Jan reports that if you call reset when a game is paused
the statusbar would wrongly report the game as playing
when it is actually paused. Jan's attached patch removes
the call to desmume_resume() and the status bar update.
I think the intent here is different and the plan was to
reload the game so just call Launch directly as already
Jan noticed it would do the right thing.
Based on a patch from Jan Bücken (nooris), #3288654
xrmx: kept only the hunk that pause and not the one
that reenable the previous state, i think we should
stay paused and the user should act to continue
playing.
Based on a patch from: Jan Bücken (nooris), #3301520
This is not portable on windows and actually it's not even
working here. Anyway it should be working for Jan
otherwise it wouldn't have posted the patch right? :)
From: Jan Bücken (nooris), #3301520
Spring cleanup:
After this patch the file wxMain.cpp is ordered as follows:
1) header
2) includes
3) vars (and defines)
4) the wx oninit function that every wx project needs
5) the desmume class functions
5a) for functionality and events (e.g. for clicks on buttons, etc...)
5b) to load the menu
6) the wx event table
[xrmx: i hate these labels before code :)]
From: Jan Bücken (nooris), #3301520
We have a fair chunk of duplicated code to build the GUI
menus, remove the monolithic one in favour of the one
splitted in smaller functions.
From: Jan Bücken (nooris), #3301520
Move the path stuff that is different between platforms
to an helper in order to share the common code.
The !WINDOWS should receive a bit more love though.
The way we are building right now we have to link against
libsoundtouch even if the frontend does not use it.
Read: we have to build SPU and metaspu per frontend and
not globally.
From Jan Bücken, #3288648
autoreconf: running: aclocal --force
configure.ac:46: warning: AC_LANG_CONFTEST: no AC_LANG_SOURCE call detected in body
../../lib/autoconf/lang.m4:194: AC_LANG_CONFTEST is expanded from...
../../lib/autoconf/general.m4:2591: _AC_COMPILE_IFELSE is expanded from...
../../lib/autoconf/general.m4:2607: AC_COMPILE_IFELSE is expanded from...
../../lib/m4sugar/m4sh.m4:606: AS_IF is expanded from...
../../lib/autoconf/libs.m4💯 AC_CHECK_LIB is expanded from...
configure.ac:46: the top level
The fix is to put AC_LANG_PROGRAM inside []
/usr/bin/ld: PadSimple.o: undefined reference to symbol 'XLookupKeysym'
/usr/bin/ld: note: 'XLookupKeysym' is defined in DSO //usr/lib/libX11.so.6 so try adding it to the linker command line
//usr/lib/libX11.so.6: could not read symbols: Invalid operation
Since r3947 ctrlssdl.h breaks the build with a compile
error in build environments that don't have GL.h such as
Mac OS.
[xrmx: define screen_texture anyway to be on the safe side]
Based from a patch from Sidney Markowitz in #3288504
From Roger Manual, #3259154:
BUGFIXES:
- Fixed the bug tracker website link used by the "Submit a Bug Report" command
in the Help menu.
- Fixed issue where if one of the text files used for the About window was
missing from the DeSmuME/Contents/Resources folder, then the entire panel
didn't show.
CHANGES:
- Frame skipping options have been removed in this release. The way it works
now, drawing a frame in Cocoa takes an insignificant amount of time. In other
words, skipping Cocoa frames does NOT yield any significant speed improvement.
It may be possible to gain speed by skipping frames in the actual NDS GPU
rendering, but this is an emulation engine issue, not a Cocoa frontend issue.
- Added OBJ layer toggling in the View/Layers menu.
- Files are now saved in more logical locations. Save states slot files are now
saved in "~/Library/Application Support/DeSmuME/(DeSmuME version number)/States".
All other files (like battery files) are now saved in the same directory as the ROM.
DEVELOPER:
- Added Application Creator Code for DeSmuME. Registered 'DSmM' with Apple.
- Reworked the execution loop for better maintainability.
- Preliminary code refactoring for better DS controller function. Cocoa DeSmuME now
uses the NDS_beginProcessingInput() and NDS_endProcessingInput() functions, which
helps input support for some games. Note that this change probably breaks support
for PowerPC Macs, but I don't know if we should be supporting PowerPC Macs anyways...
xrmx: I'm not able to build this with xcode because 10.4 SDK does not like gcc4.2 but
the cocoa stuff builds fine in cocoa so applying it.