Clang 3.8, gcc 5, Visual Studio 2017 and Xcode 8 are now the minimum
supported compilers, and they all support C++14, so we may as well use it.
- Change all make_ptr to make_unique
- Change iterator begin(), end(), etc to const versions where appropriate
- Remove UniquePtr, since C++14 supports it natively
below the current electron beam position.
Fix long-standing bug whereby entering the debugger for the first time
and tracing/scanline advancing, the TIA image was blanked, and didn't
work correctly until you exited and re-entered the debugger.
Minor refactoring optimizations, and renaming of methods.
instead of textboxes. This allows to eliminate error checking,
since the widget will only allow sane values.
Added YStart/Display min/max variables to FrameManager, and
refactor for other parts of the codebase to use these variables.
std:: functions into BSPF namespace at all. So I removed them, and have the
calls map directly to the std:: versions.
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since when a vector is deleted it automatically calls clear on itself.
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To anyone reading this, Merry (belated) Christmas and Happy New Year!
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of these aren't actually bugs per-se, but are to follow good programming
practices.
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Added updated C++14 make_unique templates, which now allow to also
use unique_ptr for arrays.
Updated SoundSDL class to use unique_ptr, eliminating another new/delete
pair.
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on every call to FrameBuffer::update(). This will the same CPU usage for TIA mode,
and a slight increase CPU usage for launcher and debugger modes. The code to do
this was just too fragile, and not worth the extra effort.
This fixes several rendering issues, such as garbage in fullscreen mode in Linux
when using Intel GPU, triple-buffering issues in Windows, etc.
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Renamed 'Vlist' to 'VarList', since it's more descriptive.
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I realized that they didn't need to be stored in a map, since the integer
ID was never actually being used. This must have been part of a proposed
API that I've since deleted??
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and bumped version # to 4.5 for the next release (whenever it
may happen).
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the advantages of C++11 (move semantics, list initialization, etc).
I'd hoped to somehow wrap a vector behind Common::Array and not have
to change the codebase to this extent, but it didn't work out. And
I've since read that it's bad form to extend from std::vector anyway.
This is *THE LAST* bit of work I'm doing with arrays; everything is
now a proper vector.
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lists to the Array class? Completely deleting all that code and
using a std::vector directly :)
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I've found and fixed a few memory leaks. You will need an up-to-date compiler.
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than the desktop.
Some code cleanups; add const and optimize some methods.
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on top of the dialog surface. This is useful when the surfaces are using
different resolutions, and we don't want to draw the exact overlaying surface
pixels directly into the the dialog surface.
For now, this is most useful for rendering snapshots in the ROM launcher, and
eventually it will allow arbitrarily-sized images to be scaled (in hardware)
to the picture area of the launcher.
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For the Windows release packages, the VS 2013 runtime libraries are now installed with Stella, so the user doesn't need to manually install vcredist.
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fix issues in Ubuntu Unity, and caused CPU usage to spike to 100% in
all other tested platforms. So for now, I'm putting it back to low
CPU usage for all other platforms (Linux w/o Unity, OSX, Windows, etc),
and treating this as a Unity bug (which isn't unheard of).
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This code was originally there for software mode, where it was very
expensive to update pixels, so it was done as little as possible.
However, it was also a bit of a hack, and sometimes interfered with
double-buffered hardware rendering. So now showing the various UI's
will burn slightly more CPU, but will be guaranteed to work under
all conditions.
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having to know about TIA, Properties, etc. Basically, it now saves
a snapshot of either the FrameBuffer or an FBSurface, and adds
text comments passed into it. The contents of the surface and comments
are no longer calculated (or known) by the PNG code.
This is in preparation for saving FBSurface from anywhere, which will
help in the debugger for taking snapshots.
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This sometimes results in a window resize being visible, but better that than
an outright crash. This issue has been reported to the SDL mailing list,
so this fix may be backed out in the future.
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which I though a just a one or two-liner equivalent to glReadPixels.
Turns out that SDL2 doesn't return 24-bit RGB data (only 16 or 32-bit),
so the PNGLibrary had to massage the data. In the process, converted
the PNG saving functions to actually use PNG library functions, which
greatly simplified converting packing from 32 -> 24-bit. Historically,
the PNG save functions were written before libpng was a requirement,
so they were hand-rolled. Once libpng was integrated into the codebase,
it didn't make much sense to not use it anymore.
So an expected two-line code fix became this commit ...
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and (simulated) fullscreen mode.
Fullscreen mode is now simulated in that it creates a window that matches
what would appear in fullscreen. The next thing to do is actually have
the backend create this fullscreen mode correctly.
Changed 'gl_fsscale' to 'tia.fsfill' to more properly indicate what the
option does.
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