bsnes/higan/target-ethos/general/presentation.hpp

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struct Presentation : Window {
FixedLayout layout;
Viewport viewport;
Update to v088r12 release. byuu says: Changelog: - all hotkeys from target-ui now exist in target-ethos - controller port menus now show up when you load a system (hidden if there are no options to choose from) - tools menu auto-hides with no game open ... not much point to it then - since we aren't using RawInput's multi-KB/MS support anyway, input and hotkey mappings remove KB0:: and turn MS0:: into Mouse::, makes it a lot easier to read - added mute audio, sync video, sync audio, mask overscan - added video settings: saturation, gamma, luminance, overscan horizontal, overscan vertical - added audio settings: frequency, latency, resampler, volume - added input settings: when focus is lost [ ] pause emulator [ ] allow input - pausing and autopausing works - status messages hooked up (show a message in status bar for a few seconds, then revert to normal status text) - sub systems (SGB, BSX, ST) sorted below primary systems list - added geometry settings cache - Emulator::Interface cleanups and simplifications - save states go into (cart foldername.extension/bsnes/state-#.bsa) now. Idea is to put emulator-specific data in their own subfolders Caveats / Missing: - SGB input does not work - Sufami Turbo second slot doesn't work yet - BS-X BIOS won't show the data pack - need XML mapping information window - need cheat editor and cheat database - need state manager - need video shaders - need driver selection - need NSS DIP switch settings - need to hide controllers that have no inputs from the input mapping list So for video settings, I used to have contrast/brightness/gamma. Contrast was just a multiplier on intensity of each channel, and brightness was an addition or subtraction against each channel. They kind of overlapped and weren't that effective. The new setup has saturation, gamma and luminance. Saturation of 100% is normal. If you lower it, color information goes away. 0% = grayscale. If you raise it, color intensity increases (and clamps.) This is wonderful for GBA games, since they are oversaturated to fucking death. Of course we'll want to normalize that inside the core, so the same sat. value works on all systems, but for now it's nice. If you raise saturation above 100%, it basically acts like contrast used to. It's just that lowering it fades to grayscale rather than black. Adding doesn't really work well for brightness, it throws off the relative distance between channels and looks like shit. So now we have luminance, which takes over the old contrast <100% role, and just fades the pixels toward black. Obviously, luminance > 100% would be the same as saturation > 100%, so that isn't allowed, it caps at 100% now. Gamma's the same old function. Gamma curve on the lower-half of the color range. Effects are applied in the order they appear in the GUI: color -> saturate -> gammify -> luminate -> output.
2012-05-04 12:47:41 +00:00
struct Emulator {
::Emulator::Interface *interface;
Menu menu;
Item power;
Item reset;
Item unload;
Update to v088r12 release. byuu says: Changelog: - all hotkeys from target-ui now exist in target-ethos - controller port menus now show up when you load a system (hidden if there are no options to choose from) - tools menu auto-hides with no game open ... not much point to it then - since we aren't using RawInput's multi-KB/MS support anyway, input and hotkey mappings remove KB0:: and turn MS0:: into Mouse::, makes it a lot easier to read - added mute audio, sync video, sync audio, mask overscan - added video settings: saturation, gamma, luminance, overscan horizontal, overscan vertical - added audio settings: frequency, latency, resampler, volume - added input settings: when focus is lost [ ] pause emulator [ ] allow input - pausing and autopausing works - status messages hooked up (show a message in status bar for a few seconds, then revert to normal status text) - sub systems (SGB, BSX, ST) sorted below primary systems list - added geometry settings cache - Emulator::Interface cleanups and simplifications - save states go into (cart foldername.extension/bsnes/state-#.bsa) now. Idea is to put emulator-specific data in their own subfolders Caveats / Missing: - SGB input does not work - Sufami Turbo second slot doesn't work yet - BS-X BIOS won't show the data pack - need XML mapping information window - need cheat editor and cheat database - need state manager - need video shaders - need driver selection - need NSS DIP switch settings - need to hide controllers that have no inputs from the input mapping list So for video settings, I used to have contrast/brightness/gamma. Contrast was just a multiplier on intensity of each channel, and brightness was an addition or subtraction against each channel. They kind of overlapped and weren't that effective. The new setup has saturation, gamma and luminance. Saturation of 100% is normal. If you lower it, color information goes away. 0% = grayscale. If you raise it, color intensity increases (and clamps.) This is wonderful for GBA games, since they are oversaturated to fucking death. Of course we'll want to normalize that inside the core, so the same sat. value works on all systems, but for now it's nice. If you raise saturation above 100%, it basically acts like contrast used to. It's just that lowering it fades to grayscale rather than black. Adding doesn't really work well for brightness, it throws off the relative distance between channels and looks like shit. So now we have luminance, which takes over the old contrast <100% role, and just fades the pixels toward black. Obviously, luminance > 100% would be the same as saturation > 100%, so that isn't allowed, it caps at 100% now. Gamma's the same old function. Gamma curve on the lower-half of the color range. Effects are applied in the order they appear in the GUI: color -> saturate -> gammify -> luminate -> output.
