Activity Monitor can start activities by using adb to invoke it.
This will allow us to set the user directory and autostart file from adb.
adb shell am start -n org.dolphinemu.dolphinemu/.gamelist.GameListActivity -e AutoStartFile /sdcard/AC.gcz -e UserDir /sdcard/dolphin-emu2/
This allows more automated testing to be done with Dolphin on Android.
The UI should decide on where it wants the user directory, not our core system.
This is in anticipation of some upcoming work on Android which will need proper user directory setting.
We were eating /all/ button events except the back button. This would cause issues where Android wouldn't receive button press events for things like
volume rockers. So you couldn't change the audio ingame, even if that button isn't bound to an input.
Now we return to Android if we've handled that button press, so it works fine.
On AArch64 asimd is the new name for NEON.
This fixes a message on application start in Android about the device not supporting NEON.
If it's AArch64 then it supports NEON!
The concept of a "title bar" / "status bar" shouldn't be a core concept,
so remove the Host_UpdateStatusBar function, and move the code handles
whether to update the status bar or titlebar into DolphinWX.
This was actually never used as far as I can tell. There was no wx event handling done whatsoever for the global ID, So this is basically a dead function.
This ensures the transition from/to exclusive mode happens while the RenderFrame is fullscreen.
This prevents fullscreen loops and relieves us of having to restore the window size after we exit fullscreen.
We can't use RendererHasFocus for this purpose because of some issues
with exclusive fullscreen, and the new RendererHasFocus implementation
didn't work for non-Render to Main Window cases, since the renderer
window wasn't managed by wx.
Copies over the PP shaders to the APK's assets and installs them on run.
Exposes them via the video settings UI.
This is in anticipation of dropping the workaround for rotated blits on Adreno and instead forcing shader usage by the user.
This function isn't used any more and it shouldn't be used at all as it generates a sync request to the x11 server. So it has to wait for a complete round trip time.
Looking at the old code for the ButtonManager was a brainfsck. This fixes a ton of bugs I kept uncovering as I was moving along.
Fixes the gamepad configuration file being incorrect.
No longer treats touchscreen in a special way. Ends up as a regular device with a "Touchscreen" device name.
Was incorrectly converting a index from integer to ButtonType. Wouldn't work due to the addition of some unused(in JNI) enumerators in ButtonType.
Fixes an issue where a map had a key as an axis which was causing its binding to be overwritten for every axis that was used twice (eg main stick left and right);
Fixes Triggers not working at all.
Fixes DPad not working at all.
Fixes C-Stick only half working.
Removes touch screen specific nativelibrary types onTouchAxisEvent and onTouchEvent.
Adds a configuration version configuration option. Allows easy configuration overwriting if the options need to be changed during updating.
Supersedes github PR #291.
Fixes all warnings on Android build except for what is in externals.
Removes a function from TextureDecoder_Generic since it is unused and generates a warning.
Move EGLHelper to be local to the creation of the about GL/GLES tabs so we don't have 3 EGL contexts running at a time.
Fix issues with OpenGL context creation here so we show the correct information.
This requires adding an EGL function to the NativeLibrary since Android's JAVA bindings don't expose eglBindAPI.