bsnes/hiro/core/font.cpp

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#if defined(Hiro_Font)
Update to v094r43 release. byuu says: Updated to compile with all of the new hiro changes. My next step is to write up hiro API documentation, and move the API from alpha (constantly changing) to beta (rarely changing), in preparation for the first stable release (backward-compatible changes only.) Added "--fullscreen" command-line option. I like this over a configuration file option. Lets you use the emulator in both modes without having to modify the config file each time. Also enhanced the command-line game loading. You can now use any of these methods: higan /path/to/game-folder.sfc higan /path/to/game-folder.sfc/ higan /path/to/game-folder.sfc/program.rom The idea is to support launchers that insist on loading files only. Technically, the file can be any name (manifest.bml also works); the only criteria is that the file actually exists and is a file, and not a directory. This is a requirement to support the first version (a directory lacking the trailing / identifier), because I don't want my nall::string class to query the file system to determine if the string is an actual existing file or directory for its pathname() / dirname() functions. Anyway, every game folder I've made so far has program.rom, and that's very unlikely to change, so this should be fine. Now, of course, if you drop a regular "game.sfc" file on the emulator, it won't even try to load it, unless it's in a folder that ends in .fc, .sfc, etc. In which case, it'll bail out immediately by being unable to produce a manifest for what is obviously not really a game folder.
2015-08-30 02:08:26 +00:00
const string Font::Sans = "{sans}";
const string Font::Serif = "{serif}";
const string Font::Mono = "{mono}";
Update to v104r13 release. byuu says: Changelog: - nall/GNUmakefile: build=release changed to -O2, build=optimize is now -O3 - hiro: added Monitor::dpi(uint index) → Position [returns logical DPI for x, y] - Position is a bad name, but dpi(monitor).(x,y)() make more sense than .(width,height)() - hiro: Position, Size, Geometry, Font changed from using signed int to float - hiro: Alignment changed from using double to float - hiro: added skeleton (unused) Application::scale(), setScale() functions Errata: - hiro/cocoa's Monitor::dpi() is untested. Probably will cause issues with macOS' automatic scaling. - hiro/gtk lacks a way to get both per-monitor and per-axis (x,y) DPI scaling - hiro/qt lacks a way to get per-monitor DPI scaling (Qt 5.x has this, but I still use Qt 4.x) - and just to get global DPI, hiro/qt's DPI retrieval has to use undocumented functions ... fun The goal with this WIP was basically to prepare hiro for potential automatic scaling. It'll be extremely difficult, but I'm convinced that it must be possible if macOS can do it. By moving from signed integers to floats for coordinates, we can now scale and unscale without losing precision. That of course isn't the hard part, though. The hard part is where and how to do the scaling. In the ideal application, hiro/core and hiro/extension will handle 100% of this, and the per-platform hiro/(cocoa,gtk,qt,windows) will not be aware of what's going on, but ... to even make that possible, things will need to change in every per-platform core, eg the per-platform code will have to call a core function to change geometry, which will know about the scaling and unscale the values back down again. Gonna be a lot of work, but ... it's a start.
2017-09-08 06:06:21 +00:00
Font::Font(const string& family, float size) {
Update to v094r43 release. byuu says: Updated to compile with all of the new hiro changes. My next step is to write up hiro API documentation, and move the API from alpha (constantly changing) to beta (rarely changing), in preparation for the first stable release (backward-compatible changes only.) Added "--fullscreen" command-line option. I like this over a configuration file option. Lets you use the emulator in both modes without having to modify the config file each time. Also enhanced the command-line game loading. You can now use any of these methods: higan /path/to/game-folder.sfc higan /path/to/game-folder.sfc/ higan /path/to/game-folder.sfc/program.rom The idea is to support launchers that insist on loading files only. Technically, the file can be any name (manifest.bml also works); the only criteria is that the file actually exists and is a file, and not a directory. This is a requirement to support the first version (a directory lacking the trailing / identifier), because I don't want my nall::string class to query the file system to determine if the string is an actual existing file or directory for its pathname() / dirname() functions. Anyway, every game folder I've made so far has program.rom, and that's very unlikely to change, so this should be fine. Now, of course, if you drop a regular "game.sfc" file on the emulator, it won't even try to load it, unless it's in a folder that ends in .fc, .sfc, etc. In which case, it'll bail out immediately by being unable to produce a manifest for what is obviously not really a game folder.