2012-05-04 12:47:41 +00:00
Separator controllerSeparator;
struct Port {
Menu menu;
set<RadioItem&> group;
vector<RadioItem*> device;
};
vector<Port*> port;
function<void (string)> callback;
};
Update to v088r12 release. byuu says: Changelog: - all hotkeys from target-ui now exist in target-ethos - controller port menus now show up when you load a system (hidden if there are no options to choose from) - tools menu auto-hides with no game open ... not much point to it then - since we aren't using RawInput's multi-KB/MS support anyway, input and hotkey mappings remove KB0:: and turn MS0:: into Mouse::, makes it a lot easier to read - added mute audio, sync video, sync audio, mask overscan - added video settings: saturation, gamma, luminance, overscan horizontal, overscan vertical - added audio settings: frequency, latency, resampler, volume - added input settings: when focus is lost [ ] pause emulator [ ] allow input - pausing and autopausing works - status messages hooked up (show a message in status bar for a few seconds, then revert to normal status text) - sub systems (SGB, BSX, ST) sorted below primary systems list - added geometry settings cache - Emulator::Interface cleanups and simplifications - save states go into (cart foldername.extension/bsnes/state-#.bsa) now. Idea is to put emulator-specific data in their own subfolders Caveats / Missing: - SGB input does not work - Sufami Turbo second slot doesn't work yet - BS-X BIOS won't show the data pack - need XML mapping information window - need cheat editor and cheat database - need state manager - need video shaders - need driver selection - need NSS DIP switch settings - need to hide controllers that have no inputs from the input mapping list So for video settings, I used to have contrast/brightness/gamma. Contrast was just a multiplier on intensity of each channel, and brightness was an addition or subtraction against each channel. They kind of overlapped and weren't that effective. The new setup has saturation, gamma and luminance. Saturation of 100% is normal. If you lower it, color information goes away. 0% = grayscale. If you raise it, color intensity increases (and clamps.) This is wonderful for GBA games, since they are oversaturated to fucking death. Of course we'll want to normalize that inside the core, so the same sat. value works on all systems, but for now it's nice. If you raise saturation above 100%, it basically acts like contrast used to. It's just that lowering it fades to grayscale rather than black. Adding doesn't really work well for brightness, it throws off the relative distance between channels and looks like shit. So now we have luminance, which takes over the old contrast <100% role, and just fades the pixels toward black. Obviously, luminance > 100% would be the same as saturation > 100%, so that isn't allowed, it caps at 100% now. Gamma's the same old function. Gamma curve on the lower-half of the color range. Effects are applied in the order they appear in the GUI: color -> saturate -> gammify -> luminate -> output.
