This breaks the API of GameBoyAdvanvce::save_state and restore_state methods.
Currently as WIP only SDL2 frontend will adjust.
Former-commit-id: 1df15c8697fef0f6adddb07a6d653947c622ba12
Former-commit-id: 2ea339dc6a0d1e7539d167c4df29694b408303da
Mainly convert mainloop and audio thread into native code for
performance increase. (Calling into JNI every frame was costy)
The code was cleaned up quite a bit, but I may have introduced new bugs
in this process :<
Former-commit-id: fdbc21b5ab39f3d2e36647fd1177dc9a84a16980
Former-commit-id: ac765dbee8c994e1b69cc694846511837c2685b9
It was useless and lengthened the build time
Former-commit-id: 44b9c836d9b75142ef4bdb3602ede3f87b03f08f
Former-commit-id: 4c737704103654673366a7a83bf9b7614df40416
Resizing the window could leave artifacts from the previous frame on
the canvas that is not overwritten by the self.canvas.copy(...) call.
Former-commit-id: c5479c3e9346a25f2d5e7a7f7b8198a71d16e16a
Former-commit-id: a2cc07de426ed1eca5437e30f4a15278065d856c
Also move the redraw code into a closure to be able to call it from
two places. By the result of this waiting for ROMs no longer consumes
100% of a CPU core.
Former-commit-id: bc86ade197221eb8d357af91a3b59f4eb165adc5
Former-commit-id: 521f361872964d77b88097d7baa6a4b6b713224e