Commit Graph

1241 Commits

Author SHA1 Message Date
Mystro256 774719ddf6 Appdata fixes
Note that metadata_license is the license of this specific file, apparently
it's not allowed to be GPL, CC-BY-SA-3.0 is close enough.
2016-12-21 09:14:10 -05:00
DoctorWho11 33febfb4ba add old resources that were in the win32 folder that the wxwidgets interface uses on windows 2016-12-20 17:56:05 -05:00
DoctorWho11 a1bf0f3f82 Drop gtk and mfc interfaces. Things are changing and for the better. 2016-12-20 17:34:34 -05:00
Rafael Kitover dea31e52e9 fix SDL2 include in 534c4da
For SDL2 includes are specified as:

```cpp
```

rather than as:

```cpp
```

without the `SDL/` prefix, this was causing a compile error.
2016-12-19 02:15:44 -08:00
drysyle 534c4da649 Rewrote joystick hat code to fix diagonal issues 2016-12-18 15:25:18 -08:00
Zach Bacon f7f67ff6f9 Fixed compiling without sfml. 2016-12-14 16:52:45 -05:00
Rafael Kitover c2a23a9ffe check for RAW_CONTROL only on macs in switch stmts
On e.g. Windows WXK_RAW_CONTROL == WXK_CONTROL so having both in a
switch statement is compile-time error, so wrap the checks for
WXK_RAW_CONTROL in an #ifdef __WXMAC__ .
2016-12-14 06:23:02 -08:00
Rafael Kitover 8c309eaaf4 fix modifier-only game keys
Fix using modifier keys such as SHIFT or CONTROL by themselves as game
keys.

Modifier keys are sent as a special keycode e.g. WXK_CTRL along with the
modifier flag, however on key release the keycode is sent but the
modifier flag is not. So check for modifier keys in process_key_press()
and always set the modifier flag so that release events are recognized
correctly.

Fix support for RAW_CTRL on Mac (which is the real control, while the
Command key is mapped to CTRL.)

Also disable the debug message emitted by wX when our modifier-only key
parsing code runs.

TODO: map modifier key names on Mac to the actual keys rather than the
wX names such as RAWCTRL.
2016-12-14 00:26:54 -08:00
Rafael Kitover a60d24e91a workaround wX 3.1+ key accel string parsing bug
In wX 3.1+ the behavior of wxAcceleratorEntry::ToString() and
wxAcceleratorEntry::FromString() has changed and the resulting string
can no longer round-trip through these methods.

Use a lookup table based on an internal data structure from the wX
source code to translate the "display name" of some keys to the regular
"name" as a workaround for now.

This allows at least the default keybindings to work and not throw an
error on startup.

TODO: standalone modifiers as game keys are still broken.
2016-12-13 15:08:55 -08:00
Rafael Kitover d5020b905c fix wX XRC for wX 3.2
Some sizeritems in horizontal box sizers had the wxALIGN_RIGHT flag,
which makes no sense in horizontal sizers, since they allow only
aligning things vertically. This was throwing XRC errors on startup.

Remove the erroneous wxALIGN_RIGHT flags from the XRC.
2016-12-13 10:03:38 -08:00
Zach Bacon 0e9fb98393 Merge pull request #52 from Mystro256/master
Various fixes
2016-12-10 19:50:19 -05:00
Mystro256 1af42f486c Use full name for wx appdata 2016-12-10 19:34:16 -05:00
Mystro256 8f694f054b Fix FSF address information 2016-12-10 19:19:34 -05:00
Mystro256 8baa415848 Add linux appdata and fixes
Desktop files aren't installed for linux by default
2016-12-10 19:05:30 -05:00
Mystro256 24d2521914 Manpage fixes 2016-12-10 17:56:04 -05:00
Mystro256 4a3618ef26 Forgot two instances of SYSCONF_INSTALL_DIR 2016-12-10 04:12:36 -05:00
Zach Bacon ea220b4822 one file was missed from the last PR, looking at you Mystro256 :P 2016-12-10 04:08:03 -05:00
Mystro256 87ee8c700a Forgot two instances of SYSCONF_INSTALL_DIR 2016-12-09 23:33:19 -05:00
Rafael Kitover 0e6c1b66e3 Quartz2D display rendering driver for Mac
Implement a Quartz 2D (aka Core Graphics) output renderer for the Wx
interface as a subclass of BasicDrawingPanel called
Quartz2DDrawingPanel.

