mirror of
https://github.com/bsnes-emu/bsnes.git
synced 2025-10-05 09:21:41 +02:00
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]
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@@ -22,18 +22,23 @@ namespace ruby {
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struct OpenGL;
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struct OpenGLTexture {
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auto getFormat() const -> GLuint;
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auto getType() const -> GLuint;
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GLuint texture = 0;
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unsigned width = 0;
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unsigned height = 0;
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GLuint format = GL_RGBA8;
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GLuint filter = GL_LINEAR;
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GLuint wrap = GL_CLAMP_TO_BORDER;
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GLuint getFormat() const;
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GLuint getType() const;
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};
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struct OpenGLSurface : OpenGLTexture {
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auto allocate() -> void;
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auto size(unsigned width, unsigned height) -> void;
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auto release() -> void;
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auto render(unsigned sourceWidth, unsigned sourceHeight, unsigned targetWidth, unsigned targetHeight) -> void;
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GLuint program = 0;
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GLuint framebuffer = 0;
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GLuint vao = 0;
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@@ -42,14 +47,13 @@ struct OpenGLSurface : OpenGLTexture {
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GLuint geometry = 0;
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GLuint fragment = 0;
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uint32_t* buffer = nullptr;
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void allocate();
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void size(unsigned width, unsigned height);
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void release();
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void render(unsigned sourceWidth, unsigned sourceHeight, unsigned targetWidth, unsigned targetHeight);
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};
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struct OpenGLProgram : OpenGLSurface {
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auto bind(OpenGL* instance, const Markup::Node& node, const string& pathname) -> void;
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auto parse(OpenGL* instance, string& source) -> void;
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auto release() -> void;
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unsigned phase = 0; //frame counter
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unsigned modulo = 0; //frame counter modulus
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unsigned absoluteWidth = 0;
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@@ -57,13 +61,17 @@ struct OpenGLProgram : OpenGLSurface {
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double relativeWidth = 0;
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double relativeHeight = 0;
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vector<OpenGLTexture> pixmaps;
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void bind(OpenGL* instance, const Markup::Node& node, const string& pathname);
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void parse(OpenGL* instance, string& source);
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void release();
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};
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struct OpenGL : OpenGLProgram {
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auto shader(const string& pathname) -> void;
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auto allocateHistory(unsigned size) -> void;
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auto lock(uint32_t*& data, unsigned& pitch) -> bool;
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auto clear() -> void;
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auto refresh() -> void;
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auto init() -> bool;
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auto term() -> void;
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vector<OpenGLProgram> programs;
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vector<OpenGLTexture> history;
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GLuint inputFormat = GL_RGBA8;
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@@ -72,22 +80,14 @@ struct OpenGL : OpenGLProgram {
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struct Setting {
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string name;
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string value;
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bool operator< (const Setting& source) { return name < source.name; }
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bool operator==(const Setting& source) { return name == source.name; }
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Setting() {}
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bool operator< (const Setting& source) const { return name < source.name; }
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bool operator==(const Setting& source) const { return name == source.name; }
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Setting() = default;
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Setting(const string& name) : name(name) {}
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Setting(const string& name, const string& value) : name(name), value(value) {}
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};
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set<Setting> settings;
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bool initialized = false;
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void shader(const char* pathname);
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void allocateHistory(unsigned size);
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bool lock(uint32_t*& data, unsigned& pitch);
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void clear();
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void refresh();
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bool init();
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void term();
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};
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#include "texture.hpp"
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