bsnes/hiro/core/window.cpp

386 lines
10 KiB
C++
Raw Normal View History

#if defined(Hiro_Window)
Update to v106r47 release. byuu says: This is probably the largest code-change diff I've done in years. I spent four days working 10-16 hours a day reworking layouts in hiro completely. The result is we now have TableLayout, which will allow for better horizontal+vertical combined alignment. Windows, GTK2, and now GTK3 are fully supported. Windows is getting the initial window geometry wrong by a bit. GTK2 and GTK3 work perfectly. I basically abandoned trying to detect resize signals, and instead keep a list of all hiro windows that are allocated, and every time the main loop runs, it will query all of them to see if they've been resized. I'm disgusted that I have to do this, but after fighting with GTK for years, I'm about sick of it. GTK was doing this crazy thing where it would trigger another size-allocate inside of a previous size-allocate, and so my layouts would be halfway through resizing all the widgets, and then the size-allocate would kick off another one. That would end up leaving the rest of the first layout loop with bad widget sizes. And if I detected a second re-entry and blocked it, then the entire window would end up with the older geometry. I started trying to build a message queue system to allow the second layout resize to occur after the first one completed, but this was just too much madness, so I went with the simpler solution. Qt4 has some geometry problems, and doesn't show tab frame layouts properly yet. Qt5 causes an ICE error and tanks my entire Xorg display server, so ... something is seriously wrong there, and it's not hiro's fault. Creating a dummy Qt5 application without even using hiro, just int main() { TestObject object; } with object performing a dynamic\_cast to a derived type segfaults. Memory is getting corrupted where GCC allocates the vtables for classes, just by linking in Qt. Could be somehow related to the -fPIC requirement that only Qt5 has ... could just be that FreeBSD 10.1 has a buggy implementation of Qt5. I don't know. It's beyond my ability to debug, so this one's going to stay broken. The Cocoa port is busted. I'll fix it up to compile again, but that's about all I'm going to do. Many optimizations mean bsnes and higan open faster. GTK2 and GTK3 both resize windows very quickly now. higan crashes when you load a game, so that's not good. bsnes works though. bsnes also has the start of a localization engine now. Still a long way to go. The makefiles received a rather substantial restructuring. Including the ruby and hiro makefiles will add the necessary compilation rules for you, which also means that moc will run for the qt4 and qt5 targets, and windres will run for the Windows targets.
2018-07-14 03:59:29 +00:00
mWindow::mWindow() {
mObject::state.visible = false;
}
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 mWindow::allocate() -> pObject* {
return new pWindow(*this);
}
auto mWindow::destruct() -> void {
if(auto& menuBar = state.menuBar) menuBar->destruct();
Update to v106r47 release. byuu says: This is probably the largest code-change diff I've done in years. I spent four days working 10-16 hours a day reworking layouts in hiro completely. The result is we now have TableLayout, which will allow for better horizontal+vertical combined alignment. Windows, GTK2, and now GTK3 are fully supported. Windows is getting the initial window geometry wrong by a bit. GTK2 and GTK3 work perfectly. I basically abandoned trying to detect resize signals, and instead keep a list of all hiro windows that are allocated, and every time the main loop runs, it will query all of them to see if they've been resized. I'm disgusted that I have to do this, but after fighting with GTK for years, I'm about sick of it. GTK was doing this crazy thing where it would trigger another size-allocate inside of a previous size-allocate, and so my layouts would be halfway through resizing all the widgets, and then the size-allocate would kick off another one. That would end up leaving the rest of the first layout loop with bad widget sizes. And if I detected a second re-entry and blocked it, then the entire window would end up with the older geometry. I started trying to build a message queue system to allow the second layout resize to occur after the first one completed, but this was just too much madness, so I went with the simpler solution. Qt4 has some geometry problems, and doesn't show tab frame layouts properly yet. Qt5 causes an ICE error and tanks my entire Xorg display server, so ... something is seriously wrong there, and it's not hiro's fault. Creating a dummy Qt5 application without even using hiro, just int main() { TestObject object; } with object performing a dynamic\_cast to a derived type segfaults. Memory is getting corrupted where GCC allocates the vtables for classes, just by linking in Qt. Could be somehow related to the -fPIC requirement that only Qt5 has ... could just be that FreeBSD 10.1 has a buggy implementation of Qt5. I don't know. It's beyond my ability to debug, so this one's going to stay broken. The Cocoa port is busted. I'll fix it up to compile again, but that's about all I'm going to do. Many optimizations mean bsnes and higan open faster. GTK2 and GTK3 both resize windows very quickly now. higan crashes when you load a game, so that's not good. bsnes works though. bsnes also has the start of a localization engine now. Still a long way to go. The makefiles received a rather substantial restructuring. Including the ruby and hiro makefiles will add the necessary compilation rules for you, which also means that moc will run for the qt4 and qt5 targets, and windres will run for the Windows targets.
2018-07-14 03:59:29 +00:00
if(auto& sizable = state.sizable) sizable->destruct();
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
if(auto& statusBar = state.statusBar) statusBar->destruct();
mObject::destruct();
}
//
auto mWindow::append(sMenuBar menuBar) -> type& {
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
if(auto& menuBar = state.menuBar) remove(menuBar);
menuBar->setParent(this, 0);
state.menuBar = menuBar;
signal(append, menuBar);
return *this;
}
Update to v106r47 release. byuu says: This is probably the largest code-change diff I've done in years. I spent four days working 10-16 hours a day reworking layouts in hiro completely. The result is we now have TableLayout, which will allow for better horizontal+vertical combined alignment. Windows, GTK2, and now GTK3 are fully supported. Windows is getting the initial window geometry wrong by a bit. GTK2 and GTK3 work perfectly. I basically abandoned trying to detect resize signals, and instead keep a list of all hiro windows that are allocated, and every time the main loop runs, it will query all of them to see if they've been resized. I'm disgusted that I have to do this, but after fighting with GTK for years, I'm about sick of it. GTK was doing this crazy thing where it would trigger another size-allocate inside of a previous size-allocate, and so my layouts would be halfway through resizing all the widgets, and then the size-allocate would kick off another one. That would end up leaving the rest of the first layout loop with bad widget sizes. And if I detected a second re-entry and blocked it, then the entire window would end up with the older geometry. I started trying to build a message queue system to allow the second layout resize to occur after the first one completed, but this was just too much madness, so I went with the simpler solution. Qt4 has some geometry problems, and doesn't show tab frame layouts properly yet. Qt5 causes an ICE error and tanks my entire Xorg display server, so ... something is seriously wrong there, and it's not hiro's fault. Creating a dummy Qt5 application without even using hiro, just int main() { TestObject object; } with object performing a dynamic\_cast to a derived type segfaults. Memory is getting corrupted where GCC allocates the vtables for classes, just by linking in Qt. Could be somehow related to the -fPIC requirement that only Qt5 has ... could just be that FreeBSD 10.1 has a buggy implementation of Qt5. I don't know. It's beyond my ability to debug, so this one's going to stay broken. The Cocoa port is busted. I'll fix it up to compile again, but that's about all I'm going to do. Many optimizations mean bsnes and higan open faster. GTK2 and GTK3 both resize windows very quickly now. higan crashes when you load a game, so that's not good. bsnes works though. bsnes also has the start of a localization engine now. Still a long way to go. The makefiles received a rather substantial restructuring. Including the ruby and hiro makefiles will add the necessary compilation rules for you, which also means that moc will run for the qt4 and qt5 targets, and windres will run for the Windows targets.
