mirror of
https://github.com/bsnes-emu/bsnes.git
synced 2025-02-19 20:55:24 +01:00
byuu says: Changelog: - nall: added -static-libgcc -static-libstdc++ to Windows/GCC link flags - bsnes, higan: added program icons to main window when game isn't loaded - bsnes: improved recent games menu sorting - bsnes: fixed multi-game recent game loading on Windows - bsnes: completed path override support - bsnes, higan: added screensaver suppression on Windows - icarus: add 32K volatile RAM to SuperFX boards that report no RAM (fixes Starfox) - bsnes, higan: added automatic dependency generation [Talarubi] - hiro/GTK: appending actions to menus restores enabled() state - higan: use board node inside manifest.bml if it exists - bsnes: added blur emulation and color emulation options to view menu - ruby: upgraded input.sdl to SDL 2.0 (though it makes no functional difference sadly) - ruby: removed video.sdl (due to deprecating SDL 1.2) - nall, ruby: improvements to HID class (generic vendor and product IDs) Errata: - bsnes, higan: on Windows, Application::Windows::onScreenSaver needs `[&]` lambda capture, not `[]` - find it in presentation/presentation.cpp
129 lines
2.9 KiB
C++
129 lines
2.9 KiB
C++
#if defined(Hiro_Application)
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Application::State Application::state;
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auto Application::doMain() -> void {
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if(state.onMain) return state.onMain();
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}
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auto Application::font() -> Font {
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return state.font;
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}
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auto Application::name() -> string {
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return state.name;
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}
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auto Application::onMain(const function<void ()>& callback) -> void {
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state.onMain = callback;
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}
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auto Application::run() -> void {
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return pApplication::run();
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}
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auto Application::pendingEvents() -> bool {
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return pApplication::pendingEvents();
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}
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auto Application::processEvents() -> void {
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return pApplication::processEvents();
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}
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auto Application::quit() -> void {
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state.quit = true;
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return pApplication::quit();
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}
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auto Application::scale() -> float {
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return state.scale;
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}
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auto Application::scale(float value) -> float {
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return value * state.scale;
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}
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auto Application::setFont(const Font& font) -> void {
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state.font = font;
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}
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auto Application::setName(const string& name) -> void {
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state.name = name;
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}
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auto Application::setScale(float scale) -> void {
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state.scale = scale;
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}
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auto Application::unscale(float value) -> float {
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return value * (1.0 / state.scale);
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}
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//Windows
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//=======
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auto Application::Windows::doModalChange(bool modal) -> void {
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if(state.windows.onModalChange) return state.windows.onModalChange(modal);
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}
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auto Application::Windows::doScreenSaver() -> bool {
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if(state.windows.onScreenSaver) return state.windows.onScreenSaver();
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return true; //true = allow screen saver (default); false = suppress screen saver
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}
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auto Application::Windows::onModalChange(const function<void (bool)>& callback) -> void {
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state.windows.onModalChange = callback;
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}
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auto Application::Windows::onScreenSaver(const function<bool ()>& callback) -> void {
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state.windows.onScreenSaver = callback;
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}
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//Cocoa
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//=====
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auto Application::Cocoa::doAbout() -> void {
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if(state.cocoa.onAbout) return state.cocoa.onAbout();
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}
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auto Application::Cocoa::doActivate() -> void {
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if(state.cocoa.onActivate) return state.cocoa.onActivate();
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}
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auto Application::Cocoa::doPreferences() -> void {
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if(state.cocoa.onPreferences) return state.cocoa.onPreferences();
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}
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auto Application::Cocoa::doQuit() -> void {
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if(state.cocoa.onQuit) return state.cocoa.onQuit();
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}
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auto Application::Cocoa::onAbout(const function<void ()>& callback) -> void {
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state.cocoa.onAbout = callback;
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}
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auto Application::Cocoa::onActivate(const function<void ()>& callback) -> void {
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state.cocoa.onActivate = callback;
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}
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auto Application::Cocoa::onPreferences(const function<void ()>& callback) -> void {
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state.cocoa.onPreferences = callback;
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}
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auto Application::Cocoa::onQuit(const function<void ()>& callback) -> void {
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state.cocoa.onQuit = callback;
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}
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//Internal
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//========
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auto Application::initialize() -> void {
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static bool initialized = false;
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if(initialized == false) {
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initialized = true;
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return pApplication::initialize();
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}
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}
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#endif
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