Previously, only the number of total input polls would be shown in the window title when playing back a movie. This simply adds the VI / frame count total as well, which is a much more relevant number to look at while TASing.
If this commit is not applied, then the previous commit will cause hotkeys to be saved if there is a syntax error when hitting "OK" and the user presses the X to close the window.
This commit only applies changes to hotkey config if no syntax error occurs.
Previously you could type whatever gibberish you wanted into the formula bar, press OK, and receive a modal syntax error window. Closing the syntax error window would cause the hotkey config window to close as well, and your gibberish would be applied to the hotkey assignment.
This commit requires that a syntax error does not occur before accept() is called.
Previously, using TAS Input to activate the digital L and R buttons would not show these inputs in the Input Display. This commit adds the digital L and R presses to the Input Display, and also displays just "L" or "R" if the analog is set to 255.
There are certain hotkeys that we absolutely want to be able to use
without being in-game. Presently, no hotkeys are recognized unless we
are in-game.
I've identified and moved the following hotkeys to be checked before the
HotkeyScheduler checks to see if the Core is running:
- Open
- Exit
- Start Recording
- Refresh Game List
Note that Play Recording should also be implemented here, however it
looks like there is no signal for a PlayRecording() function, so this
will have to be handled in a later PR once that signal is created and
implemented.
Now that we have enum helpers for inserting values into packets and have
migrated all other enumerations over, there's no need to keep this alias
around any longer.
The purpose of this class was to keep track of state which the
emulation core was already keeping track of. This is rather risky -
if we update the state of one of the two without updating the other,
the two become out of sync, leading to some rather confusing problems.
This duplicated state was removed from EmulationState in the
previous commits, so now there isn't much left in the class.
Might as well move its members directly into EmulationFragment.
Previously, it was not clear where the boundary of the StickWidget was when interacting outside of the circle. This aims to restore the gray square present in the Wx-era.
Special shoutout to Android for not having RTL compatible
variants of nextFocusRight and nextFocusLeft.
Ideally we would have some way to block the user from using
the d-pad to switch between the two panes when in portrait mode,
or make the list pane act as if it's to the left of the details
pane rather than the right when the details pane is open, but I
don't know of a good way to do this. SlidingPaneLayout doesn't
really seem to have been implemented with d-pad navigation in mind.
Thankfully, landscape is the most important use case for gamepads.
The way I'm implementing events using LiveData feels rather
unorthodox, but I'm not aware of anything in the Android framework
that would let me do it in a better way... One option I did
consider was wrapping the cheat lists in LiveData and observing
those, but then CheatsAdapter wouldn't know which cheat had
changed, only that there was some kind of change to the list,
necessitating the use of the not recommended notifyDataSetChanged.
Over time OnData() has become a huge function-long case statement that
attempts to manage numerous packet-related behaviors, which makes it a
little difficult to reliably ensure certain handling doesn't interfere
with another case's. It's also mildly annoying to navigate due to its
size.
To make it a little easier to read and find the specific behavior, we
can break the relevant pieces of code out into their own functions.
When RenderDoc is attached, wglShareLists fails for some reason (see baldurk/renderdoc#2361). wglCreateContextAttribsARB has a parameter for the share context, so there's no reason to use a separate wglShareLists call.
Co-authored-by: baldurk <baldurk@baldurk.org>
Previous code from #7950 only clamps correctly when the efb copies
left and top coordinates are (0, 0)
Now we should handle all situations.
Spyro: A hero's tail is an example of a game that does an oversized
EFB copy with a non-zero origin.
If W0 is locked when fpr.RW is called, the indirectly called
ConvertSingleToDoubleLower may need to emit a push+pop, so it's
better for fresx/frsqrtex to call RW before locking W0 than after.
This way the address check will take up less icache (since it's
only emitted once for each routine rather than once for each
psq_st instruction), and we also get address checking for psq_l.
Matches Jit64's approach.
The disadvantage: In the slowmem case, the routines have to
push *every* caller-saved register onto the stack, even though
most callers probably don't need it. But at long as the slowmem
case isn't hit frequently, this is fine.