1. Create Settings class the encaupslate the loading/saving of all settings
2. Decouple the logic of saving the settings into 3 different config files
from the UI code.
A little background: Android has 8 controller setup, 4 gamecube pads and 4 wiimote pads. When the static GCPadNew.ini and wiimotenew.ini is created, pads 0-3 are gc 1-4, and 4-7 are wii 1-4. Problem was the settings set wii controllers as pads 1-4, instead of 4-7. So any setting for wiimote1, was set for gc2(padID 1). Which is why the only wiimote to work was 4, since it mapped to padID 4, which is actually wiimote1.
Some controllers have axes that are stuck to values like 0.5 or 1.
Starting with PR #6123, when you press a control to map, Dolphin will
immediately think that such an axis is the axis that you want to map.
This commit fixes that issue (https://bugs.dolphin-emu.org/issues/10909)
Since we don't have proper confuguration file of what to include/exclude
in the backup, this better be disabled because it will lead to unexpected
state. This will solve any issue that was keep hapenning even after fresh
install of the emulator until you manually clear the app data.
Before we used different way of identifying which settings menu to
show, someotimes we used the section name, other times we used the
settings file name. This one replaces all those different ways by just
one way based on a menu tag which is more clear and easy to follow.
Makes the enum values strongly-typed and prevents the identifiers from
polluting the PowerPC namespace. This also cleans up the parameters of
some functions where we were accepting an ambiguous int type and
expecting the correct values to be passed in.
Now those parameters accept a PowerPC::CPUCore type only, making it
immediately obvious which values should be passed in. It also turns out
we were storing these core types into other structures as plain ints,
which have also been corrected.
As this type is used directly with the configuration code, we need to
provide our own overloaded insertion (<<) and extraction (>>) operators
in order to make it compatible with it. These are fairly trivial to
implement, so there's no issue here.
A minor adjustment to TryParse() was required, as our generic function
was doing the following:
N tmp = 0;
which is problematic, as custom types may not be able to have that
assignment performed (e.g. strongly-typed enums), so we change this to:
N tmp;
which is sufficient, as the value is attempted to be initialized
immediately under that statement.
Deduplicates code, and gets rid of some problems the old code had
(such as: bad performance when calling native functions, only one
disc showing up for multi-disc games, Wii banners being low-res,
unnecessarily much effort being needed for adding more metadata).
Given this is actually a part of the Host interface, this should be
placed with it.
While we're at it, turn it into an enum class so that we don't dump its
contained values into the surrounding scope. We can also make
Host_Message take the enum type itself directly instead of taking a
general int value.
After this, it'll be trivial to divide out the rest of Common.h and
remove the header from the repository entirely
Skip ubershader mode works the same as hybrid ubershaders in that the
shaders are compiled asynchronously. However, instead of using the
ubershader to draw the object, it skips it entirely until the
specialized shader is made available.
This mode will likely result in broken effects where a game creates an
EFB copy, and does not redraw it every frame. Therefore, it is not a
recommended option, however, it may result in better performance on
low-end systems.
9fa2470 changed how the ubershader setting is stored in INIs but didn't
update the Android GUI code to reflect that, so the setting in the
Android GUI has been broken starting with that commit.
Fixes https://bugs.dolphin-emu.org/issues/10947
Previously, this could cause a race condition which resulted in the
Vulkan backend attempting to acquire a swap chain image from a now
non-existant surface. By ensuring the backend knows about the surface
before a frame is presented, this race does not happen.
Android is allowed to pick any path for the external storage media and
that's why we should always use Environment.getExternalStorageDirectory()
to get the external storage path
onCreateView might not be called after resuming the emulatoin wich will
leed the game to stuck in the middle since mRunWhenSurfaceIsValid will be
true but surfaceChanged will never be called in this case.
If Animator Duration Scale is Off, the Enhancements/Hacks screens were
not visible unless you enable the Animator Duration Scale back. This
make sure screens will be visible regardless of your animation settings.
Modified NativeLibrary to display alerts in AlertDialogs rather than Toast notifications, and allow yes/no options.
Modified MainAndroid to use the new displayAlertMsg, and to return its output.
1. Allow users to pick games dircetory from external storage.
2. Better UX experince to distinguish between selecting a directory or
a game. The later is needed when we implement change disk for android.
1) Most of the times the native heap is kept around even after the activity
is killed, we can ask the native code if it is still running and resume
the emulation if that is the case.
2) In case the native heap is freed and the emulation can't resume we used
a temporary state to load on the game boot.
I couldn't find a way to test this, if you want to test this schnario,
add this block to EmulationFragment.
public void onDestroy()
{
stopEmulation();
super.onDestroy();
}
onDestroy is only called if the acivity killed by the OS and not be rotation
change whihch in this case will make sure to kill the emulation and start
again when the activiy is re-created.
Note: By "HandleInit" in this commit message, I mean the code that is
in HandleInit in master except the part that launches EmulationActivity.
In other words, I mean the call to SetUserDirectory and the call to
DirectoryInitializationService.startService. Couldn't think of
something more accurate to call that than "HandleInit"...
In master, HandleInit only runs when the main activity is launched.
This is a problem if the app ends up being launched in some other way,
such as resuming EmulationActivity after the app has been killed in
order to reclaim memory. It's important that we run HandleInit, because
otherwise the native code won't know where the User and Sys folders are.
In order to implement this, I'm dropping the ability to set a custom
User folder in an intent. I don't think anyone is using that anyway.
It's not impossible to support it, but I can't see a way to support
it that doesn't involve something ugly like having code for calling
HandleInit in every activity (or at least MainActivity + TvMainActivity
+ EmulationActivity, with more activities potentially needing it in
the future if we expand the usage of native code for e.g. settings).
If we want to support setting a custom user directory, we should
consider another way to do it, such as a setting that's stored in
getFilesDir() or getExternalStorageDirectory(). Intents are intended
to control the behavior of a specific activity, not the whole app.
You will see an empty gc pad settings screen until you open any other
settings screen and change something, at that moment the Dolphin.ini will
be created and the gc pad settings will be loaded successfully the next
time you open the screen.
This fixes the bug by putting the default gc pad settings section even if
the Dolphin.ini file doesn't exist