2012-05-04 12:47:41 +00:00
vector<Emulator*> emulatorList;
Menu loadMenu;
vector<Item*> loadListSystem;
Update to higan v091r14 and ananke v00r03 releases. byuu says: higan changelog: - generates title displayed in emulator window by asking the core - core builds title solely from "information/title" ... if it's not there, you don't get a title at all - sub-system load menu is gone ... since there are multiple revisions of the SGB, this never really worked well anyway - to load an SGB, BS-X or ST cartridge, load the base cartridge first - "File->Load Game" moved to "Load->Import Game" ... may cause a bit of confusion to new users, but I don't like having a single-item menu, we'll just have to explain it to new users - browser window redone to look like ananke - home button here goes to ~/Emulation rather than just ~ like ananke, since this is the home of game folders - game folder icon is now the executable icon for the Tango theme (orange diamond), meant to represent a complete game rather than a game file or archive ananke changelog: - outputs GBC games to "Game Boy Color/" instead of "Game Boy/" - adds the file basename to "information/title" Known issues: - using ananke to load a GB game trips the Super Famicom SGB mode and fails (need to make the full-path auto-detection ignore non-bootable systems) - need to dump and test some BS-X media before releasing - ananke lacks BS-X Satellaview cartridge support - v092 isn't going to let you retarget the ananke/higan game folder path of ~/Emulation, you will have to wait for a future version if that bothers you so greatly [Later, after the v092 release, byuu posted this additional changelog: - kill laevateinn - add title() - add bootable, remove load - combine file, library - combine [][][] paths - fix SFC subtype handling XML->BML - update file browser to use buttons - update file browser keyboard handling - update system XML->BML - fix sufami turbo hashing - remove Cartridge::manifest ]
2012-12-25 05:31:55 +00:00
Separator loadSeparator;
Item loadImport;
Menu settingsMenu;
Update to v088r11 release. byuu says: Changelog: - phoenix has added Window::setModal(bool modal = true); - file dialog is now modal. This allows emulation cores to request data and get it immediately before continuing the loading process - save data is hooked up for most systems, still need to handle subsystem slot saves (Sufami Turbo, basically.) - toggle fullscreen key binding added (Alt+Enter for now. I think F11 is probably better though, Enter is often mapped to game start button.) - video scaling is in (center, scale, stretch), works the same in windowed and fullscreen mode (stretch hides resize window option), all in the settings menu now - enough structure to map all saved paths for the browser and to load BS-X slotted carts, BS-X carts, single Sufami Turbo carts Caveats / Missing: - Super Game Boy input doesn't work yet (due to change in callback binding) - doesn't load secondary Sufami Turbo slot yet - BS-X BIOS isn't show the data pack games to load for some reason (ugh, I hate the shit out of debugging BS-X stuff ...) - need mute audio, sync audio+video toggle, save/load state menu and quick keys, XML mapping information window - need cheat editor and cheat database - need state manager - need to sort subsystems below main systems in load menu (basically just see if media.slot.size() > 0) - need video shaders (will probably leave off filters for the time being ... due to that 24/30-bit thing) - need video adjustments (contrast etc, overscan masks) - need audio adjustments (frequency, latency, resampler, volume, per-system frequency) - need driver selection and input focus policy (driver crash detection would be nice too) - need NSS DIP switch settings (that one will be really fun) - need to save and load window geometry settings - need to hook up controller selection (won't be fun), create a map to hide controllers with no inputs to reassign
2012-05-03 12:36:47 +00:00
Menu videoMenu;
RadioItem centerVideo;
RadioItem scaleVideo;
RadioItem stretchVideo;
CheckItem aspectCorrection;
Update to v088r12 release. byuu says: Changelog: - all hotkeys from target-ui now exist in target-ethos - controller port menus now show up when you load a system (hidden if there are no options to choose from) - tools menu auto-hides with no game open ... not much point to it then - since we aren't using RawInput's multi-KB/MS support anyway, input and hotkey mappings remove KB0:: and turn MS0:: into Mouse::, makes it a lot easier to read - added mute audio, sync video, sync audio, mask overscan - added video settings: saturation, gamma, luminance, overscan horizontal, overscan vertical - added audio settings: frequency, latency, resampler, volume - added input settings: when focus is lost [ ] pause emulator [ ] allow input - pausing and autopausing works - status messages hooked up (show a message in status bar for a few seconds, then revert to normal status text) - sub systems (SGB, BSX, ST) sorted below primary