![]() So we have to make the UI, setting the menubar visibility, before we can verify that we're going to load a game. Those drivers rely on the UI being created. You see, loading a game calls snes.init() which needs the interface (video, etc drivers) setup. I also re-added command-line loading, and if you successfully load a game there, it will turn off the menu+status for you. If you have no ROM loaded, it will show the menu+status in fullscreen to alert you there's no cart and give you a chance to select one. It remembers the fullscreen setting automatically now. You can't shrink the window smaller than your current settings, and if you make it bigger, you get black borders (since I can't disable the resize reliably on all platforms.) Makes more sense this way anyway, the menu options should reflect what you see, not what the startup state is. ![]() If menu+status toggle are bound to the same key, it'll only refresh the window once to reflect the new state now. Scale max is great, perfect fit to the edges of your screen sans reserved areas. They only center on the first show, after that they will remember where you placed them.Ĭompletely rewrote the windowed / fullscreen handling code. All windows respect the reserved screen areas (taskbar, dock, etc) and center perfectly. New initargs() function adds back support for non-ANSI paths.Īll buttons trigger on release (mouse up / off) rather than press (mouse down). It now looks for bsnes.cfg and style.qss (for theming.) Slight issue with relative paths and realpath() on Linux. If you use an old config, most settings from v039 will be lost, but some will be pulled in. ![]() ), so now it'll look for the multi-user config file, falling back on single-user. I feel it's exceeded the old UI in quality already, so I added the platform-functions (realpath, userpath. ![]()
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