bsnes/higan/ws/system/system.hpp
Tim Allen afa8ea61c5 Update to v104r06 release.
byuu says:

Changelog:

  - gba,ws: removed Thread::step() override¹
  - processor/m68k: move.b (a7)+ and move.b (a7)- adjust a7 by two, not
    by one²
  - tomoko: created new initialize(Video,Audio,Input)Driver() functions³
  - ruby/audio: split Audio::information into
    Audio::available(Devices,Frequencies,Latencies,Channels)³
  - ws: added Model::(WonderSwan,WonderSwanColor,SwanCrystal)()
    functions for consistency with other cores

¹: this should hopefully fix GBA Pokemon Pinball. Thanks to
SuperMikeMan for pointing out the underlying cause.

²: this fixes A Ressaha de Ikou, Mega Bomberman, and probably more
games.

³: this is the big change: so there was a problem with WASAPI where
you might change your device under the audio settings panel. And your
new device may not support the frequency that your old device used. This
would end up not updating the frequency, and the pitch would be
distorted.

The old Audio::information() couldn't tell you what frequencies,
latencies, or channels were available for all devices simultaneously, so
I had to split them up. The new initializeAudioDriver() function
validates you have a correct driver, or it defaults to none. Then it
validates a correct device name, or it defaults to the first entry in
the list. Then it validates a correct frequency, or defaults to the
first in the list. Then finally it validates a correct latency, or
defaults to the first in the list.

In this way ... we have a clear path now with no API changes required to
select default devices, frequencies, latencies, channel counts: they
need to be the first items in their respective lists.

So, what we need to do now is go through and for every audio driver that
enumerates devices, we need to make sure the default device gets added
to the top of the list. I'm ... not really sure how to do this with most
drivers, so this is definitely going to take some time.

Also, when you change a device, initializeAudioDriver() is called again,
so if it's a bad device, it will disable the audio driver instead of
continuing to send samples at it and hoping that the driver blocked
those API calls when it failed to initialize properly.

Now then ... since it was a decently-sized API change, it's possible
I've broken compilation of the Linux drivers, so please report any
compilation errors so that I can fix them.
2017-08-26 11:15:49 +10:00

70 lines
1.8 KiB
C++

struct System : IO {
enum class Model : uint { WonderSwan, WonderSwanColor, SwanCrystal };
auto loaded() const -> bool { return _loaded; }
auto model() const -> Model { return _model; }
auto color() const -> bool { return r.color; }
auto planar() const -> bool { return r.format == 0; }
auto packed() const -> bool { return r.format == 1; }
auto depth() const -> bool { return r.color && r.depth == 1; }
auto init() -> void;
auto term() -> void;
auto load(Emulator::Interface*, Model) -> bool;
auto save() -> void;
auto unload() -> void;
auto power() -> void;
auto run() -> void;
auto runToSave() -> void;
auto pollKeypad() -> void;
//io.cpp
auto portRead(uint16 addr) -> uint8 override;
auto portWrite(uint16 addr, uint8 data) -> void override;
//video.cpp
auto configureVideoPalette() -> void;
auto configureVideoEffects() -> void;
//serialization.cpp
auto serializeInit() -> void;
auto serialize() -> serializer;
auto unserialize(serializer&) -> bool;
auto serializeAll(serializer&) -> void;
auto serialize(serializer&) -> void;
struct Information {
string manifest;
} information;
EEPROM eeprom;
struct Keypad {
bool y1, y2, y3, y4;
bool x1, x2, x3, x4;
bool b, a, start;
bool rotate;
} keypad;
private:
Emulator::Interface* interface = nullptr;
struct Registers {
//$0060 DISP_MODE
uint5 unknown;
uint1 format;
uint1 depth;
uint1 color;
} r;
bool _loaded = false;
Model _model = Model::WonderSwan;
uint _serializeSize = 0;
};
extern System system;
auto Model::WonderSwan() -> bool { return system.model() == System::Model::WonderSwan; }
auto Model::WonderSwanColor() -> bool { return system.model() == System::Model::WonderSwanColor; }
auto Model::SwanCrystal() -> bool { return system.model() == System::Model::SwanCrystal; }