Flyinghead
07cdb42ff7
switch: set UI scaling factor depending on docking mode
2021-07-15 14:44:39 +02:00
Flyinghead
4fa89c4a45
switch: build with miniupnp. set correct window size
...
organize header
remove unneeded switch-specific code
2021-07-15 12:19:11 +02:00
Flyinghead
db9c48b085
switch: typo
2021-07-14 17:48:41 +02:00
Flyinghead
c0171f5fd1
switch: open sdl joysticks 0 & 1 at init
2021-07-14 17:22:17 +02:00
Flyinghead
b40328e621
input: don't change mapper if file not found. sdl: fix default bindings
2021-07-05 09:59:46 +02:00
flyinghead
894a0540b9
sdl: convert keyboard mapping from keycodes to scancode on first load
2021-07-04 17:45:45 +02:00
Flyinghead
7f49accc22
Merge remote-tracking branch 'origin/master' into fh/directx
2021-06-07 20:53:31 +02:00
scribam
d6545b253b
Misc cleanup
2021-06-06 11:15:06 +02:00
flyinghead
5f5d31730c
sdl: hide mouse in fullscreen. fix & refactor mouse devices
...
support rawinput mouse wheel
simplify mapping load
2021-05-19 18:13:52 +02:00
flyinghead
71fb024061
rawinput: proper conversion of abs coordinates
...
Issue #138
get rid of libPvr_GetRenderTarget() -> getNativeHwnd()
2021-05-04 12:03:09 +02:00
flyinghead
b90cdf9588
RawInput driver. Multiple keyboards support
...
Merge Keyboard and KbGamepad
Always use system mouse for UI
Issue #138
Fix DX9 when not using SDL
2021-04-29 18:58:04 +02:00
flyinghead
c889bfa6d4
dx9: copy to vram. clipping. fix depth/stencil size. better reset
...
Coordinate device reset with dxcontext. Keep compiled shaders.
Don't use automatic depth/stencil on backbuffer. Manually handle it.
Implement scissoring/clipping
multipass translucent depth
Render-to-texture copy to vram
2021-04-15 15:17:32 +02:00
flyinghead
f107d380b9
WIP directx9 renderer
2021-04-12 22:49:04 +02:00
Flyinghead
1e6874c5eb
SDL2/SDL.h -> SDL.h
2021-03-21 20:07:53 +01:00
Flyinghead
9bc832c4c6
cmake, sdl: fix for some SBCs
...
sdl: don't request alpha channel for gl context
sdl: start fullscreen if not desktop
cmake: make openmp, host libzip optional. gles needs libEGL
fix crash when falling back to gl after vk init fails
2021-03-19 15:51:09 +01:00
scribam
26ebcdf9f5
clang-tidy: run modernize-use-equals-default
2021-03-14 21:52:42 +01:00
flyinghead
77961d2c33
windows: international keyboard support
...
sdl: pass through USB scancodes
windows: detect host keyboard layout and emulate corresponding DC
keyboard
update modifier keys state even if no key pressed (Typing of the Dead:
Shift key tutorial)
2021-03-02 18:45:18 +01:00
Edward Li
21ab1111ad
Enable HiDPI for Windows
2021-02-18 06:03:37 +08:00
flyinghead
ed7bd06f96
win32: multiple mice support. Patch and build SDL
2021-01-21 21:00:46 +01:00
flyinghead
00413a6ad2
sdl: allow capture mouse and relative mode
...
toggle with L-ALT + L-CTRL
Issue #157
simple event system
2021-01-19 21:31:48 +01:00
flyinghead
417b470cbb
sdl: fall back to open gl if vulkan init fails
2021-01-16 19:09:22 +01:00
Flyinghead
1727413247
vulkan: fix crash on minimize and resize. clear framebuffer on resize
...
many vulkan fixes related to init/term/reset
2021-01-09 18:16:39 +01:00
Flyinghead
060650e0d8
support for compressed save-states
2020-12-26 09:58:53 +01:00
Flyinghead
46bb7d3b88
win: add [input] DisableXInput option to disable XInput and force DInput
2020-12-24 08:54:06 +01:00
Flyinghead
d960f8e9f5
lightgun: handle screen stretching, rotation and tall aspect ratio
...
