From wxWidgets master 81570ae070b35c9d52de47b1f14897f3ff1a66c7.
include/wx/defs.h -- __w64 warning disable patch by comex brought forward.
include/wx/msw/window.h -- added GetContentScaleFactor() which was not implemented on Windows but is necessary for wxBitmap scaling on Mac OS X so it needs to work to avoid #ifdef-ing the code.
src/gtk/window.cpp -- Modified DoSetClientSize() to direct call wxWindowGTK::DoSetSize() instead of using public wxWindowBase::SetSize() which now prevents derived classes (like wxAuiToolbar) intercepting the call and breaking it. This matches Windows which does NOT need to call DoSetSize internally. End result is this fixes Dolphin's debug tools toolbars on Linux.
src/osx/window_osx.cpp -- Same fix as for GTK since it has the same issue.
src/msw/radiobox.cpp -- Hacked to fix display in HiDPI (was clipping off end of text).
Updated CMakeLists for Linux and Mac OS X. Small code changes to Dolphin to fix debug error boxes, deprecation warnings, and retain previous UI behavior on Windows.
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.
Prior to this, ConfigMain.cpp was a large (52KB) cpp file that contained all of the UI setting code.
This breaks up the config code into subclasses of wxPanel, which are then just instantiated to add to the settings wxNoteBook. This keeps all the settings categories separated from one another and also cleans up the code in general.
It substantially complicates the code and doesn't really provide any
functionality. According to the forums, the Android app is out of date
and has been broken for quite a while.
If we want to add this back, I'd write an app that speaks a more native
Wiimote protocol, and we can hook that up to the backend quite easily.
It could even be over our NetPlay protocol!
* Currently there is no DEBUGFAST configuration. Defining DEBUGFAST as a preprocessor definition in Base.props (or a global header) enables it for now, pending a better method. This was done to make managing the build harder to screw up. However it may not even be an issue anymore with the new .props usage.
* D3DX11SaveTextureToFile usage is dropped and not replaced.
* If you have $(DXSDK_DIR) in your global property sheets (Microsoft.Cpp.$(PlatformName).user), you need to remove it. The build will error out with a message if it's configured incorrectly.
* If you are on Windows 8 or above, you no longer need the June 2010 DirectX SDK installed to build dolphin. If you are in this situation, it is still required if you want your built binaries to be able to use XAudio2 and XInput on previous Windows versions.
* GLew updated to 1.10.0
* compiler switches added: /volatile:iso, /d2Zi+
* LTCG available via msbuild property: DolphinRelease
* SDL updated to 2.0.0
* All Externals (excl. OpenAL and SDL) are built from source.
* Now uses STL version of std::{mutex,condition_variable,thread}
* Now uses Build as root directory for *all* intermediate files
* Binary directory is populated as post-build msbuild action
* .gitignore is simplified
* UnitTests project is no longer compiled