Setting a single icon at a single resolution doesn't scale well,
Windows requires a 16x16 icon for the window and a 32x32/48x48 for
the taskbar. Providing all icons produces less pixellated results at
HiDPI.
Changes:
- MemoryWindow was cleaned up and gives more feedback on searches.
Some bugs were fixed as well:
- A complex bug that allowed tearing off tabs and opening multiple
copies of a debug panel which lead to segfaults
- Another segfault related to right-click menus on code/memory views
when those tools were floating in their own window.
Resolved "TODO" for Texture Cache safety, added explanation message.
Resolved "TODO" for default description, no longer uses default text for sizing
Fixed a memory leak in PostProcessingConfigDiag where it was never freeing any
of the objects it allocated in its constructor.
Minor design change to PostProcessingConfigDiag to give padding around elements
consistent with the rest of Dolphin's user interface (5px).
Changed the Cheat Search tab to disable the scan buttons while there is
not a game running and enable when it starts. Also added double-click to
create code to the result list.
Required a partial rewrite of the image loading code because it was working in
unscaled wxBitmaps. Needed to make it produce wxImages and scale them instead.
And related ARCodeAddEdit/PatchAddEdit.
Change ISOFile to use wxImage instead of wxBitmap since bitmaps require
a screen context and banner images have a fixed resolution.
Some OSD messages were displayed in RenderBase.cpp using global variables and some code duplicated
in OnScreeDisplay.cpp.
Now all messages are displayed using functions in the OSD namepace.
* OSDChoice and OSDTime global variables are gone
* All OSD logic is kept at the same place
* All messages are properly aligned
* Clean characters for all OSD messages
Original commit:
commit f0ec61c057
Author: Aestek <thib.gilles@gmail.com>
Date: Sun Aug 7 16:08:41 2016 +0200
Add a context menu entry in main game list to host a netplay game
based on saved settings.
Original commit:
commit 91aaa958e6
Author: Aestek <thib.gilles@gmail.com>
Date: Sun Jul 24 14:51:37 2016 +0200
There was a bug that caused MemoryView to indirectly cause a segfault;
the simplest way to reproduce it is 1) start a game; 2) stop the game;
3) click on the Refresh button and watch Dolphin segfault.
This commit fixes it by only calling PowerPC::HostIsRAMAddress when
emulation is running.
It doesn't make much sense to prefix g_ to static variables and for
some to be completely unprefixed.
Also renames a lot of other variables for the new conventions
This fixes an issue where the Bluetooth info section could be fully
filled up by syncing 5 Wiimotes in passthrough mode then switching to
emulated Bluetooth; emulated Wiimotes were then unable to be used.
The "real" SYSCONF section is now backed up before being replaced with
a blank section that the emulated BT adapter can always fill with 5
Wiimotes without issues.
This backup is restored by the passthrough code, instead of during
the Bluetooth mode switch because this should be done regardless of the
user interface, and even without UI (if the config file is edited
manually).
Homebrew programs seem to rely on getting a reply to the vendor
specific commands, without which Bluetooth initialisation will never
complete.
This vendor-specific command is typically used to patch the Wii's
Bluetooth module, so the replies are only faked when the passed through
adapter is not a Wii Bluetooth module.
This stores the address of paired devices and associated link keys.
It is needed because some adapters forget all stored link keys when
they are reset, which breaks pairings because the Wii relies on the
Bluetooth module to remember them.
It doesn't fix adapters that can't remember any link key
at all and always return 0 for the number of stored/written link keys.
For those adapters, there is no fix.
This also improves the usability of passthrough mode for adapters that
already work, since pairings will now keep working even if the link
keys get cleared by something else (for example by the host Bluetooth
stack).
The ControllerConfigDiag design was getting confusing, so more
significant changes needed to be done.
Firstly, the GC controller and the Wiimote section layouts have been
aligned for consistency.
The Balance Board source chooser is a checkbox.
The "general settings" that affect the SYSCONF have been moved to the
Wii pane in the Config dialog. It makes more sense because those
affect the Wii's settings in the NAND, unlike the other options.
