Commit Graph

2124 Commits

Author SHA1 Message Date
Ryan Houdek 7223778520 [Android] Gamepad input. Refactor JNI native functions to all pull from a single class instead of everywhere willy-nilly 2013-06-18 07:09:38 -05:00
Matthew Parlane 868c627876 Fixes Issue 6353 Remove extract apploader/dol from top level 2013-06-17 22:51:15 +12:00
Matthew Parlane 43a4d41889 Handle 1 partition only, fixes Issue #6353 2013-06-17 19:25:55 +12:00
ondra.hosek 3ff2a3a11a Fix the GameCube mic dialog header's invalid include guard.
Fixes issue 6349.
2013-06-06 21:30:50 +10:00
John Peterson b6e1127c8a Adding stick radius setting
because that makes it easier to adjust it

Adding visual aid for the hardware range because that makes it easier to adjust the radius relative to it
2013-06-06 09:28:59 +02:00
John Peterson 80b09c074e Changing the Gecko code comparison from metadata to data comparison
because different data sometimes have the same metadata
2013-06-01 09:21:57 +02:00
degasus 3378f7d6a7 fix auto fullscreen resolution on linux 2013-05-25 11:43:56 +02:00
Rachel Bryk 743230500f Add auto fullscreen resolution option. Not tested on Linux, let me know if it doesn't work (it probably does).
Fixes issue 6082.
2013-05-25 03:08:09 -04:00
degasus 6a5e7d7be4 also hide hacked buffer option on d3d 2013-05-23 13:58:37 +02:00
degasus ae55d82e43 disable hacked buffer option for d3d 2013-05-23 11:08:07 +02:00
Matthew Parlane 86b4a87fef Merge branch 'wii_bb'
Adds Balance Board support.
2013-05-21 23:34:58 +12:00
Matthew Parlane d642abce46 Only show 4 config dialogs in wiimote config. 2013-05-21 23:31:41 +12:00
Matthew Parlane 7208823396 Added config for enabling Balance Board.
Fixed other structures that still assumed 4 of everything.
2013-05-19 00:30:20 +12:00
Ryan Houdek 2c7f9b1b78 [Android] Copy over the Dolphin shared library to the Android APK build directory so it doesn't need to be manually copied each time. 2013-05-18 03:56:45 -05:00
Matthew Parlane 19252f4e0e Initial commit with balance board working on Linux.
Will not work on any other platform currently.
Missing any sort of config, and definitely no emulation mode.
2013-05-18 20:31:37 +12:00
degasus f7c3cacb5c ppd: fix small issues in my last commit 2013-05-10 12:51:06 +02:00
degasus 89be1cbf51 recreate "per pixel depth" option and renamed it to fast depth calculation 2013-05-09 17:48:48 +02:00
NeoBrainX 6871cc9700 FifoPlayerDlg: Improve navigating through search results. 2013-05-06 22:20:17 +02:00
Ryan Houdek b6963ce1cb [Android] Use vsnprintf for the log messages. 2013-05-05 23:37:01 -05:00
Ryan Houdek 09def3ed3f [Android] Add in a compiling option for GLES3 2013-05-05 23:37:01 -05:00
Glenn Rice 12d791a628 Fix some of the compiler warnings that have appeared recently. 2013-05-05 23:22:57 -05:00
John Peterson 46cd91dc0d Build fix 2013-05-05 21:23:16 +02:00
John Peterson 7cc2e3146b Updating Cheats manager when the ISO is changed etc.
The Cheats manager should be updated when the ISO is changed because it's non-modal

Removing code that read the ID from file because the cheats manager only has a use when an emulation is running (when the ID doesn't need to be read from the ISO again because it's in a variable). This fixes loading Gecko codes for .wad during an emulation because "VolumeHandler::GetVolume()" return false in this case
2013-05-05 12:25:53 +02:00
lioncash c2859a5207 Dammit Ctrl-Z. Restore a wxSpinCtrl parameter that accidentally got removed in the last commit. 2013-05-01 09:41:45 -04:00
lioncash fbc77e956a Display the initial number of frames that are to be recorded in the Fifo Player.
Before this commit, nothing would would be displayed in the "Frames to Record" text control.

