This sets the IR/Width, IR/Height, and IR/Center per game, so a controller profile is used
to save the value, then enable the profile in the game ini, then reload the
control configs.
Some of the recent reviews on Google Play express trouble finding the
emulation activity menu. One of them thought you were supposed to go
to the settings accessible through the main activity to configure the
virtual controller buttons.
This commit changes the text so that the user now explicitly is told to
swipe down from the top of the screen to access the menu. In exchange,
I removed the exact selections to make in the menu so that the text
wouldn't get too long, but I think it shouldn't be too hard to
understand once you know how to open the menu.
Delay the creation of the emulation fragment if: the device is a phone, if
emulation should be locked to landscape, and the current orientation is
portrait.
Forcing landscape at emulation start revealed a bug where if the activity was
recreated before emulation started then it would get stuck in a paused state
If emulation started in landscape then it wouldn't lock to landscape, thus
allowing a rotation to portrait then immediately back to landscape. Also
locking to landscape didn't need to be called from another thread, so that
was removed as well
Picasso is using an old version of the support lib which creates a conflict
for the exifinterface support librar, this will make sure to use the
version Dolphin is using which is 27.1.1
Previously would take several seconds to save, sometimes causing ANRs, which
was made worse when adding all the controller values. Now we only load/save
each section instead of doing it for each setting. Also added a method
to save an individual setting.
Android can be funky with controller vibration. Of the three controlers I have that contain a
vibrator(PS3, Xbox360, 2017 Shield controller), only the Xbox360 controller registered as having
a vibrator. So YYMV depending on the driver support of the device.
With the nature of android updates invalidating save states, it's best to hide
these options unless enabled by the user. The option to use savestates can now
be enabled via the General settings menu.
Two reasons for this change. First, it appears that some android launchers do some sort of call into
the application when long pressing the app icon, which in turn calls the DirectoryInit service. This
was ok to do prior to Oreo but will cause crashes with the new restrictions on services running
in the background. Which leads to the second reason that DirectoryInit doesn't need to be a service
at all since these actions are required for dolphin to function and shouldn't be a scheduled action.
So we instead just kick this off in a new thread and send the broadcast when done.
There isn't an official Java style, but this seems to be consistent with
everything else. Also it's weird to see one one liners without braces in
Java.
I think the intention might have been to switch styles based on what
platform was selected, but that never happened. Instead, everything just
used the GC styles.
All the platform-specific styles did was add an accent color (which
tints the checkbox and text area elements). This adds a specific color for
that instead of abusing a platform color.
There should be no visual changes for this commit.
Added an option in General config to enable/disable usage statistics. Added a popup on first open if
the user would like to engage in reporting. Clicking cancel or out of the box opts out. Only
clicking 'Ok' will enable reporting. Also added a new android specific values to report.
If a user changes any config options before starting emulation then all SIDevices are set to 0.
This was added in PR 6267(commit 58ee9d2a78) to fix a bug.
This sets up default positions for touch buttons so they are not just bunched in the corner on a fresh install. Also added a toast when emulation starts on how to edit button layout
Per-Game settings now load the settings in this order
1. Emulator Settings
2. Default Settings of the Game that we ship with Dolphin
3. Custom game settings the user have
where the later always overides the former in case of collision, then
we show that on the UI to make it clear to the user which settings being
used.
Some of the write checks do an & on the result, returning 0 will allow these fails to be caught.
Updated the default WiimoteNew to set wiimotes 2-4 to be disabled on new install. No reason to have these
enabled unless there is actually a 2+ players
Apparently there was a different section names used by the custom game
settings that caused Android to have those settings broken for
some sections like the graphics one. This adds the map between the generic
settings <> custom settings.
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.
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).
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.