bsnes/higan/target-tomoko/settings/hotkeys.cpp

79 lines
2.6 KiB
C++
Raw Normal View History

HotkeySettings::HotkeySettings(TabFrame* parent) : TabFrameItem(parent) {
setIcon(Icon::Device::Keyboard);
setText("Hotkeys");
layout.setMargin(5);
mappingList.onActivate([&] { assignMapping(); });
mappingList.onChange([&] {
eraseButton.setEnabled((bool)mappingList.selected());
});
resetButton.setText("Reset").onActivate([&] {
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
if(MessageDialog("Are you sure you want to erase all hotkey mappings?").setParent(*settingsManager).question() == "Yes") {
for(auto& mapping : inputManager->hotkeys) mapping->unbind();
refreshMappings();
}
});
eraseButton.setText("Erase").onActivate([&] {
if(auto item = mappingList.selected()) {
inputManager->hotkeys[item->offset()]->unbind();
refreshMappings();
}
});
reloadMappings();
refreshMappings();
}
auto HotkeySettings::reloadMappings() -> void {
mappingList.reset();
mappingList.append(ListViewHeader().setVisible()
.append(ListViewColumn().setText("Name"))
.append(ListViewColumn().setText("Mapping").setExpandable())
.append(ListViewColumn().setText("Device").setAlignment(1.0).setForegroundColor({0, 128, 0}))
);
for(auto& hotkey : inputManager->hotkeys) {
mappingList.append(ListViewItem()
.append(ListViewCell().setText(hotkey->name))
.append(ListViewCell())
.append(ListViewCell())
);
}
mappingList.resizeColumns();
}
auto HotkeySettings::refreshMappings() -> void {
uint position = 0;
for(auto& hotkey : inputManager->hotkeys) {
mappingList.item(position)->cell(1)->setText(hotkey->assignmentName());
mappingList.item(position)->cell(2)->setText(hotkey->deviceName());
position++;
}
mappingList.resizeColumns();
}
auto HotkeySettings::assignMapping() -> void {
inputManager->poll(); //clear any pending events first
if(auto item = mappingList.selected()) {
activeMapping = inputManager->hotkeys[item->offset()];
settingsManager->layout.setEnabled(false);
settingsManager->statusBar.setText({"Press a key or button to map [", activeMapping->name, "] ..."});
}
}
auto HotkeySettings::inputEvent(shared_pointer<HID::Device> device, uint group, uint input, int16 oldValue, int16 newValue) -> void {
if(!activeMapping) return;
if(device->isMouse()) return;
if(activeMapping->bind(device, group, input, oldValue, newValue)) {
activeMapping = nullptr;
settingsManager->statusBar.setText("Mapping assigned.");
refreshMappings();
timer.onActivate([&] {
timer.setEnabled(false);
settingsManager->statusBar.setText();
settingsManager->layout.setEnabled();
Update to v096r07 release. byuu says: Changelog: - configuration files are now stored in localpath() instead of configpath() - Video gamma/saturation/luminance sliders are gone now, sorry - added Video Filter->Blur Emulation [1] - added Video Filter->Scanline Emulation [2] - improvements to GBA audio emulation (fixes Minish Cap) [Jonas Quinn] [1] For the Famicom, this does nothing. For the Super Famicom, this performs horizontal blending for proper pseudo-hires translucency. For the Game Boy, Game Boy Color, and Game Boy Advance, this performs interframe blending (each frame is the average of the current and previous frame), which is important for things like the GBVideoPlayer. [2] Right now, this only applies to the Super Famicom, but it'll come to the Famicom in the future. For the Super Famicom, this option doesn't just add scanlines, it simulates the phosphor decay that's visible in interlace mode. If you observe an interlaced game like RPM Racing on a real SNES, you'll notice that even on perfectly still screens, the image appears to shake. This option emulates that effect. Note 1: the buffering right now is a little sub-optimal, so there will be a slight speed hit with this new support. Since the core is now generating native ARGB8888 colors, it might as well call out to the interface to lock/unlock/refresh the video, that way it can render directly to the screen. Although ... that might not be such a hot idea, since the GBx interframe blending reads from the target buffer, and that tends to be a catastrophic option for performance. Note 2: the balanced and performance profiles for the SNES are completely busted again. This WIP took 6 1/2 hours, and I'm exhausted. Very much not looking forward to working on those, since those two have all kinds of fucked up speedup tricks for non-interlaced and/or non-hires video modes. Note 3: if you're on Windows and you saved your system folders somewhere else, now'd be a good time to move them to %localappdata%/higan
2016-01-15 10:06:51 +00:00
}).setInterval(200).setEnabled();
}
}