Tags: Mu-L/visualboyadvance-m
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Development Test c7c6ad6 ======================== 1. 67c6ad6 - ZachBacon - implemented the fix from nhdailey, should resolve visualboyadvance-m#153. Will put up a test build soon - 02/25/2018 2. 669893 - rkitover - add multi-platform build system - 02/24/2018 3. 3e052c9 - obea and rkitover - cmake: Fix -DENABLE_FFMPEG=OFF - 01/18/2018 4. df0bd43 - rkitover - fix deps submodule init on windows - 10/25/2017 5. 7dca069 - ZachBacon - Added some windows specific stuff to builder 10/22/2017 ..+ f527d0a - ZachBacon - The not so finished builder script for windows ..+ 4204502 - rkitover - mac build/builder improvements 6. c3fc4e7 - ZachBacon - Added basic windows script. 10/21/2017 7. 21926d6 - rkitover - add -mfpmath=sse -msse2 compiler flags: x86/amd64 10/17/2017 8. d7ff2af - rkitover - add mac release builder script 10/12/2017 ..+ 5e63398 - rkitover - mac builder refactor/improvements ..+ afb1cd3 - automate codesign/zip for mac build, add xz dep 9. 30b6ecf - ZachBacon - add a changelog 10/11/2017 ..+ 4648638 - rkitover - read version from CHANGELOG.md if no git
cmake: use add_compile_options for ssp-buffer-size In 82c8a1e I made "--param ssp-buffer-size=4" one argument instead of two because when added to CMAKE_REQUIRED_LIBRARIES the ssp-buffer-size=4 part was being recognized as a library, breaking the compile tests. This broke the build on mac, which I fixed in 915e2d1 by using ssp flags for gcc only and not clang. Now apparently it is breaking mxe, so instead of adding this particular parameter to the MY_C_FLAGS variable which is then added to CMAKE_REQUIRED_* variables for compile tests, add it directly via ADD_COMPILE_OPTIONS(). This should hopefully resolve any remaining issues with this compiler flag.
Fix case where buffer is filled to capacity and becoming empty. There… … always needs to be an extra entry as a separator between the write and the read.
fix game freezing on kbd input #54 Apparently in some configurations, holding a key on the keyboard makes Wx stop processing Idle events, so the emulator does not run until the key is released, freezing the game and ignoring the key. Hopefully fix this by calling wxWakeUpIdle() from OnKeyDown() and OnKeyUp(). Other Misc. Improvements: - refactor process_key_press() to only return true if the system is in a pressed key state on key presses or a game key was released on releases and always true on double releases. - call ev.StopPropagation() from OnKey* events for game keys, this may not actually do anything, but just in case. - remove static OnKeyUp and OnKeyDown events from GameArea, these are connected to the DrawingPanel dynamically now. - remove the dynamic_cast<>s from PaintEv/EraseBackground/OnSize event forwarders, since there is already a panel member to use. TODO: The state returned by process_key_press() is still not entirely correct, if a joystick button is pressed, it will return true for a non-game keyboard press, and it needs to return the correct state for double releases.