Split BasicDrawingPanel's DrawArea() into DrawArea() and DrawImage(),
with DrawImage() receiving both the wxPaintDC and the wxImage, the
wxImage is created with a direct pointer to the frame buffer when
possible (24bpp).

Implement Quartz2DDrawingPanel in macsupport.mm based on the code here:

http://www.cocoabuilder.com/archive/cocoa/309165-how-to-quickly-paint-to-cocoa-view-from-bitmap-in-memory.html

and here:

http://stackoverflow.com/questions/2261177/cgimage-from-byte-array

the GetData() method of wxImage is used to avoid copying the frame
buffer.

Add RND_QUARTZ2D to the renderers enum and update all config stuff and
the XRC to support it. As well as the DrawingPanel instantiation code in
GameArea::OnIdle().
2016-12-09 13:06:59 -08:00
Zach Bacon d35d00f650 Added Caelum to the list 2016-12-03 09:01:36 -05:00
Rafael Kitover 7f6374356d rename 'Fullscreen filter' to 'Display filter'
Since filters apply to both window and fullscreen mode, rename the
config option 'Fullscreen filter' to 'Display filter'.
2016-11-23 03:56:30 -08:00
Rafael Kitover 3af0c7ff51 reorganize display config panel
Rename "Advanced" page to "Basic" and move to the first page instead of
last.
2016-11-23 03:49:07 -08:00
Rafael Kitover 790c9e13bd update mac link script to 1.0
This version is roughly twice as fast.
2016-11-23 03:07:44 -08:00
Rafael Kitover 55f6e17f0d compile/link flags improvements
* Bump minimum cmake required to 3.3.2, to make sure generator
  expressions work.

* Force CMAKE_BUILD_TYPE to "Release" if unset, not sure if this
  actually works.

* Merge the older compile flags block with the new one and use generator
  expressions to make sure the relevant flags apply only to C, C++ or
  nasm.

* Add -lssp to the end of the link commands for the -fstack-protector*
  options, this is only needed/done for gcc.

* Add -lversion and -limm32 to SDL2_LIBRARY (Zach asked for this.)

* Builds on msys2 again!
2016-11-20 11:11:52 -08:00
Zach Bacon 0ba8166467 Moved all filters into interframe.cpp file, original code by EmporerArthur 2016-11-19 20:43:07 -05:00
Rafael Kitover 13196c0748 update to latest version of bin2c.c
I maintain it here:

https://github.com/rkitover/bin2c

In terms of functionality, this version is pretty much the same as the
original, just nicer argument handling, a usage screen, etc.
2016-11-18 09:08:09 -08:00
Rafael Kitover 902a7a7e0d fix 32bit build support
Make ASM_CORE, ASM_SCALERS and ENABLE_MMX the defaults for 32bit builds
on intel hosts (the host can be AMD64, as long as the target is 32bits.)

Move mac nasm search into the mac section of the cmake code and stop
defaulting to /usr/bin/nasm, this was screwing up the build on msys2.

Fix src/filters/2xSaImmx.asm to compile and link correctly.

Add nasm to list of mingw deps for ./installdeps-msys2 .

Tested that msys2-built Wx binary runs, including with 2xSaI.

Keyboard doesn't work yet on msys2 builds, but that's a completely
different issue.
2016-11-18 09:04:55 -08:00
Zach Bacon c0f8a8a335 Resolves undefined issues, just doesn't fix using libretro... yet. 2016-11-17 19:29:10 -05:00
Rafael Kitover 3c30d59aba msys2 build improvements
* Enable ffmpeg by default only on linux and msys2, it will be disabled
for normal windows builds and on mac.

* Set SFML_STATIC_LIBRARIES only for normal non-msys2 windows builds,
because msys2 does not currently have static versions of the SFML
sub-libraries, e.g. system, network, etc.. Dynamic linking works fine
for now.

