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_TreeView)
|
|
|
|
|
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
|
|
|
namespace hiro {
|
|
|
|
|
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
|
|
|
//gtk_tree_view_collapse_all(gtkTreeView);
|
|
|
|
//gtk_tree_view_expand_all(gtkTreeView);
|
|
|
|
|
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
|
|
|
static auto TreeView_activate(GtkTreeView*, GtkTreePath* gtkPath, GtkTreeViewColumn*, pTreeView* p) -> void { p->_activatePath(gtkPath); }
|
|
|
|
static auto TreeView_buttonEvent(GtkTreeView*, GdkEventButton* gdkEvent, pTreeView* p) -> signed { return p->_buttonEvent(gdkEvent); }
|
|
|
|
static auto TreeView_change(GtkTreeSelection*, pTreeView* p) -> void { p->_updateSelected(); }
|
|
|
|
static auto TreeView_context(GtkTreeView*, pTreeView* p) -> void { p->self().doContext(); }
|
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
|
|
|
static auto TreeView_dataFunc(GtkTreeViewColumn* column, GtkCellRenderer* renderer, GtkTreeModel* model, GtkTreeIter* iter, pTreeView* p) -> void { return p->_doDataFunc(column, renderer, iter); }
|
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
|
|
|
static auto TreeView_toggle(GtkCellRendererToggle*, char* path, pTreeView* p) -> void { p->_togglePath(path); }
|
|
|
|
|
|
|
|
auto pTreeView::construct() -> void {
|
|
|
|
gtkWidget = gtk_scrolled_window_new(0, 0);
|
|
|
|
gtkScrolledWindow = GTK_SCROLLED_WINDOW(gtkWidget);
|
|
|
|
gtk_scrolled_window_set_policy(gtkScrolledWindow, GTK_POLICY_AUTOMATIC, GTK_POLICY_AUTOMATIC);
|
|
|
|
gtk_scrolled_window_set_shadow_type(gtkScrolledWindow, GTK_SHADOW_ETCHED_IN);
|
|
|
|
|
|
|
|
gtkTreeStore = gtk_tree_store_new(3, G_TYPE_BOOLEAN, GDK_TYPE_PIXBUF, G_TYPE_STRING);
|
|
|
|
gtkTreeModel = GTK_TREE_MODEL(gtkTreeStore);
|
|
|
|
|
|
|
|
gtkWidgetChild = gtk_tree_view_new_with_model(gtkTreeModel);
|
|
|
|
gtkTreeView = GTK_TREE_VIEW(gtkWidgetChild);
|
|
|
|
gtkTreeSelection = gtk_tree_view_get_selection(gtkTreeView);
|
|
|
|
gtk_tree_view_set_headers_visible(gtkTreeView, false);
|
|
|
|
gtk_container_add(GTK_CONTAINER(gtkWidget), gtkWidgetChild);
|
|
|
|
gtk_widget_show(gtkWidgetChild);
|
|
|
|
|
|
|
|
gtkTreeViewColumn = gtk_tree_view_column_new();
|
|
|
|
|
|
|
|
gtkCellToggle = gtk_cell_renderer_toggle_new();
|
|
|
|
gtk_tree_view_column_pack_start(gtkTreeViewColumn, gtkCellToggle, false);
|
|
|
|
gtk_tree_view_column_set_attributes(gtkTreeViewColumn, gtkCellToggle, "active", 0, nullptr);
|
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
|
|
|
gtk_tree_view_column_set_cell_data_func(gtkTreeViewColumn, GTK_CELL_RENDERER(gtkCellToggle), (GtkTreeCellDataFunc)TreeView_dataFunc, (gpointer)this, nullptr);
|
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
|
|
|
|
|
|
|
gtkCellPixbuf = gtk_cell_renderer_pixbuf_new();
|
|
|
|
gtk_tree_view_column_pack_start(gtkTreeViewColumn, gtkCellPixbuf, false);
|
|
|
|
gtk_tree_view_column_set_attributes(gtkTreeViewColumn, gtkCellPixbuf, "pixbuf", 1, nullptr);
|
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
|
|
|
gtk_tree_view_column_set_cell_data_func(gtkTreeViewColumn, GTK_CELL_RENDERER(gtkCellPixbuf), (GtkTreeCellDataFunc)TreeView_dataFunc, (gpointer)this, nullptr);
