Use unique touch mouse class for iOS and Android.
Enable touch mouse for arcade lightgun games or when maple device A is a
lg. Disable it otherwise.
android: only display controllers that actually send events, including
system mouse and keyboard. Use separate Touch Mouse and System Mouse.
iOS: fix missing button input for touch mouse. Don't bubble up touch
events that hit vgampad buttons or controls.
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
SDL force feedback for racing wheels.
Support for jvs ffb (f355, 18wheeler), atomiswave (maxspeed, ftspeed)
and midi ffb (initd, clubk, kingrt66, sgdrvsim).
Simple haptic rumble for f355 and 18wheeler.
Retrieve last frame rgb data (gl, vk, dx9, dx11).
Specific save screenshot code for android, iOS and UWP.
Add Save Screenshot emu key (F12 by default)
vk: defer deletion of in-flight textures when texture cache is cleared.
vk: fix issue when updating imgui textures after a render pass has begun
(achievements)
vk: palette texture not updated after a state has been loaded.
gl: Move opengl-specific stuff into opengl imgui driver.
savestate: Add non compressed header, following by screenshot png data,
before actual savestate.
Issue #842
Make macOS keyboard class with haptic code
Call SDL_JoystickSetPlayerIndex using maple port
Add Network event for LUA
Set proper controller unique id on iOS
rumblePower wasn't copied over new mappings.
Saturation reduces or increases the range of analog axes.
Issue #675
Axes values are re-scaled with dead zone to allow small values.
New Gamepad Settings dialog box to set up dead zone, saturation and
rumble/haptic power.
Racing controller, fishing controller and Densha de Go controller
Co-authored-by: Ricardo <ric.ce.br@gmail.com>
Co-authored-by: Flyinghead <raphael.jean@gmail.com>
Missing call to KeepAliveID was preventing drag scrolling in empty
areas. Also check for HoveredIdDisabled to allow scrolling by dragging
disabled items and enable HoveredIdAllowOverlap.
imgui gl renderer: use ImDrawCmd::IdxOffset instead of counting
manually. Use correct alpha blending function.
Use imgui events for all input. Simplify keyboard input by getting rid
of modifiers.
Enable flat navigation in content window.
Add format string to OptionSlider.
* cmake: use c++17
* Use std::size
* Use std::make_unique
* Use std::clamp
* Use structured binding
* Use [[fallthrough]]
* Use enable_if_t/is_enum_v/is_integral_v/is_same_v
* Use if constexpr
* Use try_emplace
* Use auto for iterators
* Use inline variables
new vblank event, used by cheats, lua and naomi net
new udp net protocol for naomi. rx/tx on vblank on emu thread.
input: rumble power configurable (Issue #158)
ui: rumble intensity slider, enable/disable upnp
aica: hook to consume midi out
decode midi out to simulate rumble for initd
upnp can now be disabled
ggpo: support for arcade games using keyboard (totd, luptype) and
mouse/rotary encoders (waiwai drive)
Chat and UI now usable when the keyboard is not set to a maple port.
Verify md5 of flash, eeprom, vmus if no savestate used
Use chd header SHA1 as digest
Load .state.net state file at start
Force real BIOS for some games
Use same layout as gamepad arcade for on-screen gamepads (ABXYRL)
map RT and LT to buttons 5 and 6 in arcade
android: Fix non-working fast-forward button
Use maple port in lastAxisValue state
naomi: use default alienfnt buttons: 1-4