* Fix quoting for -DLOCALEDIR, on windows spaces were causing errors in
make on msys2.

* Update to upstream FindSFML.cmake .

* Add an ./installdeps-msys2 script to install all necessary tools and
libraries on msys2 for building both 64 and 32 bit windows Wx binaries.

* Add the dependencies/mingw-xaudio/include directory to
INCLUDE_DIRECTORIES so that XAudio compiles on msys2, as mingw-w64 does
not currently have XAudio headers. Also check that the user pulled the
git submodule in the process (the ./installdeps-msys2 script does this
for you.)

TODO:

* Generalize ./installdeps to work on more platforms.

* Make console Wx app in debug mode so that debug prints will work.

* Fix game keyboard input for msys2 builds.

* Add HiDPI support for Windows.

* Fix the -D*DIR defines to have the correct paths on windows.
2016-11-14 10:56:50 -08:00
Rafael Kitover 10fd7f926e enormous speedup for compiling Wx resources
Replace bin2c.cmake script with one written in C and compiled as an
intermediate target.

The C version is roughly 12000 times faster.

On msys2, the cmake version takes 7.5 minutes on this system, while the
C version takes 0.037 seconds.
2016-11-13 14:31:34 -08:00
Zach Bacon 0d6b94afb7 Slow fix of libretro interface 2016-11-10 00:40:22 -05:00
Zach Bacon 9e0c8cec8b Fix compiling d3d 2016-11-08 09:15:52 -05:00
Rafael Kitover 30f80ab22b fix wx GL viewport + build improvements
Add GetRealPixelClientSize() method to HiDPIAware and implement using
wx GetClientSize() in panel.cpp for the generic version, and using
convertSizeToBacking: in macsupport.mm .

Add an AdjustViewport() method to GLDrawingPanel that sets glViewport()
using GetRealPixelClientSize(), and call it for the SIZE event. Debug
print the viewport size here instead of in DrawingPanelInit().

Build improvements:

* default to Cairo off for all platforms, currently libcairo2-dev does
  not install on Ubuntu

* default to ON for ENABLE_LINK and ENABLE_FFMPEG (for game recording),
  this will allow for more fully-featured default builds

* do not set SFML_STATIC_LIBRARIES on Mac because this is currently
  broken

* fix the Mac bundling/linking script to deal with links in dependent
  libs that already use @rpath (very minor change.)
2016-11-08 04:51:26 -08:00
Christopher Snowhill 63b086af20 Merge pull request #37 from rkitover/wx_accels_with_modifiers_fix
fix wx kbd accels that are game key + modifier
2016-11-06 15:42:29 -08:00
Rafael Kitover 491cef4872 fix wx kbd accels that are game key + modifier
Pass the keyboard modifiers to process_key_press so that it only
registers a game key if the modifiers match. That is, if e.g. ENTER is a
game key, then ALT+ENTER gets passed to other Wx controls and does not
register as a game key.
2016-11-06 14:48:05 -08:00
Rafael Kitover 981026dc80 fix Xcode project generation via cmake
Move Objective-C++ Mac code for Wx into macsupport.mm with stub methods
in panel.cpp, and stop compiling all C++ as Objective-C++.

cmake -G Xcode # now works fine
2016-11-06 14:09:50 -08:00
Christopher Snowhill 6cc2db09ab Update Cheats.cpp
Bounds checking again.
2016-11-04 11:59:03 -07:00
Zach Bacon ecc6f7c3c6 Default to OpenAL and OpenGL on linux 2016-11-03 19:47:00 -04:00
Rafael Kitover 01200fadbd Mac OS X 10.7 (Lion) build and runtime support
Make a custom cstdint.h header file that includes <tr1/cstdint> if
<cstdint> is not available, because the clang 3.x used on Lion does not
have it. Change all references to <cstdint> to use it instead.

Add missing OpenGL header for older OS X in sdl/SDL.cpp .

When calling HiDPI methods, use respondsToSelector: to check if the
methods are available first.