2018-07-14 03:59:29 +00:00
auto mWindow::append(sSizable sizable) -> type& {
if(auto& sizable = state.sizable) remove(sizable);
state.sizable = sizable;
sizable->setParent(this, 0);
signal(append, sizable);
return *this;
}
auto mWindow::append(sStatusBar statusBar) -> type& {
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
if(auto& statusBar = state.statusBar) remove(statusBar);
statusBar->setParent(this, 0);
state.statusBar = statusBar;
signal(append, statusBar);
return *this;
}
auto mWindow::backgroundColor() const -> Color {
return state.backgroundColor;
}
Update to v103r13 release. byuu says: Changelog: - gb/interface: fix Game Boy Color extension to be "gbc" and not "gb" [hex\_usr] - ms/interface: move Master System hardware controls below controller ports - sfc/ppu: improve latching behavior of BGnHOFS registers (not hardware verified) [AWJ] - tomoko/input: rework port/device mapping to support non-sequential ports and devices¹ - todo: should add move() to inputDevice.mappings.append and inputPort.devices.append - note: there's a weird GCC 4.9 bug with brace initialization of InputEmulator; have to assign each field separately - tomoko: all windows sans the main presentation window can be dismissed with the escape key - icarus: the single file selection dialog ("Load ROM Image...") can be dismissed with the escape key - tomoko: do not pause emulation when FocusLoss/Pause is set during exclusive fullscreen mode - hiro/(windows,gtk,qt): implemented Window::setDismissable() function (missing from cocoa port, sorry) - nall/string: fixed printing of largest possible negative numbers (eg `INT_MIN`) [Sintendo] - only took eight months! :D ¹: When I tried to move the Master System hardware port below the controller ports, I ran into a world of pain. The input settings list expects every item in the `InputEmulator<InputPort<InputDevice<InputMapping>>>>` arrays to be populated with valid results. But these would be sparsely populated based on the port and device IDs from inside higan. And that is done so that the Interface::inputPoll can have O(1) lookup of ports and devices. This worked because all the port and device IDs were sequential (they left no gaps in the maps upon creating the lists.) Unfortunately by changing the expectation of port ID to how it appears in the list, inputs would not poll correctly. By leaving them alone and just moving Hardware to the third position, the Game Gear would be missing port IDs of 0 and 1 (the controller ports of the Master System). Even by trying to make separate MasterSystemHardware and GameGearHardware ports, things still fractured when the devices were no longer contigious. I got pretty sick of this and just decided to give up on O(1) port/device lookup, and moved to O(n) lookup. It only knocked the framerate down by maybe one frame per second, enough to be in the margin of error. Inputs aren't polled *that* often for loops that usually terminate after 1-2 cycles to be too detrimental to performance. So the new input system now allows non-sequential port and device IDs. Remember that I killed input IDs a while back. There's never any reason for those to need IDs ... it was easier to just order the inputs in the order you want to see them in the user interface. So the input lookup is still O(1). Only now, everything's safer and I return a maybe<InputMapping&>, and won't crash out the program trying to use a mapping that isn't found for some reason. Errata: the escape key isn't working on the browser/message dialogs on Windows, because of course nothing can ever just be easy and work for me. If anyone else wouldn't mind looking into that, I'd greatly appreciate it. Having the `WM_KEYDOWN` test inside the main `Application_sharedProc`, it seems to not respond to the escape key on modal dialogs. If I put the `WM_KEYDOWN` test in the main window proc, then it doesn't seem to get called for `VK_ESCAPE` at all, and doesn't get called period for modal windows. So I'm at a loss and it's past 4AM here >_>
2017-07-12 08:24:27 +00:00
auto mWindow::dismissable() const -> bool {
return state.dismissable;
}
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 mWindow::doClose() const -> void {
if(state.onClose) return state.onClose();
}
auto mWindow::doDrop(vector<string> names) const -> void {
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
if(state.onDrop) return state.onDrop(names);
}
auto mWindow::doKeyPress(signed key) const -> void {
if(state.onKeyPress) return state.onKeyPress(key);
}
auto mWindow::doKeyRelease(signed key) const -> void {
if(state.onKeyRelease) return state.onKeyRelease(key);
}
auto mWindow::doMove() const -> void {
if(state.onMove) return state.onMove();
}
auto mWindow::doSize() const -> void {
if(state.onSize) return state.onSize();
}
auto mWindow::droppable() const -> bool {
return state.droppable;
}
auto mWindow::frameGeometry() const -> Geometry {
Geometry margin = signal(frameMargin);
return {
state.geometry.x() - margin.x(), state.geometry.y() - margin.y(),
state.geometry.width() + margin.width(), state.geometry.height() + margin.height()
};
}
auto mWindow::fullScreen() const -> bool {
return state.fullScreen;
}
auto mWindow::geometry() const -> Geometry {
return state.geometry;
}
auto mWindow::handle() const -> uintptr_t {
return signal(handle);
}
Update to v106r46 release. byuu says: Changelog: - bsnes, higan: simplified make output; reordered rules - hiro: added Window::set(Minimum,Maximum)Size() [only implemented in GTK+ so far] - bsnes: only allow the window to be shrunk to the 1x multiplier size - bsnes: refactored Integral Scaling checkbox to {Center, Scale, Stretch} radio selection - nall: call fflush() after nall::print() to stdout or stderr [needed for msys2/bash] - bsnes, higan: program/interface.cpp renamed to program/platform.cpp - bsnes: trim ".shader/" from names in Settings→Shader menu - bsnes: Settings→Shader menu updated on video driver changes - bsnes: remove missing games from recent files list each time it is updated - bsnes: video multiplier menu generated dynamically based on largest monitor size at program startup - bsnes: added shrink window and center window function to video multiplier menu - bsnes: de-minimize presentation window when exiting fullscreen mode or changing video multiplier - bsnes: center the load game dialog against the presentation window (important for multi-monitor setups) - bsnes: screenshots are not immediate instead of delayed one frame - bsnes: added frame advance menu option and hotkey - bsnes: added enable cheats checkbox and hotkey; can be used to quickly enable/disable all active cheats Errata: - hiro/Windows: `SW_MINIMIZED`, `SW_MAXIMIZED `=> `SW_MINIMIZE`, `SW_MAXIMIZE` - hiro/Windows: add pMonitor::workspace() - hiro/Windows: add setMaximized(), setMinimized() in pWindow::construct() - bsnes: call setCentered() after setMaximized(false)
2018-07-08 04:58:27 +00:00
auto mWindow::maximized() const -> bool {
return state.maximized;
}
auto mWindow::maximumSize() const -> Size {
return state.maximumSize;
}
auto mWindow::menuBar() const -> MenuBar {
Update to v094r09 release. byuu says: This will easily be the biggest diff in the history of higan. And not in a good way. * target-higan and target-loki have been blown away completely * nall and ruby massively updated * phoenix replaced with hiro (pretty near a total rewrite) * target-higan restarted using hiro (just a window for now) * all emulation cores updated to compile again * installation changed to not require root privileges (installs locally) For the foreseeable future (maybe even permanently?), the new higan UI will only build under Linux/BSD with GTK+ 2.20+. Probably the most likely route for Windows/OS X will be to try and figure out how to build hiro/GTK on those platforms, as awful as that would be. The other alternative would be to produce new UIs for those platforms ... which would actually be a good opportunity to make something much more user friendly. Being that I just started on this a few hours ago, that means that for at least a few weeks, don't expect to be able to actually play any games. Right now, you can pretty much just compile the binary and that's it. It's quite possible that some nall changes didn't produce compilation errors, but will produce runtime errors. So until the UI can actually load games, we won't know if anything is broken. But we should mostly be okay. It was mostly just trim<1> -> trim changes, moving to Hash::SHA256 (much cleaner), and patching some reckless memory copy functions enough to compile. Progress isn't going to be like it was before: I'm now dividing my time much thinner between studying and other hobbies. My aim this time is not to produce a binary for everyone to play games on. Rather, it's to keep the emulator alive. I want to be able to apply critical patches again. And I would also like the base of the emulator to live on, for use in other emulator frontends that utilize higan.
