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https://github.com/bsnes-emu/bsnes.git
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Update to v095r07 release.
byuu says: Changelog: - entire GBA core ported to auto function() -> return; syntax - fixed GBA BLDY bug that was causing flickering in a few games - replaced nall/config usage with nall/string/markup/node - this merges all configuration files to a unified settings.bml file - added "Ignore Manifests" option to the advanced setting tab - this lets you keep a manifest.bml for an older version of higan; if you want to do regression testing Be sure to remap your controller/hotkey inputs, and for SNES, choose "Gamepad" from "Controller Port 1" in the system menu. Otherwise you won't get any input. No need to blow away your old config files, unless you want to.
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@@ -3,7 +3,7 @@
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namespace nall {
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namespace Eval {
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inline string evaluateExpression(Node* node) {
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inline auto evaluateExpression(Node* node) -> string {
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#define p(n) evaluateExpression(node->link[n])
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switch(node->type) {
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case Node::Type::Null: return "Null";
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@@ -37,15 +37,8 @@ inline string evaluateExpression(Node* node) {
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throw "invalid operator";
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}
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inline int64_t evaluateInteger(Node* node) {
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if(node->type == Node::Type::Literal) {
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if(node->literal.beginsWith("0b")) return nall::binary(node->literal);
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if(node->literal.beginsWith("0o")) return nall::octal(node->literal);
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if(node->literal.beginsWith("0x")) return nall::hex(node->literal);
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if(node->literal.beginsWith("%")) return nall::binary(node->literal);
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if(node->literal.beginsWith("$")) return nall::hex(node->literal);
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return nall::integer(node->literal);
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}
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inline auto evaluateInteger(Node* node) -> int64 {
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if(node->type == Node::Type::Literal) return nall::integer(node->literal);
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#define p(n) evaluateInteger(node->link[n])
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switch(node->type) {
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@@ -93,7 +86,7 @@ inline int64_t evaluateInteger(Node* node) {
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throw "invalid operator";
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}
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inline maybe<int64_t> integer(const string& expression) {
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inline auto integer(const string& expression) -> maybe<int64> {
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try {
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auto tree = new Node;
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const char* p = expression;
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@@ -106,7 +99,7 @@ inline maybe<int64_t> integer(const string& expression) {
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}
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}
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inline long double evaluateReal(Node* node) {
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inline auto evaluateReal(Node* node) -> long double {
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if(node->type == Node::Type::Literal) return nall::real(node->literal);
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#define p(n) evaluateReal(node->link[n])
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@@ -138,7 +131,7 @@ inline long double evaluateReal(Node* node) {
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throw "invalid operator";
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}
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inline maybe<long double> real(const string& expression) {
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inline auto real(const string& expression) -> maybe<long double> {
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try {
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auto tree = new Node;
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const char* p = expression;
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