systems list - added geometry settings cache - Emulator::Interface cleanups and simplifications - save states go into (cart foldername.extension/bsnes/state-#.bsa) now. Idea is to put emulator-specific data in their own subfolders Caveats / Missing: - SGB input does not work - Sufami Turbo second slot doesn't work yet - BS-X BIOS won't show the data pack - need XML mapping information window - need cheat editor and cheat database - need state manager - need video shaders - need driver selection - need NSS DIP switch settings - need to hide controllers that have no inputs from the input mapping list So for video settings, I used to have contrast/brightness/gamma. Contrast was just a multiplier on intensity of each channel, and brightness was an addition or subtraction against each channel. They kind of overlapped and weren't that effective. The new setup has saturation, gamma and luminance. Saturation of 100% is normal. If you lower it, color information goes away. 0% = grayscale. If you raise it, color intensity increases (and clamps.) This is wonderful for GBA games, since they are oversaturated to fucking death. Of course we'll want to normalize that inside the core, so the same sat. value works on all systems, but for now it's nice. If you raise saturation above 100%, it basically acts like contrast used to. It's just that lowering it fades to grayscale rather than black. Adding doesn't really work well for brightness, it throws off the relative distance between channels and looks like shit. So now we have luminance, which takes over the old contrast <100% role, and just fades the pixels toward black. Obviously, luminance > 100% would be the same as saturation > 100%, so that isn't allowed, it caps at 100% now. Gamma's the same old function. Gamma curve on the lower-half of the color range. Effects are applied in the order they appear in the GUI: color -> saturate -> gammify -> luminate -> output.
2012-05-04 12:47:41 +00:00
CheckItem maskOverscan;
Update to v088r14 release. byuu says: Changelog: - added NSS DIP switch settings window (when loading NSS carts with appropriate manifest.xml file) - added video shader selection (they go in ~/.config/bsnes/Video Shaders/ now) - added driver selection - added timing settings (not only allows video/audio settings, also has code to dynamically compute the values for you ... and it actually works pretty good!) - moved "None" controller device to bottom of list (it is the least likely to be used, after all) - added Interface::path() to support MSU1, USART, Link - input and hotkey mappings remember list position after assignment - and more! target-ethos now has all of the functionality of target-ui, and more. Final code size for the port is 101.2KB (ethos) vs 167.6KB (ui). A ~67% reduction in code size, yet it does even more! And you can add or remove an entire system with only three lines of code (Makefile include, header include, interface append.) The only problem left is that the BS-X BIOS won't load the BS Zelda no Densetsu file. I can't figure out why it's not working, would appreciate any assistance, but otherwise I'm probably just going to leave it broken for v089, sorry. So the show stoppers for a new release at this point are: - fix laevateinn to compile with the new interface changes (shouldn't be too hard, it'll still use the old, direct interface.) - clean up Emulator::Interface as much as possible (trim down Information, mediaRequest should use an alternate struct designed to load firmware / slots separately) - enhance purify to strip SNES ROM headers, and it really needs a GUI interface - it would be highly desirable to make a launcher that can create a cartridge folder from an existing ROM set (* ethos will need to accept command-line arguments for this.) - probably need to remember which controller was selected in each port for each system across runs - need to fix the cursor for Super Scope / Justifier games (move from 19-bit to 32-bit colors broke it) - have to refactor that cache.(hv)offset thing to fix ASP
2012-05-06 23:27:42 +00:00
Menu shaderMenu;
RadioItem shaderNone;
RadioItem shaderBlur;
vector<RadioItem*> shaderList;
Update to v088r12 release. byuu says: Changelog: - all hotkeys from target-ui now exist in target-ethos - controller port menus now show up when you load a system (hidden if there are no options to choose from) - tools menu auto-hides with no game open ... not much point to it then - since we aren't using RawInput's multi-KB/MS support anyway, input and hotkey mappings remove KB0:: and turn MS0:: into Mouse::, makes it a lot easier to read - added mute audio, sync video, sync audio, mask overscan - added video settings: saturation, gamma, luminance, overscan horizontal, overscan vertical - added audio settings: frequency, latency, resampler, volume - added input settings: when focus is lost [ ] pause emulator [ ] allow input - pausing and autopausing works - status messages hooked up (show a message in status bar for a few seconds, then revert