2015-02-26 10:10:46 +00:00
return state.menuBar;
}
Update to v106r46 release. byuu says: Changelog: - bsnes, higan: simplified make output; reordered rules - hiro: added Window::set(Minimum,Maximum)Size() [only implemented in GTK+ so far] - bsnes: only allow the window to be shrunk to the 1x multiplier size - bsnes: refactored Integral Scaling checkbox to {Center, Scale, Stretch} radio selection - nall: call fflush() after nall::print() to stdout or stderr [needed for msys2/bash] - bsnes, higan: program/interface.cpp renamed to program/platform.cpp - bsnes: trim ".shader/" from names in Settings→Shader menu - bsnes: Settings→Shader menu updated on video driver changes - bsnes: remove missing games from recent files list each time it is updated - bsnes: video multiplier menu generated dynamically based on largest monitor size at program startup - bsnes: added shrink window and center window function to video multiplier menu - bsnes: de-minimize presentation window when exiting fullscreen mode or changing video multiplier - bsnes: center the load game dialog against the presentation window (important for multi-monitor setups) - bsnes: screenshots are not immediate instead of delayed one frame - bsnes: added frame advance menu option and hotkey - bsnes: added enable cheats checkbox and hotkey; can be used to quickly enable/disable all active cheats Errata: - hiro/Windows: `SW_MINIMIZED`, `SW_MAXIMIZED `=> `SW_MINIMIZE`, `SW_MAXIMIZE` - hiro/Windows: add pMonitor::workspace() - hiro/Windows: add setMaximized(), setMinimized() in pWindow::construct() - bsnes: call setCentered() after setMaximized(false)
2018-07-08 04:58:27 +00:00
auto mWindow::minimized() const -> bool {
return state.minimized;
}
auto mWindow::minimumSize() const -> Size {
return state.minimumSize;
}
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 mWindow::modal() const -> bool {
return state.modal;
}
auto mWindow::monitor() const -> uint {
return signal(monitor);
}
auto mWindow::onClose(const function<void ()>& callback) -> type& {
state.onClose = callback;
Update to v094r09 release. byuu says: This will easily be the biggest diff in the history of higan. And not in a good way. * target-higan and target-loki have been blown away completely * nall and ruby massively updated * phoenix replaced with hiro (pretty near a total rewrite) * target-higan restarted using hiro (just a window for now) * all emulation cores updated to compile again * installation changed to not require root privileges (installs locally) For the foreseeable future (maybe even permanently?), the new higan UI will only build under Linux/BSD with GTK+ 2.20+. Probably the most likely route for Windows/OS X will be to try and figure out how to build hiro/GTK on those platforms, as awful as that would be. The other alternative would be to produce new UIs for those platforms ... which would actually be a good opportunity to make something much more user friendly. Being that I just started on this a few hours ago, that means that for at least a few weeks, don't expect to be able to actually play any games. Right now, you can pretty much just compile the binary and that's it. It's quite possible that some nall changes didn't produce compilation errors, but will produce runtime errors. So until the UI can actually load games, we won't know if anything is broken. But we should mostly be okay. It was mostly just trim<1> -> trim changes, moving to Hash::SHA256 (much cleaner), and patching some reckless memory copy functions enough to compile. Progress isn't going to be like it was before: I'm now dividing my time much thinner between studying and other hobbies. My aim this time is not to produce a binary for everyone to play games on. Rather, it's to keep the emulator alive. I want to be able to apply critical patches again. And I would also like the base of the emulator to live on, for use in other emulator frontends that utilize higan.
2015-02-26 10:10:46 +00:00
return *this;
}
auto mWindow::onDrop(const function<void (vector<string>)>& callback) -> type& {
state.onDrop = callback;
Update to v094r09 release. byuu says: This will easily be the biggest diff in the history of higan. And not in a good way. * target-higan and target-loki have been blown away completely * nall and ruby massively updated * phoenix replaced with hiro (pretty near a total rewrite) * target-higan restarted using hiro (just a window for now) * all emulation cores updated to compile again * installation changed to not require root privileges (installs locally) For the foreseeable future (maybe even permanently?), the new higan UI will only build under Linux/BSD with GTK+ 2.20+. Probably the most likely route for Windows/OS X will be to try and figure out how to build hiro/GTK on those platforms, as awful as that would be. The other alternative would be to produce new UIs for those platforms ... which would actually be a good opportunity to make something much more user friendly. Being that I just started on this a few hours ago, that means that for at least a few weeks, don't expect to be able to actually play any games. Right now, you can pretty much just compile the binary and that's it. It's quite possible that some nall changes didn't produce compilation errors, but will produce runtime errors. So until the UI can actually load games, we won't know if anything is broken. But we should mostly be okay. It was mostly just trim<1> -> trim changes, moving to Hash::SHA256 (much cleaner), and patching some reckless memory copy functions enough to compile. Progress isn't going to be like it was before: I'm now dividing my time much thinner between studying and other hobbies. My aim this time is not to produce a binary for everyone to play games on. Rather, it's to keep the emulator alive. I want to be able to apply critical patches again. And I would also like the base of the emulator to live on, for use in other emulator frontends that utilize higan.
2015-02-26 10:10:46 +00:00
return *this;
}
auto mWindow::onKeyPress(const function<void (signed)>& callback) -> type& {
state.onKeyPress = callback;
Update to v094r09 release. byuu says: This will easily be the biggest diff in the history of higan. And not in a good way. * target-higan and target-loki have been blown away completely * nall and ruby massively updated * phoenix replaced with hiro (pretty near a total rewrite) * target-higan restarted using hiro (just a window for now) * all emulation cores updated to compile again * installation changed to not require root privileges (installs locally) For the foreseeable future (maybe even permanently?), the new higan UI will only build under Linux/BSD with GTK+ 2.20+. Probably the most likely route for Windows/OS X will be to try and figure out how to build hiro/GTK on those platforms, as awful as that would be. The other alternative would be to produce new UIs for those platforms ... which would actually be a good opportunity to make something much more user friendly. Being that I just started on this a few hours ago, that means that for at least a few weeks, don't expect to be able to actually play any games. Right now, you can pretty much just compile the binary and that's it. It's quite possible that some nall changes didn't produce compilation errors, but will produce runtime errors. So until the UI can actually load games, we won't know if anything is broken. But we should mostly be okay. It was mostly just trim<1> -> trim changes, moving to Hash::SHA256 (much cleaner), and patching some reckless memory copy functions enough to compile. Progress isn't going to be like it was before: I'm now dividing my time much thinner between studying and other hobbies. My aim this time is not to produce a binary for everyone to play games on. Rather, it's to keep the emulator alive. I want to be able to apply critical patches again. And I would also like the base of the emulator to live on, for use in other emulator frontends that utilize higan.