Another reason for moving it is that the Controller Config Dialog was
getting pretty crowded, and the whole section is disabled when
emulation is running, which is wasted space.
The Wiimotes section is now organised by two radio buttons. One is for
the Passthrough Mode, with sync/reset buttons under it; the other is
the emulated Bluetooth mode, which still has the regular Wiimote source
choosers, the Continuous Scanning controls and the Enable Speaker Data
option (which only applies to the emulated BT mode).
Hopefully this should make things a bit clearer and look cleaner.
(This is a monolithic commit because separating UI changes is hard)
Apparently, Nintendo's Bluetooth stack expects the ACL packet buffer
size to be limited to 10.
Reporting anything higher than that could cause memory corruption,
which can result in warning messages in the logs ("event mismatch"),
and more annoyingly, random disconnects.
Thanks to shuffle2 for the fix!
This adds the ability to passthrough a whole Bluetooth adapter and skip
the majority of the Bluetooth emulation code. We use libusb to send HCI
commands, receive HCI events and transfer ACL data directly to the
first adapter that is found or to a specific adapter (if configured to)
This is possible because the Wii's Bluetooth module is actually just
a pretty standard Bluetooth adapter…
…except for two vendor-specific commands, for which replies are faked,
and also for the sync button. This adds a hotkey that works in the
exact same way as the sync button would on a Wii: it triggers an HCI
event, which emulated software interpret as a command to perform
a BT inquiry.
This commit also changes the UI code to expose passthrough mode
and WII_IPC_HLE to be a bit more thread safe (for the device map).
This moves the unordered_map used to store connected Wiimotes IDs to
WiimoteReal, and makes the ID insert/erase logic common so we don't
have to duplicate this code in scanner backends.
The Balance board detection logic is already implemented in a simpler
way in Wiimote::IsBalanceBoard() (since hidapi also needs it).
Therefore, IOWin now only needs to check if a device is a Wiimote.
This is intended to make reconnecting Wiimotes easier with a DolphinBar.
Unfortunately, this change isn't enough as it doesn't always catch
disconnections for Wiimotes connected with a DolphinBar.
But it's better than nothing and eventually a disconnection will be
detected when something tries to write to the Wiimote, instead of never.
There is no other solution as the DolphinBar always exposes 4 HIDs even
when the associated Wiimotes are not connected.
We could try to detect this using the fake input reports sent by the
DolphinBar, but this only works for the first HID (probably because of
a bug in the firmware?), so this method is not an option.
If FindWiimotes() took more time than the UI shutting down, the scanner
would try connecting a Wiimote and sending an event to the UI code
long after it has shut down, which causes a segfault.
This fixes the race by ignoring any found Wiimotes during shutdown.
Normally this would have never happened, but it is possible with hidapi
since Wiimotes can be connected before Dolphin starts.
wxWidgets causes a segfault if Host_ConnectWiimote is called and we try
to create an event from the Wiimote scanner thread while the GUI is
still initialising.
Based on ca0c2efe7a. Credits go to flacs.
However, unlike the original commit, hidapi does not completely replace
the current implementations, so we can still connect Wiimotes with 1+2
(without pairing).
Also, it is only used on Linux and OS X for now. This removes the
advantage of having only one implementation but there is no other
choice: using hidapi on Windows is currently impossible because
hid_write() is implemented in a way that won't work with Wiimotes.
Additionally:
* We now check for the device name in addition to the PID/VID so we can
support the Balance Board and maybe third-party Wiimotes too. This
doesn't achieve anything with the DolphinBar but it does with hidraw.
* Added a check to not connect to the same device more than once.
Should fix a possible reference to deleted framebuffers, as well as fixing
the issues with the render area being correct if the game's source area
changes, or auto-scaling is enabled.
Same thing but allows both GeckoCode and Code to be utilized directly
without predicates for equality/inequality in stardard algorithms
The size check for std::vectors is unnecessary, as this is built into std::vector's operator==
Because of the way this works, randomly overwriting the handler
when loading a savestate will break things because of the
self-modifying nature of the handler.
GeckoCodes require address hooks which don't correspond to any
symbol in the symbol table. The hooks get deleted when repatching
the game because they did not persist across calls to
HLE::PatchFunctions.
