* Re-enabled function-level linking in the shared properties sheets (applies to debug and devel builds, and is ignored in release builds). Can't remember why it got disabled in the first place, but whatever errors it was causing seem to be gone now.
* Removed the wxWidgets 2.9/3.0 copy of wxScopedPtr (wx/scopedptr.h), since we have a new superior implementation of our own.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1949 96395faa-99c1-11dd-bbfe-3dabce05a288
* Potential Bugfix: Core1's DMA IRQ trigger was being ignored in some instances; might fix some hangs.
* Major code cleanups, using C++ structure member methods and functions.
* Improved gui / plugin api / core emulation code separation -- hoping to switch to wxWidgets eventually.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1930 96395faa-99c1-11dd-bbfe-3dabce05a288
Currently anything below deadzone is mapped to 0. deadzone and above are mapped as if the control's true zero is 0 and 1/sensitivity is fully down (As opposed to deadzone being zero). May change in the future.
Modified precompiled header to fix no-CRT build.
List of bindings noew automatically jumps to new bindings.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1914 96395faa-99c1-11dd-bbfe-3dabce05a288
Just changed the config dialog a bit to prevent performance seeking users from disabling timestretching (and then posting threads about bad sound :p ).
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1909 96395faa-99c1-11dd-bbfe-3dabce05a288
New method of ensuring thread safety. Device update code should always run in GS thread, even if the emulator really doesn't want to let me (Basically ancient versions of Pcsx2...Or any 3rd party emulators with their own version of MTGS). Updates on PADpoll, PADkeyEvent, or PADupdate, if one is called in the right thread. Updates in thread's WndProc otherwise. Overkill, perhaps, but I prefer to keep things compatible.
Removed "Update in GS thread" option.
Windows Messaging/Raw Input keyboard event queuing should work a little better.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1896 96395faa-99c1-11dd-bbfe-3dabce05a288
Projects: Removed FrameworkVersion descriptor, don't think it matters for C++ code. Removed all translation files, since they're grossly out-dated and need to be remade anyway.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1894 96395faa-99c1-11dd-bbfe-3dabce05a288
Also, just for kicks, made pausing while pressing "escape" check the pause button in the menu.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1891 96395faa-99c1-11dd-bbfe-3dabce05a288
Removed the keyboard disabled option, as using two different pad plugins is really just a bad idea. Also finally got sick of people saying "I have keyboard disabled, and the keys don't work! I urgently need help!"
Also will no longer let you enter config mode (And thus crash the program) when emulator is running.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1889 96395faa-99c1-11dd-bbfe-3dabce05a288
* Implemented proper shader management, fixes several bugs where video would be lost or crash, and is a small speedup.
* Retains GS state across open/close, same as every other PS2E plugin now.
* Implemented GSopen2(), which is used by wx-pcsx2 to bind the GS output to a window handle of pcsx2's choosing.
* Retained full backwards compat with the current legacy gui. :)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1871 96395faa-99c1-11dd-bbfe-3dabce05a288
Scroll rate is very inconsistent, but that's just wxWidgets doing what it does best (worst?)...
Also fixed a minor bug in LilyPad version labeling.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1853 96395faa-99c1-11dd-bbfe-3dabce05a288
Changed intermediate debug build directory, for consistency.
Added another LilyPad-only build option, to compile without CRT dependencies, as manifests are evil.
Finally nuked the VC 2005 project.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1850 96395faa-99c1-11dd-bbfe-3dabce05a288
* Removed GSTextureFX classes
* Built shaders right into GSState classes, using GSStateDX as an interface, so that all shader caches get auto-destroyed along with GSState.
In addition to being a bit of a code cleanup, it should be a bit more efficient too since all of the extra dereferences to GSState from GSTextureFX have been removed. :)
git-svn-id: http://pcsx2.googlecode.com/svn/branches/GSopen2@1849 96395faa-99c1-11dd-bbfe-3dabce05a288