bsnes/snespurify/phoenix/core/core.cpp

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#include "state.hpp"
#include "layout/fixed-layout.cpp"
#include "layout/horizontal-layout.cpp"
#include "layout/vertical-layout.cpp"
#if defined(PHOENIX_WINDOWS)
#include "../windows/windows.cpp"
#elif defined(PHOENIX_QT)
#include "../qt/qt.cpp"
#elif defined(PHOENIX_GTK)
#include "../gtk/gtk.cpp"
#elif defined(PHOENIX_REFERENCE)
#include "../reference/reference.cpp"
#endif
Object::Object() { OS::initialize(); }
Geometry OS::availableGeometry() { return pOS::availableGeometry(); }
Geometry OS::desktopGeometry() { return pOS::desktopGeometry(); }
string OS::fileLoad_(Window &parent, const string &path, const lstring &filter_) { auto filter = filter_; if(filter.size() == 0) filter.append("All files (*)"); return pOS::fileLoad(parent, path, filter); }
string OS::fileSave_(Window &parent, const string &path, const lstring &filter_) { auto filter = filter_; if(filter.size() == 0) filter.append("All files (*)"); return pOS::fileSave(parent, path, filter); }
string OS::folderSelect(Window &parent, const string &path) { return pOS::folderSelect(parent, path); }
void OS::main() { return pOS::main(); }
bool OS::pendingEvents() { return pOS::pendingEvents(); }
void OS::processEvents() { return pOS::processEvents(); }
void OS::quit() { return pOS::quit(); }
void OS::initialize() { static bool initialized = false; if(initialized == false) { initialized = true; return pOS::initialize(); } }
Update to v078 release. byuu says: Finally, a new release. I have been very busy finishing up SNES box, cartridge and PCB scanning plus cataloguing the data, however this release still has some significant improvements. Most notably would be randomization on startup. This will help match the behavior of real hardware and uninitialized memory + registers. It should help catch homebrew software that forgets to initialize things properly. Of course, I was not able to test the complete library, so it is possible that if I've randomized anything that should be constant, that this could cause a regression. You can disable this randomization for netplay or to work around any incompatibilities by editing bsnes.cfg and setting snes.random to false. The GUI also received some updates. Widget sizes are now computed based on font sizes, giving it a perfectly native look (because it is native.) I've also added a hotkey remapping screen to the input settings. Not only can you remap inputs to controllers now, but those who did not know the hotkey bindings can now quickly see which ones exist and what they are mapped to. Changelog (since v077): - memory and most registers are now randomly initialized on power-up - fixed auto joypad polling issue in Super Star Wars - fixed .nec and .rtc file extensions (they were missing the dot) [krom] - PPU/accuracy now clears overscan region on any frame when it is disabled - PPU/compatibility no longer auto-blends hires pixels (use NTSC filter for this) - added hotkey remapping dialog to input settings window - added a few new hotkeys, including quick-reset - phoenix API now auto-sizes widgets based on font sizes - file dialog once again remembers previously selected file when possible
2011-04-30 13:12:15 +00:00
Geometry Font::geometry(const string &text) { return p.geometry(text); }
void Font::setBold(bool bold) { state.bold = bold; return p.setBold(bold); }
void Font::setFamily(const string &family) { state.family = family; return p.setFamily(family); }
void Font::setItalic(bool italic) { state.italic = italic; return p.setItalic(italic); }
void Font::setSize(unsigned size) { state.size = size; return p.setSize(size); }
void Font::setUnderline(bool underline) { state.underline = underline; return p.setUnderline(underline); }
Font::Font() : state(*new State), p(*new pFont(*this)) { p.constructor(); }
void Timer::setEnabled(bool enabled) { state.enabled = enabled; return p.setEnabled(enabled); }
void Timer::setInterval(unsigned milliseconds) { state.milliseconds = milliseconds; return p.setInterval(milliseconds); }
Timer::Timer() : state(*new State), p(*new pTimer(*this)) { p.constructor(); }
MessageWindow::Response MessageWindow::information(Window &parent, const string &text, MessageWindow::Buttons buttons) { return pMessageWindow::information(parent, text, buttons); }
MessageWindow::Response MessageWindow::question(Window &parent, const string &text, MessageWindow::Buttons buttons) { return pMessageWindow::question(parent, text, buttons); }