2015-02-26 10:10:46 +00:00
return *this;
}
auto mWindow::onKeyRelease(const function<void (signed)>& callback) -> type& {
state.onKeyRelease = callback;
Update to v094r09 release. byuu says: This will easily be the biggest diff in the history of higan. And not in a good way. * target-higan and target-loki have been blown away completely * nall and ruby massively updated * phoenix replaced with hiro (pretty near a total rewrite) * target-higan restarted using hiro (just a window for now) * all emulation cores updated to compile again * installation changed to not require root privileges (installs locally) For the foreseeable future (maybe even permanently?), the new higan UI will only build under Linux/BSD with GTK+ 2.20+. Probably the most likely route for Windows/OS X will be to try and figure out how to build hiro/GTK on those platforms, as awful as that would be. The other alternative would be to produce new UIs for those platforms ... which would actually be a good opportunity to make something much more user friendly. Being that I just started on this a few hours ago, that means that for at least a few weeks, don't expect to be able to actually play any games. Right now, you can pretty much just compile the binary and that's it. It's quite possible that some nall changes didn't produce compilation errors, but will produce runtime errors. So until the UI can actually load games, we won't know if anything is broken. But we should mostly be okay. It was mostly just trim<1> -> trim changes, moving to Hash::SHA256 (much cleaner), and patching some reckless memory copy functions enough to compile. Progress isn't going to be like it was before: I'm now dividing my time much thinner between studying and other hobbies. My aim this time is not to produce a binary for everyone to play games on. Rather, it's to keep the emulator alive. I want to be able to apply critical patches again. And I would also like the base of the emulator to live on, for use in other emulator frontends that utilize higan.
2015-02-26 10:10:46 +00:00
return *this;
}
auto mWindow::onMove(const function<void ()>& callback) -> type& {
state.onMove = callback;
Update to v094r09 release. byuu says: This will easily be the biggest diff in the history of higan. And not in a good way. * target-higan and target-loki have been blown away completely * nall and ruby massively updated * phoenix replaced with hiro (pretty near a total rewrite) * target-higan restarted using hiro (just a window for now) * all emulation cores updated to compile again * installation changed to not require root privileges (installs locally) For the foreseeable future (maybe even permanently?), the new higan UI will only build under Linux/BSD with GTK+ 2.20+. Probably the most likely route for Windows/OS X will be to try and figure out how to build hiro/GTK on those platforms, as awful as that would be. The other alternative would be to produce new UIs for those platforms ... which would actually be a good opportunity to make something much more user friendly. Being that I just started on this a few hours ago, that means that for at least a few weeks, don't expect to be able to actually play any games. Right now, you can pretty much just compile the binary and that's it. It's quite possible that some nall changes didn't produce compilation errors, but will produce runtime errors. So until the UI can actually load games, we won't know if anything is broken. But we should mostly be okay. It was mostly just trim<1> -> trim changes, moving to Hash::SHA256 (much cleaner), and patching some reckless memory copy functions enough to compile. Progress isn't going to be like it was before: I'm now dividing my time much thinner between studying and other hobbies. My aim this time is not to produce a binary for everyone to play games on. Rather, it's to keep the emulator alive. I want to be able to apply critical patches again. And I would also like the base of the emulator to live on, for use in other emulator frontends that utilize higan.
2015-02-26 10:10:46 +00:00
return *this;
}
auto mWindow::onSize(const function<void ()>& callback) -> type& {
state.onSize = callback;
Update to v094r09 release. byuu says: This will easily be the biggest diff in the history of higan. And not in a good way. * target-higan and target-loki have been blown away completely * nall and ruby massively updated * phoenix replaced with hiro (pretty near a total rewrite) * target-higan restarted using hiro (just a window for now) * all emulation cores updated to compile again * installation changed to not require root privileges (installs locally) For the foreseeable future (maybe even permanently?), the new higan UI will only build under Linux/BSD with GTK+ 2.20+. Probably the most likely route for Windows/OS X will be to try and figure out how to build hiro/GTK on those platforms, as awful as that would be. The other alternative would be to produce new UIs for those platforms ... which would actually be a good opportunity to make something much more user friendly. Being that I just started on this a few hours ago, that means that for at least a few weeks, don't expect to be able to actually play any games. Right now, you can pretty much just compile the binary and that's it. It's quite possible that some nall changes didn't produce compilation errors, but will produce runtime errors. So until the UI can actually load games, we won't know if anything is broken. But we should mostly be okay. It was mostly just trim<1> -> trim changes, moving to Hash::SHA256 (much cleaner), and patching some reckless memory copy functions enough to compile. Progress isn't going to be like it was before: I'm now dividing my time much thinner between studying and other hobbies. My aim this time is not to produce a binary for everyone to play games on. Rather, it's to keep the emulator alive. I want to be able to apply critical patches again. And I would also like the base of the emulator to live on, for use in other emulator frontends that utilize higan.
2015-02-26 10:10:46 +00:00
return *this;
}
auto mWindow::remove(sMenuBar menuBar) -> type& {
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
signal(remove, menuBar);
menuBar->setParent();
state.menuBar.reset();
return *this;
}
Update to v106r47 release. byuu says: This is probably the largest code-change diff I've done in years. I spent four days working 10-16 hours a day reworking layouts in hiro completely. The result is we now have TableLayout, which will allow for better horizontal+vertical combined alignment. Windows, GTK2, and now GTK3 are fully supported. Windows is getting the initial window geometry wrong by a bit. GTK2 and GTK3 work perfectly. I basically abandoned trying to detect resize signals, and instead keep a list of all hiro windows that are allocated, and every time the main loop runs, it will query all of them to see if they've been resized. I'm disgusted that I have to do this, but after fighting with GTK for years, I'm about sick of it. GTK was doing this crazy thing where it would trigger another size-allocate inside of a previous size-allocate, and so my layouts would be halfway through resizing all the widgets, and then the size-allocate would kick off another one. That would end up leaving the rest of the first layout loop with bad widget sizes. And if I detected a second re-entry and blocked it, then the entire window would end up with the older geometry. I started trying to build a message queue system to allow the second layout resize to occur after the first one completed, but this was just too much madness, so I went with the simpler solution. Qt4 has some geometry problems, and doesn't show tab frame layouts properly yet. Qt5 causes an ICE error and tanks my entire Xorg display server, so ... something is seriously wrong there, and it's not hiro's fault. Creating a dummy Qt5 application without even using hiro, just int main() { TestObject object; } with object performing a dynamic\_cast to a derived type segfaults. Memory is getting corrupted where GCC allocates the vtables for classes, just by linking in Qt. Could be somehow related to the -fPIC requirement that only Qt5 has ... could just be that FreeBSD 10.1 has a buggy implementation of Qt5. I don't know. It's beyond my ability to debug, so this one's going to stay broken. The Cocoa port is busted. I'll fix it up to compile again, but that's about all I'm going to do. Many optimizations mean bsnes and higan open faster. GTK2 and GTK3 both resize windows very quickly now. higan crashes when you load a game, so that's not good. bsnes works though. bsnes also has the start of a localization engine now. Still a long way to go. The makefiles received a rather substantial restructuring. Including the ruby and hiro makefiles will add the necessary compilation rules for you, which also means that moc will run for the qt4 and qt5 targets, and windres will run for the Windows targets.
