Update to v094r23 release.

byuu says:

The library window is gone, and replaced with
hiro::BrowserWindow::openFolder(). This gives navigation capabilities to
game loading, and it also completes our slotted cart selection code. As
an added bonus, it's less code this way, too.

I also set the window size to consistent sizes between all emulated
systems, so that switching between SFC and GB don't cause the window
size to keep changing, and so that the scaling size is consistent (eg at
normal scale, GB @ 3x is closer to SNES @ 2x.) This means black borders
in GB/GBA mode, but it doesn't look that bad, and it's not like many
people ever use these modes anyway.

Finally, added the placeholder tabs for video, audio and timing. I don't
intend to add the timing calculator code to v095 (it might be better as
a separate tool), but I'll add the ability to set video/audio rates, at
least.

Glitch 1: despite selecting the first item in the BrowserDialog list, if
you press enter when the window appears, it doesn't activate the item
until you press an arrow key first.

Glitch 2: in Game Boy mode, if you set the 4x window size, it's not
honoring the full requested height because the viewport is smaller than
the window. 8+ years of trying to get GTK+ and Qt to simply set the god
damned window size I ask for, and I still can't get them to do it
reliably.

Remaining issues:
- finish configuration panels (video, audio, timing)
- fix ruby driver compilation on Windows
- add DIP switch selection window (NSS) [I may end up punting this one
  to v096]
This commit is contained in:
Tim Allen
2015-05-30 21:39:09 +10:00
parent 7bf4cff946
commit 314aee8c5c
40 changed files with 500 additions and 545 deletions

View File

@@ -22,18 +22,23 @@ namespace ruby {
struct OpenGL;
struct OpenGLTexture {
auto getFormat() const -> GLuint;
auto getType() const -> GLuint;
GLuint texture = 0;
unsigned width = 0;
unsigned height = 0;
GLuint format = GL_RGBA8;
GLuint filter = GL_LINEAR;
GLuint wrap = GL_CLAMP_TO_BORDER;
GLuint getFormat() const;
GLuint getType() const;
};
struct OpenGLSurface : OpenGLTexture {
auto allocate() -> void;
auto size(unsigned width, unsigned height) -> void;
auto release() -> void;
auto render(unsigned sourceWidth, unsigned sourceHeight, unsigned targetWidth, unsigned targetHeight) -> void;
GLuint program = 0;
GLuint framebuffer = 0;
GLuint vao = 0;
@@ -42,14 +47,13 @@ struct OpenGLSurface : OpenGLTexture {
GLuint geometry = 0;
GLuint fragment = 0;
uint32_t* buffer = nullptr;
void allocate();
void size(unsigned width, unsigned height);
void release();
void render(unsigned sourceWidth, unsigned sourceHeight, unsigned targetWidth, unsigned targetHeight);
};
struct OpenGLProgram : OpenGLSurface {
auto bind(OpenGL* instance, const Markup::Node& node, const string& pathname) -> void;
auto parse(OpenGL* instance, string& source) -> void;
auto release() -> void;
unsigned phase = 0; //frame counter
unsigned modulo = 0; //frame counter modulus
unsigned absoluteWidth = 0;
@@ -57,13 +61,17 @@ struct OpenGLProgram : OpenGLSurface {
double relativeWidth = 0;
double relativeHeight = 0;
vector<OpenGLTexture> pixmaps;
void bind(OpenGL* instance, const Markup::Node& node, const string& pathname);
void parse(OpenGL* instance, string& source);
void release();
};
struct OpenGL : OpenGLProgram {
auto shader(const string& pathname) -> void;
auto allocateHistory(unsigned size) -> void;
auto lock(uint32_t*& data, unsigned& pitch) -> bool;
auto clear() -> void;
auto refresh() -> void;
auto init() -> bool;
auto term() -> void;
vector<OpenGLProgram> programs;
vector<OpenGLTexture> history;
GLuint inputFormat = GL_RGBA8;
@@ -72,22 +80,14 @@ struct OpenGL : OpenGLProgram {
struct Setting {
string name;
string value;
bool operator< (const Setting& source) { return name < source.name; }
bool operator==(const Setting& source) { return name == source.name; }
Setting() {}
bool operator< (const Setting& source) const { return name < source.name; }
bool operator==(const Setting& source) const { return name == source.name; }
Setting() = default;
Setting(const string& name) : name(name) {}
Setting(const string& name, const string& value) : name(name), value(value) {}
};
set<Setting> settings;
bool initialized = false;
void shader(const char* pathname);
void allocateHistory(unsigned size);
bool lock(uint32_t*& data, unsigned& pitch);
void clear();
void refresh();
bool init();
void term();
};
#include "texture.hpp"