This fixes that by setting it to what m_FramesToRecord is initially set to, which is 1 (at the time of this commit).
2013-05-01 09:35:31 -04:00
lioncash 62065be788 Fix a bug where FIFO recording could not work.
Example (in step by step explanation):

1. Run Dolphin.

2. Go to Tools -> Fifo Player

3. Go to the Record tab and hit record and then stop without a game loaded.

The button is now disabled and will not become active again for the whole time that Dolphin is running. Dolphin must be closed and then re-opened in order to use it again. This fixes that.

I've tested it with multiple conditions to make sure this doesn't beef anything else related to the Fifo Player.

ie)

- Record then Stop without a game loaded (multiple times)
- Record then Stop with a game loaded (multiple times, as well as testing playback. All of which work fine).
2013-05-01 09:05:37 -04:00
skidau e70a277af2 Added Dance Mat support for the Family Trainer/Active Life series.
Select the dance mat via Configure > Gamecube > Port 1 > Dance Mat

The dance mat is mapped to the GC Pad:

D-Pad Up = Blue Arrow Up
D-Pad Down = Blue Arrow Down
D-Pad Left = Blue Arrow Left
D-Pad Right = Blue Square
Y Button = Orange Arrow Up
A Button = Orange Arrow Down
X Button = Orange Arrow Right
B Button = Oranage Square
2013-04-30 23:36:46 +10:00
Rachel Bryk e5fdd301a9 Merge remote-tracking branch 'John-Peterson/state' 2013-04-29 22:32:08 -04:00
John Peterson ef2e0a87d0 Adding option to save and load state by timestamp
Load by timestamp: load last state is expanded from 1 to 8 actions, for newest to oldest state

Save by timestamp: overwrite the oldest state (or use an empty slot if available)

Adding remaining hardcoded state keys to hotkey dialog

Adding a program exit hotkey
2013-04-30 04:13:55 +02:00
John Peterson 8dbe236606 Fixing or disabling the "Download Codes (WiiRD Database)" button problem
The "Download Codes (WiiRD Database)" button is enabled (and its click return silently without an effect) when "Tools → Cheats Manager" is opened when there's a running emulation for which there's no "[Gecko]" ini section, confusing the user about the reason for not downloading codes or showing an error when there's no running emulation

Solution

when there's a running emulation: fix the button

when there's no running emulation: disable the button (to indicate to the user that this button must be clicked elsewhere, in the ISO settings dialog, the user will realise or remember)
2013-04-29 12:00:23 -04:00
Glenn Rice 2c8c6304d7 Make sure the EGL evdpy is closed. 2013-04-26 11:35:42 -05:00
Glenn Rice 1666e091ef Make EGL and X11 dpy/evdpy usage consistent. EGL needs testing. 2013-04-26 10:53:46 -05:00
Glenn Rice 03dfe7b816 The evdpy should be used for the X11 window creation and in the event
thread.  dpy should only be used for GL.
2013-04-25 23:41:45 -05:00
Ryan Houdek bd72e13dd4 Generally make the Android UI better. 2013-04-23 14:27:49 -05:00
Ryan Houdek f28efc24eb Have our EGL interface use our logging functions. 2013-04-23 14:27:49 -05:00
Glenn Rice 9a50d055a1 Add Swedish translations. 2013-04-23 06:44:33 -05:00
Ryan Houdek 05eda7b0c1 Fix a build issue with options -DUSE_EGL=True -DUSE_GLES=True 2013-04-20 17:19:22 +00:00
lioncash d244bca1f5 Fix a bunch of random typos in comments and logging.
Also update the comment headers for two functions in GCMemcard.cpp.
2013-04-19 09:21:45 -04:00
Lioncash e2ae73ba39 Lastly - new license header introduced to main Dolphin project. All done now. 2013-04-17 23:43:35 -04:00
John Chadwick 1e6dacf1e4 Make dolphin aware of disc revision numbers. Display them under game properties and use them in netplay.
Patch by johnwchadwick.
Fixed issue 6243.
2013-04-16 22:39:05 -05:00
skidau f498686289 Merge branch 'VBeam-fix'
* VBeam-fix:
  Renamed the VBeam variable for clarity.
  Fixed VBeam emulation in interlaced mode, removing the hacks in the audio timing. Fixed VBeam emulation in progressive scan mode. Retained the old VBeam speed hack.  This option has now been switched so that the accurate behaviour is on by default and the speed hack (inaccurate behaviour) is enabled when the option is checked.
2013-04-16 21:21:40 +10:00
lioncash ef85b9af45 Update the license file text (change SVN to Git) in all projects except Core since I was told a merge was happening soon. So for the sake of the merge going smoothly, I'll fix that when I remove the tab/space mismatches from the Core project.
Also, some tab/space mismatches removed from VideoOGL, and some places I missed in VideoDX[number] projects.