2018-07-14 03:59:29 +00:00
auto mWindow::remove(sSizable sizable) -> type& {
signal(remove, sizable);
sizable->setParent();
state.sizable.reset();
return *this;
}
auto mWindow::remove(sStatusBar statusBar) -> type& {
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
signal(remove, statusBar);
statusBar->setParent();
state.statusBar.reset();
return *this;
}
auto mWindow::reset() -> type& {
if(auto& menuBar = state.menuBar) remove(menuBar);
Update to v106r47 release. byuu says: This is probably the largest code-change diff I've done in years. I spent four days working 10-16 hours a day reworking layouts in hiro completely. The result is we now have TableLayout, which will allow for better horizontal+vertical combined alignment. Windows, GTK2, and now GTK3 are fully supported. Windows is getting the initial window geometry wrong by a bit. GTK2 and GTK3 work perfectly. I basically abandoned trying to detect resize signals, and instead keep a list of all hiro windows that are allocated, and every time the main loop runs, it will query all of them to see if they've been resized. I'm disgusted that I have to do this, but after fighting with GTK for years, I'm about sick of it. GTK was doing this crazy thing where it would trigger another size-allocate inside of a previous size-allocate, and so my layouts would be halfway through resizing all the widgets, and then the size-allocate would kick off another one. That would end up leaving the rest of the first layout loop with bad widget sizes. And if I detected a second re-entry and blocked it, then the entire window would end up with the older geometry. I started trying to build a message queue system to allow the second layout resize to occur after the first one completed, but this was just too much madness, so I went with the simpler solution. Qt4 has some geometry problems, and doesn't show tab frame layouts properly yet. Qt5 causes an ICE error and tanks my entire Xorg display server, so ... something is seriously wrong there, and it's not hiro's fault. Creating a dummy Qt5 application without even using hiro, just int main() { TestObject object; } with object performing a dynamic\_cast to a derived type segfaults. Memory is getting corrupted where GCC allocates the vtables for classes, just by linking in Qt. Could be somehow related to the -fPIC requirement that only Qt5 has ... could just be that FreeBSD 10.1 has a buggy implementation of Qt5. I don't know. It's beyond my ability to debug, so this one's going to stay broken. The Cocoa port is busted. I'll fix it up to compile again, but that's about all I'm going to do. Many optimizations mean bsnes and higan open faster. GTK2 and GTK3 both resize windows very quickly now. higan crashes when you load a game, so that's not good. bsnes works though. bsnes also has the start of a localization engine now. Still a long way to go. The makefiles received a rather substantial restructuring. Including the ruby and hiro makefiles will add the necessary compilation rules for you, which also means that moc will run for the qt4 and qt5 targets, and windres will run for the Windows targets.
2018-07-14 03:59:29 +00:00
if(auto& sizable = state.sizable) remove(sizable);
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
if(auto& statusBar = state.statusBar) remove(statusBar);
return *this;
}
auto mWindow::resizable() const -> bool {
return state.resizable;
}
auto mWindow::setAlignment(Alignment alignment) -> type& {
auto workspace = Monitor::workspace();
auto geometry = frameGeometry();
auto x = workspace.x() + alignment.horizontal() * (workspace.width() - geometry.width());
auto y = workspace.y() + alignment.vertical() * (workspace.height() - geometry.height());
setFramePosition({(int)x, (int)y});
return *this;
}
auto mWindow::setAlignment(sWindow relativeTo, Alignment alignment) -> type& {
if(!relativeTo) return setAlignment(alignment);
auto parent = relativeTo->frameGeometry();
auto window = frameGeometry();
//+0 .. +1 => within parent window
auto x = parent.x() + (parent.width() - window.width()) * alignment.horizontal();
auto y = parent.y() + (parent.height() - window.height()) * alignment.vertical();
//-1 .. -0 => beyond parent window
//... I know, relying on -0 IEE754 here is ... less than ideal
if(signbit(alignment.horizontal())) {
x = (parent.x() - window.width()) + abs(alignment.horizontal()) * (parent.width() + window.width());
}
if(signbit(alignment.vertical())) {
y = (parent.y() - window.height()) + abs(alignment.vertical()) * (parent.height() + window.height());
}
setFramePosition({(int)x, (int)y});
return *this;
}
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 mWindow::setBackgroundColor(Color color) -> type& {
state.backgroundColor = color;
signal(setBackgroundColor, color);
return *this;
}
Update to v103r13 release. byuu says: Changelog: - gb/interface: fix Game Boy Color extension to be "gbc" and not "gb" [hex\_usr] - ms/interface: move Master System hardware controls below controller ports - sfc/ppu: improve latching behavior of BGnHOFS registers (not hardware verified) [AWJ] - tomoko/input: rework port/device mapping to support non-sequential ports and devices¹ - todo: should add move() to inputDevice.mappings.append and inputPort.devices.append - note: there's a weird GCC 4.9 bug with brace initialization of InputEmulator; have to assign each field separately - tomoko: all windows sans the main presentation window can be dismissed with the escape key - icarus: the single file selection dialog ("Load ROM Image...") can be dismissed with the escape key - tomoko: do not pause emulation when FocusLoss/Pause is set during exclusive fullscreen mode - hiro/(windows,gtk,qt): implemented Window::setDismissable() function (missing from cocoa port, sorry) - nall/string: fixed printing of largest possible negative numbers (eg `INT_MIN`) [Sintendo] - only took eight months! :D ¹: When I tried to move the Master System hardware port below the controller ports, I ran into a world of pain. The input settings list expects every item in the `InputEmulator<InputPort<InputDevice<InputMapping>>>>` arrays to be populated with valid results. But these would be sparsely populated based on the port and device IDs from inside higan. And that is done so that the Interface::inputPoll can have O(1) lookup of ports and devices. This worked because all the port and device IDs were sequential (they left no gaps in the maps upon creating the lists.) Unfortunately by changing the expectation of port ID to how it appears in the list, inputs would not poll correctly. By leaving them alone and just moving Hardware to the third position, the Game Gear would be missing port IDs of 0 and 1 (the controller ports of the Master System). Even by trying to make separate MasterSystemHardware and GameGearHardware ports, things still fractured when the devices were no longer contigious. I got pretty sick of this and just decided to give up on O(1) port/device lookup, and moved to O(n) lookup. It only knocked the framerate down by maybe one frame per second, enough to be in the margin of error. Inputs aren't polled *that* often for loops that usually terminate after 1-2 cycles to be too detrimental to performance. So the new input system now allows non-sequential port and device IDs. Remember that I killed input IDs a while back. There's never any reason for those to need IDs ... it was easier to just order the inputs in the order you want to see them in the user interface. So the input lookup is still O(1). Only now, everything's safer and I return a maybe<InputMapping&>, and won't crash out the program trying to use a mapping that isn't found for some reason. Errata: the escape key isn't working on the browser/message dialogs on Windows, because of course nothing can ever just be easy and work for me. If anyone else wouldn't mind looking into that, I'd greatly appreciate it. Having the `WM_KEYDOWN` test inside the main `Application_sharedProc`, it seems to not respond to the escape key on modal dialogs. If I put the `WM_KEYDOWN` test in the main window proc, then it doesn't seem to get called for `VK_ESCAPE` at all, and doesn't get called period for modal windows. So I'm at a loss and it's past 4AM here >_>
2017-07-12 08:24:27 +00:00
auto mWindow::setDismissable(bool dismissable) -> type& {
state.dismissable = dismissable;
signal(setDismissable, dismissable);
return *this;
}
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 mWindow::setDroppable(bool droppable) -> type& {
state.droppable = droppable;
signal(setDroppable, droppable);
return *this;
}
auto mWindow::setFrameGeometry(Geometry geometry) -> type& {
Geometry margin = signal(frameMargin);
return setGeometry({
geometry.x() + margin.x(), geometry.y() + margin.y(),
geometry.width() - margin.width(), geometry.height() - margin.height()
});
}
auto mWindow::setFramePosition(Position position) -> type& {
Geometry margin = signal(frameMargin);
return setGeometry({
position.x() + margin.x(), position.y() + margin.y(),
state.geometry.width(), state.geometry.height()
});
}
auto mWindow::setFrameSize(Size size) -> type& {
Geometry margin = signal(frameMargin);
return setGeometry({
state.geometry.x(), state.geometry.y(),
size.width() - margin.width(), size.height() - margin.height()
});
}
auto mWindow::setFullScreen(bool fullScreen) -> type& {
if(fullScreen != state.fullScreen) {
state.fullScreen = fullScreen;
signal(setFullScreen, fullScreen);
}
Update to v094r09 release. byuu says: This will easily be the biggest diff in the history of higan. And not in a good way. * target-higan and target-loki have been blown away completely * nall and ruby massively updated * phoenix replaced with hiro (pretty near a total rewrite) * target-higan restarted using hiro (just a window for now) * all emulation cores updated to compile again * installation changed to not require root privileges (installs locally) For the foreseeable future (maybe even permanently?), the new higan UI will only build under Linux/BSD with GTK+ 2.20+. Probably the most likely route for Windows/OS X will be to try and figure out how to build hiro/GTK on those platforms, as awful as that would be. The other alternative would be to produce new UIs for those platforms ... which would actually be a good opportunity to make something much more user friendly. Being that I just started on this a few hours ago, that means that for at least a few weeks, don't expect to be able to actually play any games. Right now, you can pretty much just compile the binary and that's it. It's quite possible that some nall changes didn't produce compilation errors, but will produce runtime errors. So until the UI can actually load games, we won't know if anything is broken. But we should mostly be okay. It was mostly just trim<1> -> trim changes, moving to Hash::SHA256 (much cleaner), and patching some reckless memory copy functions enough to compile. Progress isn't going to be like it was before: I'm now dividing my time much thinner between studying and other hobbies. My aim this time is not to produce a binary for everyone to play games on. Rather, it's to keep the emulator alive. I want to be able to apply critical patches again. And I would also like the base of the emulator to live on, for use in other emulator frontends that utilize higan.
