Commit Graph

14 Commits

Author SHA1 Message Date
tomcw
66e468db65 Merged in Nick's new native resolution full-screen
- old 640x480 full-screen deprecated

Fixes for:
. Logo & Debug window scaled/positioned correctly
. Buttons & disk activity (on RHS) drawn in correct position
. Crosshairs for mouse (and when using mouse as joystick)drawn in correct position
2016-07-12 22:43:31 +01:00
tomcw
d23ae15774 Removed border from:
. final rendered window
. print-screen bmps (both sizes)
Fixed full-screen so that:
. all mode (RUNNING, DEBUG and LOGO) all occupy the same screen position
. there's no intermediate data drawn out of position when first switching to full-screen
Tested on Win7 and Win10
2016-04-04 21:05:58 +01:00
tomcw
e98de27039 Manual merge from master @ c798157 2016-03-21 23:48:02 +00:00
michaelangel007
03b43bf388 Bug #227 2.8.0.8 Fixed: Showing/hiding the address and/or opcodes will show long symbolic targets without overflowing into the register info pane
File: Debugger_Display.cpp
Func: DrawDisassemblyLine()
2014-12-11 10:00:02 -08:00
michaelangel007
d6002721e5 Fix Bug #251: ASC #:# with null byte doesn't mark up properly 2014-12-11 09:41:42 -08:00
michaelangel007
c2d6f5b026 Bug #239 : Debugger 2.8.0.6: Ctrl-Print Screen while the debugger is active will copy the debugger text to the clipboard 2014-12-01 22:01:08 -08:00
tomcw
bc45812f4e Simplified and moved main-loop video update logic into Video.cpp.
Removed complex case below for:
. VideoHasRefreshed(), 'anyupdates'
. VideoCheckPage()

Detailed notes below.

---

Video updates in ContinueExecution() loop:

'anyupdates' gets set if there were any page-flip(s) in last ~17030 cycles:
	anyupdates |= VideoHasRefreshed();
ie. VideoRefreshScreen() was called outside of this loop.

If there's been a call to VideoRefreshScreen() outside of this loop,
  and then the video framebuffer gets written to, ie. VideoApparentlyDirty() returns TRUE,
then don't call VideoRefreshScreen() from this loop for 3 frames.
(If a VideoRefreshScreen() is called outside of this loop then restart the 3 frame count.)

So..
 if the game is flipping, the VideoApparentlyDirty() will return FALSE (since game writes to other framebuffer).
 if the game is not flipping, then VideoHasRefreshed() will return FALSE (since no flips occur).

Therefore this complex case above probably only arises at a boundary eg. when the game is transitioning between these 2 modes,
and so if the emulator does the very occasional screen update in this main loop, it is of no consequence.

(I guess this extra logic was to throttle video updates on very old slow machines)

---

VideoCheckPage(BOOL bForce) was called twice in main-loop:

UnexpectedPage if g_bVideoDisplayPage2 != SW_PAGE2

Once each time through the loop (ie. every 1ms), with bForce=0
	if UnexpectedPage && >500ms since last flip then VideoRefreshScreen()

Once each video frame (ie. ~17030 cycles) when not flipping, with bForce=1
	if UnexpectedPage then VideoRefreshScreen()

Basically this was all about supporting FullSpeed mode, and limiting the calls to VideoRefreshScreen().
2014-09-13 22:22:27 +01:00
michaelangel007
4b7f8aab3e Debugger 2.8.0.1 Fix #227 (Debugger)[1.25] AppleSoft symbol: COPY.FAC.TO.ARG.ROUNDED overflows into registers 2014-09-08 09:19:12 -07:00
michaelangel007
346a171310 1.25 RC1 fixed ASC ellipsis 2014-08-30 10:03:00 -07:00
michaelangel007
e449da5b47 Debugger: Fix ASC overflowing _sOpCodes in FormatOpcodeBytes() 2014-08-28 16:52:41 -07:00
michaelangel007
fc5818ee34 Debugger 2.7.0.29 -- Renamed DS to ASC, fixed disassembly for ASC 2014-08-28 11:13:02 -07:00
michaelangel007
936553ab7e Cleanup misc. whitespace 2014-08-25 15:33:53 -07:00
tomcw
6a26a95487 PCH refactor: remove non-system headers from stdafx.h 2014-08-13 21:30:35 +01:00
tomcw
d591dd006b Remove the top-level AppleWin folder 2014-05-23 22:59:02 +01:00