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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
176 lines
4.1 KiB
C++
Executable file
176 lines
4.1 KiB
C++
Executable file
/**
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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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* WinOutputs.h
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*
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* Implementation of COutputs that sends MAMEHooker compatible messages via Windows messages.
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*/
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#ifndef INCLUDED_WINOUTPUTS_H
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#define INCLUDED_WINOUTPUTS_H
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#define WIN32_LEAN_AND_MEAN
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#include <windows.h>
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#include "OSD/Outputs.h"
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#include <vector>
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using namespace std;
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// Struct that represents a client (eg MAMEHooker) currently registered with the emulator
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struct RegisteredClient
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{
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LPARAM id; // Client-specified id
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HWND hwnd; // Client HWND
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};
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struct CopyDataIdString
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{
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UINT32 id; // Id that was requested
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char string[1]; // String containing data
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};
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class CWinOutputs : public COutputs
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{
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public:
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/*
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* CWinOutputs():
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* ~CWinOutputs():
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*
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* Constructor and destructor.
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*/
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CWinOutputs();
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virtual ~CWinOutputs();
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/*
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* Initialize():
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*
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* Initializes this class.
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*/
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bool Initialize();
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/*
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* Attached():
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*
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* Lets the class know that it has been attached to the emulator.
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*/
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void Attached();
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protected:
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/*
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* SendOutput():
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*
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* Sends the appropriate output message to all registered clients.
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*/
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void SendOutput(EOutputs output, UINT8 prevValue, UINT8 value);
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private:
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static bool s_createdClass;
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/*
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* CreateWindowClass():
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*
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* Registers the window class and sets up OutputWindowProcCallback to process all messages sent to the emulator window.
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*/
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static bool CreateWindowClass();
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/*
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* OutputWindowProcCallback(hwnd, msg, wParam, lParam):
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*
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* Receives all messages sent to the emulator window and passes them on to the CWinOutputs object (whose pointer is passed
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* via GWLP_USERDATA).
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*/
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static LRESULT CALLBACK OutputWindowProcCallback(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam);
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HWND m_hwnd;
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UINT m_onStart;
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UINT m_onStop;
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UINT m_updateState;
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UINT m_regClient;
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UINT m_unregClient;
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UINT m_getIdString;
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vector<RegisteredClient> m_clients;
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/*
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* AllocateMessageId(regId, str):
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*
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* Defines a new window message type with the given name and returns the allocated message id.
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*/
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bool AllocateMessageId(UINT ®Id, LPCSTR str);
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/*
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* OutputWindowProc(hwnd, msg, wParam, lParam):
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*
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* Processes the messages sent to the emulator window.
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*/
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LRESULT OutputWindowProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam);
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/*
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* RegisterClient(hwnd, id):
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*
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* Registers a client (eg MAMEHooker) with the emulator.
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*/
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LRESULT RegisterClient(HWND hwnd, LPARAM id);
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/*
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* SendAllToClient(client):
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*
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* Sends the current state of all the outputs to the given registered client.
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* Called whenever a client is registered with the emulator.
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*/
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void SendAllToClient(RegisteredClient &client);
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/*
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* UnregisterClient(hwnd, id):
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*
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* Unregisters a client from the emulator.
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*/
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LRESULT UnregisterClient(HWND hwnd, LPARAM id);
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/*
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* SendIdString(hwnd, id):
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*
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* Sends the name of the requested output back to a client, or the name of the current running game if an id of zero is requested.
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*/
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LRESULT SendIdString(HWND hwnd, LPARAM id);
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/*
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* MapIdToName(id):
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*
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* Maps the given id to an output's name.
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*/
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const char *MapIdToName(LPARAM id);
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/*
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* MapNameToId(name):
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*
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* Maps the given name to an output's id.
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*/
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LPARAM MapNameToId(const char *name);
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};
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#endif // INCLUDED_WINOUTPUTS_H
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