- renamed Rewinder and associated dialog to TimeMachine and friends
- changed EventHandler state enum to stronger 'enum class' type (and associated changes to the codebase)
- moved EventHandlerState into separate class, allowing a few files to not need to include EventHandler.hxx (reduce compile dependency)
- plumbed EventHandlerState::TIMEMACHINE into the codebase; still TODO is activate it and add a usable dialog)
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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