide.
Note: there seems to be some kind of added audio lag in the SGB
emulation now, and I don't really understand why. The code should be
effectively identical to what I had before. The only main thing is that
I'm sampling things to 48000hz instead of 32040hz before mixing. There's
no point where I'm intentionally introducing added latency though. I'm
kind of stumped, so if anyone wouldn't mind taking a look at it, it'd be
much appreciated :/
I don't have an MSU1 test ROM, but the latency issue may affect MSU1 as
well, and that would be very bad.
2016-04-22 13:35:51 +00:00
|
|
|
Label volumeValue{&volumeLayout, Size{50, 0}};
|
2015-06-15 22:26:47 +00:00
|
|
|
HorizontalSlider volumeSlider{&volumeLayout, Size{~0, 0}};
|
Update to v098r06 release.
byuu says:
Changelog:
- emulation cores now refresh video from host thread instead of
cothreads (fix AMD crash)
- SFC: fixed another bug with leap year months in SharpRTC emulation
- SFC: cleaned up camelCase on function names for
armdsp,epsonrtc,hitachidsp,mcc,nss,sharprtc classes
- GB: added MBC1M emulation (requires manually setting mapper=MBC1M in
manifest.bml for now, sorry)
- audio: implemented Emulator::Audio mixer and effects processor
- audio: implemented Emulator::Stream interface
- it is now possible to have more than two audio streams: eg SNES
+ SGB + MSU1 + Voicer-Kun (eventually)
- audio: added reverb delay + reverb level settings; exposed balance
configuration in UI
- video: reworked palette generation to re-enable saturation, gamma,
luminance adjustments
- higan/emulator.cpp is gone since there was nothing left in it
I know you guys are going to say the color adjust/balance/reverb stuff
is pointless. And indeed it mostly is. But I like the idea of allowing
some fun special effects and configurability that isn't system-wide.
Note: there seems to be some kind of added audio lag in the SGB
emulation now, and I don't really understand why. The code should be
effectively identical to what I had before. The only main thing is that
I'm sampling things to 48000hz instead of 32040hz before mixing. There's
no point where I'm intentionally introducing added latency though. I'm
kind of stumped, so if anyone wouldn't mind taking a look at it, it'd be
much appreciated :/
I don't have an MSU1 test ROM, but the latency issue may affect MSU1 as
well, and that would be very bad.
2016-04-22 13:35:51 +00:00
|
|
|
HorizontalLayout balanceLayout{&layout, Size{~0, 0}};
|
|
|
|
Label balanceLabel{&balanceLayout, Size{80, 0}};
|
|
|
|
Label balanceValue{&balanceLayout, Size{50, 0}};
|
|
|
|
HorizontalSlider balanceSlider{&balanceLayout, Size{~0, 0}};
|
|
|
|
HorizontalLayout reverbDelayLayout{&layout, Size{~0, 0}};
|
|
|
|
Label reverbDelayLabel{&reverbDelayLayout, Size{80, 0}};
|
|
|
|
Label reverbDelayValue{&reverbDelayLayout, Size{50, 0}};
|
|
|
|
HorizontalSlider reverbDelaySlider{&reverbDelayLayout, Size{~0, 0}};
|
|
|
|
HorizontalLayout reverbLevelLayout{&layout, Size{~0, 0}};
|
|
|
|
Label reverbLevelLabel{&reverbLevelLayout, Size{80, 0}};
|
|
|
|
Label reverbLevelValue{&reverbLevelLayout, Size{50, 0}};
|
|
|
|
HorizontalSlider reverbLevelSlider{&reverbLevelLayout, Size{~0, 0}};
|
2015-06-15 22:26:47 +00:00
|
|
|
|
Update to v098r06 release.
byuu says:
Changelog:
- emulation cores now refresh video from host thread instead of
cothreads (fix AMD crash)
- SFC: fixed another bug with leap year months in SharpRTC emulation
- SFC: cleaned up camelCase on function names for
armdsp,epsonrtc,hitachidsp,mcc,nss,sharprtc classes
- GB: added MBC1M emulation (requires manually setting mapper=MBC1M in
manifest.bml for now, sorry)
- audio: implemented Emulator::Audio mixer and effects processor
- audio: implemented Emulator::Stream interface
- it is now possible to have more than two audio streams: eg SNES
+ SGB + MSU1 + Voicer-Kun (eventually)
- audio: added reverb delay + reverb level settings; exposed balance
configuration in UI
- video: reworked palette generation to re-enable saturation, gamma,
luminance adjustments
- higan/emulator.cpp is gone since there was nothing left in it
I know you guys are going to say the color adjust/balance/reverb stuff
is pointless. And indeed it mostly is. But I like the idea of allowing
some fun special effects and configurability that isn't system-wide.