Dolphin emulates GeckoCodes by fiddling with the CPU state when a
VI Interrupt occurs. The problem with this is that we don't know
where the PC is so it's non-deterministic and not necessarily
suitable for use with the codehandler.
There are two options: Patch the game like Gecko OS either directly
or using HLE::Patch, or use a trampoline so we can branch from any
PC even if it would otherwise not be valid. The problem with Gecko OS
patches is there are 10 of them and they have to be configured
manually (i.e. Game INIs to would need to have a [Core]GeckoHookType
property).
HLE_Misc::GeckoReturnTrampoline enables the Code Handler to be
entered from anywhere, the trampoline restores all the registers that
had to be secretly saved to the stack.
If the installation fails because codehandler.bin is missing or
unusable then Dolphin will try again every single frame even though
it's highly unlikely a disk file will have changed. Better to just
fail once then only try again when the active code set is changed.
Suppresses generating 60 log messages per second.
Turns out one of the magic numbers was very magic. The gameid is
an ad-hoc comm protocol with HLE_Misc to control the number of times
the ICache is reset.
The code table builder cuts off the end of codes that won't fit
after already writing part of it. That seems quite unlikely to
work the way anyone would find useful since the codes can contain
actual PPC instructions.
The active codes vector cannot safely be used outside the mutex,
move the lock out into RunCodeHandler. s_code_handler_installed was
also racing against SetActiveCodes since it's being written both
inside and outside the lock.
General cleanup. Add s_ prefixes, use constexpr, remove C casts.
Executing PPC code inside an external events callback is a bad idea.
CoreTiming::Advance does not support recursion properly which will
cause timing glitches. The interpreter has a slice length hack that
counters this but without it this would cause a 20000 cycles time
skip. It isn't clear what this was supposed to accomplish that just
changing the current PC would not. Changing the PC works fine.
Deleting instead of overwriting makes the INI cleaner.
Also, in case we change defaults in the future, users will
get the new default when using a new version even if
they have pressed the Reset button in an older version.
Makes the buffering code a bit more explicit (circular buffer, but
blocks until individual buffers get unqueued by OpenAL), and fixes a
bug in the startup of Super Mario Sunshine:
https://bugs.dolphin-emu.org/issues/9811
When standby mode is enabled, this causes games to ES_Launch the system
menu instead of directly asking IOS (the STM more precisely) to shut
down, which prevents graceful shutdown from working
(it'll appear to hang).
Dolphin never supported WC24 standby mode anyway, so this shouldn't
cause any issues. (This should be reverted if and when WC24 standby is
implemented…)
This adds support for triggering the power event (in the STM), so that
stopping emulation first triggers a shutdown event, which notably gives
emulated software time to save game data (issue 8979) and clean up
SYSCONF (to disconnect Wiimotes and update their state in the SYSCONF).
On the first press, the stop button/hotkey/whatever will trigger a STM
power event. On a second try, we will forcefully stop emulation, just
like how it was working before.
There was as far as I know no reason to put everything in the header.
Separating the declaration from the implementation reduces build
times in case the implementation is updated without changing
any declaration.
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).
Considering there's a public method in the class using it, leaving the
definition in the cpp file can cause a linker error if any method outside
that cpp file calls it for one reason or another.
Single step: Fix an oddity when a breakpoint is hit at the beginning of a block, then after, a single step is performed and finally, hitting play, the breakpoint will be skipped even in the case when it would be hit again. This was done by using the interpreter version of single step. Also, remove some redundant update request.
Step over: fix some GUI lags.
Step out: Add consideration for conditional branching by checking the condition as the interpreter does. Now, every bclr instructions except those that changes the LR (because it would not be the end of the function) will cause the end of the step out and not just blr instructions. Also now stops if a bp is detected and finally, remove redundant GUI updates calls.
This also removes a superfluous draw call on the GUI as the codeView was refreshing twice per event to do so.
It was never used, even when the code tried to make sure it was initialised and passed correctly. This is a supplementary fix for the memCheck dialog as this option will now work correctly.