2015-02-26 10:10:46 +00:00
return *this;
}
auto mWindow::setGeometry(Geometry geometry) -> type& {
//round fractional bits of geometry coordinates that window managers cannot display.
//the pWindow classes lose this precision and so not doing so here can cause off-by-1 issues.
geometry.setX(round(geometry.x()));
geometry.setY(round(geometry.y()));
geometry.setWidth(round(geometry.width()));
geometry.setHeight(round(geometry.height()));
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
state.geometry = geometry;
signal(setGeometry, geometry);
Update to v106r47 release. byuu says: This is probably the largest code-change diff I've done in years. I spent four days working 10-16 hours a day reworking layouts in hiro completely. The result is we now have TableLayout, which will allow for better horizontal+vertical combined alignment. Windows, GTK2, and now GTK3 are fully supported. Windows is getting the initial window geometry wrong by a bit. GTK2 and GTK3 work perfectly. I basically abandoned trying to detect resize signals, and instead keep a list of all hiro windows that are allocated, and every time the main loop runs, it will query all of them to see if they've been resized. I'm disgusted that I have to do this, but after fighting with GTK for years, I'm about sick of it. GTK was doing this crazy thing where it would trigger another size-allocate inside of a previous size-allocate, and so my layouts would be halfway through resizing all the widgets, and then the size-allocate would kick off another one. That would end up leaving the rest of the first layout loop with bad widget sizes. And if I detected a second re-entry and blocked it, then the entire window would end up with the older geometry. I started trying to build a message queue system to allow the second layout resize to occur after the first one completed, but this was just too much madness, so I went with the simpler solution. Qt4 has some geometry problems, and doesn't show tab frame layouts properly yet. Qt5 causes an ICE error and tanks my entire Xorg display server, so ... something is seriously wrong there, and it's not hiro's fault. Creating a dummy Qt5 application without even using hiro, just int main() { TestObject object; } with object performing a dynamic\_cast to a derived type segfaults. Memory is getting corrupted where GCC allocates the vtables for classes, just by linking in Qt. Could be somehow related to the -fPIC requirement that only Qt5 has ... could just be that FreeBSD 10.1 has a buggy implementation of Qt5. I don't know. It's beyond my ability to debug, so this one's going to stay broken. The Cocoa port is busted. I'll fix it up to compile again, but that's about all I'm going to do. Many optimizations mean bsnes and higan open faster. GTK2 and GTK3 both resize windows very quickly now. higan crashes when you load a game, so that's not good. bsnes works though. bsnes also has the start of a localization engine now. Still a long way to go. The makefiles received a rather substantial restructuring. Including the ruby and hiro makefiles will add the necessary compilation rules for you, which also means that moc will run for the qt4 and qt5 targets, and windres will run for the Windows targets.
2018-07-14 03:59:29 +00:00
if(auto& sizable = state.sizable) sizable->setGeometry(sizable->geometry());
Update to v094r09 release. byuu says: This will easily be the biggest diff in the history of higan. And not in a good way. * target-higan and target-loki have been blown away completely * nall and ruby massively updated * phoenix replaced with hiro (pretty near a total rewrite) * target-higan restarted using hiro (just a window for now) * all emulation cores updated to compile again * installation changed to not require root privileges (installs locally) For the foreseeable future (maybe even permanently?), the new higan UI will only build under Linux/BSD with GTK+ 2.20+. Probably the most likely route for Windows/OS X will be to try and figure out how to build hiro/GTK on those platforms, as awful as that would be. The other alternative would be to produce new UIs for those platforms ... which would actually be a good opportunity to make something much more user friendly. Being that I just started on this a few hours ago, that means that for at least a few weeks, don't expect to be able to actually play any games. Right now, you can pretty much just compile the binary and that's it. It's quite possible that some nall changes didn't produce compilation errors, but will produce runtime errors. So until the UI can actually load games, we won't know if anything is broken. But we should mostly be okay. It was mostly just trim<1> -> trim changes, moving to Hash::SHA256 (much cleaner), and patching some reckless memory copy functions enough to compile. Progress isn't going to be like it was before: I'm now dividing my time much thinner between studying and other hobbies. My aim this time is not to produce a binary for everyone to play games on. Rather, it's to keep the emulator alive. I want to be able to apply critical patches again. And I would also like the base of the emulator to live on, for use in other emulator frontends that utilize higan.