Issue #139
move jvs stuff into maple_jvs.cpp
2020-12-09 13:48:58 +01:00
Flyinghead
a0b73a5919
sdl: set window icon (linux)
2020-12-08 18:35:46 +01:00
Flyinghead
cfed5e7a29
macos build fix
2020-12-07 22:25:33 +01:00
Flyinghead
d1fbbac0ae
sdl: use gamecontroller api for initial btn/axis binding
2020-12-07 22:18:23 +01:00
Flyinghead
adeacd89f4
input: implement reload. remap some naomi games input
...
implement lightgun reload (dc, naomi)
kcode[] set to 32 bits
revamped mapping for naomi keys
remapped btns for some naomi games
display game button/axes names in UI
2020-12-02 14:40:50 +01:00
Flyinghead
3e3fa08430
input: use btn/axes names in ui. fix mouse btn mapping
...
Use button and axis names in mapping UI
Mouse button remapping was impossible
x11: use same config names for window size as sdl/win
2020-11-20 22:10:14 +01:00
Flyinghead
34575d577c
fix sdl+egl build. get rid of USES_HOMEDIR. thread deadlock at exit
...
fix odroid xu3 build
sdl: use left or right alt+enter to maximize window
deadlock at exit if dc_exit called from emu thread
2020-05-08 18:41:36 +02:00
scribam
6ee4b6de85
Replace OS_DARWIN by __APPLE__
2020-04-26 14:19:21 +02:00
Flyinghead
17a2c3644f
ui: add loading screen with cancel button. don't freeze ui on load
2020-04-20 18:52:02 +02:00
Flyinghead
a9fc78b88e
SDL: don't use guid as unique id as it's not unique to a device instance
...
Issue #74
2020-04-16 16:17:30 +02:00
Flyinghead
c4f0dbab09
naomi m3: missing changes. SDL: get gamepad events if focus lost
2020-04-14 17:44:27 +02:00
scribam
c1b37b56bc
Remove "sh4_if.h" and "stdclass.h" from "types.h"
2020-03-30 23:00:43 +02:00
flyinghead
8db02cf503
sdl: Support hats. Save/restore window state and size. Fullscreen mode
2020-03-22 14:10:07 +01:00
Flyinghead
5a1b7374e5
change icons. display error message when game fails to load.
2020-03-21 15:05:38 +01:00
Flyinghead
0c2e95185c
support for right analog stick. Fix gunsur2 inputs
2020-03-20 16:57:50 +01:00
Flyinghead
4e73af0f94
Mem leaks in input mapping/jvs/x11. Fix crash when latin-1 char is input
...
Fix warnings
2020-03-12 16:09:05 +01:00
flyinghead
3415ce5577
win32: detect platform. SDL support
2019-12-22 23:49:52 +01:00
Flyinghead
2a89874812
decouple imgui from gles renderer
2019-10-19 18:34:24 +02:00
Flyinghead
6611e9bf5e
gl: refactor wsi into their own class.Allow dynamic vk<->gl switch
2019-10-18 21:57:08 +02:00
Flyinghead
b1defae3f7
vulkan renderer - WIP
2019-10-05 11:50:14 +02:00
Flyinghead
ae4f378747
Add fast-forward mode
...
