Change the Scale control in the DisplayConfig dialog from a SpinCtrl to
a TextCtrl (for a simple text field) because GenericValidator does not
support using a double* with a SpinCtrl.
Also force adjustment on minimum size and resize the window when
necessary on panel creation, so that when the user sets the value
higher, the window size automatically adjusts.
Use dynamic_cast<wxWindow*>(this) in the DrawingPanel abstract class to
implement GetWindow() and Delete() so that all concrete classes do not
have to duplicate the code.
Only load config files with the app name set to "visualboyadvance-m" on
Windows and Mac, on unix keep the default of "vbam" for now so that
users' ~/.vbam directories are found correctly.
TODO:
* migrate all of this properly to XDG paths on unix, giving users the
option to move their config
Use a high-res surface on HiDPI (e.g. retina) Macs for the OpenGL
renderer, and scale window accordingly. Also fix fullscreen toggle not
working in HiDPI mode. And some other stuff.
Aside from the .app not being linked statically, the app is now fully
functional on Mac and ready to ship.
Full change details:
* add -DDEBUG or -DNDEBUG based on CMAKE_BUILD_TYPE (-DNDEBUG for
Release and -DDEBUG for Debug)
* properly search for homebrew/macports/fink directories, and only add
them if they exist
* fix building with wx debug support, when available
* use explicit OpenGL context on Mac too for new versions of wx
* add main_frame pointer in GameArea back to MainFrame, and a
SetMainFrame(MainFrame* parent) public method to set it in guinit
* add full support for reading and writing double value config options
(the GUI still needs to be updated for options that can take doubles,
such as video_scale)
* change video_scale option (Display/Scale) to a double, putting a
double value such as 3.6 in the config file works correctly
* add a HiDPIAware mixin class for GameArea and DrawingPanel, with the
method HiDPIScaleFactor which returns the current window's
backingScaleFactor
* change the GameArea sizing methods (DelBorder(), AdjustMinSize() and
AdjustSize()) to divide the window size by the
HiDPIAware::HiDPIScaleFactor so that the window is scaled properly
* change GameArea::ShowFullScreen to ignore fullscreen events for a
maximized window on Mac, because maximized windows on OS X are
actually native fullscreen windows
* change scale variables to double from int, and use std::ceil() to
round scaled pixel or memory size values
* make a default base class DrawingPane::DrawingPanelInit() virtual
method, call by all concrete class constructors based on the did_init
flag
* call setWantsBestResolutionOpenGLSurface:YES on the view backing the
wxGLCanvas for the OpenGL renderer (GLDrawingPanel) to get a high res
OpenGL surface in HiDPI mode
* remove GLDrawingPanel::OnSize event, the OpenGL viewport resizes
automatically without the need to call glViewport()
* do not hide the mouse pointer if the main frame has menus or dialogs
open
* add variadic vbamDebug(const char* format, ...) function, active only
#ifdef DEBUG, which sets the wx log target to STDERR and logs a
message to it
* use full name of app "visualboyadvance-m" instead of "vbam" when
getting configuration paths, this way the config is saved to
~/Library/Application Support/visualboyadvance-m rather than
~/Library/Application Support/vbam
* listen to the MENU_HIGHLIGHT_ALL event as well, as an extra way to
check when the menus are open
* add public MainFrame::SetMenusOpened(bool state) method to force the
main frame to change the internal menus_opened state, this is
necessary because in HiDPI mode on Mac the keyboard accelerator for
toggle fullscreen sends a menu open event, but not a menu close event,
so on switch to fullscreen the state is changed to menus closed and
the emu is unpaused
TODO:
* GUI option to change toggle fullscreen behavior between native and
non-native fullscreen on Mac
* GUI support for double config values like Display/Scale
* add HiDPI support to simple renderer
* fix SDL sound, or disable the option
* fix Cairo suport on Mac, or disable the option
* use dynamic_cast<> to implement GetWindow() for DrawingPanel instead
of pure virtual method, likewise for Delete()
* link .app statically by default so it can be shipped
* add Homebrew formula
On OS X, the F11 key is by default bound to "show desktop", so is a poor
choice for the "ToggleFullscreen" accelerator.
The default key combo to take apps fullscreen should be Ctrl+Cmd+F
according to:
https://support.apple.com/kb/PH18744?locale=en_US
Fortunately, this was very easy to fix by using the "platform" attribute
in MainMenu.xrc .
