Add multi-mouse support for X11, by using XInput2 extensions. Only
master pointers are considered as mice.
New behavior put behind HAVE_XI2 and configure script extended with
necessary detection.
While here:
* remove input_overlay and task_overlay from linking blacklist
* move -Werror to CC invocation since C++ refuses to use it
* copy the quiet build mode from the main Makefile and make it the
default
* temporarily define DEPRECATED for gpu_old.h to allow succesful build
* replace the call to command_event() with one to retroarch_main_quit()
in a failure case
* add missing uncompr.o in Makefile.common for HAVE_BUILTINZLIB
* workerized RA
* Workerized (non-async) web player, using OPFS
This patch eliminates the need for asyncify and uses modern filesystem
APIs instead of the deprecated, unmaintained BrowserFS.
This is a WIP patch because it won't fully work until these two
Emscripten PRs land and are released:
https://github.com/emscripten-core/emscripten/pull/23518https://github.com/emscripten-core/emscripten/pull/23021
The former fixes an offscreen canvas context recreation bug, and the
latter adds an equivalent to BrowserFS's XHR filesystem (but without
the hazardous running-XHR-on-the-main-thread problem).
The biggest issue is that local storage of users who were using the
old version of the webplayer will be gone when they switch to the new
webplayer. I don't have a good story for converting the old BrowserFS
IDBFS contents into the new OPFS filesystem (the move is worth doing
because OPFS supports seeking and reading only bits of a file, and
because BrowserFS is dead).
I've kept around the old libretro webplayer under
pkg/emscripten/libretro-classic, and with these make flags you can
build a non-workerized RA that uses asyncify to sleep as before:
make -f Makefile.emscripten libretro=$CORE HAVE_WORKER=0 HAVE_WASMFS=0 PTHREAD=0 HAVE_AL=1
I also moved the default directory for core content on emscripten to
not be a subdirectory of the local filesystem mount, because it's
confusing to have a subdirectory that's lazily fetched and not
mirrored to the local storage. I think it won't impact existing users
of the classic web player because they already have a retroarch.cfg in
place.
* Get fetchfs working without manifest support
* makefile fixes
* fix scaling, remove zip dependency
* Support asset/cheats/etc downloaders for emscripten
- Add http transfer support for emscripten
- At the task_http level, not the net_http level --- so no netplay
or webdav.
- Change default paths to be more like other platforms
- Gives us smaller bundles and a faster boot time
- Had to work around a task queue bug on Emscripten
- I made the smallest possible change to do it, but it may be better
to fix in rthread.c
* Load an emscripten file_packager package on first run
If no ozone assets are present, load a libretro_minimal package
created using Emscripten's built-in file packager.
* updated readme, removed indexer from wasmfs libretro-web
* Put back zip dependency, load asset bundle into opfs on first run
* fix upload path
* Remove unused function
* easy testing setup for two multithreaded conditions
1. make PROXY_TO_PTHREAD=1 (slower)
2. make PROXY_TO_PTHREAD=0 (bad audio, because doesn't sleep in
openal.c)
* Remove condition on sleep in openal
also make input_driver check existence of drv->axis, drv->button
before calling them.
* Fix resizing under EGL
* Don't force config file path on emscripten
* Add time.h include to netplay, default HAVE_NETPLAYDISCOVERY to 0
* Remove nearly all proxied joypad calls under emscripten
* Fix file uploads under firefox
* Fix safari API uses, but Safari still hangs in OPFS filesystem mount
I think this can be fixed by moving the backend creation off the main
thread.
* Move filesystem init into emscripten C entry point
* Setup filesystems off of main thread
* re-set default player to async
Also improve Safari compatibility under proxy-to-pthread condition
* Safari upload file fixes
* Remove some excess prints
* Fix typo
* workerized RA
* Workerized (non-async) web player, using OPFS
This patch eliminates the need for asyncify and uses modern filesystem
APIs instead of the deprecated, unmaintained BrowserFS.
