If the user pauses with the keybinding or the menu `Emulation` > `Pause`
while `Pause when inactive` is enabled, the game should not unpause when
the window receives focus again. It should wait for the user to trigger
the manual unpause.
- Fix#460.
Replace the vcpkg code with a newer and better version. In this version
the `vcpkg` directory is on the same level as the source directory, so
that IntelliSense does not get confused scanning for files.
The cmake variable `VCPKG_TARGET_TRIPLET` is required to activate vcpkg
support, it must be set to e.g. `x64-windows` or `x86-windows`.
Update `CMakeSettings.json` for the new code for the GUI.
Fix a problem copying the `SDL2.dll` file to the binary directory.
Update `README.md` with commandline instructions.
Signed-off-by: Rafael Kitover <rkitover@gmail.com>
It looks like that when we use the `Simple` output module, we get
weird errors when trying to load state for any game, most likely due to
memory corruption. AFAIK, it seems the frame buffer is not large enough
to render all components.
This issues does not appear when using OpenGL, or using the Simple with
any display filter available.
Add missing gettext calls for the game controls code.
Seems to work correctly in the Russian locale with special keys.
Also add CLion files to `.gitignore`.
Signed-off-by: Rafael Kitover <rkitover@gmail.com>
We use the same event for both keybinding and `Emulation` > `Pause`
actions. The issue here is that the menu item is checkable, meaning
that you toggle its value and then run the handler.
The handler checks the value of the menu item `Emulation` > `Pause`,
and toggle the game pause accordingly. Such thing does not happen when
using the keybinding. Hence, it did not toggle the pause as expected.
- Related to #454.
* Fix key shortcuts for save/load states.
We show the wrong description for these shortcuts, although it works
correctly for the keybinding.
* Use the proper labels for save/load states.
Check that SDL reports any available controls for a joystick, otherwise
mark it invalid and close it.
When processing events for joysticks, check that each one is valid.
Set initial value of controls to zero initially not after getting the
initial state, previously we were getting the initial state and
overwriting it with zeroes, defeating the purpose.
Fix memory leak, `curval` array of controls not being cleared.
Signed-off-by: Rafael Kitover <rkitover@gmail.com>
Fix `homeDir` `ConfigManager` global pointing to freed memory.
Thanks to @FredericHamel for catching this.
Signed-off-by: Rafael Kitover <rkitover@gmail.com>
Correct set WXK_NUMPAD_{ADD,SUBTRACT} for default volume controls and
enable users to change it via menu "Options > Key Shortcuts".
Also allow users to use both these buttons for other input.
Some keybindings were not handled by the frame. That includes some
wxAcceleratorEntry keys. On Linux, if you set a key shortcut using a key
with no modifier ("U" for "Input > Configure"), pressing the key would
not lead to anything.
This is very likely related to wxGTK, although it is not possible to
confirm this at the moment.
Whenever users try to remove the system keys shortcuts, the
configuration file is overwritten and only records the last erase.
For example, if we wish to remove all the auto{A,B,L,R} keys at once,
we get the following writes on the configuration file:
NOOP=ALT+1,ALT+2,ALT+3,ALT+4
NOOP=ALT+2,ALT+3,ALT+4
NOOP=ALT+3,ALT+4
NOOP=ALT+4
Only `NOOP=ALT+4` stays for the following execution.
Whenever there is a link connection for GBA, we check if "GBA/LinkHost"
is an empty string. If it is, we send this warning. This is unnecessary
because most connections are assumed to be for localhost, otherwise the
user would set a server ip address and not see this warning.
Currently, if we maximize the window, our windowPosition{X,Y} become 0.
When reopening the app, we have a window with the same size of a
maximized, but without this property toggled on. This is not intuitive
for users, since it is expected to have the last non-maximized size
to be restored.
If the status bar option is enabled or disabled, there is a trigger that
resizes the current window geometry to its zoom configuration. What
should happen instead is the size remain the same.
The default Mac OS environment on travis no longer has brew bottle
support, so jobs time out.
Add the `osx_image` key to specify Mac OS 10.14 and Xcode 10.2.1.
Also try to re-enable link support using SFML.
Signed-off-by: Rafael Kitover <rkitover@gmail.com>
In the `OnKeyDown` event handler, check if the key is actually pressed
using `wxGetKeyState()`, because for some reason on Ubuntu 18
spurious events are generated when the key is not actually pressed.