2015-02-26 10:10:46 +00:00
return *this;
}
auto mWindow::setGeometry(Alignment alignment, Size size) -> type& {
auto margin = signal(frameMargin);
auto width = margin.width() + size.width();
auto height = margin.height() + size.height();
auto workspace = Monitor::workspace();
auto x = workspace.x() + alignment.horizontal() * (workspace.width() - width);
auto y = workspace.y() + alignment.vertical() * (workspace.height() - height);
setFrameGeometry({(int)x, (int)y, (int)width, (int)height});
return *this;
}
Update to v106r46 release. byuu says: Changelog: - bsnes, higan: simplified make output; reordered rules - hiro: added Window::set(Minimum,Maximum)Size() [only implemented in GTK+ so far] - bsnes: only allow the window to be shrunk to the 1x multiplier size - bsnes: refactored Integral Scaling checkbox to {Center, Scale, Stretch} radio selection - nall: call fflush() after nall::print() to stdout or stderr [needed for msys2/bash] - bsnes, higan: program/interface.cpp renamed to program/platform.cpp - bsnes: trim ".shader/" from names in Settings→Shader menu - bsnes: Settings→Shader menu updated on video driver changes - bsnes: remove missing games from recent files list each time it is updated - bsnes: video multiplier menu generated dynamically based on largest monitor size at program startup - bsnes: added shrink window and center window function to video multiplier menu - bsnes: de-minimize presentation window when exiting fullscreen mode or changing video multiplier - bsnes: center the load game dialog against the presentation window (important for multi-monitor setups) - bsnes: screenshots are not immediate instead of delayed one frame - bsnes: added frame advance menu option and hotkey - bsnes: added enable cheats checkbox and hotkey; can be used to quickly enable/disable all active cheats Errata: - hiro/Windows: `SW_MINIMIZED`, `SW_MAXIMIZED `=> `SW_MINIMIZE`, `SW_MAXIMIZE` - hiro/Windows: add pMonitor::workspace() - hiro/Windows: add setMaximized(), setMinimized() in pWindow::construct() - bsnes: call setCentered() after setMaximized(false)
2018-07-08 04:58:27 +00:00
auto mWindow::setMaximized(bool maximized) -> type& {
state.maximized = maximized;
signal(setMaximized, maximized);
return *this;
}
auto mWindow::setMaximumSize(Size size) -> type& {
state.maximumSize = size;
signal(setMaximumSize, size);
return *this;
}
auto mWindow::setMinimized(bool minimized) -> type& {
state.minimized = minimized;
signal(setMinimized, minimized);
return *this;
}
auto mWindow::setMinimumSize(Size size) -> type& {
state.minimumSize = size;
signal(setMinimumSize, size);
return *this;
}
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 mWindow::setModal(bool modal) -> type& {
Update to 20180809 release. byuu says: The Windows port can now run the emulation while navigating menus, moving windows, and resizing windows. The main window also doesn't try so hard to constantly clear itself. This may leave a bit of unwelcome residue behind in some video drivers during resize, but under most drivers, it lets you resize without a huge amount of flickering. On all platforms, I now also run the emulation during MessageWindow modal events, where I didn't before. I'm thinking we should probably mute the audio during modal periods, since it can generate a good deal of distortion. The tooltip timeout was increased to ten seconds. On Windows, the enter key can now activate buttons, so you can more quickly dismiss MessageDialog windows. This part may not actually work ... I'm in the middle of trying to get messages out of the global `Application_windowProc` hook and into the individual `Widget_windowProc` hooks, so I need to do some testing. I fixed a bug where changing the input driver wouldn't immediately reload the input/hotkey settings lists properly. I also went from disabling the driver "Change" button when the currently active driver is selected in the list, to instead setting it to say "Reload", and I also added a tool tip to the input driver reload button, advising that if you're using DirectInput or SDL, you can hit "Reload" to rescan for hotplugged gamepads without needing to restart the emulator. XInput and udev have auto hotswap support. If we can ever get that into DirectInput and SDL, then I'll remove the tooltip. But regardless, the reload functionality is nice to have for all drivers. I'm not sure what should happen when a user changes their driver selection while a game is loaded, gets the warning dialog, chooses not to change it, and then closes the emulator. Currently, it will make the change happen the next time you start the emulator. This feels a bit unexpected, but when you change the selection without a game loaded, it takes immediate effect. So I'm not really sure what's best here.
2018-08-10 05:02:59 +00:00
if(state.modal == modal) return *this;
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
state.modal = modal;
Update to v106r44 release. byuu says: Changelog: - hiro/Windows: use `WS_CLIPSIBLINGS` on Label to prevent resize drawing issues - bsnes: correct viewport resizing - bsnes: speed up window resizing a little bit - bsnes: fix the cheat editor list enable checkbox - bsnes: fix the state manager filename display in game ROM mode - bsnes: fix the state manager save/rename/remove functionality in game ROM mode - bsnes: correct path searching for IPS and BPS patches in game ROM mode - bsnes: patch BS-X town cartridge to disable play limits - bsnes: do not load (program,data,expansion).(rom,flash) from disk in game pak mode - this is required to support soft-patching and ROM hacks - bsnes: added speed mode selection (50%, 75%, 100%, 150%, 200%); maintains proper pitch - bsnes: added icons to the menubar - this is particularly useful to tell game ROMs from game paks in the load recent game menu - bsnes: added emblem at bottom left of status bar to indicate if a game is verified or not - verified means it is in the icarus verified game dump database - the verified diamond is orange; the unverified diamond is blue - bsnes: added an option (which defaults to off) to warn when loading unverified games - working around a bug in GTK, I have to use the uglier MessageWindow instead of MessageDialog - bsnes: added (non-functional) link to <https://doc.byuu.org/bsnes/> to the help menu - bsnes: added GUI setting to toggle memory auto-save feature - bsnes: added GUI setting to toggle capturing a backup save state when closing the emulator - bsnes: made auto-saving states on exit an option - bsnes: added an option to auto-load the auto-saved state on load - basically, the two combined implements auto-resume - bsnes: when firmware is missing, offer to take the user to the online help documentation - bsnes: added fast PPU option to disable the sprite limit - increase from 32 items/line + 34 tiles/line to 128 items/line + 128 tiles/line - technically, 1024 tiles/line are possible with 128 sprites at 64-width - but this is just a waste of cache locality and worst-case performance; it'll never happen Errata: - hiro/Windows: fallthrough on Canvas `WM_ERASEBKGND` to prevent startup flicker
2018-06-28 06:28:27 +00:00
if(modal) {
Application::state().modal++;
Update to v106r44 release. byuu says: Changelog: - hiro/Windows: use `WS_CLIPSIBLINGS` on Label to prevent resize drawing issues - bsnes: correct viewport resizing - bsnes: speed up window resizing a little bit - bsnes: fix the cheat editor list enable checkbox - bsnes: fix the state manager filename display in game ROM mode - bsnes: fix the state manager save/rename/remove functionality in game ROM mode - bsnes: correct path searching for IPS and BPS patches in game ROM mode - bsnes: patch BS-X town cartridge to disable play limits - bsnes: do not load (program,data,expansion).(rom,flash) from disk in game pak mode - this is required to support soft-patching and ROM hacks - bsnes: added speed mode selection (50%, 75%, 100%, 150%, 200%); maintains proper pitch - bsnes: added icons to the menubar - this is particularly useful to tell game ROMs from game paks in the load recent game menu - bsnes: added emblem at bottom left of status bar to indicate if a game is verified or not - verified means it is in the icarus verified game dump database - the verified diamond is orange; the unverified diamond is blue - bsnes: added an option (which defaults to off) to warn when loading unverified games - working around a bug in GTK, I have to use the uglier MessageWindow instead of MessageDialog - bsnes: added (non-functional) link to <https://doc.byuu.org/bsnes/> to the help menu - bsnes: added GUI setting to toggle memory auto-save feature - bsnes: added GUI setting to toggle capturing a backup save state when closing the emulator - bsnes: made auto-saving states on exit an option - bsnes: added an option to auto-load the auto-saved state on load - basically, the two combined implements auto-resume - bsnes: when firmware is missing, offer to take the user to the online help documentation - bsnes: added fast PPU option to disable the sprite limit - increase from 32 items/line + 34 tiles/line to 128 items/line + 128 tiles/line - technically, 1024 tiles/line are possible with 128 sprites at 64-width - but this is just a waste of cache locality and worst-case performance; it'll never happen Errata: - hiro/Windows: fallthrough on Canvas `WM_ERASEBKGND` to prevent startup flicker
2018-06-28 06:28:27 +00:00
} else {
Application::state().modal--;
assert(Application::state().modal >= 0);