2015-08-30 02:08:26 +00:00
setFamily(family);
setSize(size);
state.bold = false;
state.italic = false;
}
Font::operator bool() const {
return state.family || state.size || state.bold || state.italic;
}
auto Font::operator==(const Font& source) const -> bool {
Update to v094r43 release. byuu says: Updated to compile with all of the new hiro changes. My next step is to write up hiro API documentation, and move the API from alpha (constantly changing) to beta (rarely changing), in preparation for the first stable release (backward-compatible changes only.) Added "--fullscreen" command-line option. I like this over a configuration file option. Lets you use the emulator in both modes without having to modify the config file each time. Also enhanced the command-line game loading. You can now use any of these methods: higan /path/to/game-folder.sfc higan /path/to/game-folder.sfc/ higan /path/to/game-folder.sfc/program.rom The idea is to support launchers that insist on loading files only. Technically, the file can be any name (manifest.bml also works); the only criteria is that the file actually exists and is a file, and not a directory. This is a requirement to support the first version (a directory lacking the trailing / identifier), because I don't want my nall::string class to query the file system to determine if the string is an actual existing file or directory for its pathname() / dirname() functions. Anyway, every game folder I've made so far has program.rom, and that's very unlikely to change, so this should be fine. Now, of course, if you drop a regular "game.sfc" file on the emulator, it won't even try to load it, unless it's in a folder that ends in .fc, .sfc, etc. In which case, it'll bail out immediately by being unable to produce a manifest for what is obviously not really a game folder.
2015-08-30 02:08:26 +00:00
return family() == source.family() && size() == source.size() && bold() == source.bold() && italic() == source.italic();
}
auto Font::operator!=(const Font& source) const -> bool {
return !operator==(source);
}
auto Font::bold() const -> bool {
return state.bold;
}
auto Font::family() const -> string {
return state.family;
}
auto Font::italic() const -> bool {
return state.italic;
}
Update to v094r43 release. byuu says: Updated to compile with all of the new hiro changes. My next step is to write up hiro API documentation, and move the API from alpha (constantly changing) to beta (rarely changing), in preparation for the first stable release (backward-compatible changes only.) Added "--fullscreen" command-line option. I like this over a configuration file option. Lets you use the emulator in both modes without having to modify the config file each time. Also enhanced the command-line game loading. You can now use any of these methods: higan /path/to/game-folder.sfc higan /path/to/game-folder.sfc/ higan /path/to/game-folder.sfc/program.rom The idea is to support launchers that insist on loading files only. Technically, the file can be any name (manifest.bml also works); the only criteria is that the file actually exists and is a file, and not a directory. This is a requirement to support the first version (a directory lacking the trailing / identifier), because I don't want my nall::string class to query the file system to determine if the string is an actual existing file or directory for its pathname() / dirname() functions. Anyway, every game folder I've made so far has program.rom, and that's very unlikely to change, so this should be fine. Now, of course, if you drop a regular "game.sfc" file on the emulator, it won't even try to load it, unless it's in a folder that ends in .fc, .sfc, etc. In which case, it'll bail out immediately by being unable to produce a manifest for what is obviously not really a game folder.
