This is only queried, there's no need to expose it for writing.
Even if it was written to, a data member shouldn't be part of
your public API unless its part of a dumb object or trivial struct.
The dumb wxAUI stuff isn't fully implemented for GTK. So the wxAuiToolBar doesn't properly deduce the size it needs to be when it contains a
wxSearchCtrl object.
Force the manager to set its minimum size to something reasonable.
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.
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.
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.
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.
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.
Lets the user set the following in intervals of 10 between 10 and 100;
- Stick/Radius (default 100,000000)
- Triggers/Threshold (default 90,000000)
- Tilt/Modifier/Range (default 50,000000) + mapped Tilt/Modifier button
to the configurations for wiimotes & nunchuks
This reverts commit 81414b4fa2, reversing
changes made to b926061f64.
Conflicts:
Source/Core/DolphinWX/Frame.cpp
Source/Core/VideoCommon/VideoConfig.cpp
Source/Core/VideoCommon/VideoConfig.h
It's so that the string in ControllerConfigDiag will match the string
in GameCubeConfigPane. Right now, it unnecessarily appears twice in
the list of strings to translate.
Commit 33487ab5f2 introduced a regression
where items would vanish from the toolbar. This adds a call to Realize()
after the reinsertions of the play/pause button as required per
documentation.
Thanks to Simonwayneee for noticing this!
This fixes changing the play/pause button's label depending on the
emulation state. Before, wxToolBarToolBase's SetLabel() function was
used. This function, however, is not implemented in wxGTK which leads to
the label not changing on linux when the button is clicked. Although the preferred
method (according to the wxWidgets documentation) to change the properties
of a tool is to use the toolbar's setters, there is no such setter for
the label. Therefore, this implements a workaround where the
button is deleted and readded afterwards with the updated properties.
Thanks to linkmauve for noticing this!
Rather than rely on the developer to do the right thing,
just make the default behavior safely deallocate resources.
If shared semantics are ever needed in the future, the
constructor that takes a unique_ptr for shared_ptr can
be used.
fileplatform is moved so it's in the same place as the other platform
icons, and nobanner is moved just because it fits better in Resources.
Both of them were identical in all of Dolphin's themes.