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