mirror of
https://github.com/bsnes-emu/bsnes.git
synced 2025-04-02 10:42:14 -04:00
byuu says: The problems with the Windows and Qt4 ports have all been resolved, although there's a fairly gross hack on a few Qt widgets to not destruct once Application::quit() is called to avoid a double free crash (I'm unsure where Qt is destructing the widgets internally.) The Cocoa port compiles again at least, though it's bound to have endless problems. I improved the Label painting in the GTK ports, which fixes the background color on labels inside TabFrame widgets. I've optimized the Makefile system even further. I added a "redo state" command to bsnes, which is created whenever you load the undo state. There are also hotkeys for both now, although I don't think they're really something you want to map hotkeys to. I moved the nall::Locale object inside hiro::Application, so that it can be used to translate the BrowserDialog and MessageDialog window strings. I improved the Super Game Boy emulation of `MLT_REQ`, fixing Pokemon Yellow's custom border and probably more stuff. Lots of other small fixes and improvements. Things are finally stable once again after the harrowing layout redesign catastrophe. Errata: - ICD::joypID should be set to 3 on reset(). joypWrite() may as well take uint1 instead of bool. - hiro/Qt: remove pWindow::setMaximumSize() comment; found a workaround for it - nall/GNUmakefile: don't set object.path if it's already set (allow overrides before including the file)
136 lines
3 KiB
C++
136 lines
3 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::locale() -> Locale& {
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return state.locale;
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}
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auto Application::modal() -> bool {
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return state.modal > 0;
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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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