to normal status text) - sub systems (SGB, BSX, ST) sorted below primary systems list - added geometry settings cache - Emulator::Interface cleanups and simplifications - save states go into (cart foldername.extension/bsnes/state-#.bsa) now. Idea is to put emulator-specific data in their own subfolders Caveats / Missing: - SGB input does not work - Sufami Turbo second slot doesn't work yet - BS-X BIOS won't show the data pack - need XML mapping information window - need cheat editor and cheat database - need state manager - need video shaders - need driver selection - need NSS DIP switch settings - need to hide controllers that have no inputs from the input mapping list So for video settings, I used to have contrast/brightness/gamma. Contrast was just a multiplier on intensity of each channel, and brightness was an addition or subtraction against each channel. They kind of overlapped and weren't that effective. The new setup has saturation, gamma and luminance. Saturation of 100% is normal. If you lower it, color information goes away. 0% = grayscale. If you raise it, color intensity increases (and clamps.) This is wonderful for GBA games, since they are oversaturated to fucking death. Of course we'll want to normalize that inside the core, so the same sat. value works on all systems, but for now it's nice. If you raise saturation above 100%, it basically acts like contrast used to. It's just that lowering it fades to grayscale rather than black. Adding doesn't really work well for brightness, it throws off the relative distance between channels and looks like shit. So now we have luminance, which takes over the old contrast <100% role, and just fades the pixels toward black. Obviously, luminance > 100% would be the same as saturation > 100%, so that isn't allowed, it caps at 100% now. Gamma's the same old function. Gamma curve on the lower-half of the color range. Effects are applied in the order they appear in the GUI: color -> saturate -> gammify -> luminate -> output.
2012-05-04 12:47:41 +00:00
CheckItem synchronizeVideo;
CheckItem synchronizeAudio;
CheckItem muteAudio;
Item configurationSettings;
Menu toolsMenu;
Update to v088r12 release. byuu says: Changelog: - all hotkeys from target-ui now exist in target-ethos - controller port menus now show up when you load a system (hidden if there are no options to choose from) - tools menu auto-hides with no game open ... not much point to it then - since we aren't using RawInput's multi-KB/MS support anyway, input and hotkey mappings remove KB0:: and turn MS0:: into Mouse::, makes it a lot easier to read - added mute audio, sync video, sync audio, mask overscan - added video settings: saturation, gamma, luminance, overscan horizontal, overscan vertical - added audio settings: frequency, latency, resampler, volume - added input settings: when focus is lost [ ] pause emulator [ ] allow input - pausing and autopausing works - status messages hooked up (show a message in status bar for a few seconds, then revert to normal status text) - sub systems (SGB, BSX, ST) sorted below primary systems list - added geometry settings cache - Emulator::Interface cleanups and simplifications - save states go into (cart foldername.extension/bsnes/state-#.bsa) now. Idea is to put emulator-specific data in their own subfolders Caveats / Missing: - SGB input does not work - Sufami Turbo second slot doesn't work yet - BS-X BIOS won't show the data pack - need XML mapping information window - need cheat editor and cheat database - need state manager - need video shaders - need driver selection - need NSS DIP switch settings - need to hide controllers that have no inputs from the input mapping list So for video settings, I used to have contrast/brightness/gamma. Contrast was just a multiplier on intensity of each channel, and brightness was an addition or subtraction against each channel. They kind of overlapped and weren't that effective. The new setup has saturation, gamma and luminance. Saturation of 100% is normal. If you lower it, color information goes away. 0% = grayscale. If you raise it, color intensity increases (and clamps.) This is wonderful for GBA games, since they are oversaturated to fucking death. Of course we'll want to normalize that inside the core, so the same sat. value works on all systems, but for now it's nice. If you raise saturation above 100%, it basically acts like contrast used to. It's just that lowering it fades to grayscale rather than black. Adding doesn't really work well for brightness, it throws off the relative distance between channels and looks like shit. So now we have luminance, which takes over the old contrast <100% role, and just fades the pixels toward black. Obviously, luminance > 100% would be the same as saturation > 100%, so that isn't allowed, it caps at 100% now. Gamma's the same old function. Gamma curve on the lower-half of the color range. Effects are applied in the order they appear in the GUI: color -> saturate -> gammify -> luminate -> output.
