bsnes/hiro/qt/widget/vertical-slider.cpp

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#if defined(Hiro_VerticalSlider)
namespace hiro {
auto pVerticalSlider::minimumSize() const -> Size {
return {20, 0};
}
auto pVerticalSlider::setLength(unsigned length) -> void {
_setState();
Update to v068r18 release. byuu says: This WIP fixes the Mode7 repeat issue in the accuracy core. More importantly, it's the first build to include phoenix. There is a stub GUI that does basically nothing right now. It will give you a window, a command to close the emulator, and an FPS meter so you can tell how fast it is. To load a ROM, you have to drag the ROM on top of the binary. I don't know if it will work if the filename+path has spaces in it or not, so avoid that to be safe. [...] For some reason, the 64-bit binary sometimes crashes on start, maybe 1:6 times. So just keep trying. I don't know what's up with that, I'd appreciate if someone here wanted to debug that for me though :D One really good bit of news, there was that old hiro bug where keyboard input would cause the main window to beep. I spied on the main event loop and, as suspected, the status bar was getting focus and rejecting key presses. What. The. Fuck. Why would a status bar ever need focus? So I set WM_DISABLED on it, which luckily leaves the font color alone. I also had to use WM_DISABLED on the Viewport widget that I use for video output. These two combined let me have my main window with no keyboard beeping AND allow tab+shift-tab to work as you'd expect on other windows, so hooray. Now, at the moment there's no Manifest included, because Microsoft for some reason includes the processorArcitecture in the file. So I can't use the same manifest for 32-bit and 64-bit mode, or the binary will crash on one or the other. Fuck. So the status bar may look old-school or something, whatever, it's only temporary. Next up, my goal is to avoid the hiro icon corruption bullshit by making phoenix itself try and use an internal resource icon. So just compile your app with that resource icon and voila, perfect icon. Not in there yet so you get the white box. Input is hard-coded, up/down/left/right/z/x/a/s/d/c/apostrophe/return. Lastly, compilation is ... in a serious state of flux. The code is set to compile bsnes/phoenix-gtk right now. Try it at your own risk. Give me a few WIPs to get everything nice and refined. Ubuntu users will need gcc-4.5, which you can get by adding the Maverick Meerkat repository, updating apt, installing the gcc-4.5 + g++-4.5 packages, and then removing and re-updating your apt/sources.list file so you don't end up fucking your whole system when you run apt again in the future. For anyone who can work with all of that, great! Please post a framerate comparison between 32-bit and 64-bit builds. Any game, any screen, so long as the FPS is not fluctuating when you measure it (eg don't do it during an attract sequence.) If anyone complains about the 64-bit binary not working and it turns out they are on 32-bit Windows, they are going to be removed from this WIP forum :P
2010-10-20 11:47:14 +00:00
}
auto pVerticalSlider::setPosition(unsigned position) -> void {
_setState();
Update to v068r18 release. byuu says: This WIP fixes the Mode7 repeat issue in the accuracy core. More importantly, it's the first build to include phoenix. There is a stub GUI that does basically nothing right now. It will give you a window, a command to close the emulator, and an FPS meter so you can tell how fast it is. To load a ROM, you have to drag the ROM on top of the binary. I don't know if it will work if the filename+path has spaces in it or not, so avoid that to be safe. [...] For some reason, the 64-bit binary sometimes crashes on start, maybe 1:6 times. So just keep trying. I don't know what's up with that, I'd appreciate if someone here wanted to debug that for me though :D One really good bit of news, there was that old hiro bug where keyboard input would cause the main window to beep. I spied on the main event loop and, as suspected, the status bar was getting focus and rejecting key presses. What. The. Fuck. Why would a status bar ever need focus? So I set WM_DISABLED on it, which luckily leaves the font color alone. I also had to use WM_DISABLED on the Viewport widget that I use for video output. These two combined let me have my main window with no keyboard beeping AND allow tab+shift-tab to work as you'd expect on other windows, so hooray. Now, at the moment there's no Manifest included, because Microsoft for some reason includes the processorArcitecture in the file. So I can't use the same manifest for 32-bit and 64-bit mode, or the binary will crash on one or the other. Fuck. So the status bar may look old-school or something, whatever, it's only temporary. Next up, my goal is to avoid the hiro icon corruption bullshit by making phoenix itself try and use an internal resource icon. So just compile your app with that resource icon and voila, perfect icon. Not in there yet so you get the white box. Input is hard-coded, up/down/left/right/z/x/a/s/d/c/apostrophe/return. Lastly, compilation is ... in a serious state of flux. The code is set to compile bsnes/phoenix-gtk right now. Try it at your own risk. Give me a few WIPs to get everything nice and refined. Ubuntu users will need gcc-4.5, which you can get by adding the Maverick Meerkat repository, updating apt, installing the gcc-4.5 + g++-4.5 packages, and then removing and re-updating your apt/sources.list file so you don't end up fucking your whole system when you run apt again in the future. For anyone who can work with all of that, great! Please post a framerate comparison between 32-bit and 64-bit builds. Any game, any screen, so long as the FPS is not fluctuating when you measure it (eg don't do it during an attract sequence.) If anyone complains about the 64-bit binary not working and it turns out they are on 32-bit Windows, they are going to be removed from this WIP forum :P