Now, the Core is literally the only project with tab/space mismatches (on a large scale).
2013-04-15 16:28:55 -04:00
skidau 61c11284ea Fixed VBeam emulation in interlaced mode, removing the hacks in the audio timing.
Fixed VBeam emulation in progressive scan mode.
Retained the old VBeam speed hack.  This option has now been switched so that the accurate behaviour is on by default and the speed hack (inaccurate behaviour) is enabled when the option is checked.
2013-04-15 20:23:25 +10:00
Ryan Houdek 7772f0d071 Merge branch 'Android-trash' since it is no longer quite so trashy. 2013-04-14 23:36:00 -05:00
Ryan Houdek 44bbb54a62 Add a Androind ControllerInterface class for allowing input in a non-hacky way. Add a default GCPad.ini file so it actually works. 2013-04-14 23:02:53 -05:00
Ryan Houdek bde7ea00ef Removes the Java ButtonManager for one in the C++ source so the OSD class can call in to it each frame for drawing the buttons. Copy our assets to the dolphin-emu directory for now. Remove NativeRenderer, ButtonManager, and Button Java classes since they aren't used anymore. Buttons A, B, and Start all work and are drawn on screen now. Button input on Android is still a bit hacky, needs a proper controller interface still. Android specific button drawing code is still hanging out in SWRenderer.cpp 2013-04-14 20:39:56 -05:00
Ryan Houdek 605bbf5ca8 Merge remote-tracking branch 'origin/master' into Android-trash 2013-04-13 00:58:37 -05:00
degasus 3c87512180 ogl: fix single core crash
osx is missing, sorry but I'm too stupid for objective-c
2013-04-11 03:32:07 +02:00
NeoBrainX 6af14bd4ce DolphinWX: Fail less at explaining what framelimit is doing. 2013-04-10 12:52:13 +00:00
Jordan Woyak b30c5b0048 NetPlay: Updated the "Alert" text. Removed the "?" button as it was useless. Sorted the game lists. Made wider the player list. 2013-04-09 22:04:55 -05:00
Jordan Woyak 5c374b2718 Update iso file cache version. 2013-04-09 13:04:23 -05:00
Jordan Woyak 98d35e590e Fixed split WBFS file size display. (probably)
Fixed issue 6222.
2013-04-09 12:58:56 -05:00
Lioncash 3ed0a96367 Remove an extraneous comment indicator from DebuggerPanel.cpp in DolphinWX.
Was asked to remove it, so... yeah.
2013-04-08 01:47:51 -04:00
Lioncash 1db10b139c Remove all tab/space mismatches from the DolphinWX project (at least 99%. I promise!)
Also fix up the dangling else's. Shit just looks incredibly ugly in terms of actual structure in the code.

