mirror of https://github.com/stella-emu/stella.git
Playing around with the sound start/stop logic a little, since it seems
that the fix for ATI cards only works for the first ROM. I may mark this down as a driver bug and be done with it (at least until I can find some hardware to test it myself). Upped the GL aspect ratio setting to a maximum of 120, due to a request for aspect ratios greater than 100. Still have to bugfix it, though; it might cause some problems with the video modes. git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@1654 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
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9575440922
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stella
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@ -611,7 +611,7 @@
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<td>OpenGL mode only. Specify the amount (as a percentage) to scale the
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image width. Since many video modes do not use square pixels, you can
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reduce width until the pixels appear square. Allowable values are
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80 - 100; I find 85 - 90 gives the most authentic look.</td>
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80 - 120; I find 85 - 90 gives the most authentic look.</td>
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</tr>
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<tr>
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@ -13,7 +13,7 @@
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// See the file "license" for information on usage and redistribution of
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// this file, and for a DISCLAIMER OF ALL WARRANTIES.
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//
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// $Id: FrameBufferGL.cxx,v 1.134 2009-01-19 16:52:32 stephena Exp $
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// $Id: FrameBufferGL.cxx,v 1.135 2009-01-22 00:49:32 stephena Exp $
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//============================================================================
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#ifdef DISPLAY_OPENGL
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@ -223,7 +223,7 @@ bool FrameBufferGL::setVidMode(VideoMode& mode)
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{
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// Aspect ratio
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int aspect = myOSystem->settings().getInt("gl_aspect");
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if(aspect < 100)
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if(aspect != 100)
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mode.image_w = (uInt16)(float(mode.image_w * aspect) / 100.0);
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// Fullscreen mode stretching
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@ -13,7 +13,7 @@
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// See the file "license" for information on usage and redistribution of
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// this file, and for a DISCLAIMER OF ALL WARRANTIES.
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//
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// $Id: SoundSDL.cxx,v 1.47 2009-01-20 16:41:15 stephena Exp $
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// $Id: SoundSDL.cxx,v 1.48 2009-01-22 00:49:32 stephena Exp $
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//============================================================================
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#ifdef SOUND_SUPPORT
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@ -68,7 +68,7 @@ void SoundSDL::setEnabled(bool state)
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}
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// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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void SoundSDL::initialize()
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void SoundSDL::open()
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{
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// Check whether to start the sound subsystem
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if(!myIsEnabled)
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@ -13,7 +13,7 @@
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// See the file "license" for information on usage and redistribution of
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// this file, and for a DISCLAIMER OF ALL WARRANTIES.
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//
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// $Id: SoundSDL.hxx,v 1.22 2009-01-19 16:52:32 stephena Exp $
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// $Id: SoundSDL.hxx,v 1.23 2009-01-22 00:49:32 stephena Exp $
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//============================================================================
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#ifndef SOUND_SDL_HXX
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@ -33,7 +33,7 @@ class OSystem;
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This class implements the sound API for SDL.
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@author Stephen Anthony and Bradford W. Mott
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@version $Id: SoundSDL.hxx,v 1.22 2009-01-19 16:52:32 stephena Exp $
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@version $Id: SoundSDL.hxx,v 1.23 2009-01-22 00:49:32 stephena Exp $
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*/
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class SoundSDL : public Sound
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{
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Initializes the sound device. This must be called before any
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calls are made to derived methods.
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*/
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void initialize();
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void open();
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/**
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Should be called to close the sound device. Once called the sound
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device can be started again using the initialize method.
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device can be started again using the open method.
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*/
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void close();
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@ -13,7 +13,7 @@
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// See the file "license" for information on usage and redistribution of
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// this file, and for a DISCLAIMER OF ALL WARRANTIES.
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//
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// $Id: Console.cxx,v 1.153 2009-01-21 12:03:16 stephena Exp $
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// $Id: Console.cxx,v 1.154 2009-01-22 00:49:32 stephena Exp $
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//============================================================================
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#include <cassert>
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myOSystem->sound().close();
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myOSystem->sound().setChannels(channels);
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myOSystem->sound().setFrameRate(myFramerate);
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myOSystem->sound().initialize();
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myOSystem->sound().open();
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// Make sure auto-frame calculation is only enabled when necessary
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myTIA->enableAutoFrame(framerate <= 0);
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@ -13,7 +13,7 @@
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// See the file "license" for information on usage and redistribution of
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// this file, and for a DISCLAIMER OF ALL WARRANTIES.