2015-08-30 02:08:26 +00:00
auto Font::reset() -> type& {
state.family = "";
state.size = 0;
state.bold = false;
state.italic = false;
return *this;
}
auto Font::setBold(bool bold) -> type& {
state.bold = bold;
return *this;
}
auto Font::setFamily(const string& family) -> type& {
state.family = family;
return *this;
}
auto Font::setItalic(bool italic) -> type& {
state.italic = italic;
return *this;
}
Update to v104r13 release. byuu says: Changelog: - nall/GNUmakefile: build=release changed to -O2, build=optimize is now -O3 - hiro: added Monitor::dpi(uint index) → Position [returns logical DPI for x, y] - Position is a bad name, but dpi(monitor).(x,y)() make more sense than .(width,height)() - hiro: Position, Size, Geometry, Font changed from using signed int to float - hiro: Alignment changed from using double to float - hiro: added skeleton (unused) Application::scale(), setScale() functions Errata: - hiro/cocoa's Monitor::dpi() is untested. Probably will cause issues with macOS' automatic scaling. - hiro/gtk lacks a way to get both per-monitor and per-axis (x,y) DPI scaling - hiro/qt lacks a way to get per-monitor DPI scaling (Qt 5.x has this, but I still use Qt 4.x) - and just to get global DPI, hiro/qt's DPI retrieval has to use undocumented functions ... fun The goal with this WIP was basically to prepare hiro for potential automatic scaling. It'll be extremely difficult, but I'm convinced that it must be possible if macOS can do it. By moving from signed integers to floats for coordinates, we can now scale and unscale without losing precision. That of course isn't the hard part, though. The hard part is where and how to do the scaling. In the ideal application, hiro/core and hiro/extension will handle 100% of this, and the per-platform hiro/(cocoa,gtk,qt,windows) will not be aware of what's going on, but ... to even make that possible, things will need to change in every per-platform core, eg the per-platform code will have to call a core function to change geometry, which will know about the scaling and unscale the values back down again. Gonna be a lot of work, but ... it's a start.
2017-09-08 06:06:21 +00:00
auto Font::setSize(float size) -> type& {
state.size = size;
return *this;
}
Update to v104r13 release. byuu says: Changelog: - nall/GNUmakefile: build=release changed to -O2, build=optimize is now -O3 - hiro: added Monitor::dpi(uint index) → Position [returns logical DPI for x, y] - Position is a bad name, but dpi(monitor).(x,y)() make more sense than .(width,height)() - hiro: Position, Size, Geometry, Font changed from using signed int to float - hiro: Alignment changed from using double to float - hiro: added skeleton (unused) Application::scale(), setScale() functions Errata: - hiro/cocoa's Monitor::dpi() is untested. Probably will cause issues with macOS' automatic scaling. - hiro/gtk lacks a way to get both per-monitor and per-axis (x,y) DPI scaling - hiro/qt lacks a way to get per-monitor DPI scaling (Qt 5.x has this, but I still use Qt 4.x) - and just to get global DPI, hiro/qt's DPI retrieval has to use undocumented functions ... fun The goal with this WIP was basically to prepare hiro for potential automatic scaling. It'll be extremely difficult, but I'm convinced that it must be possible if macOS can do it. By moving from signed integers to floats for coordinates, we can now scale and unscale without losing precision. That of course isn't the hard part, though. The hard part is where and how to do the scaling. In the ideal application, hiro/core and hiro/extension will handle 100% of this, and the per-platform hiro/(cocoa,gtk,qt,windows) will not be aware of what's going on, but ... to even make that possible, things will need to change in every per-platform core, eg the per-platform code will have to call a core function to change geometry, which will know about the scaling and unscale the values back down again. Gonna be a lot of work, but ... it's a start.
2017-09-08 06:06:21 +00:00
auto Font::size() const -> float {
return state.size;
}
Update to v094r43 release. byuu says: Updated to compile with all of the new hiro changes. My next step is to write up hiro API documentation, and move the API from alpha (constantly changing) to beta (rarely changing), in preparation for the first stable release (backward-compatible changes only.) Added "--fullscreen" command-line option. I like this over a configuration file option. Lets you use the emulator in both modes without having to modify the config file each time. Also enhanced the command-line game loading. You can now use any of these methods: higan /path/to/game-folder.sfc higan /path/to/game-folder.sfc/ higan /path/to/game-folder.sfc/program.rom The idea is to support launchers that insist on loading files only. Technically, the file can be any name (manifest.bml also works); the only criteria is that the file actually exists and is a file, and not a directory. This is a requirement to support the first version (a directory lacking the trailing / identifier), because I don't want my nall::string class to query the file system to determine if the string is an actual existing file or directory for its pathname() / dirname() functions. Anyway, every game folder I've made so far has program.rom, and that's very unlikely to change, so this should be fine. Now, of course, if you drop a regular "game.sfc" file on the emulator, it won't even try to load it, unless it's in a folder that ends in .fc, .sfc, etc. In which case, it'll bail out immediately by being unable to produce a manifest for what is obviously not really a game folder.
2015-08-30 02:08:26 +00:00
auto Font::size(const string& text) const -> Size {
return pFont::size(*this, text);
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
}
#endif