Linux: Fixed some bugs and build issues

This commit is contained in:
Souryo 2017-05-13 18:20:50 -04:00
parent 4f96aed58a
commit c3dedb679b
5 changed files with 8 additions and 7 deletions

View File

@ -105,7 +105,7 @@ void BaseRenderer::ShowFpsCounter(int lineNumber)
if(_fpsTimer.GetElapsedMS() > 1000) {
//Update fps every sec
uint32_t frameCount = VideoDecoder::GetInstance()->GetFrameCount();
if(frameCount - _lastFrameCount < 0) {
if(_lastFrameCount > frameCount) {
_currentFPS = 0;
} else {
_currentFPS = (int)(std::round((double)(frameCount - _lastFrameCount) / (_fpsTimer.GetElapsedMS() / 1000)));

View File

@ -45,9 +45,9 @@
//
this.tlpPreviousState.BackColor = System.Drawing.Color.Black;
this.tlpPreviousState.ColumnCount = 3;
this.tlpPreviousState.ColumnStyles.Add(new System.Windows.Forms.ColumnStyle(System.Windows.Forms.SizeType.Percent, 50F));
this.tlpPreviousState.ColumnStyles.Add(new System.Windows.Forms.ColumnStyle());
this.tlpPreviousState.ColumnStyles.Add(new System.Windows.Forms.ColumnStyle(System.Windows.Forms.SizeType.Percent, 50F));
this.tlpPreviousState.ColumnStyles.Add(new System.Windows.Forms.ColumnStyle(System.Windows.Forms.SizeType.Percent, 100F));
this.tlpPreviousState.ColumnStyles.Add(new System.Windows.Forms.ColumnStyle());
this.tlpPreviousState.Controls.Add(this.pnlPreviousState, 1, 1);
this.tlpPreviousState.Controls.Add(this.lblGameName, 1, 2);
this.tlpPreviousState.Controls.Add(this.lblSaveDate, 1, 3);

View File

@ -388,9 +388,10 @@
//
// lblKeyBinding
//
this.lblKeyBinding.AutoSize = true;
this.lblKeyBinding.AutoSize = false;
this.lblKeyBinding.Dock = System.Windows.Forms.DockStyle.Fill;
this.lblKeyBinding.Location = new System.Drawing.Point(25, 0);
this.lblKeyBinding.Name = "lblKeyBinding";
this.lblKeyBinding.Name = "lblKeyBinding";
this.lblKeyBinding.Size = new System.Drawing.Size(320, 52);
this.lblKeyBinding.TabIndex = 1;
this.lblKeyBinding.Text = "Warning: Your current configuration contains conflicting key bindings - some physical buttons on your keyword or gamepad are mapped to multiple buttons on the NES controller. If this is not intentional, please review and correct your key bindings.";

View File

@ -4,8 +4,8 @@
#include "../Utilities/SimpleLock.h"
#include "../Core/EmulationSettings.h"
#include "../Core/VideoRenderer.h"
#include "../Core/BaseRenderer.h"
#include "SpriteFont.h"
#include "BaseRenderer.h"
struct SDL_Window
{

View File

@ -87,7 +87,7 @@ InteropDLL/$(OBJFOLDER)/$(SHAREDLIB): $(SEVENZIPOBJ) $(UTILOBJ) $(COREOBJ) $(LIB
ar -rcs InteropDLL/$(OBJFOLDER)/libMesenLinux.a $(LINUXOBJ) $(LIBEVDEVOBJ)
ar -rcs InteropDLL/$(OBJFOLDER)/libUtilities.a $(UTILOBJ)
ar -rcs InteropDLL/$(OBJFOLDER)/libCore.a $(COREOBJ)
cd InteropDLL/$(OBJFOLDER) && $(CPPC) $(GCCOPTIONS) -Wl,-z,defs -Wno-parentheses -Wno-switch -shared -o $(SHAREDLIB) ../*.cpp -L . -lCore -lMesenLinux -lUtilities -lSevenZip -pthread -lSDL2 -lstdc++fs
cd InteropDLL/$(OBJFOLDER) && $(CPPC) $(GCCOPTIONS) -Wl,-z,defs -Wno-parentheses -Wno-switch -shared -o $(SHAREDLIB) ../*.cpp -L . -lMesenLinux -lCore -lUtilities -lSevenZip -pthread -lSDL2 -lstdc++fs
run:
MONO_LOG_LEVEL=debug mono $(RELEASEFOLDER)/Mesen.exe