MessageWindow::Response MessageWindow::warning(Window &parent, const string &text, MessageWindow::Buttons buttons) { return pMessageWindow::warning(parent, text, buttons); }
MessageWindow::Response MessageWindow::critical(Window &parent, const string &text, MessageWindow::Buttons buttons) { return pMessageWindow::critical(parent, text, buttons); }
Window Window::None;
void Window::append(Layout &layout) { state.layout.append(layout); return p.append(layout); }
void Window::append(Menu &menu) { state.menu.append(menu); ((Action&)menu).state.parent = this; return p.append(menu); }
void Window::append(Widget &widget) { state.widget.append(widget); return p.append(widget); }
Color Window::backgroundColor() { return p.backgroundColor(); }
Geometry Window::frameGeometry() { Geometry geometry = p.geometry(), margin = p.frameMargin(); return { geometry.x - margin.x, geometry.y - margin.y, geometry.width + margin.width, geometry.height + margin.height }; }
Geometry Window::frameMargin() { return p.frameMargin(); }
bool Window::focused() { return p.focused(); }
Geometry Window::geometry() { return p.geometry(); }
void Window::setBackgroundColor(const Color &color) { state.backgroundColorOverride = true; state.backgroundColor = color; return p.setBackgroundColor(color); }
void Window::setFrameGeometry(const Geometry &geometry) { Geometry margin = p.frameMargin(); return setGeometry({ geometry.x + margin.x, geometry.y + margin.y, geometry.width - margin.width, geometry.height - margin.height }); }
void Window::setFocused() { return p.setFocused(); }
void Window::setFullScreen(bool fullScreen) { state.fullScreen = fullScreen; return p.setFullScreen(fullScreen); }
void Window::setGeometry(const Geometry &geometry) { state.geometry = geometry; return p.setGeometry(geometry); }
void Window::setMenuFont(Font &font) { state.menuFont = &font; return p.setMenuFont(font); }
void Window::setMenuVisible(bool visible) { state.menuVisible = visible; return p.setMenuVisible(visible); }
void Window::setResizable(bool resizable) { state.resizable = resizable; return p.setResizable(resizable); }
void Window::setStatusFont(Font &font) { state.statusFont = &font; return p.setStatusFont(font); }
void Window::setStatusText(const string &text) { state.statusText = text; return p.setStatusText(text); }
void Window::setStatusVisible(bool visible) { state.statusVisible = visible; return p.setStatusVisible(visible); }
void Window::setTitle(const string &text) { state.title = text; return p.setTitle(text); }
void Window::setVisible(bool visible) { state.visible = visible; return p.setVisible(visible); }
void Window::setWidgetFont(Font &font) { state.widgetFont = &font; return p.setWidgetFont(font); }
Window::Window() : state(*new State), p(*new pWindow(*this)) { p.constructor(); }
void Action::setEnabled(bool enabled) { state.enabled = enabled; return p.setEnabled(enabled); }
void Action::setVisible(bool visible) { state.visible = visible; return p.setVisible(visible); }
Action::Action(pAction &p) : state(*new State), p(p) { p.constructor(); }
void Menu::append(Action &action) { state.action.append(action); return p.append(action); }
void Menu::setText(const string &text) { state.text = text; return p.setText(text); }
Menu::Menu() : state(*new State), base_from_member<pMenu&>(*new pMenu(*this)), Action(base_from_member<pMenu&>::value), p(base_from_member<pMenu&>::value) { p.constructor(); }
Separator::Separator() : base_from_member<pSeparator&>(*new pSeparator(*this)), Action(base_from_member<pSeparator&>::value), p(base_from_member<pSeparator&>::value) { p.constructor(); }
void Item::setText(const string &text) { state.text = text; return p.setText(text); }
Item::Item() : state(*new State), base_from_member<pItem&>(*new pItem(*this)), Action(base_from_member<pItem&>::value), p(base_from_member<pItem&>::value) { p.constructor(); }
bool CheckItem::checked() { return p.checked(); }
void CheckItem::setChecked(bool checked) { state.checked = checked; return p.setChecked(checked); }
void CheckItem::setText(const string &text) { state.text = text; return p.setText(text); }
CheckItem::CheckItem() : state(*new State), base_from_member<pCheckItem&>(*new pCheckItem(*this)), Action(base_from_member<pCheckItem&>::value), p(base_from_member<pCheckItem&>::value) { p.constructor(); }
