This file is pretty small now that it doesn't handle Wii
partitions anymore, so let's move its contents to Volume.cpp.
This is also more consistent with how blob creation works.
Since these button names are printed on all real controllers,
we should show them in the same way as they are printed on
the controllers, regardless of the user's language. It seems
like this was intended all along (except for "Start"), but the
_ markers in TASInputDlg.cpp (accidentally?) led to the button
names in the controller configs also becoming translatable.
I'm making exceptions for "L" and "R" because translators
may want to mark them in some way (for instance "L-Digital")
to clarify the difference from "L-Analog" and "R-Analog".
I'm also making an exception for START/PAUSE because it's
referred to as スタート in Japanese games.
I'm changing "Home" and "Start" to uppercase for consistency
with how Nintendo refers to those buttons, and because someone
who isn't familiar with the Latin script might not know the
connection between the lowercase and uppercase letters (most
users likely do know the connection, but we shouldn't assume it),
and because leaving "Start" as "Start" makes it "collide" with
unrelated strings, such as the string for the button that starts
a netplay session.
To rename "Start" and "Home" without breaking INI
compatibility, I added a ui_name variable like in f5c82ad.
Whenever the EmulationActivity crashes and the app gets back to the
TvMainActivity, dolphin will crash tring to restor the mBrowseFragment
since we don't save the adapter data in the bundle.
This is quick hack to avoid the crash. The proper fix would be to save the
adapter data in the bundle and restore it before restoring the fragment
when the activity gets recreated.
Crash Stacktrace:
Process: org.dolphinemu.dolphinemu.debug, PID: 30353
java.lang.RuntimeException: Unable to start activity ComponentInfo{org.dolphinemu.dolphinemu.debug/org.dolphinemu.dolphinemu.ui.main.TvMainActivity}: java.lang.IllegalArgumentException: Invalid position 1 requested
at android.app.ActivityThread.performLaunchActivity(ActivityThread.java:2691)
at android.app.ActivityThread.handleLaunchActivity(ActivityThread.java:2752)
at android.app.ActivityThread.-wrap12(ActivityThread.java)
at android.app.ActivityThread$H.handleMessage(ActivityThread.java:1461)
at android.os.Handler.dispatchMessage(Handler.java:102)
at android.os.Looper.loop(Looper.java:154)
at android.app.ActivityThread.main(ActivityThread.java:6120)
at java.lang.reflect.Method.invoke(Native Method)
at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:865)
at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:755)
Caused by: java.lang.IllegalArgumentException: Invalid position 1 requested
at android.support.v17.leanback.app.BrowseFragment.createMainFragment(BrowseFragment.java:509)
at android.support.v17.leanback.app.BrowseFragment.replaceMainFragment(BrowseFragment.java:1454)
at android.support.v17.leanback.app.BrowseFragment.setAdapter(BrowseFragment.java:764)
at org.dolphinemu.dolphinemu.ui.main.TvMainActivity.buildRowsAdapter(TvMainActivity.java:183)
at org.dolphinemu.dolphinemu.ui.main.TvMainActivity.onCreate(TvMainActivity.java:59)
at android.app.Activity.performCreate(Activity.java:6664)
at android.app.Instrumentation.callActivityOnCreate(Instrumentation.java:1118)
at android.app.ActivityThread.performLaunchActivity(ActivityThread.java:2644)
at android.app.ActivityThread.handleLaunchActivity(ActivityThread.java:2752)
at android.app.ActivityThread.-wrap12(ActivityThread.java)
at android.app.ActivityThread$H.handleMessage(ActivityThread.java:1461)
at android.os.Handler.dispatchMessage(Handler.java:102)
at android.os.Looper.loop(Looper.java:154)
at android.app.ActivityThread.main(ActivityThread.java:6120)
at java.lang.reflect.Method.invoke(Native Method)
at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:865)
at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:755)
Use Bitmap.setPixels() instead of Bitmap.copyPixelsFromBuffer() the former
use non pre-multiplied values of the colors which is what we expect to
come from the native code.
We can do this now that the x86-64 JIT supports PIE.
JITIL is deliberately excluded from the GUI because it
doesn't support PIE yet. (JITIL will be used if it's
set in the INI, though.)