Also, if a game is paused by the frontend while a key is being pressed,
the key will remain active for the game when unpaused. This is an
issue because the key will likely be released outside of the game zone;
therefore, we would not process the key release for the game itself.
The same bug happens if clicking outside of the game zone while
holding a key.
For the case of a directional key, this means a continuous movement
in the direction of the key pressed before the pause until the key
is pressed and released.
Joysticks have their own set of {KEY,MOD,JOY}, what means that setting
everything for MOD=0 is a mistake. We need to deal only with keyboard
mappings here.
Currently the SFML brew does not compile in the travis mac environment,
so do not install SFML via `./installdeps` for brew if `$TRAVIS` is set,
and add `-DENABLE_LINK=OFF` to cmake options for the mac travis job.
Also try to cache the `/usr/local` directory, to make the brew installs
faster, if this even works.
Signed-off-by: Rafael Kitover <rkitover@gmail.com>
as a mapping key (#142).
When holding a key(W,A,S,D) and then pressing a modifier(SHIFT,CTRL,ALT),
we get two sets {MOD,MOD,0} and {KEY,MOD,0} with MOD > 0 after a
{KEY,0,0}. When releasing the initial key while holding the modifier,
we search for {KEY,MOD,0} instead of {KEY,0,0} to be removed.
Finally, when releasing the modifier, we remove {MOD,MOD,0} from our
stack. This means the {KEY,0,0} stays "pressed", although no input
is being taken from the keyboard.
Full example using WASD as movement keys and L_SHIFT as our B button.
1. Press and hold "A" --> add {A,0,0} to stack;
2. Press "L_SHIFT" --> add {L_SHIFT,4,0} and {A,4,0} to stack;
3. Release "A" --> remove {A,4,0} from stack (no effect);
4. Release "L_SHIFT" --> remove {L_SHIFT,4,0} from stack;
5. {A,0,0} still on stack.
No keyboard button is being pressed anymore, but there is a continuous
movement towards the direction mapped by "A" {A,0,0}. It is only fixed
when "A" is pressed two times in succession, because we don't add
duplicate sets to our stack, but try to remove them anyway.
Before trying to rename `vbam.conf` to `vbam.ini`, as we decided during
the XDG support work, first check if `vbam.ini` does not already exist.
If it already exists, use `vbam.ini` and do nothing with the
`vbam.conf`.
Signed-off-by: Rafael Kitover <rkitover@gmail.com>
Black screen reported on linux with `LEGACY` OpenGL type, set it back to
`GLVND` and only use `LEGACY` on FreeBSD.
Broken in 2fedaa63.
Signed-off-by: Rafael Kitover <rkitover@gmail.com>
Make some changes to support out-of-the-box builds on FreeBSD:
- set cmake OpenGL type to `LEGACY`, the new `GLVND` type produces
unusable binaries on FreeBSD
- on FreeBSD add -I/usr/local/include to compiler flags, why this is
necessary I don't know
- look for llvm tools such as `llvm-ar` in `/usr/local/llvm-devel/bin`,
LTO works
- improve the `find_wx_util()` cmake function to handle `wx-config`
scripts named in the form e.g. `wxgtk3u-3.1-config`
- add FreeBSD support to `installdeps`
- make some minor changes to included headers based on macros such as
`__FreeBSD__` to compile on FreeBSD, including adding a `BSD.h` header
with some defines for e.g. `fseeko64`
- move the cmake X11 detection to before the wx compile tests, because
otherwise the extra compile flags for the wx tests make the X11 tests
fail
- make some minor changes to fix wx 2.8 compatibilty again, we don't
actually use 2.8 for FreeBSD but I was testing it
Signed-off-by: Rafael Kitover <rkitover@gmail.com>
Previously when working on Visual Studio support I noticed an XRC error
dialog when adding the game area to the BoxSizer.
I tried removing the wxEXPAND flag with insufficient testing, the flag
is actually necessary.
The error is actually an incorrect debug assertion that is present in
3.1.2 and later fixed in master. The assertion is not triggered when
the project is built in release mode.
Remove the windows conditional code that removes the wxEXPAND flag.
TODO: silence assertion in debug mode or patch the wxWidgets vcpkg port.
Signed-off-by: Rafael Kitover <rkitover@gmail.com>
Fix the cmake code that sets up wxWidgets when using vcpkg with Visual
Studio so that the Release configuration also works. Use variables
instead of an if statement.
Signed-off-by: Rafael Kitover <rkitover@gmail.com>