2010-10-20 11:47:14 +00:00
}
auto pVerticalSlider::construct() -> void {
qtWidget = qtVerticalSlider = new QtVerticalSlider(*this);
qtVerticalSlider->setInvertedAppearance(true);
qtVerticalSlider->setRange(0, 100);
qtVerticalSlider->setPageStep(101 >> 3);
qtVerticalSlider->connect(qtVerticalSlider, SIGNAL(valueChanged(int)), SLOT(onChange()));
pWidget::construct();
_setState();
}
auto pVerticalSlider::destruct() -> void {
delete qtVerticalSlider;
qtWidget = qtVerticalSlider = nullptr;
}
auto pVerticalSlider::_setState() -> void {
signed length = state().length + (state().length == 0);
qtVerticalSlider->setRange(0, length - 1);
qtVerticalSlider->setPageStep(length >> 3);
qtVerticalSlider->setValue(state().position);
Update to v075r12 release. byuu says: phoenix has been completely rewritten from scratch, and bsnes/ui + bsnes/ui-gameboy have been updated to use the new API. Debugger works too. Currently, only phoenix/Qt is completed, and there are two known issues: 1: font sizes of menu items are wrong, I can fix this easily enough 2: there's some sort of multi-second lag when loading games, not sure what's happening there yet The new phoenix isn't exactly complete yet, still making some key changes, and then I'll start on phoenix/Windows and phoenix/GTK+. The most noticeable difference is that you don't have to give all of the header paths and PHOENIX_PLATFORM defines when compiling individual GUI object files. It's only needed for phoenix.cpp itself. The overall structure of the phoenix source folder is much saner as well for sync.sh. I'm really surprised things are working as well as they are for a two-day power rewrite of an entire phoenix target. The other targets won't be as bad insofar as the core stuff is completed this time. And thank god for that, I was about ready to kill myself after writing dozens of lines like this: HorizontalSlider::HorizontalSlider() : state(*new State), base_from_member<pHorizontalSlider&>(*new pHorizontalSlider(*this)), Widget(base_from_member<pHorizontalSlider&>::value), p(base_from_member<pHorizontalSlider&>::value) {} But each platform does have some new, unique problems. phoenix/GTK+ was acting screwy prior to the rewrite, and will most likely still have issues. Even more important, one of the major points of this rewrite was having the new phoenix/core cache widget settings/data, so that I can destroy and recreate widgets rather than relying on SetParent. This means that simple copying of the old phoenix/Windows won't work, and this new method is significantly more involved.
2011-02-15 12:22:37 +00:00
}
auto QtVerticalSlider::onChange() -> void {
p.state().position = value();
p.self().doChange();
Update to v068r18 release. byuu says: This WIP fixes the Mode7 repeat issue in the accuracy core. More importantly, it's the first build to include phoenix. There is a stub GUI that does basically nothing right now. It will give you a window, a command to close the emulator, and an FPS meter so you can tell how fast it is. To load a ROM, you have to drag the ROM on top of the binary. I don't know if it will work if the filename+path has spaces in it or not, so avoid that to be safe. [...] For some reason, the 64-bit binary sometimes crashes on start, maybe 1:6 times. So just keep trying. I don't know what's up with that, I'd appreciate if someone here wanted to debug that for me though :D One really good bit of news, there was that old hiro bug where keyboard input would cause the main window to beep. I spied on the main event loop and, as suspected, the status bar was getting focus and rejecting key presses. What. The. Fuck. Why would a status bar ever need focus? So I set WM_DISABLED on it, which luckily leaves the font color alone. I also had to use WM_DISABLED on the Viewport widget that I use for video output. These two combined let me have my main window with no keyboard beeping AND allow tab+shift-tab to work as you'd expect on other windows, so hooray. Now, at the moment there's no Manifest included, because Microsoft for some reason includes the processorArcitecture in the file. So I can't use the same manifest for 32-bit and 64-bit mode, or the binary will crash on one or the other. Fuck. So the status bar may look old-school or something, whatever, it's only temporary. Next up, my goal is to avoid the hiro icon corruption bullshit by making phoenix itself try and use an internal resource icon. So just compile your app with that resource icon and voila, perfect icon. Not in there yet so you get the white box. Input is hard-coded, up/down/left/right/z/x/a/s/d/c/apostrophe/return. Lastly, compilation is ... in a serious state of flux. The code is set to compile bsnes/phoenix-gtk right now. Try it at your own risk. Give me a few WIPs to get everything nice and refined. Ubuntu users will need gcc-4.5, which you can get by adding the Maverick Meerkat repository, updating apt, installing the gcc-4.5 + g++-4.5 packages, and then removing and re-updating your apt/sources.list file so you don't end up fucking your whole system when you run apt again in the future. For anyone who can work with all of that, great! Please post a framerate comparison between 32-bit and 64-bit builds. Any game, any screen, so long as the FPS is not fluctuating when you measure it (eg don't do it during an attract sequence.) If anyone complains about the 64-bit binary not working and it turns out they are on 32-bit Windows, they are going to be removed from this WIP forum :P
2010-10-20 11:47:14 +00:00
}
}
#endif