Apparently the path was changed from using "/thump.png" to using
"/gameId-#.png". We will always use the first screenshot for the game
broswer wich will be "/gameId-1.png"
Saving screenshot was not working due to 2 problems. The first one is that
the view id of the save screenshot in the Android TV fragment doesnt match
the one declared inside the menu_emulation. Second Problem will be fixed
in another commit.
This commit chnage the code to not depend on reusing the ids of the menu
everywhere in the emulator inorder for the onMenuItemClicked to work.
Instead you need to call EmulationActivity.handleMenuAction passing
the action to handle regardless of the ids you are using in the view.
Compilers are very picky and don't use PCH when they have been compiled
with different flags. I even got some ICE in MSVC, so removing them for now.
Modules are the solution.
Load all the inis at once, choose which one to write to, and save them all
at the same time. This allows us to modify settings from different files
on the same settings page.
The usage of "Wii Remote" and "Wiimote" in the interface is inconsistent. "Wiimote" is also not a real word nor is it an official product name. Therefore I have changed instances of "Wiimote" in the UI to instead say "Wii Remote". I also made a couple of minor grammatical changes as well.
This is mostly a resubmission of #4338 but there are some minor other changes as well.
It's now possible to switch between a horizontal or vertical Wiimote
with no extension, a Wiimote with a Nunchuk, a Classic Controller,
or a GameCube Controller when running a Wii game.
This is needed because for some reason the WSI for NV Vulkan drivers
doesn't return VK_ERROR_OUT_OF_DATE_KHR, so there is no other way to know
that a resize has occured apart from polling, which is a poor solution for
X11 (since it is blocking).
These were made when the button images were first remade many months ago, but they were never committed since there was no use for them at the time (and laziness :P). BUT now there is a PR that finally has use for these images, so it's time to get this into Dolphin and available for use!
At first there weren't many enums in Volume.h, but the number has been
growing, and I'm planning to add one more for regions. To not make
Volume.h too large, and to avoid needing to include Volume.h in code
that doesn't use volume objects, I'm moving the enums to a new file.
I'm also turning them into enum classes while I'm at it.
EndPlayInput runs on the CPU thread so it can't directly call
UpdateWantDeterminism. PlayController also tries to ChangeDisc
from the CPU Thread which is also invalid. It now just pauses
execution and posts a request to the Host to fix it instead.
The Core itself also did dodgy things like PauseAndLock-ing
from the CPU Thread and SetState from EmuThread which have been
removed.
Fix Frame Advance and FifoPlayer pause/unpause/stop.
CPU::EnableStepping is not atomic but is called from multiple threads
which races and leaves the system in a random state; also instruction
stepping was unstable, m_StepEvent had an almost random value because
of the dual purpose it served which could cause races where CPU::Run
would SingleStep when it was supposed to be sleeping.
FifoPlayer never FinishStateMove()d which was causing it to deadlock.
Rather than partially reimplementing CPU::Run, just use CPUCoreBase
and then call CPU::Run(). More DRY and less likely to have weird bugs
specific to the player (i.e the previous freezing on pause/stop).
Refactor PowerPC::state into CPU since it manages the state of the
CPU Thread which is controlled by CPU, not PowerPC. This simplifies
the architecture somewhat and eliminates races that can be caused by
calling PowerPC state functions directly instead of using CPU's
(because they bypassed the EnableStepping lock).
Under failure conditions of the GC Adapter, When interface count is zero and we can't open the device.
Then there were race conditions on shutdown of the threads which could result in crashing.
Make adapter opening more robust like the Mayflash DolphinBar.
Make shutdown more robust by making the read thread control the write thread.
Make sure that there is actual data to be written when kicking the write thread. So it doesn't attempt a write a shutdown.
Make a toast on screen to tell the user that the adapter needs to be unplugged and plugged back in again for it to work.
This is the only way to get Wiimotes working under Android now.
This, just like the Wii U Gamecube Controller Adapter, completely goes around Android's limitations and talks with the device directly through USBManager.
Couple notes.
Continuous scanning must be enabled otherwise the Wiimotes won't be seen.
The UI doesn't expose support for this yet. One must change the Wiimote source and continuous scanning settings manually.
Testing up to two wiimotes in Taiko No Tatsujin, no reason to believe all four won't work.