Fix the bundling/linking script to support multiple copies of the same
dylib with different versions. Necessary to include both the Lion system
libpng and the brew libpng. Including the system libpng is necessary
because it is removed in later versions of OS X.
2016-11-03 10:49:13 -07:00
Christopher Snowhill 36d84cfa2b Update gbCheats.cpp
Bounds checking is important.
2016-11-02 21:28:58 -07:00
Rafael Kitover ba043f4f97 fix Mac post-build bundle/link broken in a775cc4
Instead of checking if CMAKE_BUILD_TYPE is "Release", check that it is
**NOT** "Debug", because by default CMAKE_BUILD_TYPE is empty.
2016-11-02 19:05:18 -07:00
Rafael Kitover a775cc409f fix kbd controls on Mac + misc.
After creating the drawing panel, call SetFocus() on it and use
Connect() to bind keyboard events from it. Add the wxWANTS_CHARS flag to
all DrawingArea subclasses so that wxEVT_CHAR_HOOK can be used instead
of wxEVT_KEY_DOWN, because it is more general and catches more keys.

Change the process_key_press function to return a bool indicating
whether a game control is currently pressed or not, this is used in the
key events to determine whether the event should be propagated or not.
If in a game key, do not propagate the event, otherwise it hits one of
the other controls and generates a beep sound.

The menu open/closed/highlighted events had to be turned off for Mac,
because the menubar is catching all keyboard events for some reason even
before they reach the drawing panel event handler. So on Mac the game
will not be paused when the menu is being used, this is not really a big
deal and can be fixed later.

Other improvements:

* do not bundle and link dylibs when CMAKE_BUILD_TYPE is not "Release",
  this makes for quicker debug builds

* finally make a generic PaintEv for the DrawingPanel abstract base
  class using dynamic_cast<> and Bind(), unfortunately this is not wx
  2.8 compatible

* set the default audio_buffers to 10 instead of 5, this completely or
  almost completely fixes sound stuttering during normal game play on
  Mac with OpenAL

* spew path info on startup only once
2016-11-02 18:14:58 -07:00
Rafael Kitover d18afb982f support for fully independent .app build on Mac
The resulting Mac wX .app build is now completely independent and
redistributable, only needs to be codesigned.

Necessary dylibs are bundled and linked in a POST_BUILD step using
third_party_libs_tool (included) for which I created a separate repo
here as well:

http://github.com/rkitover/mac-third-party-libs-tool

Turn off Cairo on Mac because it does not work for now.

Set RPATH on the executable to @loader_path/../Frameworks, the bundling
tool also does this.

Update .gitignore for Finder .DS_Store files.

TOOD:

* write a ./quickbuild for Mac and other platforms such as msys2 and
  linux
2016-10-27 22:06:06 -07:00
Rafael Kitover 2d9ec99c11 Mac build improvements
Move closer to allowing an "out of the box" distributable build for Mac:

* fix the icon for the .app

* link SDL2 statically, a PR has been sent to the original repo here:
  https://github.com/tcbrindle/sdl2-cmake-scripts/pull/9

* link SFML statically

TODO:

For a releasable build on OS X, system libs must be linked
dynamically while third party libs are linked statically or bundled. The
goal is to link them statically.

The two remaining libs that need static linking are PNG and wX.

For PNG a similar approach to the one used for SDL2 using pkg-config
should work fine and be simple to implement.