I took the liberty of adding comments in FifoPlayerDlg.cpp, LogConfigWindow.cpp, LogWindow.cpp, and FrameAui.cpp to better explain some things.

If any comments are wrong, don't hesitate to complain.
2013-04-08 01:16:50 -04:00
NeoBrainX 5b2d9a7d9f Rename the "Disable Dest. Alpha Pass" option to "Disable Destination Alpha" (GUI-only). 2013-04-07 21:41:25 +00:00
John Chadwick 8ce0d43717 Allow enabling memory card writes for netplay clients, instead of just the server. 2013-04-07 13:04:44 -04:00
John Chadwick c7abf7e8d2 Allow disabling memory card writes in netplay.
Fixes issue 6217.
2013-04-07 12:18:07 -04:00
Grant Paul 39965e894d Add native fullscreen support for OS X. 2013-04-03 21:20:43 -07:00
Glenn Rice 3fdc46877a Make the GUI show a translated "No audio output" sound backend string. 2013-04-03 09:22:39 -05:00
Glenn Rice 6371a6f15d Fix some more strings for translation, and update the catalog. 2013-04-02 17:44:27 -05:00
Pierre Bourdon eb06c62a6e Merge branch 'new-ax-hle'
GC and Wii games using the AX UCode should now work almost perfectly with DSP
HLE. If you get any issue, make sure the "DSP on dedicated thread" option is
disabled, and try setting framelimit to "Audio".

As a side effect, DSP HLE should not desync anymore (making it usable in
netplay and TAS) with AX games.

Conflicts:
	Source/Core/Core/Src/HW/DSPHLE/UCodes/UCode_AX.h
	Source/Core/Core/Src/HW/DSPHLE/UCodes/UCode_AXWii.cpp
2013-04-02 21:00:44 +02:00
Jordan Woyak d951c4c374 real buildfix 2013-04-02 13:07:51 -05:00
Jordan Woyak 69779a4321 Fix loading of "themes" with non-ascii character names.
Fixed issue 6189.
Why did GetUserPath return a non-const ref to string..?
2013-04-01 23:22:20 -05:00
Pierre Bourdon 49d809ac0e Merge branch 'osx-libcxx' 2013-04-01 18:17:49 +02:00
Lioncash 58159a1693 Some more logging typos and clarifications. Missed these in my last commit.
This commit mainly elaborates on some messages a little more. Also fixes some typos that slipped through the last commit.

A large change in text can be seen in EXI_DeviceMemoryCard.cpp. I added more info as to why a write to a memory card may fail. (This actually was a reason I was unable to write to a memcard recently).