|
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
|
|
|
|
|
|
|
gtkCellText = gtk_cell_renderer_text_new();
|
|
|
|
gtk_tree_view_column_pack_start(gtkTreeViewColumn, gtkCellText, true);
|
|
|
|
gtk_tree_view_column_set_attributes(gtkTreeViewColumn, gtkCellText, "text", 2, nullptr);
|
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
|
|
|
gtk_tree_view_column_set_cell_data_func(gtkTreeViewColumn, GTK_CELL_RENDERER(gtkCellText), (GtkTreeCellDataFunc)TreeView_dataFunc, (gpointer)this, nullptr);
|
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
|
|
|
|
|
|
|
gtk_tree_view_append_column(gtkTreeView, gtkTreeViewColumn);
|
|
|
|
gtk_tree_view_set_search_column(gtkTreeView, 2);
|
|
|
|
|
|
|
|
setBackgroundColor(state().backgroundColor);
|
|
|
|
setForegroundColor(state().foregroundColor);
|
|
|
|
|
|
|
|
g_signal_connect(G_OBJECT(gtkWidgetChild), "button-press-event", G_CALLBACK(TreeView_buttonEvent), (gpointer)this);
|
|
|
|
g_signal_connect(G_OBJECT(gtkWidgetChild), "button-release-event", G_CALLBACK(TreeView_buttonEvent), (gpointer)this);
|
|
|
|
g_signal_connect(G_OBJECT(gtkWidgetChild), "popup-menu", G_CALLBACK(TreeView_context), (gpointer)this);
|
|
|
|
g_signal_connect(G_OBJECT(gtkWidgetChild), "row-activated", G_CALLBACK(TreeView_activate), (gpointer)this);
|
|
|
|
g_signal_connect(G_OBJECT(gtkTreeSelection), "changed", G_CALLBACK(TreeView_change), (gpointer)this);
|
|
|
|
g_signal_connect(G_OBJECT(gtkCellToggle), "toggled", G_CALLBACK(TreeView_toggle), (gpointer)this);
|
|
|
|
|
|
|
|
pWidget::construct();
|
|
|
|
}
|
|
|
|
|
|
|
|
auto pTreeView::destruct() -> void {
|
|
|
|
gtk_widget_destroy(gtkWidgetChild);
|
|
|
|
gtk_widget_destroy(gtkWidget);
|
|
|
|
}
|
|
|
|
|
|
|
|
//
|
|
|
|
|
|
|
|
auto pTreeView::append(sTreeViewItem item) -> void {
|
|
|
|
}
|
|
|
|
|
|
|
|
auto pTreeView::remove(sTreeViewItem item) -> void {
|
|
|
|
}
|
|
|
|
|
|
|
|
auto pTreeView::setBackgroundColor(Color color) -> void {
|
|
|
|
auto gdkColor = CreateColor(color);
|
|
|
|
gtk_widget_modify_base(gtkWidgetChild, GTK_STATE_NORMAL, color ? &gdkColor : nullptr);
|
|
|
|
}
|
|
|
|
|
|
|
|
auto pTreeView::setForegroundColor(Color color) -> void {
|
|
|
|
auto gdkColor = CreateColor(color);
|
|
|
|
gtk_widget_modify_text(gtkWidgetChild, GTK_STATE_NORMAL, color ? &gdkColor : nullptr);
|
|
|
|
}
|
|
|
|
|
|
|
|
//
|
|
|
|
|
|
|
|
auto pTreeView::_activatePath(GtkTreePath* gtkPath) -> void {
|
|
|
|
char* path = gtk_tree_path_to_string(gtkPath);
|
|
|
|
if(auto item = self().item(string{path}.transform(":", "/"))) {
|
|
|
|
if(!locked()) self().doActivate();
|
|
|
|
}
|
|
|
|
g_free(path);
|
|
|
|
}
|
|
|
|
|
|
|
|
auto pTreeView::_buttonEvent(GdkEventButton* gdkEvent) -> signed {
|
|
|
|
GtkTreePath* gtkPath = nullptr;
|
|
|
|
gtk_tree_view_get_path_at_pos(gtkTreeView, gdkEvent->x, gdkEvent->y, >kPath, nullptr, nullptr, nullptr);
|
|
|
|
|
|
|
|
if(gdkEvent->type == GDK_BUTTON_PRESS) {
|
|
|
|
//detect when the empty space of the GtkTreeView is clicked; and clear the selection
|
|
|
|
if(gtkPath == nullptr && gtk_tree_selection_count_selected_rows(gtkTreeSelection) > 0) {
|
|
|
|
gtk_tree_selection_unselect_all(gtkTreeSelection);
|
|
|
|