For wX things are more complicated. The default build of wX does not
include static libs, I will need to submit a PR for Homebrew to change
the default build to include both dynamic and static versions.
2016-10-26 16:58:21 -07:00
Renato "Lond" Cerqueira 91a9b75d40 Fix namespace issue, missing parens, missing func 2016-10-24 12:40:43 -07:00
Rafael Kitover d075bacf94 fix DisplayConfig panel brkn in 7a7a72f
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.
2016-10-24 10:02:44 -07:00
Rafael Kitover 0192d9a362 simplify DrawingPanel classes w. dynamic_cast<>
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.
2016-10-23 11:38:54 -07:00
Rafael Kitover d543217f6a fix backcompat on unix for config brkn in 7a7a72f
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
2016-10-22 17:26:05 -07:00
Rafael Kitover 7a7a72f2bd Mac OS X HiDPI fixes + other misc
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
2016-10-22 05:47:27 -07:00
Rafael Kitover 61b1af9e16 rebind toggle fullscreen on mac
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.
2016-10-18 07:02:47 -07:00
Rafael Kitover 98e82247fc make OpenGL default render method on OS X
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.
2016-09-22 11:00:47 -07:00
Rafael Kitover cc7394f730 improve OpenAL support on Mac and make it default
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.
2016-09-20 05:24:25 -07:00
Zach Bacon 9b65a9cf29 Merge pull request #22 from kookerus/PR
Added cast to uint8
2016-09-09 06:59:28 -04:00
Taylor Rose 294296b226 Added cast to uint8 2016-09-08 18:08:23 -04:00
Martin Sundhaug 6176a57d81 Merge https://github.com/visualboyadvance-m/visualboyadvance-m 2016-09-07 18:49:54 -04:00
Martin Sundhaug 9ad1506ed7 GDB: Range check register in remoteReadRegister and remoteWriteRegister 2016-09-07 18:29:57 -04:00
Zach Bacon f295f726b0 Merge pull request #20 from sundhaug92/patch-1
Fix: Typo in GDB implementation
2016-09-03 17:23:48 -04:00
Zach Bacon 03655a465f
Fix some compile issues and desktop launcher issues 2016-09-03 17:07:30 -04:00
Martin Sundhaug a80209e9b9 Fix: Typo in GDB implementation 2016-09-03 22:39:55 +02:00
Jonathan Sifuentes e4354eedd2 Fix for T2
see: http://dev.vba-m.com/T2

> Every time I launch a server it defaults to the locahost IP instead of my
> actual IP. This is preventing me from linking with friends over Hamachi. When
> they enter my IP it errors on their end and they cannot connect. [report taken
> from <https://sourceforge.net/p/vbam/bugs/219/>]

Also, by chance, added the build folder to `.gitignore` so as to not pollute the
git repo.  I meant to do them as separate commits, but I forgot to do so.

