(and works) as intended.
Converted many of the OpenGL functions back to similar code in the
corresponding software methods. So OpenGL mode can now draw text
and bitmaps in GUI mode. It just wasn't worth the effort to separate
the rendering so much, and all we lose by going back is accelerated
alpha-blending. Since it's just eye candy anyway, I don't really care.
This is in anticipation of merging the software and OpenGL modes. Once
that's complete, both FrameBuffer classes will be much smaller, and
we'll be able to switch between software and OpenGL modes while the
program is running. This is one of the last 'features' that is
currently only accessible from the commandline. My goal is that one
*shouldn't* have to use the commandline to change options, but the
ability will still be there if they want to.
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Integrated some changes from the ScummVM 0.7,1 codebase wrt the
scrollbar widget.
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key binding may change; I just wanted to see how it would work. You can
do some funky stuff by changing those registers :)
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disable the various bits in the TIA (P0, P1, M0, M1, BL, PL). The code
works, but isn't yet tied to a key event.
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EventMappingDialog interface a little more user friendly by enabling
PageUp/Down and Up/Down keys to scroll the list.
Then, it's on to the MiscDialog stuff. And later, after a little more
code cleanup, some serious work ROM launcher.
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EventHandler class now contains string mappings for all possible SDL
keys, which should hopefully take care of our international users.
Added 'Map', 'Erase' and 'Cancel' buttons to the EventMappingDialog.
They still don't do much, but it will now be an easy matter to add the
hooks into EventHandler. You *are* able to scroll through the list
and see which keys are bound to which actions, though.
This approach is *much* cleaner than in previous code. Now the EventHandler
actually does the remapping; the EventMappingDialog only collects the
events and associated actions and passes them on. This is much cleaner
than before, when (for example) the FrameBuffer was doing remapping! What
the hell did the framebuffer have to do with event mapping???
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but the hooks are there for it.
Added ScrollBar and ListWidget GUI objects. These will form the basis
of the new ROM launcher, as well as the memory lister in the debugger.
git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@390 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
EventHandler class. Eventually, *all* event-related stuff will move
to this class (which makes sense, considering its name).
Removed all references to joystick stuff for now. It will be re-added later.
Re-enabled snapshot support.
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Also took the opportunity to clean up the FrameBuffer classes. There
was a lot of cruddy code there ...
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in the stella.pro file for the particular game.
Added Help Dialog, which gives a description of the most commonly
used non-remappable commands. This still has to be adapted for OSX
shortcuts.
Finished the Sound Dialog. Still TODO is remove the requirement for
restarting Stella before sound can be disabled.
All that's left now are the Miscellaneous and Event Remapping Dialogs.
The later will be the hardest, but it will also work a lot better than
in previous versions of Stella.
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Currently, some settings don't take effect until Stella restarts.
It's my goal to eventually eliminate many of these. so Stella
is truly no longer a commandline program.
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get out of sync when the user changed a settings with a hotkey.
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actually draws the Options Dialog box. No events are handled yet, but
at least it's a start.
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- Finally able to quit a game and start another within the same
program invocation (Escape quits current game, Ctrl-Q quits emulator)
- More tightly integrated SDL into the codebase. It's about time we
make use of SDL exclusively, and possibly speed up the code.
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Rearranged some things from Settings to OSystem, since many things in the
Settings class weren't actually related to settings at all.
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A major restructuring of the framebuffer code, which will eventually
result in an internal GUI and ROM browser ALA ScummVM.
The codebase is severely broken ATM. It compiles, but that's about it.
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putting all documentation in the main HTML file, since it's too time
consuming to maintain separate files that say the same thing.
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representing whether a refresh should be done immediately or in the
next frame.
Do an immediate refresh just before taking a snapshot, to make sure
any onscreen messages aren't taken as part of the snapshot.
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a 1 cycle delay associated with modifications to VBLANK. Also modified
the delay values associated with changes to NUSIZ0 & NUSIZ1 to fix
issues with Title Match.
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For OS's that don't support it, use the maximum resolution possible.
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This will allow to figure out exactly how big a window can be on the current
screen. Also, it will mean I can finally change the 'gl_fsmax' option to do
what I originally meant it to do; maximize to the desktop resolution when
doing fullscreen OpenGL.
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- Added 'Ctrl 0', 'Ctrl 1', 'Ctrl 2', 'Ctrl 3' keys to dynamically set which
paddle the mouse should emulate.
- Updated the user manual with above options.
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entering/exiting menu or pause mode. This one has bugged me for quite some
time, and was just made worse by my new laptop (where the sound would cause
me to jump about 5 feet every time Stella started :)
Rearranged the output a little wrt sound and video settings. This is only
seen if 'showinfo' is enabled.
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