Elaborations can be seen in WGL.cpp

I did change some comments in some files that I was correcting logging messages in, however this is only if I spot a typo or if an abbreviation is lower-cased. Even in that case, the amount of changes done to comments is very minimal.
2013-04-01 00:10:54 -04:00
Lioncash f432d6038e Fix some typos and correct some capitalizations in the log messages.
Makes the logging look more orderly and less spammy when spitting out things.
2013-03-31 19:13:30 -04:00
Grant Paul aabd8ce664 Add retina display support for Mac. 2013-03-31 11:36:42 -07:00
Pierre Bourdon e3b0a2c9bf Add an option to run the AX processing on the CPU thread. Fixes timing issues causing audio glitches on Wii, and should improve the overall stability of AX HLE. 2013-03-30 14:02:30 +01:00
Glenn Rice 485bd70df2 Fix some strings for translation and update the pot file to include
those strings once again.
2013-03-29 11:05:22 -05:00
Pierre Bourdon 4895e38bd5 This change might work better if I git add the files 2013-03-29 07:31:15 -07:00
NeoBrainX 6e88ae9695 Recommend Direct3D 11 or OpenGL instead of Direct3D 9. 2013-03-28 23:34:14 +01:00
Ryan Houdek 2444fdbbdd I missed some files required for our GLInterface. 2013-03-27 21:18:07 -05:00
Jordan Woyak 507f53e226 Fixed issue 6119. 2013-03-27 14:26:45 -05:00
lioncash 6fe5f5a6ba [DolphinWX] Remove a duplicate conditional in Frame.cpp 2013-03-27 15:09:04 -04:00
Ryan Houdek 7034c79ab9 Big commit. Fix running the APK, I had missed a view in the manifest. Clean up the Android EGL context creation to fit more in line with how Dolphin works. This breaks input at the moment as well. Change the memarena from 768MB to 64MB to allow 1GB phones to potentially run it. Rename EGL_X11 back to EGL since this merge brings in some of soreau's changes to more easily allow different platforms like Wayland and Android. Not quite all of the code because some needs to be cleaned up still. 2013-03-24 21:06:34 -05:00
Rachel Bryk 81e261eb68 Fix description of disable fog, and move it to enhancements tab. 2013-03-24 15:47:18 -04:00
NeoBrainX bb3ce1f8d3 Mark the Direct3D9 backend deprecated. 2013-03-23 23:53:19 +01:00
Ryan Houdek d11679a06e Android mega commit of trash. 2013-03-19 21:53:09 -05:00
Ryan Houdek 61e1659b97 Disabled OSX x86 build since we require 10.7 minimum. This takes support back to late 2006 models. Also, Missed CG framework addition. 2013-03-19 08:50:56 -05:00
Braden befe6e6962 Short,sweet and fixes issue 5725 2013-03-18 21:40:46 -05:00
Braden c5033e8594 Hide cursor in fullscreen mode on OSX fixes issue 3956 2013-03-18 17:45:08 -05:00
Braden a2af6494cf Clean up CInterfaceAGL, make sure the screen gets cleared on stop, and remove the FPS update that messes up GUI builds since GUIless doesn't build anyways. 2013-03-18 17:15:59 -05:00
Braden ae3c5a64cc Fix full screen on OSX, well as fixed as its ever been. Apperently in render to main it always shown the FPS on the bottom in full screen. 2013-03-17 20:58:43 -05:00
degasus e1a081ad2d Merge branch 'GLSL-master'
Merge an endless story. The branch name is a lie, it was started as glsl, but now it is a complete reworked opengl3 backend.

It just began with simple changes which aren't supported on osx.
They either support ogl2 OR ogl3 core, but mixing isn't allowed.
As the branch name says, the vicious circle starts with GLSL, but just implementing one wasn't possible either:
- OSX supports only GLSL100 which doesn't support our shaders.
- Vertex Array Objects are needed for ogl3, but not supported on ogl2
- immediate mode isn't supported any more, so we must implement vertex buffers
- uniform buffers are recommended as else we would need tons glUniform
- postprocessing shaders have to be converted to glsl
- lots of smaller outdated issues and bug fixes :-)

Thanks at all for testing and at Sonic for converting all of our shaders to glsl130

