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byuu says: I fixed the hiro layout enable bug, so when you go to assign joypad input, the window disables itself so your input doesn't mess with the controls. I added "reset" to the hotkeys, in case you feel like clearing all of them at once. I added device selection support and the ability to disable audio synchronization (run > 60fps) to the ruby/OSS driver. This is exposed in tomoko's configuration file. I added checks to stringify so that assigning null char* strings to nall::string won't cause crashes anymore (technically the crash was in strlen(), which doesn't check for null strings, but whatever ... I'll do the check myself.) I hooked up BrowserDialog::folderSelect() to loading slotted media for now. Tested it by loading a Game Boy game successfully through the Super Game Boy. Definitely want to write a custom window for this though, that looks more like the library dialog. Remaining issues: - finish slotted cart loader (SGB, BSX, ST) - add DIP switch selection window (NSS) [I may end up punting this one to v096] - add more configuration panels (video, audio, timing)
25 lines
854 B
C++
25 lines
854 B
C++
struct Video {
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static const nall::string Handle;
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static const nall::string Synchronize;
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static const nall::string Depth;
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static const nall::string Filter;
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static const nall::string Shader;
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static const unsigned FilterNearest;
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static const unsigned FilterLinear;
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virtual ~Video() = default;
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virtual auto cap(const nall::string& name) -> bool { return false; }
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virtual auto get(const nall::string& name) -> nall::any { return false; }
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virtual auto set(const nall::string& name, const nall::any& value) -> bool { return false; }
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virtual auto lock(uint32_t*& data, unsigned& pitch, unsigned width, unsigned height) -> bool { return false; }
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virtual auto unlock() -> void {}
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virtual auto clear() -> void {}
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virtual auto refresh() -> void {}
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virtual auto init() -> bool { return true; }
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virtual auto term() -> void {}
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};
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