Update to v078 release. byuu says: Finally, a new release. I have been very busy finishing up SNES box, cartridge and PCB scanning plus cataloguing the data, however this release still has some significant improvements. Most notably would be randomization on startup. This will help match the behavior of real hardware and uninitialized memory + registers. It should help catch homebrew software that forgets to initialize things properly. Of course, I was not able to test the complete library, so it is possible that if I've randomized anything that should be constant, that this could cause a regression. You can disable this randomization for netplay or to work around any incompatibilities by editing bsnes.cfg and setting snes.random to false. The GUI also received some updates. Widget sizes are now computed based on font sizes, giving it a perfectly native look (because it is native.) I've also added a hotkey remapping screen to the input settings. Not only can you remap inputs to controllers now, but those who did not know the hotkey bindings can now quickly see which ones exist and what they are mapped to. Changelog (since v077): - memory and most registers are now randomly initialized on power-up - fixed auto joypad polling issue in Super Star Wars - fixed .nec and .rtc file extensions (they were missing the dot) [krom] - PPU/accuracy now clears overscan region on any frame when it is disabled - PPU/compatibility no longer auto-blends hires pixels (use NTSC filter for this) - added hotkey remapping dialog to input settings window - added a few new hotkeys, including quick-reset - phoenix API now auto-sizes widgets based on font sizes - file dialog once again remembers previously selected file when possible
2011-04-30 13:12:15 +00:00
void RadioItem::group(const reference_array<RadioItem&> &list) { foreach(item, list) item.p.setGroup(item.state.group = list); if(list.size()) list[0].setChecked(); }
bool RadioItem::checked() { return p.checked(); }
void RadioItem::setChecked() { foreach(item, state.group) item.state.checked = false; state.checked = true; return p.setChecked(); }
void RadioItem::setText(const string &text) { state.text = text; return p.setText(text); }
RadioItem::RadioItem() : state(*new State), base_from_member<pRadioItem&>(*new pRadioItem(*this)), Action(base_from_member<pRadioItem&>::value), p(base_from_member<pRadioItem&>::value) { p.constructor(); }
bool Widget::enabled() { return state.enabled; }
Update to v078 release. byuu says: Finally, a new release. I have been very busy finishing up SNES box, cartridge and PCB scanning plus cataloguing the data, however this release still has some significant improvements. Most notably would be randomization on startup. This will help match the behavior of real hardware and uninitialized memory + registers. It should help catch homebrew software that forgets to initialize things properly. Of course, I was not able to test the complete library, so it is possible that if I've randomized anything that should be constant, that this could cause a regression. You can disable this randomization for netplay or to work around any incompatibilities by editing bsnes.cfg and setting snes.random to false. The GUI also received some updates. Widget sizes are now computed based on font sizes, giving it a perfectly native look (because it is native.) I've also added a hotkey remapping screen to the input settings. Not only can you remap inputs to controllers now, but those who did not know the hotkey bindings can now quickly see which ones exist and what they are mapped to. Changelog (since v077): - memory and most registers are now randomly initialized on power-up - fixed auto joypad polling issue in Super Star Wars - fixed .nec and .rtc file extensions (they were missing the dot) [krom] - PPU/accuracy now clears overscan region on any frame when it is disabled - PPU/compatibility no longer auto-blends hires pixels (use NTSC filter for this) - added hotkey remapping dialog to input settings window - added a few new hotkeys, including quick-reset - phoenix API now auto-sizes widgets based on font sizes - file dialog once again remembers previously selected file when possible
2011-04-30 13:12:15 +00:00
Font& Widget::font() { return p.font(); }
Geometry Widget::geometry() { return state.geometry; }