The old one wasn't very optimal because not only the user would likely want to enter an address instead of a range, but it also made entering just one address confusing (you had to have the same value on both start and end). Also, you should only chose one option between read, write or both, there is no point to not have any.
This is why I made more clear how to add an address and it is the default option using radio buttons and I also made the action flags and the flags to be radio buttons.
It looks like the debug output is also output as SJIS (similar to
OSReport text), so we need to convert it to UTF-8 to prevent it from
all showing up as �.
This doesn't fix all display issues, but fixes all SJIS/UTF-8 related
ones.
This changes GetSymbolFromName to not require the passed name to
completely match with the symbol name. Instead, we now match
against the stripped symbol name (i.e. only the function name).
This fixes a regression introduced by #4160, which prevented
HLE::PatchFunctions() from working properly.
This is the same as PR #3991, but for MainNoGUI.
nogui/headless will shut down cleanly on SIGINT and SIGTERM, just like
it would when closing the render window.
The default signal handler will be restored after a first shutdown
signal so a second signal will exit Dolphin forcefully.
These functions don't actually depend on any state from the class
instance, so they don't really belong in the header, and are just
an implementation detail.
Fixes the issue on macOS where quitting Dolphin from the Dock causes a
crash report (https://bugs.dolphin-emu.org/issues/9794). I'm not
exactly sure why this works, but it feels right and it turns out to fix
the problem.
It didn't really made sense to disable 2 logs levels in releases builds while the level LDEBUG should really be where logs that would impact performance be. Info should be logs that report potentially usefull information and debug should report info that would only be usefull in debug context as they are called very often. To make this work, a lot of info log would have to be made debug log.
It also avoid inaccurate logs level done due to not using debug builds. While searching through the code, I saw a ton of logs that should have been info log, likely done to avoid using a debug build (which shouldn't happen considering the level debug exists anyway).
The whole idea is to have more meaningful logs in release builds while maintaining minimal performance loss from choosing the highest level. This could potentially help to diagnose issues or to know more about what the emulator is actually doing.
The next commit aims to sort the log levels for this purpose.
clang-format really *wants* the two empty lines to be removed;
otherwise, it will always flag MemoryUtil as needing formatting changes
which is an annoyance when it is used as a git filter driver.
clang-format really *wants* the two empty lines to be removed;
otherwise, it will always flag MemoryUtil as needing formatting changes
which is an annoyance when it is used as a git filter driver.
This adds a recenter control binding which allows recentering the
cursor when relative input is enabled.
(EnableSettingControl is renamed to avoid confusions.)
This makes the GUI show the settings that are loaded when the config
gets reloaded, instead of showing potentially outdated settings that
are not applied.
This adds an option to enable relative input for the Wiimote IR
as described in issue 9014.
Enabling it will result in the pointer not going back to the centre
and the inputs will control the direction, not the absolute position.
Also adds a Dead Zone setting which is really needed when relative
input is enabled to prevent the cursor from slowly drifting on
most controllers. (Note: the Deadzone setting has no effect when
relative input is disabled)
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!
Call Advance at the start of each timing slice instead of the end.
Possibly fixed a bug where a slice would randomly branch straight
back to Advance() because the flags were not set to the right
values before branching to the dispatcher entrypoint.
This fix a double break bug when hitting a memcheck and hitting play on the same instruction it broke to earlier. The state is put back to CPU_RUNNING after.
Doing this forces the window to be drawn before reparenting it. It fixes the possibility of creating an empty floating window if the selected tab wasn't corespoinding to the window.
There might be a better way to highlight the options when adding the memory check, but for now, this works and the breakpoint list reports the right settings anyway.
These are needed for the next commit. I had to modify the implementation of the DSP one too, but since it basically isn`t used, I don`t think it matters much. These options only matters when adding one.
It wouldn't impact performance until at least one memcheck is enabled. Because of this, it can be used in release builds without much impact, the only thing that woudl change is the use of HasAny method instead of preprocessor conditionals. Since the perforamnce decrease comes right when the first memcheck is added and restored when the last is removed, it basically is all beneficial and works the same way.
All formatting are individual per registers and they all have one option to go back to their original hexadecimal form.
