[GTK*] Some gamepad input rework
- Unbind gamepad keys by default. The default bindings may fit one gamepad model but work weirdly with another causing issues like [LINUX/GTK3] Whitescreen freeze when pressing square on ds4 #834
- Use non-blocking method to obtain gamepad keys/axes during configuration to avoid visible emulator freeze and possible deadlock (see [linux] editing controlls sometimes (often) freezes the emulator #843)
closes#834closes#843
* GTK cheats UI inputs/displays hex for address (offset)
* Added range bound to keep internal cheat data within specified size
The decision to change the value column to store G_TYPE_UINT is purely pragmatic--having all data be treated and displayed as unsized is simpler than writing a custom display to handle signedness and cleaner than 1-3 byte ints appearing unsigned and 4 byte int appearing signed.
* Added index and cheat type data to ListStore
My implementation plan is to use a GtkTreeModelFilter to create separate section for internal and ActionReplay cheats, but I was not convinced the indices in the tree path would correspond to the indices in , hence the additional column.
* Filter raw and AR cheats, display both filters in UI, patch up raw update/delete
* Action Replay UI elements [GTK]
* Memory leak fixes
+ some additional clean-up comments and small bug patches
* Backport to GTK2
- Using the new OpenGLGeometryResource and OpenGLRenderStatesResource classes, the 3.2 Core Profile and ES renderers now use triple-buffering for all geometry rendering resources and framebuffer constants.
- Delete the InitFinalRenderStates() method, which has been obsoleted over the years. Its functionality has been rolled into the InitExtensions() and _RenderGeometryLoopBegin() methods.
- In the 3.2 Core Profile and ES renderers, synchronization of vertex info uploads now occurs at a more reasonable time.
- Geometry rendering is now Y-flipped by default, eliminating the need to Y-flip the final output framebuffer under all conditions.
- Legacy OpenGL no longer needs to perform any color conversion of the final output framebuffer if FBOs are supported.
- Rename some functions and variables to better describe what things are doing now.
- Remove some methods in OpenGLRenderer_2_0 and OpenGLRenderer_2_1 that have negligible contribution to either performance or code simplicity.
- OpenGLRenderer_1_2, OpenGLRenderer_2_0, and OpenGLRenderer_2_1 are now instantiated with their specific variant IDs.
- Calls to malloc_alignedCacheLine() have been replaced with the more appropriate malloc_alignedPage().
- Do some misc. code cleanup.
- Also fixes build errors related to explicitly building SIMD files for colorspacehandler. Don't do it! The proper way is to simply include "colorspacehandler.cpp" alone and let the compiler's preprocessor macros determine which SIMD file to use.
- Release builds now use -Ofast optimization instead of -O3.
- Release builds no longer strip their symbols. This will be needed for profiling and debugging.
- These changes now presume that standard OpenGL and OpenGL ES are mutually exclusive. We will NOT support running a standard OpenGL context and an OpenGL ES context in the same process.
- Clients must explicitly request supporting the OpenGL 3D renderer in their build configuration. Build configurations must define ENABLE_OPENGL_STANDARD (replacing the HAVE_OPENGL macro) or ENABLE_OPENGL_ES. If neither macro is defined, then the OpenGL 3D renderer will be assumed unavailable.
- Meson and Autotools now use better header/library checks for OpenGL functionality with their associated context type.
- Add a new Code::Blocks project file that can make builds for CLI, GTK, and GTK2.
- GTK and GTK2 ports now have the option to run a legacy OpenGL context, a 3.2 Core Profile context, or simply choosing the best context automatically like before.
- GTK and GTK2 ports have GLX and EGL as new context types. OSMesa and SDL have been updated to the latest design pattern.
- GTK and GTK2 ports can now be configured (via Meson or Autotools) to use a GLX, OSMesa, EGL, or SDL context.
- OSMesa contexts are now marked as deprecated. I don't know of anyone who still uses them, and I've never been able to get it to work correctly for years. Now that we have GLX contexts for compatibility purposes, OSMesa contexts are now completely redundant.
- Fix a bug with the GTK port where ancient GPUs without FBO support can still run framebuffers at custom sizes.
- For POSIX ports, move all "avout" and context creation files to the "shared" directory for better file organization.
- Fix a compiling bug for ES due to missing tokens.
- Fix Fog and Edge Mark feature availability when running legacy OpenGL. (Regressions from commit 0c7cb99 and commit 8b5ac56.)
- glDrawBuffer() now determines its own algorithm at runtime instead of at compile time. This change is being done to be consistent with all of the other Standard vs ES changes.
- Respect the draw buffers ordering rules that are unique to ES.
- Report the actual OpenGL variant being requested when initializing the renderer.
- Add oglrender_deinit() function pointer so that clients can properly handle the destruction of their associated context resources at the correct time.
- Certain internal OpenGL info is now assigned at run time instead of at compile time. This change now allows any of the OpenGL renderers to run side-by-side.
- Fix a potential unaligned access crashing bug in ES when clear images are to be rendered.
- Fix an ES bug where clear images would fail to render when MSAA is enabled.
- Fix a legacy OpenGL bug where toon table colors were not ignoring their alpha bit, according to GBATEK.