Commit Graph

14259 Commits

Author SHA1 Message Date
Pierre Bourdon bf1c53a6e8 Merge pull request #3451 from RisingFog/libav
Use ffmpeg for Windows Video Dumping instead of VFW
2016-01-09 01:01:05 +01:00
Chris Burgener 66595b0ac9 Force XVID FourCC for MPEG4 output 2016-01-08 10:22:19 -05:00
Chris Burgener c34fb3edf0 Use ffmpeg for Windows Video Dumping instead of VFW 2016-01-07 18:37:58 -05:00
Jules Blok db551c55a2 FrameBufferManager: Fix typo in stereoscopic MSAA shader. 2016-01-07 20:05:12 +01:00
Pierre Bourdon 89bb4b1288 Merge pull request #3460 from JosJuice/platform-icon-padding
Adjust the size of the Wii platform icon and padding of all platform icons
2016-01-07 00:50:06 +01:00
Pierre Bourdon bff79df363 Merge pull request #3429 from sepalani/debug_vector_fix
Debug Builds: Fixed vector assertion
2016-01-07 00:48:40 +01:00
Pierre Bourdon e668fd7a02 Merge pull request #3465 from Sonicadvance1/Android_move_jni
Move Android JNI bits from DolphinWX to the Android folder.
2016-01-07 00:47:39 +01:00
Pierre Bourdon 7c91dbe239 Merge pull request #3467 from mathieui/netplay_version_commit_hash
Use the current commit hash in the netplay version
2016-01-07 00:45:11 +01:00
Pierre Bourdon 22555312de Merge pull request #3464 from Armada651/stereo-warnings
VideoConfig: Don't give warnings for per-game stereoscopy parameters.
2016-01-07 00:35:14 +01:00
Pierre Bourdon 4553f723ff Merge pull request #3466 from JosJuice/game-list-empty-condition
DolphinWX: Unify the condition for the game list being empty
2016-01-07 00:33:32 +01:00
mathieui 40c7a2fb7d Use the current commit hash in the netplay version
So that it contains the current commit and not an arbitrary date that
may or may not be up-to-date. This will cause tears as people will not
be able to use netplay with one diverging commit that does not touch
anything related. On the other hand, users can’t be trusted.
2016-01-07 00:17:05 +01:00
JosJuice 85ab84935a Use the English name for DK Bongos in the English version of Dolphin
Tarukonga is Japanese. People who don't speak Japanese are unlikely to
understand it.
2016-01-07 00:12:25 +01:00
Ryan Houdek 74478addeb Move Android JNI bits from DolphinWX to the Android folder. 2016-01-06 15:36:44 -06:00
JosJuice dcde91cdd8 DolphinWX: Unify the condition for the game list being empty
When there are no games to display in the game list, DolphinWX shows a
message instead. Clicking the message will perform an action. If the game
list truly is empty, the message and action are for opening a browse
dialog, but if the user has hidden some games, they are instead for
unhiding all games. However, the condition for checking which message to
display lacked some parts that are in the condition for checking which
action to use, so the two could be different in rare cases. This PR fixes
that by breaking out the two conditions to a new unified function.
2016-01-06 22:25:30 +01:00
Jules Blok 1e111421e9 VideoConfig: Don't give warnings for per-game stereoscopy parameters. 2016-01-06 22:21:12 +01:00
degasus efbe5bc4b6 VideoSW: Use more VideoCommon
Now we require lots of empty functions, but this removes by far more duplicated code.
2016-01-06 22:10:29 +01:00
Ryan Houdek 7fcb5a803b Merge pull request #3359 from degasus/ini
VideoConfig: Use "GFX.ini" for both D3D and OGL.
2016-01-06 16:02:23 -05:00
Markus Wick 05fdf0398b Merge pull request #3313 from degasus/videosw
VideoSW: Clear Vertex data before usage
