Emulator keyboard bindings no longer working when UI is open (Exit).
All-ports mapping not being loaded correctly.
All-ports mapping not working on ports B,C and D.
Restore automatic binding of opposite key/axis.
caused by 64b9e51af0
Add button combination mappping support
- Implement tracking of pressed buttons in GamepadDevice
- Add ability to detect button combinations- Fix mapping system to preserve individual button mappings
- Ensure buttons can work both individually and as part of combinations
- Ensured trigger buttons can be the first button in a combination
- Maintained detection state when binding multiple buttons
- Added special handling to recognize both original and normalized trigger codes
---------
Co-authored-by: James Smith <jmsmith86@gmail.com>
* added getFunctionDefinitions
* Set DreamPort device default deadzone to 0% while preserving user customization
* Fixed default dead zone 0% for DreamPicoPort; set UsePhysicalVmuMemory default to true
* Use DisabledScope for UsePhysicalVmuMemory; moved DreamLinkGamepad::getDefaultMapping() to protected scope to match parent
* Set unique ID for DreamPicoPort devices so they enumerate the same way by flycast on every load
* Implement DreamLinkGamepad::resetMappingToDefault() and set C, D, and Z buttons for DreamPicoPort
---------
Co-authored-by: Nexus382 <anthonyscordino@gmail.com>
Refactor common virtual gamepad code.
Distinct layouts for console and arcade.
Add arcade buttons 5 and 6, insert card button, service mode toggle.
System SP support
User can choose a custom vgamepad image or reset to default.
Unused controls are disabled and hidden based on the game (arcade) or
maple device (console).
Use same display code as android.
Support custom buttons.png.
Allow layout customization as in android.
Save layout in emu.cfg.
Allow transparency setting.
Issue #990
Set forced and per game settings.
Update game id and save state file name.
Reset cheats and custom textures.
Update game title and window title.
Issue #1748
hle bios: reboot the game when "exit to bios" vector is called
Disable import/export home folder buttons when not using SAF file
picker.
Get rid of unused home migration feature when onboarding.
Android TV screenshots and banner.
Android 9 and earlier can use the legacy file browser. This fixes issues
with broken SAF file picker on Android TV 9.
Catch exception when no file picker is installed on the device (Android
TV 12) and instruct the user to install one.
Issue #1657
When entering an error or contentpath warning popup, there are two `ImguiStyleVar` on the stack.
Within the pop-up frame, an additional `ImguiStyleVar` is added.
When the popup ends, there is technically one more ImguiStyleVar on the internal stack than when we entered the popup, causing an assert to hit:
```
Program: G:\flycast\out\build\x64-Debug\flycast.exe
File: G:\flycast\core\deps\imgui\imgui.cpp
Line: 10104
Expression: SizeOfStyleVarStack >= g.StyleVarStack.Size && "PushStyleVar/PopStyleVar Mismatch!"
```
These nested imgui RAII objects need to be scoped such that the stack is preserved both upon entry and exit of these popups to avoid these asserts.
Haptic effects for the virtual gamepad must be done on a background
thread. Not sure about gamepad rumble but it shouldn't hurt.
Reuse haptic duration for haptic power (0-100).
Fix crash when power is zero (createOneShot needs power >= 1)
Use "folder" instead of "directory" in UI.
When game list is empty, show button to easily add a new content path.
Improve folder paths display in settings with middle ellipsis.
android: import/export home folder content
storage: add file update date to FileInfo.
Savestates and custom textures can be loaded from content path / ASS.
Cache last savestate update date to improve perf on android.
android: Don't use scoped storage for android < 5. Optimize listContent.
Fix getSubPath
android: instrumented storage test