This is a WIP patch because it won't fully work until these two
Emscripten PRs land and are released:
https://github.com/emscripten-core/emscripten/pull/23518https://github.com/emscripten-core/emscripten/pull/23021
The former fixes an offscreen canvas context recreation bug, and the
latter adds an equivalent to BrowserFS's XHR filesystem (but without
the hazardous running-XHR-on-the-main-thread problem).
The biggest issue is that local storage of users who were using the
old version of the webplayer will be gone when they switch to the new
webplayer. I don't have a good story for converting the old BrowserFS
IDBFS contents into the new OPFS filesystem (the move is worth doing
because OPFS supports seeking and reading only bits of a file, and
because BrowserFS is dead).
I've kept around the old libretro webplayer under
pkg/emscripten/libretro-classic, and with these make flags you can
build a non-workerized RA that uses asyncify to sleep as before:
make -f Makefile.emscripten libretro=$CORE HAVE_WORKER=0 HAVE_WASMFS=0 PTHREAD=0 HAVE_AL=1
I also moved the default directory for core content on emscripten to
not be a subdirectory of the local filesystem mount, because it's
confusing to have a subdirectory that's lazily fetched and not
mirrored to the local storage. I think it won't impact existing users
of the classic web player because they already have a retroarch.cfg in
place.
* Get fetchfs working without manifest support
* makefile fixes
* Add dummy game ai subsystem
* First working prototype of a machine learning model that can override player input
* Update README.md
* Update README.md
* Fix loading path on Windows
* Change ai override to player 2
* Added quick menu show game ai option
* Implemented Quick Menu entry for Game AI options
* Redirect debug logs to retroarch log system + properly support player override
* Added support to use framebuffer as input to the AI
* Added pixel format parameter to API
* Fix game name
* code clean-up of game_ai.cpp
* Update README.md - Windows Build
* Update README.md
* Update README.md
* Update README.md
* Update config.params.sh
turn off GAME_AI feature by default
* Fix compile error in menu_displaylist.c
* Add missing #define in menu_cbs_title.c
* Added new game_ai entry in griffin_cpp
* Remove GAME_AI entry in msg_hash_us.c
* Fix compile error in menu_displaylist.h
* Removed GAME AI references from README.md
* Fixes coding style + add GameAI lib API header
* Convert comment to legacy + remove unused code
* Additional coding style fixes to game_ai.cpp
* Fix identation issues in game_ai.cpp
* Removed some debug code in game_ai.cpp
* Add game_ai_lib in deps
* Replace assert with retro_assert
* Update Makefile.common
* Converting game_ai from cpp to c. First step.
* Convert game_ai from CPP to C. STEP 2: add C function calls
* Convert game_ai from CPP to C. Final Step
* Added shutdown function for game ai lib
* Update game_ai_lib README
* Fix crash when loading/unloading multiple games
## Description
Before there was no clear way of running msys2, and even if there was, there is no guarantee of it working, well I fixed it, and added a CI, so that we can always know if it works. Furthermore I added 2 targets more: UCRT64 and CLANG64, yes, compilation with clang64 means we can also compile with clang for windows on arm :D, plus clang has better error messages overall, anyway.
## Related Issues
#17367
## Reviewers
Anyone, it's my first PR here.
* Make paths portable for CloudSync when building manifest
* Enable CloudSync on Windows builds
* Fix "fetech server file" - Forgot to commit this, oops!
* Fix definition conflict with gzguts.h
* "Enable Cloud Sync for Windows UWP builds"
---------
Co-authored-by: WindowsDEV <WindowsDEV@WindowsDEV-VM.lan>
* (Qt) Migrate to Qt6
* basic support Qt6 with minimal changes required for compiling
* look `moc` in QT_HOST_LIBEXECS
* (Qt) Backward compatibility with Qt5
A new input driver (test_input), similar to test joypad driver.
