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

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HotkeySettings::HotkeySettings(TabFrame* parent) : TabFrameItem(parent) {
setIcon(Icon::Device::Keyboard);
setText("Hotkeys");
layout.setMargin(5);
mappingList.onActivate([&] { assignMapping(); });
mappingList.onChange([&] {
eraseButton.setEnabled((bool)mappingList.selected());
});
resetButton.setText("Reset").onActivate([&] {
Update to v094r23 release. byuu says: The library window is gone, and replaced with hiro::BrowserWindow::openFolder(). This gives navigation capabilities to game loading, and it also completes our slotted cart selection code. As an added bonus, it's less code this way, too. I also set the window size to consistent sizes between all emulated systems, so that switching between SFC and GB don't cause the window size to keep changing, and so that the scaling size is consistent (eg at normal scale, GB @ 3x is closer to SNES @ 2x.) This means black borders in GB/GBA mode, but it doesn't look that bad, and it's not like many people ever use these modes anyway. Finally, added the placeholder tabs for video, audio and timing. I don't intend to add the timing calculator code to v095 (it might be better as a separate tool), but I'll add the ability to set video/audio rates, at least. Glitch 1: despite selecting the first item in the BrowserDialog list, if you press enter when the window appears, it doesn't activate the item until you press an arrow key first. Glitch 2: in Game Boy mode, if you set the 4x window size, it's not honoring the full requested height because the viewport is smaller than the window. 8+ years of trying to get GTK+ and Qt to simply set the god damned window size I ask for, and I still can't get them to do it reliably. Remaining issues: - finish configuration panels (video, audio, timing) - fix ruby driver compilation on Windows - add DIP switch selection window (NSS) [I may end up punting this one to v096]
2015-05-30 11:39:09 +00:00
if(MessageDialog("Are you sure you want to erase all hotkey mappings?").setParent(*settingsManager).question() == "Yes") {
for(auto& mapping : inputManager->hotkeys) mapping->unbind();
refreshMappings();
}
});
eraseButton.setText("Erase").onActivate([&] {
if(auto item = mappingList.selected()) {
inputManager->hotkeys[item.offset()]->unbind();
refreshMappings();
}
});
reloadMappings();
refreshMappings();
}
auto HotkeySettings::reloadMappings() -> void {
mappingList.reset();
mappingList.append(TableViewHeader().setVisible()
.append(TableViewColumn().setText("Name"))
.append(TableViewColumn().setText("Mapping").setExpandable())
);
for(auto& hotkey : inputManager->hotkeys) {
mappingList.append(TableViewItem()
.append(TableViewCell().setText(hotkey->name))
.append(TableViewCell())
);
}
mappingList.resizeColumns();
}
auto HotkeySettings::refreshMappings() -> void {
uint position = 0;
for(auto& hotkey : inputManager->hotkeys) {
Update to v102r21 release. byuu says: Changelog: - GBA: fixed WININ2 reads, BG3PB writes [Jonas Quinn] - R65816: added support for yielding/resuming from WAI/STP¹ - SFC: removed status.dmaCounter functionality (also fixes possible TAS desync issue) - tomoko: added support for combinatorial inputs [hex\_usr\]² - nall: fixed missing return value from Arithmetic::operator-- [Hendricks266] Now would be the time to start looking for major regressions with the new GBA PPU renderer, I suppose ... ¹: this doesn't matter for the master thread (SNES CPU), but is important for slave threads (SNES SA1). If you try to save a state and the SA1 is inside of a WAI instruction, it will get stuck there forever. This was causing attempts to create a save state in Super Bomberman - Panic Bomber W to deadlock the emulator and crash it. This is now finally fixed. Note that I still need to implement similar functionality into the Mega Drive 68K and Z80 cores. They still have the possibility of deadlocking. The SNES implementation was more a dry-run test for this new functionality. This possible crashing bug in the Mega Drive core is the major blocking bug for a new official release. ²: many, many thanks to hex\_usr for coming up with a really nice design. I mostly implemented it the exact same way, but with a few tiny differences that don't really matter (display " and ", " or " instead of " & ", " | " in the input settings windows; append → bind; assignmentName changed to displayName.) The actual functionality is identical to the old higan v094 and earlier builds. Emulated digital inputs let you combine multiple possible keys to trigger the buttons. This is OR logic, so you can map to eg keyboard.up OR gamepad.up for instance. Emulated analog inputs always sum together. Emulated rumble outputs will cause all mapped devices to rumble, which is probably not at all useful but whatever. Hotkeys use AND logic, so you have to press every key mapped to trigger them. Useful for eg Ctrl+F to trigger fullscreen. Obviously, there are cases where OR logic would be nice for hotkeys, too. Eg if you want both F11 and your gamepad's guide button to trigger the fullscreen toggle. Unfortunately, this isn't supported, and likely won't ever be in tomoko. Something I might consider is a throw switch in the configuration file to swap between AND or OR logic for hotkeys, but I'm not going to allow construction of mappings like "(Keyboard.Ctrl and Keyboard.F) or Gamepad.Guide", as that's just too complicated to code, and too complicated to make a nice GUI to set up the mappings for.