Note: there seems to be some kind of added audio lag in the SGB
emulation now, and I don't really understand why. The code should be
effectively identical to what I had before. The only main thing is that
I'm sampling things to 48000hz instead of 32040hz before mixing. There's
no point where I'm intentionally introducing added latency though. I'm
kind of stumped, so if anyone wouldn't mind taking a look at it, it'd be
much appreciated :/
I don't have an MSU1 test ROM, but the latency issue may affect MSU1 as
well, and that would be very bad.
2016-04-22 13:35:51 +00:00
|
|
|
auto updateDriver() -> void;
|
|
|
|
auto updateEffects() -> void;
|
Update to v094r23 release.
byuu says:
The library window is gone, and replaced with
hiro::BrowserWindow::openFolder(). This gives navigation capabilities to
game loading, and it also completes our slotted cart selection code. As
an added bonus, it's less code this way, too.
I also set the window size to consistent sizes between all emulated
systems, so that switching between SFC and GB don't cause the window
size to keep changing, and so that the scaling size is consistent (eg at
normal scale, GB @ 3x is closer to SNES @ 2x.) This means black borders
in GB/GBA mode, but it doesn't look that bad, and it's not like many
people ever use these modes anyway.
Finally, added the placeholder tabs for video, audio and timing. I don't
intend to add the timing calculator code to v095 (it might be better as
a separate tool), but I'll add the ability to set video/audio rates, at
least.
Glitch 1: despite selecting the first item in the BrowserDialog list, if
you press enter when the window appears, it doesn't activate the item
until you press an arrow key first.
Glitch 2: in Game Boy mode, if you set the 4x window size, it's not
honoring the full requested height because the viewport is smaller than
the window. 8+ years of trying to get GTK+ and Qt to simply set the god
damned window size I ask for, and I still can't get them to do it
reliably.
Remaining issues:
- finish configuration panels (video, audio, timing)
- fix ruby driver compilation on Windows
- add DIP switch selection window (NSS) [I may end up punting this one
to v096]
2015-05-30 11:39:09 +00:00
|
|
|
};
|
|
|
|
|
2015-03-02 09:13:28 +00:00
|
|
|
struct InputSettings : TabFrameItem {
|
|
|
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InputSettings(TabFrame*);
|
2015-05-23 05:29:18 +00:00
|
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auto updateControls() -> void;
|
2015-03-02 09:13:28 +00:00
|
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|
auto activeEmulator() -> InputEmulator&;
|
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auto activePort() -> InputPort&;
|
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auto activeDevice() -> InputDevice&;
|
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auto reloadPorts() -> void;
|
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auto reloadDevices() -> void;
|
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auto reloadMappings() -> void;
|
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auto refreshMappings() -> void;
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auto assignMapping() -> void;
|
2015-12-21 09:16:47 +00:00
|
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|
auto assignMouseInput(uint id) -> void;
|
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|
|
auto inputEvent(shared_pointer<HID::Device> device, uint group, uint input, int16 oldValue, int16 newValue, bool allowMouseInput = false) -> void;
|
2015-03-02 09:13:28 +00:00
|
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|
InputMapping* activeMapping = nullptr;
|
2016-01-08 09:23:46 +00:00
|
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Timer timer;
|
2015-03-02 09:13:28 +00:00
|
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|
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|
|
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VerticalLayout layout{this};
|
2016-01-15 10:28:51 +00:00
|
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HorizontalLayout focusLayout{&layout, Size{~0, 0}};
|
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Label focusLabel{&focusLayout, Size{0, 0}};
|
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CheckLabel pauseEmulation{&focusLayout, Size{0, 0}};
|
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CheckLabel allowInput{&focusLayout, Size{0, 0}};
|
2015-03-02 09:13:28 +00:00
|
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HorizontalLayout selectionLayout{&layout, Size{~0, 0}};
