Files
bsnes/ruby/implementation.cpp
Tim Allen 4e2eb23835 Update to v093 release.
byuu says:

Changelog:
- added Cocoa target: higan can now be compiled for OS X Lion
  [Cydrak, byuu]
- SNES/accuracy profile hires color blending improvements - fixes
  Marvelous text [AWJ]
- fixed a slight bug in SNES/SA-1 VBR support caused by a typo
- added support for multi-pass shaders that can load external textures
  (requires OpenGL 3.2+)
- added game library path (used by ananke->Import Game) to
  Settings->Advanced
- system profiles, shaders and cheats database can be stored in "all
  users" shared folders now (eg /usr/share on Linux)
- all configuration files are in BML format now, instead of XML (much
  easier to read and edit this way)
- main window supports drag-and-drop of game folders (but not game files
  / ZIP archives)
- audio buffer clears when entering a modal loop on Windows (prevents
  audio repetition with DirectSound driver)
- a substantial amount of code clean-up (probably the biggest
  refactoring to date)

One highly desired target for this release was to default to the optimal
drivers instead of the safest drivers, but because AMD drivers don't
seem to like my OpenGL 3.2 driver, I've decided to postpone that. AMD
has too big a market share. Hopefully with v093 officially released, we
can get some public input on what AMD doesn't like.
2013-08-18 13:21:14 +10:00

175 lines
3.7 KiB
C++

/* Global Headers */
#if defined(PLATFORM_X)
#include <X11/Xlib.h>
#include <X11/Xutil.h>
#include <X11/Xatom.h>
#elif defined(PLATFORM_OSX)
#define decimal CocoaDecimal
#include <Cocoa/Cocoa.h>
#include <Carbon/Carbon.h>
#undef decimal
#elif defined(PLATFORM_WINDOWS)
#define _WIN32_WINNT 0x0501
#include <windows.h>
#endif
using namespace nall;
/* Video */
#define DeclareVideo(Name) \
class Video##Name : public Video { \
public: \
bool cap(const string& name) { return p.cap(name); } \
any get(const string& name) { return p.get(name); } \
bool set(const string& name, const any& value) { return p.set(name, value); } \
\
bool lock(uint32_t*& data, unsigned& pitch, unsigned width, unsigned height) { return p.lock(data, pitch, width, height); } \
void unlock() { p.unlock(); } \
\
void clear() { p.clear(); } \
void refresh() { p.refresh(); } \
bool init() { return p.init(); } \
void term() { p.term(); } \
\
Video##Name() : p(*new pVideo##Name) {} \
~Video##Name() { delete &p; } \
\
private: \
pVideo##Name& p; \
};
#ifdef VIDEO_CGL
#include <ruby/video/cgl.cpp>
#endif
#ifdef VIDEO_DIRECT3D
#include <ruby/video/direct3d.cpp>
#endif
#ifdef VIDEO_DIRECTDRAW
#include <ruby/video/directdraw.cpp>
#endif
#ifdef VIDEO_GDI
#include <ruby/video/gdi.cpp>
#endif
#ifdef VIDEO_GLX
#include <ruby/video/glx.cpp>
#endif
#ifdef VIDEO_SDL
#include <ruby/video/sdl.cpp>
#endif
#ifdef VIDEO_WGL
#include <ruby/video/wgl.cpp>
#endif
#ifdef VIDEO_XSHM
#include <ruby/video/xshm.cpp>
#endif
#ifdef VIDEO_XV
#include <ruby/video/xv.cpp>
#endif
/* Audio */
#define DeclareAudio(Name) \
class Audio##Name : public Audio { \
public: \
bool cap(const string& name) { return p.cap(name); } \
any get(const string& name) { return p.get(name); } \
bool set(const string& name, const any& value) { return p.set(name, value); } \
\
void sample(uint16_t left, uint16_t right) { p.sample(left, right); } \
void clear() { p.clear(); } \
bool init() { return p.init(); } \
void term() { p.term(); } \
\
Audio##Name() : p(*new pAudio##Name) {} \
~Audio##Name() { delete &p; } \
\
private: \
pAudio##Name& p; \
};
#ifdef AUDIO_ALSA
#include <ruby/audio/alsa.cpp>
#endif
#ifdef AUDIO_AO
#include <ruby/audio/ao.cpp>
#endif
#ifdef AUDIO_DIRECTSOUND
#include <ruby/audio/directsound.cpp>
#endif
#ifdef AUDIO_OPENAL
#include <ruby/audio/openal.cpp>
#endif
#ifdef AUDIO_OSS
#include <ruby/audio/oss.cpp>
#endif
#ifdef AUDIO_PULSEAUDIO
#include <ruby/audio/pulseaudio.cpp>
#endif
#ifdef AUDIO_PULSEAUDIOSIMPLE
#include <ruby/audio/pulseaudiosimple.cpp>
#endif
#ifdef AUDIO_XAUDIO2
#include <ruby/audio/xaudio2.cpp>
#endif
/* Input */
#define DeclareInput(Name) \
class Input##Name : public Input { \
public: \
bool cap(const string& name) { return p.cap(name); } \
any get(const string& name) { return p.get(name); } \
bool set(const string& name, const any& value) { return p.set(name, value); } \
\
bool acquire() { return p.acquire(); } \
bool unacquire() { return p.unacquire(); } \
bool acquired() { return p.acquired(); } \
\
bool poll(int16_t* table) { return p.poll(table); } \
bool init() { return p.init(); } \
void term() { p.term(); } \
\
Input##Name() : p(*new pInput##Name) {} \
~Input##Name() { delete &p; } \
\
private: \
pInput##Name& p; \
};
#ifdef INPUT_DIRECTINPUT
#include <ruby/input/directinput.cpp>
#endif
#ifdef INPUT_RAWINPUT
#include <ruby/input/rawinput.cpp>
#endif
#ifdef INPUT_CARBON
#include <ruby/input/carbon.cpp>
#endif
#ifdef INPUT_SDL
#include <ruby/input/sdl.cpp>
#endif
#ifdef INPUT_X
#include <ruby/input/x.cpp>
#endif