2012-05-04 12:47:41 +00:00
Menu saveStateMenu;
Item saveStateItem[5];
Menu loadStateMenu;
Item loadStateItem[5];
Separator stateMenuSeparator;
Update to v088r11 release. byuu says: Changelog: - phoenix has added Window::setModal(bool modal = true); - file dialog is now modal. This allows emulation cores to request data and get it immediately before continuing the loading process - save data is hooked up for most systems, still need to handle subsystem slot saves (Sufami Turbo, basically.) - toggle fullscreen key binding added (Alt+Enter for now. I think F11 is probably better though, Enter is often mapped to game start button.) - video scaling is in (center, scale, stretch), works the same in windowed and fullscreen mode (stretch hides resize window option), all in the settings menu now - enough structure to map all saved paths for the browser and to load BS-X slotted carts, BS-X carts, single Sufami Turbo carts Caveats / Missing: - Super Game Boy input doesn't work yet (due to change in callback binding) - doesn't load secondary Sufami Turbo slot yet - BS-X BIOS isn't show the data pack games to load for some reason (ugh, I hate the shit out of debugging BS-X stuff ...) - need mute audio, sync audio+video toggle, save/load state menu and quick keys, XML mapping information window - need cheat editor and cheat database - need state manager - need to sort subsystems below main systems in load menu (basically just see if media.slot.size() > 0) - need video shaders (will probably leave off filters for the time being ... due to that 24/30-bit thing) - need video adjustments (contrast etc, overscan masks) - need audio adjustments (frequency, latency, resampler, volume, per-system frequency) - need driver selection and input focus policy (driver crash detection would be nice too) - need NSS DIP switch settings (that one will be really fun) - need to save and load window geometry settings - need to hook up controller selection (won't be fun), create a map to hide controllers with no inputs to reassign
2012-05-03 12:36:47 +00:00
Item resizeWindow;
Item stateManager;
Update to v089r08 release. byuu says: Changelog: - Super Game Boy, BS-X Satellaview and Sufami Turbo cartridges all load manifests that specify their file names, and they all work - Sufami Turbo can now properly handle carts without RAM, or empty slots entirely - Emulator::Interface structures no longer specify any file names, ever - exposed "capability.(cheats,states)" now. So far, this just means the GBA doesn't show the cheat editor, since it doesn't support cheat codes yet - as such, state manager and cheat editor windows auto-hide (may be a tiny bit inconvenient, but it makes not having to sync them or deal with input when no cart is loaded easier) - added "AbsoluteInput" type, which returns mouse coordinates from -32767,-32767 (top left) to +32767,+32767 (bottom right) or -32768,-32768 (offscreen) AbsoluteInput is just something I'm toying with. Idea is to support eg Super Scope or Justifier, or possibly some future Famicom controllers that are absolute-indexed. The coordinates are scaled, so the bigger your window, the more precise they are. But obviously you can't get more precise than the emulated system, so 1x scale will behave the same anyway. I haven't hooked it up yet, need to mess with the idea of custom cursors via phoenix for that first. Also not sure if it will feel smoother or not ... if you resize the window, your mouse will seem to move slower. Still, not having to capture the mouse for SS/JS may be nicer yet. But we'll see ... just experimenting for now.