2016-01-06 21:56:02 +01:00
degasus ad1f7576ad VideoConfig: Use "GFX.ini" for both D3D and OGL.
They share the same format, so there is no need to separate their configs.
2016-01-06 21:43:11 +01:00
Ryan Houdek 0a42a0ab1b Merge pull request #3428 from Sonicadvance1/proper_glextensions
Make GLExtensions no longer require slghtly modified GL headers
2016-01-06 15:24:47 -05:00
Ryan Houdek 342496563d Merge pull request #3455 from Sonicadvance1/GC_adapter_android
[Android] Add support for the Wii U Gamecube adapter under Android.
2016-01-06 15:07:09 -05:00
JosJuice e6cee3a130 DolphinWX: Re-add some padding for platform icons
The padding on the right was changed from 3px to 0px by fd2d505. 1px is
needed for counteracting the white 1px line to the left of the game list.
2016-01-06 21:06:36 +01:00
Mathew Maidment 87e753b104 Merge pull request #3459 from JosJuice/custom-texture-all-regions-2
HiresTextures: Refactor getting directory
2016-01-06 14:19:33 -05:00
Ryan Houdek b49683b2e8 Merge pull request #3357 from JosJuice/no-xpm
DolphinWX: Stop using XPM images
2016-01-06 13:37:03 -05:00
JosJuice 03091ce180 HiresTextures: Refactor getting directory 2016-01-06 19:35:16 +01:00
Ryan Houdek adffa5fbec Merge pull request #3457 from booto/si-sampling
[RFC] SI: Base SI sampling on VSync & horiz lines
2016-01-06 13:02:38 -05:00
booto a1db1a2082 SI: Base SI sampling on VSync & horiz lines 2016-01-06 23:47:20 +08:00
JosJuice 42237dc511 Merge pull request #3456 from JosJuice/custom-texture-all-regions
HiresTextures: Also look for directories with 3-character IDs
2016-01-06 14:43:49 +01:00
JosJuice a2b45a4b82 HiresTextures: Also look for directories with 3-character IDs
People who make texture packs usually release them using a specific ID
(for instance SX4E01). Users who have a different version of the game
(like the PAL version SX4P01) then need to rename the custom texture
folder to match. This is a lot simpler than renaming every texture file,
as was required with the old texture format, but it's still something
that users can forget to do. To make that unnecessary, this change makes
it possible to use three-character region-free IDs for custom texture
folders, similarly to how game INIs can use three-character IDs. Once
most people have updated to Dolphin versions that include this change,
those who make texture packs will be able to name them with
three-character IDs, removing the need for users to rename anything.
2016-01-06 14:33:36 +01:00
Markus Wick 86b0e7e4f2 Merge pull request #3356 from degasus/master
Throttler: Rename "framelimiter" to "emulation speed".
2016-01-06 14:21:55 +01:00
Ryan Houdek e62503c873 [Android] Add support for the Wii U Gamecube adapter under Android.
No way to properly enable it from an end user perspective yet.
Doesn't require root.
This same sort of system can be used for the Dolphinbar in the future for real wiimote support.
2016-01-06 01:10:54 -06:00
Ryan Houdek 6e503bebc4 Add a stubbed GCAdapter namespace.
This cleans up a bunch of #ifdef checks in places.
2016-01-06 00:57:08 -06:00
Ryan Houdek af6a5ddafe Fixup typo in GCAdapter 2016-01-06 00:41:00 -06:00
Ryan Houdek 1dcc199a63 Fix GCPad recalibration shortcut.
Dolphin has supported the recalibration shortcut (X+Y+Start) for quite a long while. So if someont's axises are terrible, you could easily
recalibrate.
Games even get the initial calibration upon boot(Most of the time).