Update to v078 release. byuu says: Finally, a new release. I have been very busy finishing up SNES box, cartridge and PCB scanning plus cataloguing the data, however this release still has some significant improvements. Most notably would be randomization on startup. This will help match the behavior of real hardware and uninitialized memory + registers. It should help catch homebrew software that forgets to initialize things properly. Of course, I was not able to test the complete library, so it is possible that if I've randomized anything that should be constant, that this could cause a regression. You can disable this randomization for netplay or to work around any incompatibilities by editing bsnes.cfg and setting snes.random to false. The GUI also received some updates. Widget sizes are now computed based on font sizes, giving it a perfectly native look (because it is native.) I've also added a hotkey remapping screen to the input settings. Not only can you remap inputs to controllers now, but those who did not know the hotkey bindings can now quickly see which ones exist and what they are mapped to. Changelog (since v077): - memory and most registers are now randomly initialized on power-up - fixed auto joypad polling issue in Super Star Wars - fixed .nec and .rtc file extensions (they were missing the dot) [krom] - PPU/accuracy now clears overscan region on any frame when it is disabled - PPU/compatibility no longer auto-blends hires pixels (use NTSC filter for this) - added hotkey remapping dialog to input settings window - added a few new hotkeys, including quick-reset - phoenix API now auto-sizes widgets based on font sizes - file dialog once again remembers previously selected file when possible
2011-04-30 13:12:15 +00:00
Geometry Widget::minimumGeometry() { return p.minimumGeometry(); }
void Widget::setEnabled(bool enabled) { state.enabled = enabled; return p.setEnabled(enabled); }
void Widget::setFocused() { return p.setFocused(); }
void Widget::setFont(Font &font) { state.font = &font; return p.setFont(font); }
void Widget::setGeometry(const Geometry &geometry) { state.geometry = geometry; return p.setGeometry(geometry); }
void Widget::setVisible(bool visible) { state.visible = visible; return p.setVisible(visible); }
bool Widget::visible() { return state.visible; }
Widget::Widget() : state(*new State), p(*new pWidget(*this)) { state.abstract = true; p.constructor(); }
Widget::Widget(pWidget &p) : state(*new State), p(p) { p.constructor(); }
void Button::setText(const string &text) { state.text = text; return p.setText(text); }
Button::Button() : state(*new State), base_from_member<pButton&>(*new pButton(*this)), Widget(base_from_member<pButton&>::value), p(base_from_member<pButton&>::value) { p.constructor(); }
Update to v078 release. byuu says: Finally, a new release. I have been very busy finishing up SNES box, cartridge and PCB scanning plus cataloguing the data, however this release still has some significant improvements. Most notably would be randomization on startup. This will help match the behavior of real hardware and uninitialized memory + registers. It should help catch homebrew software that forgets to initialize things properly. Of course, I was not able to test the complete library, so it is possible that if I've randomized anything that should be constant, that this could cause a regression. You can disable this randomization for netplay or to work around any incompatibilities by editing bsnes.cfg and setting snes.random to false. The GUI also received some updates. Widget sizes are now computed based on font sizes, giving it a perfectly native look (because it is native.) I've also added a hotkey remapping screen to the input settings. Not only can you remap inputs to controllers now, but those who did not know the hotkey bindings can now quickly see which ones exist and what they are mapped to. Changelog (since v077): - memory and most registers are now randomly initialized on power-up - fixed auto joypad polling issue in Super Star Wars - fixed .nec and .rtc file extensions (they were missing the dot) [krom] - PPU/accuracy now clears overscan region on any frame when it is disabled - PPU/compatibility no longer auto-blends hires pixels (use NTSC filter for this) - added hotkey remapping dialog to input settings window - added a few new hotkeys, including quick-reset - phoenix API now auto-sizes widgets based on font sizes - file dialog once again remembers previously selected file when possible
2011-04-30 13:12:15 +00:00
uint32_t* Canvas::buffer() { return p.buffer(); }
void Canvas::update() { return p.update(); }
Canvas::Canvas() : base_from_member<pCanvas&>(*new pCanvas(*this)), Widget(base_from_member<pCanvas&>::value), p(base_from_member<pCanvas&>::value) { p.constructor(); }
bool CheckBox::checked() { return p.checked(); }
void CheckBox::setChecked(bool checked) { state.checked = checked; return p.setChecked(checked); }
void CheckBox::setText(const string &text) { state.text = text; return p.setText(text); }
CheckBox::CheckBox() : state(*new State), base_from_member<pCheckBox&>(*new pCheckBox(*this)), Widget(base_from_member<pCheckBox&>::value), p(base_from_member<pCheckBox&>::value) { p.constructor(); }
