mirror of
https://github.com/RetroDECK/Supermodel.git
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183dca563d
- Added 'crosshairs' command line and config option. - Added 'vsync' command line and config option (so far only tested on NVidia cards on Windows 7 - other graphics drivers, O/Ss or driver settings may simply chose to ignore this). - Added fullscreen toggle within game using Alt+Enter key combination. - Added framework for lamp outputs and 'outputs' command line and config option. So far only the lamps for driving games are hooked up in the emulator (others to be added later). - Added an initial outputs implementation for Windows that sends MAMEHooker compatible messages (-outputs=win to enable) - Fixed fps calculation in Main.cpp that was producing incorrect results and so giving the impression that frame throttling wasn't working properly when in fact it was. - Fixed palette indexed colours as the index was always off by one, causing incorrect colours in various games, eg drivers' suits and flashing Start sign in Daytona 2. - Altered caching of models so that models with palette indexed colours use the dynamic cache rather than the static one. This is so that changes in palette indexed colours appear on screen, eg the flashing Start sign on the advanced course of Daytona 2 (although currently the START message itself is not visible due to other problems with texture decoding). - Fixed small bug in TileGen.cpp which meant both palettes were being completely recomputed pretty much with every frame. This was a significant performance hit, particularly as palette recomputation is currently being done in SyncSnapshots (it should be moved out of here at some point, although for now it's no big deal). - Made sure all OpenGL objects and resources are deleted in Render2D/3D destructors, in particular the deleting of the VBO buffer in DestroyModelCache. - Made sure that GLSL uniforms are always checked to see if they are bound before using them in order to stop unecessary (but harmless) GL errors. - Altered the default texture sheet handling to use a single large GL texture holding multiple Model3 texture sheets rather than multiple GL textures as before (if required, the old behaviour can still be selected with the mulisheet fragment shader). I believe this fixes the disappearing crosshairs/corrupt GL state problem which the multisheet fragment shader seemed to be triggering somehow. - Fixed a bug in debugger which meant memory watches were not triggering properly
173 lines
3.9 KiB
C++
173 lines
3.9 KiB
C++
/**
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** Supermodel
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** A Sega Model 3 Arcade Emulator.
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** Copyright 2011 Bart Trzynadlowski, Nik Henson
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**
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** This file is part of Supermodel.
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**
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** Supermodel is free software: you can redistribute it and/or modify it under
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** the terms of the GNU General Public License as published by the Free
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** Software Foundation, either version 3 of the License, or (at your option)
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** any later version.
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**
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** Supermodel is distributed in the hope that it will be useful, but WITHOUT
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** ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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** FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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** more details.
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**
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** You should have received a copy of the GNU General Public License along
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** with Supermodel. If not, see <http://www.gnu.org/licenses/>.
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**/
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/*
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* OSDConfig.h
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*
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* Header file defining the COSDConfig class: OSD configuration settings,
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* inherited by CConfig.
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*/
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#ifndef INCLUDED_OSDCONFIG_H
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#define INCLUDED_OSDCONFIG_H
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#include <string>
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#include "Supermodel.h"
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using namespace std;
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/*
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* COSDConfig:
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*
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* Settings used by COSDConfig.
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*/
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class COSDConfig
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{
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public:
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unsigned xRes, yRes; // X and Y resolution, in pixels
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bool fullScreen; // Full screen mode (if true)
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bool wideScreen; // Wide screen hack
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bool vsync; // Enable v-sync
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bool throttle; // 60 Hz frame limiting
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bool showFPS; // Show frame rate
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unsigned crosshairs; // For game guns: 0 = no crosshairs, 1 = player 1 only, 2 = player 2 only, 3 = both players
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bool flipStereo; // Flip stereo channels
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#ifdef SUPERMODEL_DEBUGGER
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bool disableDebugger; // disables the debugger (not stored in the config. file)
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#endif
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#ifdef SUPERMODEL_WIN32
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unsigned dInputConstForceLeftMax;
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unsigned dInputConstForceRightMax;
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unsigned dInputSelfCenterMax;
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unsigned dInputFrictionMax;
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unsigned dInputVibrateMax;
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unsigned xInputConstForceThreshold;
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unsigned xInputConstForceMax;
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unsigned xInputVibrateMax;
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#endif
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// Input system
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inline void SetInputSystem(const char *inpSysName)
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{
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if (inpSysName == NULL)
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{
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#ifdef SUPERMODEL_WIN32 // default is DirectInput on Windows
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inputSystem = "dinput";
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#else // everyone else uses SDL
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inputSystem = "sdl";
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#endif
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return;
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}
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if (stricmp(inpSysName,"sdl")
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#ifdef SUPERMODEL_WIN32
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&& stricmp(inpSysName,"dinput") && stricmp(inpSysName,"xinput") && stricmp(inpSysName,"rawinput")
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#endif
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)
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{
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#ifdef SUPERMODEL_WIN32
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ErrorLog("Unknown input system '%s', defaulting to DirectInput.", inpSysName);
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inputSystem = "dinput";
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#else
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ErrorLog("Unknown input system '%s', defaulting to SDL.", inpSysName);
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inputSystem = "sdl";
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#endif
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return;
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}
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inputSystem = inpSysName;
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}
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inline const char *GetInputSystem(void)
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{
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return inputSystem.c_str();
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}
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// Outputs
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inline void SetOutputs(const char *outputsName)
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{
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if (outputsName == NULL)
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{
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outputs = "none";
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return;
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}
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if (stricmp(outputsName, "none")
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#ifdef SUPERMODEL_WIN32
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&& stricmp(outputsName, "win")
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#endif
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)
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{
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ErrorLog("Unknown outputs '%s', defaulting to None.", outputsName);
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outputs = "none";
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return;
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}
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outputs = outputsName;
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}
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inline const char *GetOutputs(void)
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{
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return outputs.c_str();
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}
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// Defaults
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COSDConfig(void)
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{
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xRes = 496;
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yRes = 384;
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fullScreen = false;
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wideScreen = false;
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vsync = true;
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throttle = true;
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showFPS = false;
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crosshairs = 0;
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flipStereo = false;
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#ifdef SUPERMODEL_DEBUGGER
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disableDebugger = false;
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#endif
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#ifdef SUPERMODEL_WIN32
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inputSystem = "dinput";
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dInputConstForceLeftMax = 100;
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dInputConstForceRightMax = 100;
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dInputSelfCenterMax = 100;
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dInputFrictionMax = 100;
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dInputVibrateMax = 100;
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xInputConstForceThreshold = 30;
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xInputConstForceMax = 100;
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xInputVibrateMax = 100;
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#else
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inputSystem = "sdl";
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#endif
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outputs = "none";
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}
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private:
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string inputSystem;
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string outputs;
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};
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#endif // INCLUDED_OSDCONFIG_H
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