bsnes/higan/target-tomoko/program/program.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

57 lines
2 KiB
C++

struct Program : Emulator::Platform {
//program.cpp
Program(string_vector args);
auto main() -> void;
auto quit() -> void;
//interface.cpp
auto path(uint id) -> string override;
auto open(uint id, string name, vfs::file::mode mode, bool required) -> vfs::shared::file override;
auto load(uint id, string name, string type, string_vector options = {}) -> Emulator::Platform::Load override;
auto videoRefresh(const uint32* data, uint pitch, uint width, uint height) -> void override;
auto audioSample(const double* samples, uint channels) -> void override;
auto inputPoll(uint port, uint device, uint input) -> int16 override;
auto inputRumble(uint port, uint device, uint input, bool enable) -> void override;
auto dipSettings(Markup::Node node) -> uint override;
auto notify(string text) -> void override;
//medium.cpp
auto loadMedium() -> void;
auto loadMedium(Emulator::Interface& interface, const Emulator::Interface::Medium& medium) -> void;
auto unloadMedium() -> void;
//state.cpp
auto stateName(uint slot, bool managed = false) -> string;
auto loadState(uint slot, bool managed = false) -> bool;
auto saveState(uint slot, bool managed = false) -> bool;
//utility.cpp
auto initializeVideoDriver() -> void;
auto initializeAudioDriver() -> void;
auto initializeInputDriver() -> void;
auto powerCycle() -> void;
auto rotateDisplay() -> void;
auto connectDevices() -> void;
auto showMessage(const string& text) -> void;
auto updateStatusText() -> void;
auto updateVideoPalette() -> void;
auto updateVideoShader() -> void;
auto updateAudioDriver() -> void;
auto updateAudioEffects() -> void;
auto focused() -> bool;
bool hasQuit = false;
bool pause = false;
vector<Emulator::Interface*> emulators;
vector<string> mediumQueue; //for command-line and drag-and-drop loading
vector<string> mediumPaths; //for keeping track of loaded folder locations
string statusText;
string statusMessage;
time_t statusTime = 0;
};
extern unique_pointer<Program> program;