- GPR: signed integer, unsigned integer, float
- FPR: double
Also happened to come accross an issue where editing the PFR would ignore the higher 32 bits of the new value, this had to be fixed for the format to work.
The min-heap provides no ordering when the key is the same on 2
nodes. Disambiguate identical times by tracking the order items
were added into the queue.
Some games will set q to a different value than 1.0 through
texture matrix manipulations. It seems the console will still
do the division in that case.
This removes a Dolphin-specific patch to the wxWidgets3 code
for the following reasons:
* Calling wxWindowGTK::DoSetSize on a top-level window can end up
calling wxTopLevelWindowGTK::DoMoveWindow, which triggers an assert
because it is not supposed to be called for a top-level wxWindow.
* We should not be patching the wxWidgets code because that means the
toolbars will still be broken if someone builds without using the
WX that is in our Externals.
Instead, we now use a derived class for wxAuiToolBar and override
DoSetSize() to remove the problematic behaviour to get the same effect
(fixing toolbars) but without changing Externals code and without
causing asserts and other issues.
Now that our timings are much more accurate it doesn't look like we
need it anymore. And the instant ARAM DMA mode + scheduling fixes
ctually breaks ATV: Quad Power Racing 2 (causing all sorts of werid
bugs).
Fundamentally, all this does is enforce the invariant that we always
translate effective addresses based on the current BAT registers and
page table before we do anything else with them.
This change can be logically divided into three parts. The first part is
creating a table to represent the current BAT state, and keeping it up to
date (PowerPC::IBATUpdated, PowerPC::DBATUpdated, etc.). This does
nothing by itself, but it's necessary for the other parts.
The second part (mostly in MMU.cpp) is simply removing all the hardcoded
checks for specific untranslated addresses, and consistently translating
addresses using the current BAT configuration. Very straightforward, but a
lot of code changes because we hardcoded assumptions all over the place.
The third part (mostly in Memmap.cpp) is making the fastmem arena reflect
the current BAT configuration. We do this by redoing the mapping (calling
memmap()) based on the BAT table whenever it changes.
One additional minor change is that translation can fail in two ways:
either the segment is a direct store segment, or page table lookup failed.
The difference doesn't usually matter, but the difference affects cache
instructions, like dcbz.
For step over, it was updating twice which actually made the red display on the register view (when a register changes since) malfunction. Since it doesn't seem to be usefull to update before AND after the run, the one before the run was removed.
For step out, well, because there was no chances given for the thread to run as it is single stepping all the time, I only added a call to update after it was done.
Init cannot be called more than once because it registers the
CoreTiming callbacks, that trips the assertions and will cause
anyone with PanicAlerts disabled to crash.
CoreTiming gets restored before ExpansionInterface so CoreTiming
events need to already be registered before the save state loading
begins. This means that the callbacks must be registered
unconditionally instead of on-demand.
Replace adhoc linked list with a priority heap. Performance
characteristics are mostly the same, but is more cache friendly.
[Priority Queues have O(log n) push/pop compared to the linked
list's O(n) push/O(1) pop but the queue is not big enough for
that to matter, so linear is faster over linked. Very slight gains
when framelimit is unlimited (Wind Waker), 1900% -> 1950%]
Some compilers don't have an automatic abs() overload for floats.
Doesn't really matter if they use the integer variant here, but
it's better to be explicit about the fact that we're using floats.
Dolphin no longer lowers itself below the top window when opening.
Dolphin no longer draws garbage lines all over the game list.
Use the correct platform macros so Dolphin can actually find the
translation catalogs on Unix.
Both those in the code window and the ones that appears when the user select edit perpective. The one that isn't fixed by this is in edit perspective mode, when the user drags a panel out and it becomes a floating window.
When n was a multiple of 4, the old implementation would overwrite
the following register with 0.
This was causing Not64 to crash.
Thanks to Extrems for spotting this.
DVDInterface shouldn't need to know anything about
the DTM format's 40-character limitation.
Also replacing "filename" in variable names with "path"
to make it clearer which variables contain the whole path
and which ones only contain the filename.
memory check
Also fix an oddity in the case when the last memory check is deleted,
the jit cache was supposed to be cleared in that case, but it was out of
the for loop that finds the one to delete so it was never run.