Takes its inputs from a json file provided in options. Supports
keyboard input and sensor input (accelerometer, gyroscope,
illuminance).
Remote Retropad extended with a sensor test screen.
it is more convenient to provide the URL via make option rather than
rely on hardcoded value in the code base. it provides more flexibility
in case of different servers for stable, daily, canary, community, ...
and instead of parsing a file in the filesystem to obtain target name of
the device on which lakka is running, we can provide the target name at
build time as well. the target name is used for the full path URL for
the download of updates.
there is no need to have these values editable via retroarch frontend
and saved in the config file. it is safer to provide them at build time
and have them set this way.
* provide more information during achievement load process
* update rcheevos version
* do disconnected processing even when no game is loaded
* make loading widget unique
* only show loading indicator with verbose messages on
* Test driver for joypad inputs
Add a new joypad input driver:
- hide driver behind #ifdef and enable it in config_params.sh
- add a new config parameter to specify the test input file
- add aux files: additional config files that cancel out any binds
that may be present in RA config, autoconfig profile for
test joypads, test input file that matches controller test
sequence
* Fixes and comments for test input driver.
* Simplify autosave command function
* Simplify and split save and savestate logic
save.c contains "SRAM" saves and their logic, which uses no task/queue.
* Add xdelta in deps
* Include <assert.h> in xdelta3.h
- Otherwise the static_assert calls can fail
* Build xdelta3 in Makefile.common
* Add xdelta support to the softpatching infrastructure
- The patching itself isn't fully implemented yet
* Adjust how xdelta3.h checks the sizes of some types
- Now checks max values instead of relying on autotools
* Add some enums that were excluded by the cherry-pick
* Remove stray whitespace
* Adjust SIZE macros in xdelta3.h
- Move them outside the XD3_USE_LARGEFILE64 block
- Add more SIZE declarations
- Make SIZEOF_UNSIGNED_LONG_LONG contingent on the presence of ULLONG_MAX
* Reintegrate xdelta support
* Enable support for xdelta's secondary compressors
- Necessary for some patches
* Fix some format specifiers
* Remove unnecessary files from xdelta
* Include xdelta3.h with a relative path
* Add xdelta3 headers to HEADERS variable
* Gate Xdelta support behind HAVE_XDELTA
- HAVE_XDELTA is on by default
- HAVE_PATCH is still required for HAVE_XDELTA to be meaningful
- Support is mostly contingent on the availability of LZMA
- Anything modern should be okay
- Legacy platforms (e.g. DOS) may need to have Xdelta support disabled
- At least until some other solution can be found
* Disable HAVE_XDELTA on platforms where the build recently failed
- These come from looking at the failed builds on GitHub
- These are guesses, and may turn out to be wrong
* Fix a potential memory leak
- Whoops, looks like I need to call two cleanup functions
- xd3_close_stream exists separately from xd3_free_stream
* Split the --help printout for --xdelta into its own strlcat call
- GCC was complaining about #ifdefs within macro arguments being non-portable
* Fix some incorrect printf format specifiers
* Modify Xdelta to adhere to C89
- It's mostly using RetroArch's INLINE macro instead of the inline keyword
* Slight cleanups
* Remove a stray comma that was hindering C89 builds
* Add XDelta support to CHANGES.md
* Change how the xdelta patch's name is computed
- To be in line with other recent refactoring
* Fix an incorrect merge
- Whoops, this part was from before I figured out how to get the size of a patched file
* Explain the song-and-dance behind computing a patched file's size
* Define some XDelta3-related constants to 0 on 32-bit platforms
* Adjust some Xdelta-related macro definitions
- Exclude the encoder, since we're not making patches
- Move some #defines to after inclusion of <stdint.h>, to fix undefined behavior
- Remove _WIN32_WINNT overrides, since they were for code that we're not using
* Fix Xdelta support
* Wrap an encoder-only function in `#if XD3_ENCODER`