2017-06-06 13:44:40 +00:00
mappingList.item(position).cell(1).setText(hotkey->displayName());
position++;
}
mappingList.resizeColumns();
}
auto HotkeySettings::assignMapping() -> void {
inputManager->poll(); //clear any pending events first
if(auto item = mappingList.selected()) {
activeMapping = inputManager->hotkeys[item.offset()];
settingsManager->layout.setEnabled(false);
settingsManager->statusBar.setText({"Press a key or button to map [", activeMapping->name, "] ..."});
}
}
auto HotkeySettings::inputEvent(shared_pointer<HID::Device> device, uint group, uint input, int16 oldValue, int16 newValue) -> void {
if(!activeMapping) return;
if(device->isMouse()) return;
if(activeMapping->bind(device, group, input, oldValue, newValue)) {
activeMapping = nullptr;
settingsManager->statusBar.setText("Mapping assigned.");
refreshMappings();
timer.onActivate([&] {
timer.setEnabled(false);
settingsManager->statusBar.setText();
settingsManager->layout.setEnabled();
Update to v096r07 release. byuu says: Changelog: - configuration files are now stored in localpath() instead of configpath() - Video gamma/saturation/luminance sliders are gone now, sorry - added Video Filter->Blur Emulation [1] - added Video Filter->Scanline Emulation [2] - improvements to GBA audio emulation (fixes Minish Cap) [Jonas Quinn] [1] For the Famicom, this does nothing. For the Super Famicom, this performs horizontal blending for proper pseudo-hires translucency. For the Game Boy, Game Boy Color, and Game Boy Advance, this performs interframe blending (each frame is the average of the current and previous frame), which is important for things like the GBVideoPlayer. [2] Right now, this only applies to the Super Famicom, but it'll come to the Famicom in the future. For the Super Famicom, this option doesn't just add scanlines, it simulates the phosphor decay that's visible in interlace mode. If you observe an interlaced game like RPM Racing on a real SNES, you'll notice that even on perfectly still screens, the image appears to shake. This option emulates that effect. Note 1: the buffering right now is a little sub-optimal, so there will be a slight speed hit with this new support. Since the core is now generating native ARGB8888 colors, it might as well call out to the interface to lock/unlock/refresh the video, that way it can render directly to the screen. Although ... that might not be such a hot idea, since the GBx interframe blending reads from the target buffer, and that tends to be a catastrophic option for performance. Note 2: the balanced and performance profiles for the SNES are completely busted again. This WIP took 6 1/2 hours, and I'm exhausted. Very much not looking forward to working on those, since those two have all kinds of fucked up speedup tricks for non-interlaced and/or non-hires video modes. Note 3: if you're on Windows and you saved your system folders somewhere else, now'd be a good time to move them to %localappdata%/higan
2016-01-15 10:06:51 +00:00
}).setInterval(200).setEnabled();
}
}