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https://github.com/bsnes-emu/bsnes.git
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byuu says: Main reason for this WIP was because of all the added lines to hiro for selective component disabling. May as well get all the diff-noise apart from code changes. It also merges something I've been talking to Cydrak about ... making nall::string::(integer,decimal) do built-in binary,octal,hex decoding instead of just failing on those. This will have fun little side effects all over the place, like being able to view a topic on my forum via "forum.byuu.org/topic/0b10010110", heh. There are two small changes to higan itself, though. First up, I fixed the resampler ratio when loading non-SNES games. Tested and I can play Game Boy games fine now. Second, I hooked up menu option hiding for reset and controller selection. Right now, this works like higan v094, but I'm thinking I might want to show the "Device -> Controller" even if that's all that's there. It kind of jives nicer with the input settings window to see the labels there, I think. And if we ever do add more stuff, it'll be nice that people already always expect that menu there. Remaining issues: * add slotted cart loader (SGB, BSX, ST) * add DIP switch selection window (NSS) * add timing configuration (video/audio sync)
117 lines
2.5 KiB
C++
117 lines
2.5 KiB
C++
#if defined(Hiro_Geometry)
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Geometry::Geometry() {
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setGeometry(0, 0, 0, 0);
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}
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Geometry::Geometry(Position position, Size size) {
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setGeometry(position, size);
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}
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Geometry::Geometry(signed x, signed y, signed width, signed height) {
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setGeometry(x, y, width, height);
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}
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Geometry::Geometry(const string& text) {
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lstring part = text.split(",").strip();
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state.x = integer(part(0));
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state.y = integer(part(1));
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state.width = integer(part(2));
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state.height = integer(part(3));
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}
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auto Geometry::operator==(const Geometry& source) const -> bool {
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return x() == source.x() && y() == source.y() && width() == source.width() && height() == source.height();
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}
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auto Geometry::operator!=(const Geometry& source) const -> bool {
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return !operator==(source);
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}
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auto Geometry::height() const -> signed {
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return state.height;
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}
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auto Geometry::position() const -> Position {
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return {state.x, state.y};
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}
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auto Geometry::setHeight(signed height) -> type& {
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state.height = height;
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return *this;
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}
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auto Geometry::setGeometry(Geometry geometry) -> type& {
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return setGeometry(geometry.x(), geometry.y(), geometry.width(), geometry.height());
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}
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auto Geometry::setGeometry(Position position, Size size) -> type& {
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setGeometry(position.x(), position.y(), size.width(), size.height());
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return *this;
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}
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auto Geometry::setGeometry(signed x, signed y, signed width, signed height) -> type& {
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state.x = x;
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state.y = y;
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state.width = width;
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state.height = height;
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return *this;
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}
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auto Geometry::setPosition(Position position) -> type& {
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return setPosition(position.x(), position.y());
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}
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auto Geometry::setPosition(signed x, signed y) -> type& {
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state.x = x;
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state.y = y;
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return *this;
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}
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auto Geometry::setSize(Size size) -> type& {
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return setSize(size.width(), size.height());
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}
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auto Geometry::setSize(signed width, signed height) -> type& {
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state.width = width;
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state.height = height;
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return *this;
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}
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auto Geometry::setWidth(signed width) -> type& {
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state.width = width;
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return *this;
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}
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auto Geometry::setX(signed x) -> type& {
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state.x = x;
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return *this;
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}
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auto Geometry::setY(signed y) -> type& {
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state.y = y;
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return *this;
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}
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auto Geometry::size() const -> Size {
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return {state.width, state.height};
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}
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auto Geometry::text() const -> string {
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return {state.x, ",", state.y, ",", state.width, ",", state.height};
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}
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auto Geometry::width() const -> signed {
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return state.width;
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}
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auto Geometry::x() const -> signed {
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return state.x;
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}
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auto Geometry::y() const -> signed {
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return state.y;
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}
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#endif
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