While changing over the GCAdapter code, I was testing to make sure the reset and calibration shortcuts still worked, turns out they didn't work at
all.
Looking in to the problem, we capture the combination properly, and we wait three seconds until we actually fire that off recalibration.
The problem is for Nintendo's SDK to properly handle recalibrating, we need to send back data saying that it needs to recalibrate.
On hardware this is done as part of the 64bits of data the controller sends back to us.
On holding of the controller, bit 61 of the return value is set, which the Nintendo SDK catches, and then signals immediately afterwards a CMD_ORIGIN
command in order to recalibrate the controller.
We were outright ignoring this bit, so the library wasn't ever recalibrating. I suspect in the past the class itself used to use the calibration data
to to offset the data, but somewhere along the lines it got munged out of existence.

The Gamecube adapter does this shortcut in a bit of a unique way, instead of sending the command and having the library support it and what have you.
Once holding the shortcut for the amount of time, the adapter reports back that the controller has actually been disconnected. Then when you let go of
the combination, the adapter states that a new device has been connected to that port, and the recalibration happens because a new device is
"connected."

This fixes controller calibration for both emulated GC controllers and also the Wii Gamecube Adapter.
2016-01-06 00:41:00 -06:00
Anthony Serna 2ee84a20fe [UI] Remove DolphinQt 2016-01-05 19:42:02 -06:00
degasus 3ff4ec275a Throttler: Rename "framelimiter" to "emulation speed".
We don't throttle by frames, we throttle by coretiming speed.
So looking up VI for calculating the speed was just very wrong.
The new ini option is a float, 1.0f for fullspeed.
In the GUI, percentual values are used.
2016-01-05 23:39:05 +01:00
Ryan Houdek 49410576e9 Make the Wii U Gamecube adapter work with less magic.
The Wii U Gamecube controller adapter setup has always been a bit weird. It tries to be as automatic as possible to make the user experience as easy
as possible.
The problem with this approach is that it brings a large disconnect in the user experience because you have the Gamecube controller setup with regular
gamepads and then for some reason below that you have a "direct connect" option which will cause the Gamecube Adapter to overwrite the regular inputs
if something was connected.
While this works and allows the user to only click one checkbox to get the device working, it breaks the user's experience because they don't really
know what "direct connect" means and won't look it up to figure out what it is. Just expecting the device to work (At least one occurence of this in
the IRC channel in the last week).

This way around also had the terrible nature of making the code more filthy than it needed to be. The GCAdapter namespace was parasitic and hooked in
to the regular GC Controller SI class to overwrite the data that it was getting from the default configuration.
Now instead we have a specific SIDevice class for the Wii U Gamecube adapter. This class is fairly simple and is a child of the regular SI Gamecube
Pad device and only reimplements what it needs to.
This also gives the ability to configure controllers individually, which allows the user to configure rumble individually per pad input.

Overall the code is cleaner, and it fits more in line with how the rest of Dolphin works.
2016-01-05 13:44:37 -06:00
Ryan Houdek 6e932af831 Add two missing values that can fit in GCPadStatus 2016-01-05 13:44:37 -06:00
Ryan Houdek 371e9f4fae Move SI_GCAdapter over to InputCommon 2016-01-05 13:44:37 -06:00
JosJuice fd2d50535f DolphinWX: Minor adjustments to the widths of images 2016-01-05 19:19:36 +01:00
JosJuice 81466d7fa3 DolphinWX: Stop using XPM images
Using the XPM format for images has become a maintenance problem because
people don't know how to create them. This commit removes all XPM images
and all C files that contain PNG images. DolphinWX now uses the PNGs
in the Resources folder instead, just like DolphinQt and DolphinQt2 do.
2016-01-05 19:11:58 +01:00
Ryan Houdek 14e6720f22 Fix warning in VideoInterface 2016-01-05 11:54:04 -06:00
JosJuice ea7d686811 Remove padding from platform icons and rating icons 2016-01-05 16:57:31 +01:00
Markus Wick 0da8bd0f61 Merge pull request #3444 from RisingFog/avidumpfixes
AVIDump Clean Up and Fixes
2016-01-05 10:38:07 +01:00
Ryan Houdek e8e0ad3e52 Merge pull request #3408 from Tilka/fcmp
JitArm64: fix fcmpo/fcmpu
2016-01-04 22:19:32 -05:00
Ryan Houdek b00bb300e5 Merge pull request #3447 from degasus/arm
JITArm64: Single precision + FPRF
2016-01-04 22:09:44 -05:00
Mathew Maidment 0509292f86 Merge pull request #3431 from stenzek/shadercache
ShaderGen: Remove virtual methods and string from ShaderGeneratorInterface.
2016-01-04 19:11:14 -05:00
Markus Wick 8b3bf1557f Merge pull request #3445 from jake8/add-crop-hotkey
Added Hotkey for toggling the Crop Setting
2016-01-04 16:24:22 +01:00
jake8 cc8aeec58c Added hotkey for toggling the crop setting 2016-01-04 10:10:49 -05:00
Markus Wick f3c1cc95fc Merge pull request #3311 from Phatcat/analog_input_android
[Android] More analog input configurations + misc
2016-01-04 14:57:43 +01:00