Signed-off-by: Jonathan Sifuentes <jayands2k11@ymail.com>
2016-08-08 19:23:08 -07:00
Zach Bacon be25a2155b
This should fix the update issue, I'll release a test binary soon. 2016-07-31 09:30:16 -04:00
Zach Bacon bba13d30a6
Minor compile issue, should be pretty much the last of it, next is the update check. 2016-07-31 09:13:14 -04:00
EoD 6612d34ddf Fix SDL.h includes
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).
2016-07-31 00:11:21 +02:00
EoD 3b520ee202 Add missing OpenGL header
Fixes an issue with GLuint not defined
2016-07-30 23:56:33 +02:00
EoD 645be4522c Add missing wxWidget includes 2016-07-30 23:56:17 +02:00
EoD 6ce43f90b9 Fixes build issue if VERSION has not been defined 2016-07-30 23:55:57 +02:00
EoD 3cf6c2ca7b Fixes memgzio with zlib > 1.2.3.8 2016-07-30 23:55:00 +02:00
Dorian Wouters 31391e090c
Kill common/Types.h, replace its old typedefs w/ standard types
Fix includes in files using standard int types
Fix wxWidgets UI includes
Silence some unused variable warnings in GBA-arm.cpp macros
2016-07-29 11:07:11 +02:00
Dorian Wouters 37f0e75c45
Fix standard int types, prefix gb {C,H,N,Z}_FLAG with GB_ 2016-07-29 09:45:38 +02:00
Zach Bacon 4d3d2b7951
Gba inline fixed up, will try and get things done during the weekend 2016-07-23 09:32:49 -04:00
Zach Bacon ba57da76cb
You must be getting tired of this. I know I am. 2016-07-23 08:10:45 -04:00
Zach Bacon 8106b77056
Added a todo list 2016-07-23 07:59:34 -04:00
MrJman006 9dd9fd5d26 Fixing U16 and U8 Parameter Types
It seems like most of the types are moving to fixed width integer types and this file wasn't fully converted.
2016-07-21 22:01:49 -04:00
Zach Bacon ba3083b538
Expect more of these type of messages till all is done 2016-07-09 22:08:20 -04:00
Zach Bacon 79820311d3
I could go on, but really this is just more typedef removal 2016-07-09 21:38:43 -04:00
Zach Bacon 5f73631f84
Eeprom is done 2016-07-09 17:34:55 -04:00
Zach Bacon 590dd281dd
finished the cheat files 2016-07-09 17:24:11 -04:00
Zach Bacon 44e45acfe7
holy shit these shortcuts, there's no end to this is there? 2016-07-09 15:42:30 -04:00
Zach Bacon f0a4b5e533
bios.cpp done, still a bit to go for the cores 2016-07-09 14:39:27 -04:00
Zach Bacon 1944613131
gb folder is done, next up gba, once this is all up I'm going to look at enhancing the cores 2016-07-09 11:41:31 -04:00
Zach Bacon 1f37311a4a
more and more formating issues, I keep doing it in parts for my own reasons 2016-07-09 10:13:54 -04:00
Zach Bacon 48086ba62f
some more formating things etc 2016-07-09 09:53:13 -04:00
Zach Bacon a49edee427
More changes being made, you'll know when it's over. 2016-07-09 09:24:19 -04:00
Zach Bacon 59577d666f
Finished updating common, next up gb folder 2016-07-08 21:39:29 -04:00
Zach Bacon fa33b8eea4
More changes, things may break until it's done so be advised, git is a moving target 2016-07-08 20:57:21 -04:00
Zach Bacon 32a6d7b494
we are 2016, let's get with the times 2016-07-08 20:46:04 -04:00
Zach Bacon 5bf44d19be
updated standards to webkit standard 2016-07-08 19:59:29 -04:00
Andy Chase dfaf44eed9 Edit sdlStateName, fixing SDL states on a Mac
Previously this function returned true for `if(saveDir)` when `saveDir` was simply a zero length string following a branch that returned `/<savepath>` which doesn't work when the user isn't a root user.
2016-06-25 01:30:34 -07:00
Markus Kitsinger (SwooshyCueb) 57c619ca13 Add some header and resource files to CMakeLists.txts (Core+WX)
This makes these files show up in generated CodeBlocks projects, which
makes life easier for folks who import into QtCreator.
2016-06-07 15:26:53 -05:00
Markus Kitsinger (SwooshyCueb) 502de18456 Nonfunctional (but compiler-friendly) kludge for video recording with ffmpeg 3.0 2016-04-26 21:50:57 -05:00
Markus Kitsinger (SwooshyCueb) a3a07d2f56 Some encoders don't like s16 2016-04-26 21:45:52 -05:00
Markus Kitsinger (SwooshyCueb) 029a5fc14b Kludge for audio recording with ffmpeg 3.0 2016-04-26 21:41:30 -05:00
Markus Kitsinger (SwooshyCueb) 3f3c3859c1 Add some defines for ffmpeg 3.0 compatibility 2016-04-26 21:32:38 -05:00
Zach Bacon 48770219fa Minor build fixes cxx11 related 2016-02-20 18:44:49 -05:00
Zach Bacon 7ed85a8c6f Finish committing the remaining gtk3 patch (wip) 2015-12-12 23:23:34 -05:00
Zach Bacon c8343267fc <wip> Migration to SDL2 made possible by galtgendo, gtk changes to follow. 2015-11-18 21:34:38 -05:00
Rafael Kitover 3d679c1469 more minor improvements for OS X build
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.
2015-11-16 21:56:23 -05:00
Rafael Kitover 8b8f2f7a14 fix configuration directory on OSX
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.
2015-11-09 02:11:18 -05:00
DoctorWho11 3fac31acb5 Actually display the commit version. However may shorten it since it displays the full string. 2015-10-23 22:21:39 -04:00
skidau a9aa25a56f This patch adds those missing HLE BIOS functions for sound driver: https://sourceforge.net/p/vbam/bugs/24/
It is utilized by Phantasy Star Collection at intro. I don't know any other games using this BIOS driver, so I just implemented the parts that Phantasy Star Collection uses.

This patch is far away from perfect yet. Sound quality is not the same as with original BIOS. Also code is horrible to read, since I just kept translating arm instructions to C without thinking too much. Got it done quickly so if anyone has keen interest on continuing from here.

Patch by Juha Laukkanen
2015-10-17 10:39:09 +11:00