and Browser classes.
Abstracted Menu class into a DialogContainer.
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keypresses. For example, if you enter 'co', it will automatically
select and move to the "Color/BW TV" item. This will become very
useful in the ROM launcher, to move very quickly to desired game.
Changed the keys to (de)activate the TIA registers to Alt (z,x,c,v,b,n),
to match their definitions in z26.
Added 'Alt .' to disable all TIA registers, and 'Alt /' to enable all
registers. Eventually, I'll add the ability to select PF0, PF1, and PF2
separately (instead of treating them all the same, as it's done now).
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add the ROM launcher, as double-clicking on a game will start it.
More cleanups/re-additions for the ListWidget class. It now supports more
complete navigation with the keyboard (as opposed to just using the mouse).
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is actually shown in the game info dialog.
Removed redundant call to some methods.
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main function will be to instantiate the initial objects, and clean up
when we're done.
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Functionality is exactly the same; but it just uses cleaner code.
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and Sound classes into OSystem. This makes the main function a lot smaller.
Re-added developer keys used to change XStart, YStart, Width and Height
properties of the ROM. I must have done something better this time,
since these keys now work correctly in OpenGL mode as well (they didn't
previous to this).
Cleaned up some code wrt conditional compilation of sound code.
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modes while still in the emulation (without restarting the currently
running ROM). Added the 'Alt g' key to do this, but it can also be
activated from the VideoDialog menu.
Except for the 'framerate' option, all video related changes can now be
done dynamically from within Stella. They can still be specified on the
commandline, but that's no longer required (the framerate option will
be fixed shortly).
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class is used when compiling Stella without any sound support whatsoever.
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as little space as possible.
Added ability to enable/disable sound from within the emulation. So you
no longer *have* to specify it on the commandline (but you still can, if
you want to).
Changed makefile to conditionally compile sound support. It makes the app
approx 15KB smaller, if anyone really wants to do that ...
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(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.
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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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