C++11 keyword. This makes developing/maintaining class hierarchies
more manageable.
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certain other events. A small change to be sure, but the name more
appropriately describes what the event does.
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a memory leak where the Console was never being deleted.
For FSNode read, change 'uInt8[]' arrays to BytePtr, which is an alias to
a unique_ptr array. Again, this enables automatic deletion when the object
goes out of scope.
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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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For those reading these logs, I hope to get back to Stella development soon.
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Introduce namespace to class MD5, so the method call is now MD5::hash()
instead of simply MD5().
Added C++11 '= delete' constructors to most classes, to more clearly
indicate the intent of the class. Note that this isn't absolutely
necessary, but is considered good form. I will be teaching a C++ class
over the summer using Stella for examples, so it makes sense to follow
the standard and the textbook recommendations :)
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Now that there are no dirty updates, remove redundant calls to draw();
calling setDirty() is now sufficient to get the changes shown in the
next frame. This is also slightly faster, since redrawing is done
only when necessary.
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write 'silence' to the sound card until there is available data to use.
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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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Added a specific closeConsole method, since the test for hasConsole was returning
true in cases where it shouldn't have.
Fixed PERL PropSet saving so that properties are always saved in sorted order
(by MD5). This isn't technically necessary, but it will eliminate huge changelogs
when only a small part of the file has changed.
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bit of data loaded from the file.
Changed Serializer class to unique_ptr, eliminating d'tor.
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being compressed into one level. In the process, moved all ZIP-related
functionality from OSystem into FSNodeZIP, since it's the only thing
that actually uses it.
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reads from $30 - $3F, whereas it was triggering on *all* TIA reads.
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only class that uses it. This is in preparation for improvements to ZIP
file handling.
Use emplace_back instead of push_back in several places, as it's faster.
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it contains; it wasn't being redrawn until clicking the widget.
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completely remove (currently unplugged) sticks from it.
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it is on all my test systems with 4 different controllers. We still
need bugtesters for this ...
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and joysticks. It's now easier to read/follow, and has less code.
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to learn to read the specs more closely). Changed hotspot change to trigger 3 cycles after
initiated instead of 3 address changes.
Added CartWDWidget debugger class, to view/change cart-specific functionality from within
the debugger.
Still TODO is CartWD patching.
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Renamed 'Vlist' to 'VarList', since it's more descriptive.
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I find the newer syntax more readable, since it acts exactly like
an assignment statement.
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Eventually this may lead to proper movie output. Thanks to SvOlli
for the code.
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in mind that YACC stuff deals strictly in pointers, and can't be changed).
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I'd hoped to use std::function, but I don't want to dive any further into the
arcane YACC syntax.
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Removed constexpr, since VC++ 2013 doesn't support it yet.
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it with the debugger (this eliminates more new's and empties another d'tor.
Re-wrote PackedBitArray to use a bitset instead of home-made code.
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I also love lambdas?
Minor cleanups to other parts of the code (missing virtual, cleanup
d'tors, move methods from public to private, etc).
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Decided that the next version will be 4.5, since it requires new compilers
and, in the OSX case, a newer version of the OS.
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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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Renamed mainSDL.c to main.c, since it is no longer dependent on SDL,
and I'm trying to encapsulate SDL-specific code into as few places
as possible.
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Now that 10.7 is the minimum supported version for OSX, we can
also move to 64bit-only binaries.
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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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all GUI classes. This makes sense, since the underlying classes
were returning them as references anyway.
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a class more generic, but when it's never used, all it does it slow
things down.
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than the desktop.
Some code cleanups; add const and optimize some methods.
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Alt-comboes, as these are easier to remember than function keys.
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versa (I guess it's useful to test under multiple compilers).
Bumped version # for next test release.
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add 256x256 and 512x512 versions (I'll need help with this one, since it
requires artistic skills which I definitely don't have :) )
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keyboard layout. This means that non-US layouts can finally
enter (ASCII-only) text with Alt-Gr key-combos. Because of these
changes, the global debugger keys for rewind/step/trace/scan+1/frame+1
are now the function keys F4 to F8, respectively.
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implementation, and using virtual d'tor only when absolutely necessary.
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any-sized PNG can be loaded and then scaled to the available space.
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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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and hence didn't re-disassemble.
Fixed long-standing bug in the debugger disassembly; addresses marked as $F000
(or equivalent) were never being highlighted in the disassembly view.
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currently in use. Still TODO is activate the 'Commit' buttons, so that
the banks can be changed from the UI.
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since there are issues with mixing overloading and virtual functions.
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test ROM from Thomas. Still TODO is work on patch support, and add
debugger tabs for bankswitching and extra RAM.
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or those which implement their own unique scheme no longer have to
implement bank and bankCount; this base class versions will be used
instead.
Removed the debugger 'bank' command, since it didn't work for all cart
types, and is obsolete now that the UI allows to change banks for
all cart types.
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*always* pass in 0,0,0 for the various bases, it is redundant to pass that
data in on each invocation. So now the c'tor does it automatically.
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another month to complete, and it's already been 6 months since the last
release. And those remaining features have nothing to do with the SDL2
conversion ...
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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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