2012-05-27 23:50:50 +00:00
Item cheatEditor;
Item synchronizeTime;
void synchronize();
Update to v088r10 release. byuu says: ethos is going to be absolutely amazing. You guys are in for a treat :D I'm impressing the hell out of myself with how well-structured this code is, it's allowing me to do amazing new things. Just a small sampling of what's in store (and already implemented): The file browser will display folders as "[ folder name ]", and cartridge folders as "Game Name" (no extension, no /) [icons would be nicer, but well ... phoenix.] Folders are sorted above cartridge folders. Cartridge folders for other systems do not show up in the list. Not only are unique paths stored for each image type, your position in the list is saved across runs. Some voodoo was added to GTK+ so that all targets even scroll directly to that item when you open the list. Load->System->Enter restarts your last game. That sounds really simple and obvious, but it makes an -incredible- difference. Didn't realize it until I tried an implementation of it, wow. The input mapping list now lets you bind as many hotkeys as you want to any given input. So SFC::Port1::Joypad::B = Keyboard::Z or Joypad::Button1 ... no need to remap everything to switch between keyboard and joypad. Either one activates the key. There is a separate Hotkeys tab now. This should hopefully end the confusion about how to remap hotkeys that users experience. Hotkeys are different, too. Instead of OR logic, they use AND logic. So Fullscreen = Keyboard::Alt and Keyboard::Enter. Both must be pressed to enter the key. This lets you easily implement "super" modifier keys. The actual codebase has new features the old UI never had, and has about ~50% of the old functionality (so far, of course), yet is only ~25% as much code. The entire GUI no longer needs to pull in all the headers for each emulated system. It just needs a small interface header file. Then bind the entire system with exactly **two** lines of code. Everything is dynamically generated for you after that.
2012-04-30 23:43:23 +00:00
void setSystemName(const string &name);
Update to v088r14 release. byuu says: Changelog: - added NSS DIP switch settings window (when loading NSS carts with appropriate manifest.xml file) - added video shader selection (they go in ~/.config/bsnes/Video Shaders/ now) - added driver selection - added timing settings (not only allows video/audio settings, also has code to dynamically compute the values for you ... and it actually works pretty good!) - moved "None" controller device to bottom of list (it is the least likely to be used, after all) - added Interface::path() to support MSU1, USART, Link - input and hotkey mappings remember list position after assignment - and more! target-ethos now has all of the functionality of target-ui, and more. Final code size for the port is 101.2KB (ethos) vs 167.6KB (ui). A ~67% reduction in code size, yet it does even more! And you can add or remove an entire system with only three lines of code (Makefile include, header include, interface append.) The only problem left is that the BS-X BIOS won't load the BS Zelda no Densetsu file. I can't figure out why it's not working, would appreciate any assistance, but otherwise I'm probably just going to leave it broken for v089, sorry. So the show stoppers for a new release at this point are: - fix laevateinn to compile with the new interface changes (shouldn't be too hard, it'll still use the old, direct interface.) - clean up Emulator::Interface as much as possible (trim down Information, mediaRequest should use an alternate struct designed to load firmware / slots separately) - enhance purify to strip SNES ROM headers, and it really needs a GUI interface - it would be highly desirable to make a launcher that can create a cartridge folder from an existing ROM set (* ethos will need to accept command-line arguments for this.) - probably need to remember which controller was selected in each port for each system across runs - need to fix the cursor for Super Scope / Justifier games (move from 19-bit to 32-bit colors broke it) - have to refactor that cache.(hv)offset thing to fix ASP
2012-05-06 23:27:42 +00:00
void loadShaders();
void bootstrap();
Presentation();