Fix buttons.png not being created if not first run
2019-09-27 14:15:29 +02:00
scribam
49b7e0682b
Cleanup
2019-09-07 20:36:13 +02:00
Flyinghead
eaedf7d017
sdl: osx polishing
2019-08-14 22:48:34 +02:00
Flyinghead
74a96897cc
OSX: use SLD2 for gamepads
2019-08-14 09:20:24 +02:00
Flyinghead
2c8094f987
renderer,sdl: use new logging
2019-07-01 17:41:15 +02:00
Flyinghead
b226544d03
Merge remote-tracking branch 'origin/master' into fh/wince-dynarec
2019-06-21 14:37:32 +02:00
Flyinghead
f29569cf5d
more name change
2019-06-20 23:46:20 +02:00
Flyinghead
bd30752b86
Use auto& to avoid copy when iterating. Inline mmu_Read/WriteMemNoEx
2019-06-08 13:04:35 +02:00
hissingshark
b0b63d4894
Fix typo induced build error
2019-05-16 16:05:47 +01:00
Flyinghead
daf4980fc8
input: save assigned maple port of each gamepad
2019-03-29 17:19:18 +01:00
Flyinghead
c809c6c56f
Merge branch 'fh/mymaster' into fh/master-merge
2019-03-25 16:47:47 +01:00
Flyinghead
492e771272
Content browser (WIP)
...
Get rid of the renderer thread. It is now the main/UI thread on all
platforms. The emulator runs in a separate thread.
Content browser displayed at startup.
2019-02-25 17:52:53 +01:00
Flyinghead
ac6cc612c5
sdl: mouse wheel, relative mouse position and text input support
2019-02-24 13:19:50 +01:00
Flyinghead
c6baa4827b
x11: support mouse wheel. ascii text keyboard input
2019-02-24 12:53:49 +01:00
Flyinghead
0f5a3ab884
sdl: rumble support
2019-02-23 01:06:10 +01:00
Flyinghead
1eaf443c22
appveyor: copy dep dlls to artifacts. Fix SDL build
2019-02-22 11:55:15 +01:00
flyinghead
d392923d86
win32: added mouse and keyboard virtual gamepads
2019-02-21 22:39:26 +01:00
Flyinghead
4ae11053ce
use smart pointers to avoid crash when a gamepad is disconnected
2019-02-21 14:49:27 +01:00
Flyinghead
8e4e2c67f2
evdev: use new input system. detect hot-plugged devices with udev
2019-02-21 12:46:00 +01:00
Flyinghead
914e362873
Android: bind joysticks to different maple ports
2019-02-16 13:52:38 +01:00
Flyinghead
3320669bd4
android: use new input system
...
support for gamepads and mice on android
2019-02-13 20:29:49 +01:00
Flyinghead
e82b9c9b18
android: remove deprecated GL2GLINative activity
2019-02-12 17:57:11 +01:00
Flyinghead
85b428c2e1
SDL: gamepad hot-plugging
2019-02-12 15:56:44 +01:00
Flyinghead
8b5c2a3fac
New input handling/mapping system, SDL only for now. Gui wip
2019-02-12 11:30:24 +01:00
Flyinghead
5ef0f74620
win32: keyboard support
2019-02-09 16:22:09 +01:00
Flyinghead
d95ec975c7
SDL: mouse, keyboard and gui support
2019-02-07 23:44:30 +01:00
Flyinghead
82f156f143
Gamepad support to GUI. Wire evdev, SDL and windows
...
Allow dc_stop() to work even when the emu is paused
2019-02-07 16:59:24 +01:00
Christoph "baka0815" Schwerdtfeger
108e840324
SDL: rumble support
...
This adds support for rumble to the SDL backend.
It does not however attach a purupuru/rumble pack
2019-01-16 20:48:32 +01:00
baka0815.de
3b38afd1dd
SDL: Rename SDK to SDL in output
2018-11-13 10:32:00 +01:00
baka0815.de
453fccb835
SDL: Only create controller when evdev is not available
...
If evdev is available the controller is most likely already created using evdev.
2018-11-13 10:30:54 +01:00
baka0815.de
ab49ef89d0
SDL: Create the first controller with two VMUs
2018-11-08 09:02:25 +01:00
Flyinghead
b8ae998252
If GL4 renderer is not supported, fall back to default. Fix SDL GL init.
2018-10-04 13:37:45 +02:00
Christoph "baka0815" Schwerdtfeger
69c4f163b8
SDL: Fix keyboard usage
...
Use kcode[port] directly (see evdev.cpp), because unsetting the keys didn't unset kcode and pressing the key another time didn't work.
