In both cases of the x64 and AArch64 JITs, these would have const casted
away from them, followed by them being placed within an emitter and
having breakpoint instructions written in them.
In this case, we shouldn't be using const period if we're writing to the
emitted data.
Similar in nature to e28d063539 in which
this same change was applied to the x64 emitter.
There's no real requirement to make this const, and this should also
be decided by the calling code, considering we had places that would
simply cast away the const and carry on
Xlib supports many mouse buttons, though there are 9 standard buttons, and they aren't arranged like other mouse APIs. Using only 5 buttons was preventing the use of buttons besides left/right/middle click and the scroll wheel. Here's what all the standard buttons are:
1. left button
2. middle button (pressing the scroll wheel)
3. right button
4. turn scroll wheel up
5. turn scroll wheel down
6. push scroll wheel left
7. push scroll wheel right
8. 4th button (aka browser backward button)
9. 5th button (aka browser forward button)
The remaining button indices are non-standard and device-specific, and technically far more than 32 are supported, but this seems like a reasonable limit to avoid cluttering the list with tons of useless mouse buttons. What mouse has more than 32 buttons anyways?
This requires buildbot changes: the path to the Android Studio
installation must be supplied in an environment variable.
Modified files are copied out to a temporary directory, Android Studio
is asked to format the files, and a git diff is performed.
Currently, each player buffers their own inputs and sends them to the
host. The host then relays those inputs to everyone else. Every player
waits on inputs from all players to be buffered before continuing. What
this means is all clients run in lockstep, and the total latency of
inputs cannot be lower than the sum of the 2 highest client ping times
in the game (in 3+ player sessions with people across the world, the
latency can be very high).
Host input authority mode changes it so players no longer buffer their
own inputs, and only send them to the host. The host stores only the
most recent input received from a player. The host then sends inputs
for all pads at the SI poll interval, similar to the existing code. If
a player sends inputs to slowly, their last received input is simply
sent again. If they send too quickly, inputs are dropped. This means
that the host has full control over what inputs are actually read by
the game, hence the name of the mode. Also, because the rate at which
inputs are received by SI is decoupled from the rate at which players
are sending inputs, clients are no longer dependent on each other. They
only care what the host is doing. This means that they can set their
buffer individually based on their latency to the host, rather than the
highest latency between any 2 players, allowing someone with lower ping
to the host to have less latency than someone else.
This is a catch to this: as a necessity of how the host's input sending
works, the host has 0 latency. There isn't a good way to fix this, as
input delay is now solely dependent on the real latency to the host's
server. Having differing latency between players would be considered
unfair for competitive play, but for casual play we don't really care.
For this reason though, combined with the potential for a few inputs to
be dropped on a bad connection, the old mode will remain and this new
mode is entirely optional.
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.
This was causing a warning in the shader compiler, as the rgb components
were not initialized. Which shouldn't be an issue, as the rgb is not
used in the blend equation, only the alpha. However, the lack of
initialization causes crashes in Intel's D3D shader compiler, so we'll
play nice and initialize all the channels.
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.