void ComboBox::append(const string &text) { state.text.append(text); return p.append(text); }
void ComboBox::reset() { state.selection = 0; state.text.reset(); return p.reset(); }
unsigned ComboBox::selection() { return p.selection(); }
void ComboBox::setSelection(unsigned row) { state.selection = row; return p.setSelection(row); }
ComboBox::ComboBox() : state(*new State), base_from_member<pComboBox&>(*new pComboBox(*this)), Widget(base_from_member<pComboBox&>::value), p(base_from_member<pComboBox&>::value) { p.constructor(); }
void HexEdit::setColumns(unsigned columns) { state.columns = columns; return p.setColumns(columns); }
void HexEdit::setLength(unsigned length) { state.length = length; return p.setLength(length); }
void HexEdit::setOffset(unsigned offset) { state.offset = offset; return p.setOffset(offset); }
void HexEdit::setRows(unsigned rows) { state.rows = rows; return p.setRows(rows); }
void HexEdit::update() { return p.update(); }
HexEdit::HexEdit() : state(*new State), base_from_member<pHexEdit&>(*new pHexEdit(*this)), Widget(base_from_member<pHexEdit&>::value), p(base_from_member<pHexEdit&>::value) { p.constructor(); }
unsigned HorizontalScrollBar::position() { return p.position(); }
void HorizontalScrollBar::setLength(unsigned length) { state.length = length; return p.setLength(length); }
void HorizontalScrollBar::setPosition(unsigned position) { state.position = position; return p.setPosition(position); }
HorizontalScrollBar::HorizontalScrollBar() : state(*new State), base_from_member<pHorizontalScrollBar&>(*new pHorizontalScrollBar(*this)), Widget(base_from_member<pHorizontalScrollBar&>::value), p(base_from_member<pHorizontalScrollBar&>::value) { p.constructor(); }
unsigned HorizontalSlider::position() { return p.position(); }
void HorizontalSlider::setLength(unsigned length) { state.length = length; return p.setLength(length); }
void HorizontalSlider::setPosition(unsigned position) { state.position = position; return p.setPosition(position); }
HorizontalSlider::HorizontalSlider() : state(*new State), base_from_member<pHorizontalSlider&>(*new pHorizontalSlider(*this)), Widget(base_from_member<pHorizontalSlider&>::value), p(base_from_member<pHorizontalSlider&>::value) { p.constructor(); }
void Label::setText(const string &text) { state.text = text; return p.setText(text); }
Label::Label() : state(*new State), base_from_member<pLabel&>(*new pLabel(*this)), Widget(base_from_member<pLabel&>::value), p(base_from_member<pLabel&>::value) { p.constructor(); }
void LineEdit::setEditable(bool editable) { state.editable = editable; return p.setEditable(editable); }
void LineEdit::setText(const string &text) { state.text = text; return p.setText(text); }
string LineEdit::text() { return p.text(); }
LineEdit::LineEdit() : state(*new State), base_from_member<pLineEdit&>(*new pLineEdit(*this)), Widget(base_from_member<pLineEdit&>::value), p(base_from_member<pLineEdit&>::value) { p.constructor(); }
void ListView::append_(const lstring &text) { state.checked.append(false); state.text.append(text); return p.append(text); }
void ListView::autoSizeColumns() { return p.autoSizeColumns(); }
bool ListView::checked(unsigned row) { return p.checked(row); }
void ListView::modify_(unsigned row, const lstring &text) { state.text[row] = text; return p.modify(row, text); }
void ListView::reset() { state.checked.reset(); state.text.reset(); return p.reset(); }
bool ListView::selected() { return p.selected(); }
unsigned ListView::selection() { return p.selection(); }
void ListView::setCheckable(bool checkable) { state.checkable = checkable; return p.setCheckable(checkable); }
void ListView::setChecked(unsigned row, bool checked) { state.checked[row] = checked; return p.setChecked(row, checked); }
void ListView::setHeaderText_(const lstring &text) { state.headerText = text; return p.setHeaderText(text); }
void ListView::setHeaderVisible(bool visible) { state.headerVisible = visible; return p.setHeaderVisible(visible); }
void ListView::setSelected(bool selected) { state.selected = selected; return p.setSelected(selected); }
void ListView::setSelection(unsigned row) { state.selected = true; state.selection = row; return p.setSelection(row); }
ListView::ListView() : state(*new State), base_from_member<pListView&>(*new pListView(*this)), Widget(base_from_member<pListView&>::value), p(base_from_member<pListView&>::value) { p.constructor(); }
void ProgressBar::setPosition(unsigned position) { state.position = position; return p.setPosition(position); }