|
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ComboButton emulatorList{&selectionLayout, Size{~0, 0}};
|
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ComboButton portList{&selectionLayout, Size{~0, 0}};
|
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ComboButton deviceList{&selectionLayout, Size{~0, 0}};
|
2016-05-04 10:07:13 +00:00
|
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TableView mappingList{&layout, Size{~0, ~0}};
|
2015-03-02 09:13:28 +00:00
|
|
|
HorizontalLayout controlLayout{&layout, Size{~0, 0}};
|
2015-05-23 05:29:18 +00:00
|
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|
Button assignMouse1{&controlLayout, Size{100, 0}};
|
|
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Button assignMouse2{&controlLayout, Size{100, 0}};
|
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Button assignMouse3{&controlLayout, Size{100, 0}};
|
2015-03-02 09:13:28 +00:00
|
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|
Widget spacer{&controlLayout, Size{~0, 0}};
|
|
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Button resetButton{&controlLayout, Size{80, 0}};
|
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Button eraseButton{&controlLayout, Size{80, 0}};
|
|
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|
};
|
|
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|
2015-04-13 11:16:33 +00:00
|
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|
struct HotkeySettings : TabFrameItem {
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|
HotkeySettings(TabFrame*);
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|
auto reloadMappings() -> void;
|
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|
auto refreshMappings() -> void;
|
|
|
|
auto assignMapping() -> void;
|
2015-12-21 09:16:47 +00:00
|
|
|
auto inputEvent(shared_pointer<HID::Device> device, uint group, uint input, int16 oldValue, int16 newValue) -> void;
|
2015-04-13 11:16:33 +00:00
|
|
|
|
|
|
|
InputMapping* activeMapping = nullptr;
|
2016-01-08 09:23:46 +00:00
|
|
|
Timer timer;
|
2015-04-13 11:16:33 +00:00
|
|
|
|
|
|
|
VerticalLayout layout{this};
|
2016-05-04 10:07:13 +00:00
|
|
|
TableView mappingList{&layout, Size{~0, ~0}};
|
2015-04-13 11:16:33 +00:00
|
|
|
HorizontalLayout controlLayout{&layout, Size{~0, 0}};
|
|
|
|
Widget spacer{&controlLayout, Size{~0, 0}};
|
Update to v094r22 release.
byuu says:
I fixed the hiro layout enable bug, so when you go to assign joypad
input, the window disables itself so your input doesn't mess with the
controls.
I added "reset" to the hotkeys, in case you feel like clearing all of
them at once.
I added device selection support and the ability to disable audio
synchronization (run > 60fps) to the ruby/OSS driver. This is exposed in
tomoko's configuration file.
I added checks to stringify so that assigning null char* strings to
nall::string won't cause crashes anymore (technically the crash was in
strlen(), which doesn't check for null strings, but whatever ... I'll do
the check myself.)
I hooked up BrowserDialog::folderSelect() to loading slotted media for
now. Tested it by loading a Game Boy game successfully through the Super
Game Boy. Definitely want to write a custom window for this though, that
looks more like the library dialog.
Remaining issues:
- finish slotted cart loader (SGB, BSX, ST)
- add DIP switch selection window (NSS) [I may end up punting this one
to v096]
- add more configuration panels (video, audio, timing)
2015-05-25 12:23:49 +00:00
|
|
|
Button resetButton{&controlLayout, Size{80, 0}};
|
2015-04-13 11:16:33 +00:00
|
|
|
Button eraseButton{&controlLayout, Size{80, 0}};
|
|
|
|
};
|
|
|
|
|
2015-03-03 10:14:49 +00:00
|
|
|
struct AdvancedSettings : TabFrameItem {
|
|
|
|
AdvancedSettings(TabFrame*);
|
|
|
|
|
|
|
|
VerticalLayout layout{this};
|
Update to v094r13 release.
byuu says:
This version polishes up the input dialogue (reset, erase, disable
button when item not focused, split device ID from mapping name), adds
color emulation toggle, and add dummy menu items for remaining features
(to be filled in later.)
Also, it now compiles cleanly on Windows with GTK.
I didn't test with TDM-GCC-32, because for god knows what reason, the
32-bit version ships with headers from Windows 95 OSR2 only. So I built
with TDM-GCC-64 with arch=x86.
And uh, apparently, moving or resizing a window causes a Visual C++
runtime exception in the GTK+ DLLs. This doesn't happen with trance or
renshuu built with TDM-GCC-32. So, yeah, like I said, don't use -m32.