Naturally, the same fix for the adding the first memory check was
applied.
The 'revert' functionality is some very old left-over and isn't even working properly (read: could break Wiimote mapping). As no dialog features any cancel and revert functionality it is removed.
It's not available in OpenGL ES and officially it's not supported on OpenGL 3.0/3.1.
Fallback to old depth range code if there is no method to disable depth clipping.
It's more important to have correct clipping than to have accurate depth values.
Inaccurate depth values can be fixed by slow depth.
This introduces speculative constants, allowing FIFO writes to be
optimized in more places.
It also clarifies the guarantees of the FIFO optimization, changing
the location of some of the checks and potentially avoiding redundant
checks.
The original code assumed that we would always find a button in
control_buttons. However, this is incorrect, since the iterator can and
will be control_buttons.end() if the button that triggered the iterate
code is not in control_buttons, which happens when it's in an
exclude list.
I'm not sure this is the correct fix, but it looks like OSREPORT output
is Shift-JIS, so we need to convert it to UTF-8. Most characters work
fine without and with this conversion, but Japanese text completely
fails and results in outputting invalid UTF-8 (which gets shown as �).
When 5.0-211 updated wxWidgets to 3.1.0, some entries in the
wxLanguage enum were moved and added, changing the wxLanguage
values. Because we save Dolphin's interface language to disk
as a wxLanguage, the language you have set will mean something
different depending on whether you have the updated wx version
or not. For instance, setting the language to English with the
updated version and then using an older version will make
Dolphin use Dutch. Because we can't rely on the enum anymore,
I'm replacing the "Language" setting with a "LanguageCode"
setting that uses standard ISO 639 codes.
The gather pipe optimization postpones checking the FIFO until the end
of the current block (or 32 bytes have been written). This is usually
safe, but is not correct across EIEIO instructions.
This is inferred from a block in NBA2K11 which synchronizes the FIFO
by writing a byte to it, executing eieio, and checking if PI_FIFO_WPTR
has changed. This is not currently an issue, but will become an issue
if the gather pipe optimization is applied to more stores.
Add the CCodeWindow to the constructor of the memoryWindow so it can call the notify update of the breakpoint list.
Add the case of breakpoint update when receiving an event (the update command was issued, but wasn't managed before).
Run clang format and renamed the code window names.
Let's stop pretending that we support Triforce emulation.
Keeping this code around just in case someone will make
major improvements in the future isn't really worth it.
I'm keeping the Triforce game INIs so users will know that
the compatibility rating for Triforce games is 1 star (broken).
Rewrite GetXInputGUIDS to use SetupAPI instead of WMI Queries. When
using a language pack where the system language and user/program
language differ, Windows starts taking a VERY long time (10+ seconds)
to complete Queries for Win32_PNPEntity objects (it's probably
translating every single string since it transfers every single one
from the WMI server into memory in the program).
Fixes Issue 9744.
OSD messages other than these one and a half aren't translated,
and OSD only supports ASCII. (Also, that "Wiimote %i %s" uses %s
like it does is bad for translation, but that's easy to fix.)
These operations should always take the same amount of time,
not the same amount of ticks. The number of ticks per second
is different for GameCube and Wii.
Replaces old and simple usages of std::atomic<bool> with Common::Flag
(which was introduced after the initial usage), so it's clear that
the variable is a flag and because Common::Flag is well tested.
This also replaces the ready logic in WiimoteReal with Common::Event
since it was basically just unnecessarily reimplementing Common::Event.
Specifically, don't make any assumptions about what effective addresses
are used for code, and correctly handle changes to MSR.DR/MSR.IR.
(Split off from dynamic-bat.)
This should help prevent breakage when the curl.h header is changed.
As far as I can tell this only increases the compile time by a hair, but prevents needing to create a PR every time curl.h gets updated. Alternatively I'm experimenting with CURL_STRICTER defined per a conversion with booto:
>booto | krakn: try having CURL_STRICTER defined for the build?
