functionality of FBSurfaceUI into FBSurface directly, since there was
absolutely no need of the SDL-specific code to know about underlying
FrameBuffer-specific stuff. This makes a clear separation between
SDL and the core code, making porting easier in the future. As a
result, renamed FBSurfaceUI as FBSurfaceSDL2.
Eventually, FBSurfaceTIA will disappear completely, being integrated
into FBSurface and FBSurfaceSDL2. Again, the logic for drawing the
TIA and using Blargg, etc has absolutely no place in SDL-specific
areas of the code.
When this conversion is complete, I see FrameBufferSDL2 and FBSurfaceSDL2
as being thin wrappers around SDL-specific functions that simply push
pixel data to the video system.
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things again :) Work continues on refactoring the FBSurface code, and
moving thing out of the xxxSDL classes that don't really have anything
to do with SDL. This will also make it easier to port Stella to other
graphical toolkits.
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Rearranged some of the desktop size code, to be more consistent with the
new API.
Beginning to remove the old assumptions that a smaller screen than 640x480
could be used. In the 4.0 release, the smallest (internal) screen
supported will actually be 640x480, and if the real desktop can't display
it, then it will be scaled down. This is one of the nice benefits of
killing pure software rendering support, and letting the hardware just
draw the screen as it likes.
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conversion.
There are changes all over the FrameBuffer classes. Still TODO is
TIA resizing in windowed mode, and all fullscreen modes. The infrastructure
is close to completion, and it should be pretty easy to get the framebuffer
stuff done in the next week or so.
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characters working, so the UI can be used.
SDL Window events are now sent to the EventHandler core. For now, only
the window expose event is handled (redraws window if it's been hidden).
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There's still quite a few issues to fix, but at least it compiles
and runs Stella correctly.
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renderer backends (in SDL). This allows to select software mode (not
recommended) or Direct3D/OpenGL in Windows.
The app icon is now loaded in Windows.
Cleaned up the VideoDialog UI, removing references to double-buffering
and OpenGL-specific settings.
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options have changed names. In particular, all tia-related options
now start with 'tia.'. This includes most of the old options that
started with 'gl_'.
Changed the names of all tv-effects options from starting with 'tv_'
to 'tv.', to match the name changes elsewhere.
Some work on the documentation to reflect the latest changes.
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than before.
Fixed compile issue for joystick support (thanks to email from D. Church).
Joystick support still isn't tested, so no guarantees it will work.
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to SDL2. For now, there are many things broken, namely keyboard handling
and fullscreen modes. But the launcher does show up, allows to start a
game and enter/exit the debugger, etc.
The code will only compile on Linux for now, and sometimes maybe not even
then. Expect breakage on a regular basis over the next month or so.
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build files (sorry, there's no PPC support for Stella 4.0 using
SDL2).
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SDL-specific code into its own EventHandlerSDL2 class. This is part
of a larger reorganization of the codebase, to completely remove
SDL-specific code from src/emucore, and make it easier to port to SDL2.
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into FrameBufferSDL2 only. This will make conversion to actual SDL2 code much
easier, since it won't be touching any of the core emulation code in src/emucore.
Next TODO is something similar for EventHandler (which uses SDL heavily and is
too tied to a core class).
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break. First thing to do is update the year. Happy new year to anyone
reading these commit logs.
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have been changed to 'SDL2'. From this point on, the OpenGL-specific
code will be removed, and replaced by SDL2-specific hardware-accelerated
code.
Cleaned up (mostly) the API of FrameBuffer vs FrameBufferSDL2. Since the
FrameBuffer class is an emucore object, it should have no knowledge of SDL,
or any particular rendering toolkit for that matter (just in case we want
to move to SDL3 eventually :) ).
At this point, all checks for OpenGL have been removed, so if you don't
have it on your system, Stella will fail to compile and/or run.
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centering has been removed (SDL2 provides this natively).
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in line with the other ports. Besides, the code now also supports
64-bit Windows, so the name was incorrect anyway.
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software rendering support. I've been wanting to do this for years,
and finally the time has come. So for now, you need OpenGL for Stella
to build and run.
Expect major breakage over the next few months, as I port to SDL2.
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ever want to see the TIA, not the entire debugger area too.
This will be fixed for Stella 4.0, once I remove the @#*%$-ing software
rendering support. That part of the code keeps coming back to haunt me
for years. It will be *SO MUCH EASIER* to deal with these things when
everything is a FBSurface that can be stretched/scaled as necessary.
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of bold and normal fonts within the debugger UI. Because of the # of changes
this requires, this is as far as I'll willing to go with UI configurability.
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