2018-09-03 19:23:22 +02:00
Flyinghead
960904c401
Exit cleanly in desktop platforms
...
Lighter and cleaner version of the previous PR
2018-07-23 19:52:50 +02:00
Jan Holthuis
20d43fb04e
SDL: Remove some unused variables
2015-10-11 18:41:23 +02:00
Jan Holthuis
098e208a57
SDL: Drop SDL1.2 support and use SDL2 for GLES, too
2015-10-11 18:41:23 +02:00
Jan Holthuis
b38813ca34
SDL: Add OpenGL3/SDL2 support
2015-10-11 18:41:23 +02:00
Jan Holthuis
76dfeae55c
SDL: Remove redundant sdl/ code
2015-09-12 16:31:32 +02:00
Jan Holthuis
4267d51f90
stdclass: Make path getter function names more verbose
2015-09-02 15:49:00 +02:00
Jan Holthuis
b6d0cddcaa
stdclass: Add support for separate config/data dirs and system wide dirs
...
This adds support for separate config and data dirs.
On Linux, these will be compliant XDG Basedir Specification, i.e.
XDG_CONFIG_HOME and XDG_CONFIG_DIRS (or XDG_DATA_HOME and XDG_DATA_DIRS
respectively). On all other platforms, there currently just set to the
homedir path (so no previous behaviour has been changed).
If reicast wants to read and write a data file, it just calls
get_data_path("/samplefile.txt"). If it does not need to write to
that file, it just uses get_data_path("/samplefile.txt", false). That
way, we can also use system-wide dirs (like /usr/share/reicast on
linux), that the user usually doesn't have write access to.
The same applies for config file, where you use get_config_path(args)
respectively.
2015-09-02 15:48:53 +02:00
Jan Holthuis
c17c7502d8
Added newline to end of files and removed obsolete code
2015-06-27 20:44:53 +02:00
Jan Holthuis
f6d2e3fa7e
Added OSS audio backend
...
This adds the OSS audio backend and removes OSS code from
core/linux-dist/main.cpp and core/sdl/main.cpp.
The OSS backend will be included during compilation if the USE_OSS
flag is set.
Although OSS code in core/linux-dist/main.cpp depended on the
TARGET_PANDORA flag instead of USE_OSS, the latter should work too
since it is defined in the Pandora Makefile (lines 7 & 83).
2015-06-27 20:42:40 +02:00
Jan Holthuis
e3f1784a0f
Implement audio backend system
...
This makes it possible to have multiple audio backends compiled into
reicast (e.g. ALSA & OSS on Linux). These can then selected by the user
via a config option ("backend" iin the "audio" section). It *should*
also be possible to reduce the number of platform-specific ifdefs with this
approach.
Audio backends need to define a struct (audiobackend_t) that holds a
pointer to it's init, push and term function and also a slug and a name
as string. They then need to pass a pointer to this struct to
RegisterAudioBackend() before InitAudio() is called.
For now, I defined a function (RegisterAllAudioBackends) that get's
called exactly once (i.e. upon first call of InitAudio()), where
we can put ifdef'd RegisterAudioBackend() calls into for each backend
that reicast supports.
Please note that this commit just implements the basic audio backend
system - no backends have been ported to the new API yet. For the meantime,
reicast will run without any audio support accross all systems.
2015-06-27 20:41:49 +02:00
Jan Holthuis
35968c8291
Rename os_Push() to PushAudio() for consistency
2015-06-27 20:41:05 +02:00
ptitSeb
6a9cdd7633
added frameskip back, has asked in openpandora forum
2014-08-18 21:57:14 +02:00
TwistedUmbrella
2a150ef61c
Refactor @ptitSeb PANDORA: Options and GUI - NoSound
2014-03-01 07:38:54 -05:00
ptitSeb
54e3a0e4e0
PANDORA: Options and GUI
2014-03-01 07:38:40 -05:00
Stefanos Kornilios Mitsis Poiitidis
f7a39783f6
MOGA support
2013-12-29 00:14:45 +01:00