Update to v088r10 release. byuu says: ethos is going to be absolutely amazing. You guys are in for a treat :D I'm impressing the hell out of myself with how well-structured this code is, it's allowing me to do amazing new things. Just a small sampling of what's in store (and already implemented): The file browser will display folders as "[ folder name ]", and cartridge folders as "Game Name" (no extension, no /) [icons would be nicer, but well ... phoenix.] Folders are sorted above cartridge folders. Cartridge folders for other systems do not show up in the list. Not only are unique paths stored for each image type, your position in the list is saved across runs. Some voodoo was added to GTK+ so that all targets even scroll directly to that item when you open the list. Load->System->Enter restarts your last game. That sounds really simple and obvious, but it makes an -incredible- difference. Didn't realize it until I tried an implementation of it, wow. The input mapping list now lets you bind as many hotkeys as you want to any given input. So SFC::Port1::Joypad::B = Keyboard::Z or Joypad::Button1 ... no need to remap everything to switch between keyboard and joypad. Either one activates the key. There is a separate Hotkeys tab now. This should hopefully end the confusion about how to remap hotkeys that users experience. Hotkeys are different, too. Instead of OR logic, they use AND logic. So Fullscreen = Keyboard::Alt and Keyboard::Enter. Both must be pressed to enter the key. This lets you easily implement "super" modifier keys. The actual codebase has new features the old UI never had, and has about ~50% of the old functionality (so far, of course), yet is only ~25% as much code. The entire GUI no longer needs to pull in all the headers for each emulated system. It just needs a small interface header file. Then bind the entire system with exactly **two** lines of code. Everything is dynamically generated for you after that.
2012-04-30 23:43:23 +00:00
Update to v088r12 release. byuu says: Changelog: - all hotkeys from target-ui now exist in target-ethos - controller port menus now show up when you load a system (hidden if there are no options to choose from) - tools menu auto-hides with no game open ... not much point to it then - since we aren't using RawInput's multi-KB/MS support anyway, input and hotkey mappings remove KB0:: and turn MS0:: into Mouse::, makes it a lot easier to read - added mute audio, sync video, sync audio, mask overscan - added video settings: saturation, gamma, luminance, overscan horizontal, overscan vertical - added audio settings: frequency, latency, resampler, volume - added input settings: when focus is lost [ ] pause emulator [ ] allow input - pausing and autopausing works - status messages hooked up (show a message in status bar for a few seconds, then revert to normal status text) - sub systems (SGB, BSX, ST) sorted below primary systems list - added geometry settings cache - Emulator::Interface cleanups and simplifications - save states go into (cart foldername.extension/bsnes/state-#.bsa) now. Idea is to put emulator-specific data in their own subfolders Caveats / Missing: - SGB input does not work - Sufami Turbo second slot doesn't work yet - BS-X BIOS won't show the data pack - need XML mapping information window - need cheat editor and cheat database - need state manager - need video shaders - need driver selection - need NSS DIP switch settings - need to hide controllers that have no inputs from the input mapping list So for video settings, I used to have contrast/brightness/gamma. Contrast was just a multiplier on intensity of each channel, and brightness was an addition or subtraction against each channel. They kind of overlapped and weren't that effective. The new setup has saturation, gamma and luminance. Saturation of 100% is normal. If you lower it, color information goes away. 0% = grayscale. If you raise it, color intensity increases (and clamps.) This is wonderful for GBA games, since they are oversaturated to fucking death. Of course we'll want to normalize that inside the core, so the same sat. value works on all systems, but for now it's nice. If you raise saturation above 100%, it basically acts like contrast used to. It's just that lowering it fades to grayscale rather than black. Adding doesn't really work well for brightness, it throws off the relative distance between channels and looks like shit. So now we have luminance, which takes over the old contrast <100% role, and just fades the pixels toward black. Obviously, luminance > 100% would be the same as saturation > 100%, so that isn't allowed, it caps at 100% now. Gamma's the same old function. Gamma curve on the lower-half of the color range. Effects are applied in the order they appear in the GUI: color -> saturate -> gammify -> luminate -> output.
2012-05-04 12:47:41 +00:00
Emulator *active;
};
extern Presentation *presentation;