Both those in the code window and the ones that appears when the user select edit perpective. The one that isn't fixed by this is in edit perspective mode, when the user drags a panel out and it becomes a floating window.
The original code assumed that we would always find a button in
control_buttons. However, this is incorrect, since the iterator can and
will be control_buttons.end() if the button that triggered the iterate
code is not in control_buttons, which happens when it's in an
exclude list.
Let's stop pretending that we support Triforce emulation.
Keeping this code around just in case someone will make
major improvements in the future isn't really worth it.
I'm keeping the Triforce game INIs so users will know that
the compatibility rating for Triforce games is 1 star (broken).
The default size might be too big for some screens. This allows
the user to modify the window as they see fit and has Dolphin
remember those settings. People who are happy with the default
size and position will not be affected
There is no reason to prevent the user from closing the config dialog
if the device is not found. It's not very good UX…
Also fixes ExpressionParser to return NO_DEVICE if the device doesn't
exist instead of SUCCESS.
This adds RemoveDevice() to ControllerInterface, fixes ExpressionParser
and some other code to support device removals without crashing,
and adds an IsValid() method to Device, to prepare for hotplugging.
Pausing emulation requires to access the CPU thread, which might be blocked
waiting for inputs by netplay. Accessing it in this state would cause the
whole GUI to hang for set timeout (10s).
Once a tab is selected the focus can be set directly from the page
changed event. However once the tab was shown, the first tab order
control element was given the focus by default. This was fixed by
delaying the action and setting the focus after the default focus
had been assigned.
* Focus "Hash Code" / "IP address" text box by default in "Connect"
* Focus game list in "Host" tab
* RETURN keypress now host/join depending on selected tab
* Remember last hosted game
* Remove PanicAlertT:
* Simply log message to netplay window
* Remove them when they are useless
* Show some netplay message in OSD
* Chat messages
* Pad buffer changes
* Desync alerts
* Stop the game consistently when another player disconnects / crashes
* Prettify chat textbox
* Log netplay ping to OSD
Join scenario:
* Copy netplay code
* Open netplay
* Paste code
* Press enter
Host scenario:
* Open netplay
* Go to host tab
* Press enter
This is something that was quite confusing for me while trying to get
netplay to work for me; once the Connect/Host buttons were pressed,
the UI would hang, only to work again a few seconds later, but with
no error message or explanation *at all*.
Turns out this is because panic alerts are shown in the netplay window
instead during netplay, even before it is even shown.
This fixes it by "piping" the alerts to the netplay chat only if the
netplay window is visible.
(regression introduced in #3823)
This makes the links explicitly vertically centered in the DolphinWX
About dialog. It is not needed on Windows, because the links have the
same height as text (and look just like text links). However, this is
required on other platforms or the links would look misaligned.
At first there weren't many enums in Volume.h, but the number has been
growing, and I'm planning to add one more for regions. To not make
Volume.h too large, and to avoid needing to include Volume.h in code
that doesn't use volume objects, I'm moving the enums to a new file.
I'm also turning them into enum classes while I'm at it.
The Setting class was used for both numeric values and booleans, and
other parts of the code had hacks to make it work with booleans.
By splitting Setting into NumericSetting and BooleanSetting, it is
clear which settings are numeric, and which are boolean, so there is
no need to guess by checking the default values or anything like that.
Also, booleans are stored as booleans in config files, instead of 1.0.