Credit goes to: flacs for the suggestion to include curl.h
Fix include
The default size might be too big for some screens. This allows
the user to modify the window as they see fit and has Dolphin
remember those settings. People who are happy with the default
size and position will not be affected
git diff --name-only already took care of only returning the name, so
the awk is unneeded and makes it return only empty file names.
Facepalm, I know. Sorry for this oversight.
(Also fixes something that lint didn't catch because of this)
Also fold the check in both functionss into 'slowmem' rather than having
a separate test. (jo.alwaysUseMemFuncs implies jo.memcheck anyway, as
makes sense.)
There is no reason to prevent the user from closing the config dialog
if the device is not found. It's not very good UX…
Also fixes ExpressionParser to return NO_DEVICE if the device doesn't
exist instead of SUCCESS.
This adds hotplugging support to the evdev input backend. We use
libudev to monitor changes to input devices in a separate thread.
Removed devices are removed from the devices list, and new devices
are added to the list.
The effect is that controllers are usable immediately after plugging
them without having to manually refresh devices (if they were
configured to be used, of course).
Changes UpdateInput() to skip if we can't lock the mutex, instead of
potentially blocking the CPU thread and causing a short but noticeable
frame drop.
This adds RemoveDevice() to ControllerInterface, fixes ExpressionParser
and some other code to support device removals without crashing,
and adds an IsValid() method to Device, to prepare for hotplugging.
This adds RegisterHotplugCallback() to register a callback which will
be invoked by the input backends' hotplug threads when there is a new
device, so that Core (GCKeyboard, GCPad, Wiimote, Hotkey) can reload
the configuration without adding a dependency to Core from InputCommon.
Since we now support different scanner sources, g_wiimotes is not
guaranteed to only contain WiimoteLinux anymore.
This replaces the previous "already connected" check with one that
doesn't use g_wiimotes.
Pausing emulation requires to access the CPU thread, which might be blocked
waiting for inputs by netplay. Accessing it in this state would cause the
whole GUI to hang for set timeout (10s).
Instead of sleeping in NetPlayClient::GetNetPads and NetPlayClient::WiimoteUpdate,
now use std::condition_variable. This allows for finer control over these blocking
areas.
This makes WiimoteScanner support several scanner backends.
This adds a WiimoteScannerBackend base class, which scanner backends
derive from, and which allows backend-specific things to be moved out
of the common code.
Also removes IODummy which is not needed anymore.
Once a tab is selected the focus can be set directly from the page
changed event. However once the tab was shown, the first tab order
control element was given the focus by default. This was fixed by
delaying the action and setting the focus after the default focus
had been assigned.
* Focus "Hash Code" / "IP address" text box by default in "Connect"
* Focus game list in "Host" tab
* RETURN keypress now host/join depending on selected tab
* Remember last hosted game
* Remove PanicAlertT:
* Simply log message to netplay window
* Remove them when they are useless
* Show some netplay message in OSD
* Chat messages
* Pad buffer changes
* Desync alerts
* Stop the game consistently when another player disconnects / crashes
* Prettify chat textbox
* Log netplay ping to OSD
Join scenario:
* Copy netplay code
* Open netplay
* Paste code
* Press enter
Host scenario:
* Open netplay
* Go to host tab
* Press enter
UPNP_AddPortMapping needs our IP address, however enet_address_get_host
will return 0.0.0.0 or a host name in most cases.
This gets our IP address from the socket to the IGD.
5.0-56 broke reconnecting a Wiimote on button press; this is because
data reporting was now always stopped for real Wii remotes on
disconnect, making it impossible to know a button was pressed in the
first place (to reconnect the Wiimote).
This semi-reverts to the previous behaviour, where data reporting is
never stopped.
(Also, control channels now go through WiimoteEmu, just like before,
to make sure some things are reset on disconnection.)
Hopefully fixes issue 9711.
This is something that was quite confusing for me while trying to get
netplay to work for me; once the Connect/Host buttons were pressed,
the UI would hang, only to work again a few seconds later, but with
no error message or explanation *at all*.
Turns out this is because panic alerts are shown in the netplay window
instead during netplay, even before it is even shown.
This fixes it by "piping" the alerts to the netplay chat only if the
netplay window is visible.
(regression introduced in #3823)