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https://github.com/bsnes-emu/bsnes.git
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byuu says: The biggest change was improving WonderSwan emulation. With help from trap15, I tracked down a bug where I was checking the wrong bit for reverse DMA transfers. Then I also emulated VTOTAL to support variable refresh rate. Then I improved HyperVoice emulation which should be unsigned samples in three of four modes. That got Fire Lancer running great. I also rewrote the disassembler. The old one disassembled many instructions completely wrong, and deviated too much from any known x86 syntax. I also emulated some of the quirks of the V30 (two-byte POP into registers fails, SALC is just XLAT mirrored, etc) which probably don't matter unless someone tries to run code to verify it's a NEC CPU and not an Intel CPU, but hey, why not? I also put more work into the MSX skeleton, but it's still just a skeleton with no real emulation yet.
41 lines
824 B
C++
41 lines
824 B
C++
#if defined(Hiro_Sizable)
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auto mSizable::allocate() -> pObject* {
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return new pSizable(*this);
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}
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auto mSizable::collapsible() const -> bool {
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return state.collapsible;
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}
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auto mSizable::doSize() const -> void {
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if(state.onSize) return state.onSize();
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}
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auto mSizable::geometry() const -> Geometry {
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return state.geometry;
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}
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auto mSizable::minimumSize() const -> Size {
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return signal(minimumSize);
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}
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auto mSizable::onSize(const function<void ()>& callback) -> type& {
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state.onSize = callback;
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return *this;
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}
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auto mSizable::setCollapsible(bool collapsible) -> type& {
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state.collapsible = collapsible;
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signal(setCollapsible, collapsible);
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return *this;
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}
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auto mSizable::setGeometry(Geometry geometry) -> type& {
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state.geometry = geometry;
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signal(setGeometry, geometry);
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return *this;
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}
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#endif
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