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//
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// $Id: OSystem.cxx,v 1.152 2009-01-21 15:32:15 stephena Exp $
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// $Id: OSystem.cxx,v 1.153 2009-01-22 00:49:32 stephena Exp $
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//============================================================================
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#include <cassert>
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// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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void OSystem::queryVideoHardware()
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{
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if(SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER) < 0)
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return;
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// Go ahead and open the video hardware; we're going to need it eventually
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if(SDL_WasInit(SDL_INIT_VIDEO) == 0)
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if(SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER) < 0)
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return;
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// First get the maximum windowed desktop resolution
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const SDL_VideoInfo* info = SDL_GetVideoInfo();
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@ -13,7 +13,7 @@
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// See the file "license" for information on usage and redistribution of
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// this file, and for a DISCLAIMER OF ALL WARRANTIES.
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//
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// $Id: Settings.cxx,v 1.161 2009-01-21 15:32:15 stephena Exp $
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// $Id: Settings.cxx,v 1.162 2009-01-22 00:49:32 stephena Exp $
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//============================================================================
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#include <cassert>
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setInternal("gl_filter", "nearest");
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i = getInt("gl_aspect");
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if(i < 80 || i > 100)
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if(i < 80 || i > 120)
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setInternal("gl_aspect", "100");
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#endif
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@ -13,7 +13,7 @@
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// See the file "license" for information on usage and redistribution of
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// this file, and for a DISCLAIMER OF ALL WARRANTIES.
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//
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// $Id: Sound.hxx,v 1.26 2009-01-01 18:13:37 stephena Exp $
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// $Id: Sound.hxx,v 1.27 2009-01-22 00:49:32 stephena Exp $
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//============================================================================
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#ifndef SOUND_HXX
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It has no functionality whatsoever.
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@author Stephen Anthony
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@version $Id: Sound.hxx,v 1.26 2009-01-01 18:13:37 stephena Exp $
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@version $Id: Sound.hxx,v 1.27 2009-01-22 00:49:32 stephena Exp $
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*/
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class Sound
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{
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virtual void setFrameRate(float framerate) = 0;
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/**
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Initializes the sound device. This must be called before any
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calls are made to derived methods.
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Start the sound system, initializing it if necessary. This must be
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called before any calls are made to derived methods.
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*/
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virtual void initialize() = 0;
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virtual void open() = 0;
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/**
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Should be called to close the sound device. Once called the sound
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device can be started again using the initialize method.
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Should be called to stop the sound system. Once called the sound
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device can be started again using the ::open() method.
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*/
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virtual void close() = 0;
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*/
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virtual void adjustVolume(Int8 direction) = 0;
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public:
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public:
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/**
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Loads the current state of this device from the given Deserializer.
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@ -13,7 +13,7 @@
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// See the file "license" for information on usage and redistribution of
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// this file, and for a DISCLAIMER OF ALL WARRANTIES.
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//
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// $Id: VideoDialog.cxx,v 1.64 2009-01-19 16:52:32 stephena Exp $
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// $Id: VideoDialog.cxx,v 1.65 2009-01-22 00:49:32 stephena Exp $
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//
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// Based on code from ScummVM - Scumm Interpreter
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// Copyright (C) 2002-2004 The ScummVM project
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myAspectRatioSlider =
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new SliderWidget(this, font, xpos, ypos, pwidth, lineHeight,
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"GL Aspect: ", lwidth, kAspectRatioChanged);
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myAspectRatioSlider->setMinValue(80); myAspectRatioSlider->setMaxValue(100);
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myAspectRatioSlider->setMinValue(80); myAspectRatioSlider->setMaxValue(120);
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wid.push_back(myAspectRatioSlider);
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myAspectRatioLabel =
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new StaticTextWidget(this, font, xpos + myAspectRatioSlider->getWidth() + 4,
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