Update to v106r44 release. byuu says: Changelog: - hiro/Windows: use `WS_CLIPSIBLINGS` on Label to prevent resize drawing issues - bsnes: correct viewport resizing - bsnes: speed up window resizing a little bit - bsnes: fix the cheat editor list enable checkbox - bsnes: fix the state manager filename display in game ROM mode - bsnes: fix the state manager save/rename/remove functionality in game ROM mode - bsnes: correct path searching for IPS and BPS patches in game ROM mode - bsnes: patch BS-X town cartridge to disable play limits - bsnes: do not load (program,data,expansion).(rom,flash) from disk in game pak mode - this is required to support soft-patching and ROM hacks - bsnes: added speed mode selection (50%, 75%, 100%, 150%, 200%); maintains proper pitch - bsnes: added icons to the menubar - this is particularly useful to tell game ROMs from game paks in the load recent game menu - bsnes: added emblem at bottom left of status bar to indicate if a game is verified or not - verified means it is in the icarus verified game dump database - the verified diamond is orange; the unverified diamond is blue - bsnes: added an option (which defaults to off) to warn when loading unverified games - working around a bug in GTK, I have to use the uglier MessageWindow instead of MessageDialog - bsnes: added (non-functional) link to <https://doc.byuu.org/bsnes/> to the help menu - bsnes: added GUI setting to toggle memory auto-save feature - bsnes: added GUI setting to toggle capturing a backup save state when closing the emulator - bsnes: made auto-saving states on exit an option - bsnes: added an option to auto-load the auto-saved state on load - basically, the two combined implements auto-resume - bsnes: when firmware is missing, offer to take the user to the online help documentation - bsnes: added fast PPU option to disable the sprite limit - increase from 32 items/line + 34 tiles/line to 128 items/line + 128 tiles/line - technically, 1024 tiles/line are possible with 128 sprites at 64-width - but this is just a waste of cache locality and worst-case performance; it'll never happen Errata: - hiro/Windows: fallthrough on Canvas `WM_ERASEBKGND` to prevent startup flicker
2018-06-28 06:28:27 +00:00
}
signal(setModal, modal);
Update to v094r09 release. byuu says: This will easily be the biggest diff in the history of higan. And not in a good way. * target-higan and target-loki have been blown away completely * nall and ruby massively updated * phoenix replaced with hiro (pretty near a total rewrite) * target-higan restarted using hiro (just a window for now) * all emulation cores updated to compile again * installation changed to not require root privileges (installs locally) For the foreseeable future (maybe even permanently?), the new higan UI will only build under Linux/BSD with GTK+ 2.20+. Probably the most likely route for Windows/OS X will be to try and figure out how to build hiro/GTK on those platforms, as awful as that would be. The other alternative would be to produce new UIs for those platforms ... which would actually be a good opportunity to make something much more user friendly. Being that I just started on this a few hours ago, that means that for at least a few weeks, don't expect to be able to actually play any games. Right now, you can pretty much just compile the binary and that's it. It's quite possible that some nall changes didn't produce compilation errors, but will produce runtime errors. So until the UI can actually load games, we won't know if anything is broken. But we should mostly be okay. It was mostly just trim<1> -> trim changes, moving to Hash::SHA256 (much cleaner), and patching some reckless memory copy functions enough to compile. Progress isn't going to be like it was before: I'm now dividing my time much thinner between studying and other hobbies. My aim this time is not to produce a binary for everyone to play games on. Rather, it's to keep the emulator alive. I want to be able to apply critical patches again. And I would also like the base of the emulator to live on, for use in other emulator frontends that utilize higan.
2015-02-26 10:10:46 +00:00
return *this;
}
auto mWindow::setPosition(Position position) -> type& {
return setGeometry({
position.x(), position.y(),
state.geometry.width(), state.geometry.height()
});
}
auto mWindow::setPosition(sWindow relativeTo, Position position) -> type& {
if(!relativeTo) return setPosition(position);
auto geometry = relativeTo->frameGeometry();
return setFramePosition({
geometry.x() + position.x(),
geometry.y() + position.y()
});
}
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 mWindow::setResizable(bool resizable) -> type& {
state.resizable = resizable;
signal(setResizable, resizable);
return *this;
}
auto mWindow::setSize(Size size) -> type& {
return setGeometry({
state.geometry.x(), state.geometry.y(),
size.width(), size.height()
});
}
auto mWindow::setTitle(const string& title) -> type& {
state.title = title;
signal(setTitle, title);
return *this;
}
Update to v106r47 release. byuu says: This is probably the largest code-change diff I've done in years. I spent four days working 10-16 hours a day reworking layouts in hiro completely. The result is we now have TableLayout, which will allow for better horizontal+vertical combined alignment. Windows, GTK2, and now GTK3 are fully supported. Windows is getting the initial window geometry wrong by a bit. GTK2 and GTK3 work perfectly. I basically abandoned trying to detect resize signals, and instead keep a list of all hiro windows that are allocated, and every time the main loop runs, it will query all of them to see if they've been resized. I'm disgusted that I have to do this, but after fighting with GTK for years, I'm about sick of it. GTK was doing this crazy thing where it would trigger another size-allocate inside of a previous size-allocate, and so my layouts would be halfway through resizing all the widgets, and then the size-allocate would kick off another one. That would end up leaving the rest of the first layout loop with bad widget sizes. And if I detected a second re-entry and blocked it, then the entire window would end up with the older geometry. I started trying to build a message queue system to allow the second layout resize to occur after the first one completed, but this was just too much madness, so I went with the simpler solution. Qt4 has some geometry problems, and doesn't show tab frame layouts properly yet. Qt5 causes an ICE error and tanks my entire Xorg display server, so ... something is seriously wrong there, and it's not hiro's fault. Creating a dummy Qt5 application without even using hiro, just int main() { TestObject object; } with object performing a dynamic\_cast to a derived type segfaults. Memory is getting corrupted where GCC allocates the vtables for classes, just by linking in Qt. Could be somehow related to the -fPIC requirement that only Qt5 has ... could just be that FreeBSD 10.1 has a buggy implementation of Qt5. I don't know. It's beyond my ability to debug, so this one's going to stay broken. The Cocoa port is busted. I'll fix it up to compile again, but that's about all I'm going to do. Many optimizations mean bsnes and higan open faster. GTK2 and GTK3 both resize windows very quickly now. higan crashes when you load a game, so that's not good. bsnes works though. bsnes also has the start of a localization engine now. Still a long way to go. The makefiles received a rather substantial restructuring. Including the ruby and hiro makefiles will add the necessary compilation rules for you, which also means that moc will run for the qt4 and qt5 targets, and windres will run for the Windows targets.
2018-07-14 03:59:29 +00:00
auto mWindow::setVisible(bool visible) -> type& {
mObject::setVisible(visible);
if(auto& menuBar = state.menuBar) menuBar->setVisible(menuBar->visible());
if(auto& sizable = state.sizable) sizable->setVisible(sizable->visible());
if(auto& statusBar = state.statusBar) statusBar->setVisible(statusBar->visible());
return *this;
}
auto mWindow::sizable() const -> Sizable {
return state.sizable;
}
auto mWindow::statusBar() const -> StatusBar {
Update to v094r09 release. byuu says: This will easily be the biggest diff in the history of higan. And not in a good way. * target-higan and target-loki have been blown away completely * nall and ruby massively updated * phoenix replaced with hiro (pretty near a total rewrite) * target-higan restarted using hiro (just a window for now) * all emulation cores updated to compile again * installation changed to not require root privileges (installs locally) For the foreseeable future (maybe even permanently?), the new higan UI will only build under Linux/BSD with GTK+ 2.20+. Probably the most likely route for Windows/OS X will be to try and figure out how to build hiro/GTK on those platforms, as awful as that would be. The other alternative would be to produce new UIs for those platforms ... which would actually be a good opportunity to make something much more user friendly. Being that I just started on this a few hours ago, that means that for at least a few weeks, don't expect to be able to actually play any games. Right now, you can pretty much just compile the binary and that's it. It's quite possible that some nall changes didn't produce compilation errors, but will produce runtime errors. So until the UI can actually load games, we won't know if anything is broken. But we should mostly be okay. It was mostly just trim<1> -> trim changes, moving to Hash::SHA256 (much cleaner), and patching some reckless memory copy functions enough to compile. Progress isn't going to be like it was before: I'm now dividing my time much thinner between studying and other hobbies. My aim this time is not to produce a binary for everyone to play games on. Rather, it's to keep the emulator alive. I want to be able to apply critical patches again. And I would also like the base of the emulator to live on, for use in other emulator frontends that utilize higan.
2015-02-26 10:10:46 +00:00
return state.statusBar;
}
auto mWindow::title() const -> string {
return state.title;
}
#endif