2015-03-07 10:21:47 +00:00
|
|
|
Label driverLabel{&layout, Size{~0, 0}, 2};
|
2015-03-03 10:14:49 +00:00
|
|
|
HorizontalLayout driverLayout{&layout, Size{~0, 0}};
|
|
|
|
Label videoLabel{&driverLayout, Size{0, 0}};
|
|
|
|
ComboButton videoDriver{&driverLayout, Size{~0, 0}};
|
|
|
|
Label audioLabel{&driverLayout, Size{0, 0}};
|
|
|
|
ComboButton audioDriver{&driverLayout, Size{~0, 0}};
|
|
|
|
Label inputLabel{&driverLayout, Size{0, 0}};
|
|
|
|
ComboButton inputDriver{&driverLayout, Size{~0, 0}};
|
2015-04-21 11:51:57 +00:00
|
|
|
Label libraryLabel{&layout, Size{~0, 0}, 2};
|
|
|
|
HorizontalLayout libraryLayout{&layout, Size{~0, 0}};
|
|
|
|
Label libraryPrefix{&libraryLayout, Size{0, 0}};
|
|
|
|
LineEdit libraryLocation{&libraryLayout, Size{~0, 0}};
|
|
|
|
Button libraryChange{&libraryLayout, Size{0, 0}};
|
2015-11-16 08:38:05 +00:00
|
|
|
CheckLabel ignoreManifests{&layout, Size{~0, 0}};
|
2015-03-03 10:14:49 +00:00
|
|
|
};
|
|
|
|
|
2015-03-02 09:13:28 +00:00
|
|
|
struct SettingsManager : Window {
|
|
|
|
SettingsManager();
|
2015-05-23 05:29:18 +00:00
|
|
|
auto setVisible(bool visible = true) -> SettingsManager&;
|
2015-12-21 09:16:47 +00:00
|
|
|
auto show(uint setting) -> void;
|
2015-03-02 09:13:28 +00:00
|
|
|
|
|
|
|
VerticalLayout layout{this};
|
2015-04-21 11:51:57 +00:00
|
|
|
TabFrame panel{&layout, Size{~0, ~0}};
|
Update to v094r23 release.
byuu says:
The library window is gone, and replaced with
hiro::BrowserWindow::openFolder(). This gives navigation capabilities to
game loading, and it also completes our slotted cart selection code. As
an added bonus, it's less code this way, too.
I also set the window size to consistent sizes between all emulated
systems, so that switching between SFC and GB don't cause the window
size to keep changing, and so that the scaling size is consistent (eg at
normal scale, GB @ 3x is closer to SNES @ 2x.) This means black borders
in GB/GBA mode, but it doesn't look that bad, and it's not like many
people ever use these modes anyway.
Finally, added the placeholder tabs for video, audio and timing. I don't
intend to add the timing calculator code to v095 (it might be better as
a separate tool), but I'll add the ability to set video/audio rates, at
least.
Glitch 1: despite selecting the first item in the BrowserDialog list, if
you press enter when the window appears, it doesn't activate the item
until you press an arrow key first.
Glitch 2: in Game Boy mode, if you set the 4x window size, it's not
honoring the full requested height because the viewport is smaller than
the window. 8+ years of trying to get GTK+ and Qt to simply set the god
damned window size I ask for, and I still can't get them to do it
reliably.
Remaining issues:
- finish configuration panels (video, audio, timing)
- fix ruby driver compilation on Windows
- add DIP switch selection window (NSS) [I may end up punting this one
to v096]
2015-05-30 11:39:09 +00:00
|
|
|
VideoSettings video{&panel};
|
|
|
|
AudioSettings audio{&panel};
|
2015-04-21 11:51:57 +00:00
|
|
|
InputSettings input{&panel};
|
|
|
|
HotkeySettings hotkeys{&panel};
|
|
|
|
AdvancedSettings advanced{&panel};
|
2015-03-02 09:13:28 +00:00
|
|
|
|
|
|
|
StatusBar statusBar{this};
|
|
|
|
};
|
|
|
|
|
Update to v097r02 release.
byuu says:
Note: balanced/performance profiles still broken, sorry.
Changelog:
- added nall/GNUmakefile unique() function; used on linking phase of
higan
- added nall/unique_pointer
- target-tomoko and {System}::Video updated to use
unique_pointer<ClassName> instead of ClassName* [1]
- locate() updated to search multiple paths [2]
- GB: pass gekkio's if_ie_registers and boot_hwio-G test ROMs
- FC, GB, GBA: merge video/ into the PPU cores
- ruby: fixed ~AudioXAudio2() typo
[1] I expected this to cause new crashes on exit due to changing the
order of destruction of objects (and deleting things that weren't
deleted before), but ... so far, so good. I guess we'll see what crops
up, especially on OS X (which is already crashing for unknown reasons on
exit.)
[2] right now, the search paths are: programpath(), {configpath(),
"higan/"}, {localpath(), "higan/"}; but we can add as many more as we
want, and we can also add platform-specific versions.
2016-01-25 11:27:18 +00:00
|
|
|
extern unique_pointer<SettingsManager> settingsManager;
|