NOTE: this does not give us "real" OS X fullscreen yet, where the app is
on its own space, like native fullscreen apps. In the future it would be
nice to add an option to do this.
Currently the "simple" render method is way too slow on OS X, while
Cairo is completely broken. The OpenGL renderer, on the other hand, runs
with almost no stuttering.
Also fix dangling icon file after OS X build.
Fix the dynamic library path for OpenAL to the framework included with
OS X.
Make option initialization set the AudioAPI to OpenAL on mac by default,
since SDL sound is currently completely broken.
There is a lot of stuttering, will have to look at that next.
See comment in FindSDL2.cmake:
Note that the header path has changed from SDL2/SDL.h to just SDL.h
This needed to change because "proper" SDL convention
is #include "SDL.h", not <SDL2/SDL.h>. This is done for portability
reasons because not all systems place things in SDL2/ (see FreeBSD).
Add Homebrew and MacPorts paths for findings headers and libraries.
Add -x objective-c++ to the C++ compile command so that conditionally
compiled ObjectiveC code for OS X can be supported.
Throw a fatal error if the user tries to enable ENABLE_ASM_CORE,
ENABLE_ASM_SCALERS or ENABLE_MMX on AMD64, as this is not supported yet.
If ENABLE_ASM_SCALERS is enabled, try to find a Homebrew or MacPorts
nasm before using the outdated XCode nasm.
For the future, if the user has only the old XCode nasm which does not
support 64 bit objects and the build is 64 bit, throw a fatal error.
For 32 bit builds with the old XCode nasm, use -f macho instead of -f
macho32, which is used if the version of nasm is > 2.0 .
Pass -DMACHO instead of -DELF and, on AMD64 (for the future) -D__AMD64__
for nasm on OS X.
Pass -D__AMD64__ to C++ compilation as well on AMD64, this will help
when we support AMD64 inline assembly.
Add support for automatically linking Homebrew keg-only gettext from
/usr/local/opt/gettext for ENABLE_NLS.
Fix copying Info.plist and vbam.icns to the .app bundle.
Add a key to the Info.plist to support sharp text on retina displays, as
per:
https://wiki.wxwidgets.org/WxMac-specific_topics#Retina_display_support
Set wxWidgets_USE_DEBUG to ON if CMAKE_BUILD_TYPE is "Debug". I'm not
sure this does anything or if I'm doing this correctly though.
Also set wxWidgets_USE_UNICODE to ON. Again, I'm not sure this does
anything or is in the right place.
Fix a bug in the config dir finding code in
wxvbamApp::GetConfigurationPath() updated in 8b8f2f7 to only use the
more top level dirs if there is a vbam.ini in them, not if they are
writable as well, and use the reverse order (starting with user local
dirs) to check for writable dirs and their writable parents. This fixes
a problem with the vbam.ini being written to the Plugins directory of
the .app bundle if it's writable instead of ~/Library/Application
Support/vbam as was intended.
Write vbam.ini to ~/Library/Application Support/vbam on OSX.
Do not create ~/.vbam on OSX in common/ConfigManager.cpp .
Make get_config_path and wxvbamApp::GetConfigurationPath return
directories with a writable parent in reverse search order when no
writable directories in the current search order are available since the
directory is created in OnInit.
This prefers to create the user-local directory and write the vbam.ini
there.
There are two config params:
rewind_count_max => how many blocks are reserved maximum, higher value leads to greater memory usage naturally but longer rewind log
rewind_interval => default interval is 165ms and higher value leads to more inaccurate rewind but longer rewind log
Also fixes memtell() telling incorrect size because data is not flushed.
wxWidgets front end having too small buffer for rewinds resulting overflows.
It appears that SetExt() doesn't require a leading period in the extension. This makes auto-loading of ups patches work (at least, for the one I tried).
Updated the comment too, for grepablility.
This allows breakpoints, memory views and watches to be controlled from the GDB interface. The VBA-SDL-H2 commands can be entered via the GDB monitor (type "help" into the monitor for a list of commands). Made minor changes to the GDB interface so that the GDB port does not need to be entered every session. A "Break on Load" option has been added allowing GDB to be connected before the ROM starts executing.
VBA-SDL-H2 credits: Labmaster, kenobi, DevZ, richq, JPAN, Griever