bsnes/higan/fc/interface/interface.hpp
Tim Allen 7af270aa59 Update to v103r09 release.
byuu says:

Changelog:

  - gba/apu: fixed wave RAM nibble ordering (fixes audio in Castlevania,
    PocketNES)
  - emulator: restructured video information to just a single
    videoResolution() → VideoResolution function
      - returns "projected size" (between 160x144 and 320x240)
      - "internal buffer size" (up to 1280x480)
      - returns aspect correction multiplier that is to be applied to
        the width field
          - the value could be < 1.0 to handle systems with taller
            pixels; although higan doesn't emulate such a system
  - tomoko: all calculations for scaling and overscan masking are done
    by the GUI now
  - tomoko: aspect correction can be enabled in either windowed or
    fullscreen mode separately; moved to Video settings panel
  - tomoko: video scaling multipliers (against 320x240) can now me
    modified from the default (2,3,4) via the configuration file
      - use this as a really barebones way of supporting high DPI
        monitors; although the GUI elements won't scale nicely
      - if you set a value less than two, or greater than your
        resolution divided by 320x240, it's your own fault when things
        blow up. I'm not babysitting anyone with advanced config-file
        only options.
  - tomoko: added new adaptive windowed mode
      - when enabled, the window will shrink to eliminate any black
        borders when loading a game or changing video settings. The
        window will not reposition itself.
  - tomoko: added new adaptive fullscreen mode
      - when enabled, the integral scaling will be disabled for
        fullscreen mode, forcing the video to fill at least one
        direction of the video monitor completely.

I expect we will be bikeshedding for the next month on how to describe
the new video options, where they should appear in the GUI, changes
people want, etc ... but suffice to say, I'm happy with the
functionality, so I don't intend to make changes to -what- things do,
but I will entertain better ways to name things.
2017-07-06 18:29:12 +10:00

65 lines
1.3 KiB
C++

namespace Famicom {
struct ID {
enum : uint {
System,
Famicom,
};
struct Port { enum : uint {
Controller1,
Controller2,
Expansion,
};};
struct Device { enum : uint {
None,
Gamepad,
};};
};
struct Interface : Emulator::Interface {
using Emulator::Interface::load;
Interface();
auto manifest() -> string override;
auto title() -> string override;
auto videoResolution() -> VideoResolution override;
auto videoColors() -> uint32 override;
auto videoColor(uint32 color) -> uint64 override;
auto loaded() -> bool override;
auto sha256() -> string override;
auto load(uint id) -> bool override;
auto save() -> void override;
auto unload() -> void override;
auto connect(uint port, uint device) -> void override;
auto power() -> void override;
auto run() -> void override;
auto serialize() -> serializer override;
auto unserialize(serializer&) -> bool override;
auto cheatSet(const string_vector&) -> void override;
auto cap(const string& name) -> bool override;
auto get(const string& name) -> any override;
auto set(const string& name, const any& value) -> bool override;
};
struct Settings {
bool colorEmulation = true;
bool scanlineEmulation = true;
uint controllerPort1 = 0;
uint controllerPort2 = 0;
uint expansionPort = 0;
};
extern Settings settings;
}