mirror of https://github.com/bsnes-emu/bsnes.git
Update to bsnes v027r13? release.
Yeah, I'll probably worry about the axis stuff later. I didn't intend to spend a ton of time on adding SDL input support like this, to be honest. Though I guess I should have known better with SDL and Linux. Okay, new WIP with no Windows binary. There's really no reason to get the WIP. The only change is renaming vai to ruby. That's right matz, ruby. Deal. Moved the folder to lib/ruby from ui/vai. The main point is trying to make it easier to use for other applications. Instead of having each app include all sorts of platform-specific header files and manually create the objects at runtime, it's all done for you now. Just #include <ruby/ruby.h>, call ruby::input.init(const char *driver = "") and use it. So far, only the input driver has been ported in this way. Note: if you use this WIP, you'll want to make sure system.input is set to either "sdl"/Linux or "directinput"/Windows. It defaults to no driver with "", for the time being. Once I finish the video and audio drivers in the same manner, I'm strongly considering eliminating the "multiple UI" bindings, as my Win32/GTK+ wrapper is pretty much meant to wrap all possible interfaces into one. This means it would be harder to create a standalone, GUI-less SDL or VESA2/DOS only port in the future, for example. But I really don't have any plans to do that anyway. So it's just needless separation of components, really. That extra separation layer was being blurred a lot recently anyway. The config.cpp file was adding miu-specific GUI commands, where they had to be to bind to interface.cpp, which binds to the core. Meh. So basically, I'm wanting to change the structure from: core <> abstracted UI <> miu, SDL, VESA2 to: core <> miu Even with this, porting to pure SDL would still be doable in the future, you'd just have more code to write to do it. Any objections? [No archive available]
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