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byuu wrote: Sigh ... asio.hpp needs #include <nall/windows/registry.hpp> [Since the last WIP, byuu also posted the following message. -Ed.] ruby drivers have all been updated (but not tested outside of BSD), and I redesigned the settings window. The driver functionality all exists on a new "Drivers" panel, the emulator/hack settings go to a "Configuration" panel, and the video/audio panels lose driver settings. As does the settings menu and its synchronize options. I want to start pushing toward a v107 release. Critically, I will need DirectSound and ALSA to support dynamic rate control. I'd also like to eliminate the other system manifest.bml files. I need to update the cheat code database format, and bundle at least a few quark shaders -- although I still need to default to Direct3D on Windows. Turbo keys would be nice, if it's not too much effort. Aside from netplay, it's the last significant feature I'm missing. I think for v107, higan is going to be a bit rough around the edges compared to bsnes. And I don't think it's practical to finish the bsnes localization support. I'm thinking we probably want another WIP to iron out any critical issues, but this time there should be a feature freeze with the next WIP.
66 lines
2.6 KiB
C++
66 lines
2.6 KiB
C++
#if defined(Hiro_Object)
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struct mObject {
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Declare(Object)
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mObject();
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virtual ~mObject();
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mObject(const mObject&) = delete;
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mObject& operator=(const mObject&) = delete;
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explicit operator bool() const;
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auto abstract() const -> bool;
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auto adjustOffset(int displacement) -> type&;
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auto enabled(bool recursive = false) const -> bool;
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virtual auto focused() const -> bool;
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auto font(bool recursive = false) const -> Font;
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virtual auto group() const -> Group;
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auto offset() const -> int;
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auto parent() const -> mObject*;
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auto parentComboButton(bool recursive = false) const -> mComboButton*;
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auto parentComboEdit(bool recursive = false) const -> mComboEdit*;
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auto parentFrame(bool recursive = false) const -> mFrame*;
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auto parentIconView(bool recursive = false) const -> mIconView*;
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auto parentMenu(bool recursive = false) const -> mMenu*;
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auto parentMenuBar(bool recursive = false) const -> mMenuBar*;
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auto parentPopupMenu(bool recursive = false) const -> mPopupMenu*;
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auto parentSizable(bool recursive = false) const -> mSizable*;
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auto parentTabFrame(bool recursive = false) const -> mTabFrame*;
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auto parentTabFrameItem(bool recursive = false) const -> mTabFrameItem*;
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auto parentTableView(bool recursive = false) const -> mTableView*;
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auto parentTableViewHeader(bool recursive = false) const -> mTableViewHeader*;
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auto parentTableViewItem(bool recursive = false) const -> mTableViewItem*;
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auto parentTreeView(bool recursive = false) const -> mTreeView*;
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auto parentTreeViewItem(bool recursive = false) const -> mTreeViewItem*;
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auto parentWidget(bool recursive = false) const -> mWidget*;
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auto parentWindow(bool recursive = false) const -> mWindow*;
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auto property(const string& name) const -> string;
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virtual auto remove() -> type&;
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virtual auto reset() -> type&;
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virtual auto setEnabled(bool enabled = true) -> type&;
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virtual auto setFocused() -> type&;
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virtual auto setFont(const Font& font = {}) -> type&;
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virtual auto setGroup(sGroup group = {}) -> type&;
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virtual auto setParent(mObject* parent = nullptr, int offset = -1) -> type&;
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virtual auto setProperty(const string& name, const string& value = "") -> type&;
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virtual auto setVisible(bool visible = true) -> type&;
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auto visible(bool recursive = false) const -> bool;
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//private:
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struct State {
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bool enabled = true;
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Font font;
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int offset = -1;
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mObject* parent = nullptr;
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set<Property> properties;
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bool visible = true;
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} state;
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wObject instance;
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pObject* delegate = nullptr;
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virtual auto construct() -> void;
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virtual auto destruct() -> void;
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};
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#endif
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