state().selectedPath.reset();
|
|
|
|
self().doChange();
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if(gdkEvent->type == GDK_BUTTON_RELEASE && gdkEvent->button == 3) {
|
|
|
|
//handle right-click context menu
|
|
|
|
//have to detect on button release instead of press; as GTK+ does not update new selection prior to press event
|
|
|
|
self().doContext();
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
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 pTreeView::_doDataFunc(GtkTreeViewColumn* column, GtkCellRenderer* renderer, GtkTreeIter* iter) -> void {
|
|
|
|
auto path = gtk_tree_model_get_string_from_iter(gtkTreeModel, iter);
|
|
|
|
auto parts = string{path}.split(":");
|
|
|
|
g_free(path);
|
|
|
|
|
|
|
|
auto item = self().item(decimal(parts.takeFirst()));
|
|
|
|
if(!item) return;
|
|
|
|
while(parts) {
|
|
|
|
item = item.item(decimal(parts.takeFirst()));
|
|
|
|
if(!item) return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if(renderer == GTK_CELL_RENDERER(gtkCellToggle)) {
|
|
|
|
gtk_cell_renderer_set_visible(renderer, item->state.checkable);
|
|
|
|
} else if(renderer == GTK_CELL_RENDERER(gtkCellPixbuf)) {
|
|
|
|
gtk_cell_renderer_set_visible(renderer, (bool)item->state.image);
|
|
|
|
} else if(renderer == GTK_CELL_RENDERER(gtkCellText)) {
|
|
|
|
auto font = pFont::create(item->font(true));
|
|
|
|
g_object_set(G_OBJECT(renderer), "font-desc", font, nullptr);
|
|
|
|
pango_font_description_free(font);
|
|
|
|
if(auto color = item->foregroundColor(true)) {
|
|
|
|
auto gdkColor = CreateColor(color);
|
|
|
|
g_object_set(G_OBJECT(renderer), "foreground-gdk", &gdkColor, nullptr);
|
|
|
|
} else {
|
|
|
|
g_object_set(G_OBJECT(renderer), "foreground-set", false, nullptr);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if(auto color = item->backgroundColor(true)) {
|
|
|
|
auto gdkColor = CreateColor(color);
|
|
|
|
g_object_set(G_OBJECT(renderer), "cell-background-gdk", &gdkColor, nullptr);
|
|
|
|
} else {
|
|
|
|
g_object_set(G_OBJECT(renderer), "cell-background-set", false, nullptr);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
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 pTreeView::_togglePath(string path) -> void {
|
|
|
|
if(auto item = self().item(path.transform(":", "/"))) {
|
|
|
|
bool checked = !item->checked();
|
|
|
|
gtk_tree_store_set(gtkTreeStore, &item->self()->gtkIter, 0, checked, -1);
|
|
|
|
item->state.checked = checked;
|
|
|
|
if(!locked()) self().doToggle(item);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
auto pTreeView::_updateSelected() -> void {
|
|
|
|
GtkTreeIter iter;
|
|
|
|
if(gtk_tree_selection_get_selected(gtkTreeSelection, >kTreeModel, &iter)) {
|
|
|
|
char* gtkPath = gtk_tree_model_get_string_from_iter(gtkTreeModel, &iter);
|
|
|
|
string path = string{gtkPath}.transform(":", "/");
|
|
|
|
g_free(gtkPath);
|
|
|
|
if(state().selectedPath != path) {
|
|
|
|
state().selectedPath = path;
|
|
|
|
if(!locked()) self().doChange();
|
|
|
|
}
|
|
|
|
} else if(state().selectedPath) {
|
|
|
|
state().selectedPath.reset();
|
|
|
|
if(!locked()) self().doChange();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
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
|