Rework the renderer selection logic to reload the saved renderer after
it's been changed in the config panel and to properly detect whether a
renderer toggle has been requested.
The dialog event handling is a bit messed up. An ok/cancel event sends a
close event, which sends a cancel event and repeats. This would actually
be an infinite loop if wxWidgets didn't detect a loop.
Rework the event handling to avoid the loop and to remember the
positions of modal dialogs as well.
Do not do additional processing on an event after EndModal is called.
This fixes a message box bug on Linux wx3.0 builds. Without this fix,
Release and Devel builds emit cancel signals even if 'Ok' or other
buttons are pressed, and Debug builds trip an assertion with the message
"EndModal called twice or ShowModal not called."
If settings found in the registry, create ini, fill with settings and
then delete the settings stored in the registry.
If no settings found in registry, load from ini.
PCSX2 doesn't know whether it is in hardware or software mode. So this
code does not work if the user is using software rendering mode without
F9 toggling.
Don't disable vsync if the user toggles rendering mode.
When booting a game, a missing BIOS (and possibly other BIOS errors)
will crash or lockup PCSX2 (except for a Windows wxWidgets 2.8 build,
I have no idea why). The messagebox that appears is also badly
formatted.
Use the event queue to handle the error instead of dealing it with
immediately and fix the appearance of the messagebox.
This also deletes the BiosSelectorDialog code since it isn't used
anymore and fixes a condition where, on plugin load failure, the
component selector dialog may open up at the wrong page.
The wxWidgets projects have already been specified as references for
both the SPU2-X and pcsx2 project, so there is no need to also specify
the static libraries as additional linker dependencies.
wxWidgets 3.0 now calls Output() instead of Printf() for wxMessageOutput
derived classes. Fix the command line help hack so it works for that.
Also use wxString instead of FastFormatUnicode, it's simply not needed
here.
wxCharCodeMSWToWX() has been removed from wxWidgets 3.0 and the
replacement does not have the same behaviour. Add a replacement function
to translate Windows VK_* keycodes to WXK_ keycodes.
Changed the name of the Direct3D renderers so they would match the way
they are named in GSdx's Plugin Settings window. Also changed a printf
to say OpenCL instead of opencl.
Just use 1 in skip draw if you want to use it
openGL code will soon be fixed to support depth correctly (and I hope dx in the future)
Conflicts:
plugins/GSdx/GSState.cpp
plugins/GSdx/GSState.h