And sorry for all upcoming bugs...
2013-03-15 22:49:26 +01:00
Rachel Bryk 8767b30f75 My OCD will not stand for this. 2013-03-15 15:42:59 -04:00
Ryan Houdek 8c1091a21f Merge branch 'master' into GLSL-master
Conflicts:
	Source/Core/VideoCommon/Src/PixelShaderGen.cpp
	Source/Plugins/Plugin_VideoDX11/Src/VertexManager.cpp
	Source/Plugins/Plugin_VideoDX9/Src/VertexManager.cpp
2013-03-15 11:19:52 -05:00
Rachel Bryk d63d7fde9e So much more readable now! 2013-03-15 11:45:43 -04:00
Rachel Bryk def578fea6 Fix checks for preventing the main and render windows from spawning off screen. 2013-03-15 09:19:39 -04:00
skidau afb6f9127a Corrected a typo. 2013-03-15 19:32:47 +11:00
degasus 84119a966b Revert "remove wx from agl"
This reverts commit e63a5d8529.
window_handle is also used at many other places, so just move it here isn't allowed
2013-03-15 02:40:08 +01:00
Ryan Houdek d6c7e7d652 Let's do this version check again. 2013-03-14 15:46:27 -05:00
Ryan Houdek db1fc9019b Add a OSX version check to GLSL so if anyone running < OSX 10.7 gets a message instead of crashing when running the game. Turn off DEBUG_GLSL. 2013-03-14 15:25:41 -05:00
Rachel Bryk eaebebc33d Prevent the render window from spawning off screen.
Fixes issue 6063.
2013-03-14 05:28:02 -04:00
degasus e63a5d8529 remove wx from agl 2013-03-14 09:52:13 +01:00
Braden a0fdcaced8 Removes the redundant window on OSX 2013-03-13 21:34:52 -05:00
Rachel Bryk 0b34457a8e All the cool kids hard code string lengths.
Fixes issue 6090.
2013-03-13 07:04:53 -04:00
Rachel Bryk e73cc858bc Allow playing movies from command line. Also remove some unneeded code. 2013-03-13 01:37:35 -04:00
degasus 382be2aabd Merge branch 'master' into GLSL-master
Conflicts:
	.gitignore
2013-03-12 11:28:56 +01:00
skidau 83fc5f4747 Merge branch 'FIFO-BP'
# By skidau (30) and Pierre Bourdon (1)
* FIFO-BP: (31 commits)
  Set g_bSignalTokenInterrupt on the main thread.  Fixes the random hang in Harry Potter: Prisoner of Azkaban.
  Used a scheduled event to generate the ARAM DMA interrupt if the DMA is greater than a certain size.  Fixes NFS:HP2 GC.
  Bumped up the disc transfer speed enough to prevent audio stuttering in Gauntlet: Dark Legacy.
  Enabled Synchronise GPU on "SPEED CHALLENGE - Jacques Villeneuve's Racing Vision".  Required to go in-game.
  Added direct GameCube controller commands to the Serial Interface emulation.  Fixes the controls in MaxPlay Classic Games Volume 1 and the Action Replay disc.
  Increased the FIFO buffer size to 2MB from 1MB.  Fixes Killer 7's Angel boss.
  Used an immediate GenerateDSPInterrupt when transferring data from ARAM to MRAM and a scheduled DSP interrupt when transferring data from MRAM to ARAM.
  Fixes the audio cutting in and out in the Resident Evil GC games using DSP HLE. Triggered the ARAM interrupt by the scheduler instead of directly in function.
  Implemented proper timing for the sample counter in the AudioInterface, removing the previous hack. Cleaned up some of the audio streaming code.
  Skipped the EE check if there is a CP interrupt pending.
  Disabled "Speed up disc transfer" from the ZTP GC game ini.
  Removed the disc seek times for GC games and removed the disc speed option on Wii games. Checked for external exceptions only in mtmsr.
  Delayed the interrupts in the EXI Channel.
  Merge aram-dma-fixes (r76a13604ef49b522281af75675f044d59a74e871)
  Added a patch that bypasses the FIFO reset code in Wallace and Gromit: Project Zoo, allowing it to go in-game.
  Made vertex loading take constant time.
  Increased the cycle time of the vertex command.  Fixes "Speed Challenge: Jacques Villeneuve's Racing Vision".
  Moved the setting of the Finish interrupt signal back to the main thread as it was causing Wii games like Resident Evil 4 (Wii) to hang.
  Profile stores, fp stores and ps stores only to the fifo write addresses list.  This should make the JIT a little faster as it will not be checking for external exceptions unnecessarily.
  ...

Conflicts:
	Source/Core/VideoCommon/Src/PixelEngine.cpp
2013-03-12 19:47:59 +11:00
degasus e1ca002937 osx: only use accelerated backends 2013-03-11 16:36:07 +01:00