ProgressBar::ProgressBar() : state(*new State), base_from_member<pProgressBar&>(*new pProgressBar(*this)), Widget(base_from_member<pProgressBar&>::value), p(base_from_member<pProgressBar&>::value) { p.constructor(); }
Update to v078 release. byuu says: Finally, a new release. I have been very busy finishing up SNES box, cartridge and PCB scanning plus cataloguing the data, however this release still has some significant improvements. Most notably would be randomization on startup. This will help match the behavior of real hardware and uninitialized memory + registers. It should help catch homebrew software that forgets to initialize things properly. Of course, I was not able to test the complete library, so it is possible that if I've randomized anything that should be constant, that this could cause a regression. You can disable this randomization for netplay or to work around any incompatibilities by editing bsnes.cfg and setting snes.random to false. The GUI also received some updates. Widget sizes are now computed based on font sizes, giving it a perfectly native look (because it is native.) I've also added a hotkey remapping screen to the input settings. Not only can you remap inputs to controllers now, but those who did not know the hotkey bindings can now quickly see which ones exist and what they are mapped to. Changelog (since v077): - memory and most registers are now randomly initialized on power-up - fixed auto joypad polling issue in Super Star Wars - fixed .nec and .rtc file extensions (they were missing the dot) [krom] - PPU/accuracy now clears overscan region on any frame when it is disabled - PPU/compatibility no longer auto-blends hires pixels (use NTSC filter for this) - added hotkey remapping dialog to input settings window - added a few new hotkeys, including quick-reset - phoenix API now auto-sizes widgets based on font sizes - file dialog once again remembers previously selected file when possible
2011-04-30 13:12:15 +00:00
void RadioBox::group(const reference_array<RadioBox&> &list) { foreach(item, list) item.p.setGroup(item.state.group = list); if(list.size()) list[0].setChecked(); }
bool RadioBox::checked() { return p.checked(); }
void RadioBox::setChecked() { foreach(item, state.group) item.state.checked = false; state.checked = true; return p.setChecked(); }
void RadioBox::setText(const string &text) { state.text = text; return p.setText(text); }
RadioBox::RadioBox() : state(*new State), base_from_member<pRadioBox&>(*new pRadioBox(*this)), Widget(base_from_member<pRadioBox&>::value), p(base_from_member<pRadioBox&>::value) { p.constructor(); }
void TextEdit::setCursorPosition(unsigned position) { state.cursorPosition = position; return p.setCursorPosition(position); }
void TextEdit::setEditable(bool editable) { state.editable = editable; return p.setEditable(editable); }
void TextEdit::setText(const string &text) { state.text = text; return p.setText(text); }
void TextEdit::setWordWrap(bool wordWrap) { state.wordWrap = wordWrap; return p.setWordWrap(wordWrap); }
string TextEdit::text() { return p.text(); }
TextEdit::TextEdit() : state(*new State), base_from_member<pTextEdit&>(*new pTextEdit(*this)), Widget(base_from_member<pTextEdit&>::value), p(base_from_member<pTextEdit&>::value) { p.constructor(); }
unsigned VerticalScrollBar::position() { return p.position(); }
void VerticalScrollBar::setLength(unsigned length) { state.length = length; return p.setLength(length); }
void VerticalScrollBar::setPosition(unsigned position) { state.position = position; return p.setPosition(position); }
VerticalScrollBar::VerticalScrollBar() : state(*new State), base_from_member<pVerticalScrollBar&>(*new pVerticalScrollBar(*this)), Widget(base_from_member<pVerticalScrollBar&>::value), p(base_from_member<pVerticalScrollBar&>::value) { p.constructor(); }
unsigned VerticalSlider::position() { return p.position(); }
void VerticalSlider::setLength(unsigned length) { state.length = length; return p.setLength(length); }
void VerticalSlider::setPosition(unsigned position) { state.position = position; return p.setPosition(position); }
VerticalSlider::VerticalSlider() : state(*new State), base_from_member<pVerticalSlider&>(*new pVerticalSlider(*this)), Widget(base_from_member<pVerticalSlider&>::value), p(base_from_member<pVerticalSlider&>::value) { p.constructor(); }
uintptr_t Viewport::handle() { return p.handle(); }
Viewport::Viewport() : base_from_member<pViewport&>(*new pViewport(*this)), Widget(base_from_member<pViewport&>::value), p(base_from_member<pViewport&>::value) { p.constructor(); }