bsnes/snespurify/nall/utility.hpp
Tim Allen e8775319c8 Update to v082 release.
byuu says:

This release features many substantial Game Boy emulation improvements
(all courtesy of Jonas Quinn), a new audio DSP class, and BPS patching
support.

Changelog (since v081):

- added new DSP audio engine; supports sample-averaging for the Game
  Boy's high frequency rate
- GB: MMM01 images with boot loader at bottom of ROM can now be loaded
- GB: EI is delayed one cycle; fixes Bubble Bobble [Jonas Quinn]
- GB: fixed window -7 offset behavior; fixes Contra 3 first boss [Jonas
  Quinn]
- GB: disable LCD interrupts when rendering is off; fixes Super Mario
  Land 2 [Jonas Quinn]
- GB: fixed noise channel LFSR; fixes Zelda: LA lightning sound [Jonas
  Quinn]
- GB: square channels use initial_length like the noise channel [Jonas
  Quinn]
- UI: added BPS patching support; removed UPS patching support
- UI: when loading BS-X/Sufami Turbo/Game Boy games; display game title
  instead of BIOS title
- UI: modified timestamps on screenshots for Windows/NTFS (which
  disallows use of ':')
2011-08-21 01:02:27 +10:00

40 lines
1.2 KiB
C++
Executable file

#ifndef NALL_UTILITY_HPP
#define NALL_UTILITY_HPP
#include <type_traits>
#include <utility>
namespace nall {
template<bool C, typename T = bool> struct enable_if { typedef T type; };
template<typename T> struct enable_if<false, T> {};
template<typename C, typename T = bool> struct mp_enable_if : enable_if<C::value, T> {};
template<typename T> inline void swap(T &x, T &y) {
T temp(std::move(x));
x = std::move(y);
y = std::move(temp);
}
template<typename T> struct base_from_member {
T value;
base_from_member(T value_) : value(value_) {}
};
template<typename T> class optional {
bool valid;
T value;
public:
inline operator bool() const { return valid; }
inline const T& operator()() const { if(!valid) throw; return value; }
inline optional<T>& operator=(const optional<T> &source) { valid = source.valid; value = source.value; return *this; }
inline optional(bool valid, const T &value) : valid(valid), value(value) {}
};
template<typename T> inline T* allocate(unsigned size, const T &value) {
T *array = new T[size];
for(unsigned i = 0; i < size; i++) array[i] = value;
return array;
}
}
#endif