| Age | Commit message (Collapse) | Author |
|
When transferring saves from the host. Equivalent of ChunkedProgressDialog in QT.
|
|
An orientation change can trigger this code path immediately when a game starts. e.g. dolphin is portrait when launching the game but settings force gameplay to landscape. We want to avoid this and continue to the netplay launch code below.
If the user backgrounds dolphin during netplay and then resumes after the process has died it will actually resume from the save state in single player mode, not sure if thats good or bad but fine for now.
Netplay doesnt handle rotation very well, seems to go more and more out of sync the more rotations.
|
|
Boot session data is already handled when the game is booted so this is just fallback in case the game launch fails in some weird way.
Add missing @Keep annotations to functions called from C++
|
|
the user to exit
|
|
|
|
Remove the big saveSetup function and set individual settings immediately after being changed in the UI. Group them all under Netplay.Settings
|
|
|
|
|
|
Includes chat, game changes, pad buffer changes and host input authority. Merges them all into the chat window.
|
|
|
|
|
|
Put all the boring settings at the bottom to reduce scrolling!
|
|
All it can do at this point is quit the current netplay session when backing out of this screen.
|
|
|
|
If result is a success sent event to launch the next netplay screen. if it fails, clear up the netplay client
|
|
|
|
OnMsgStartGame, FindGameFile
|
|
|
|
|
|
Only for connecting, no hosting yet.
|
|
Derive compose colour theming from the existing XML styles already set at the activity level.
|
|
For some reason, NativeLibrary.kt calling Log for the alert message text
makes Dolphin die with a JNI error. Supposedly the jstring passed to the
logging function is invalid. I don't understand why, because the dialog
that we show right afterwards is able to read the string just fine. The
error happens even if I pass the string directly to Log without
prepending any extra text.
There's no real downside to having the logging in C++ instead of Kotlin,
so let's move it to C++ to avoid the JNI error.
|
|
|
|
|
|
|
|
|
|
Simonx22/android/convert-gamefilecachemanager-to-kotlin
Android: Convert GameFileCacheManager to Kotlin
|
|
GCAdapter: Automatically start and stop thread
|
|
This keeps the logic encapsulated inside GCAdapter.cpp so callers don't
have to think about it.
|
|
|
|
|
|
Android: Convert WiimoteAdapter to Kotlin
|
|
|
|
|
|
|
|
Simonx22/android/convert-gamepropertiesdialog-to-kotlin
Android: Convert GamePropertiesDialog to Kotlin
|
|
Simonx22/android/convert-syncprogramsjobservice-to-kotlin
Android: Convert SyncProgramsJobService to Kotlin
|
|
dedicated threads in preparation for future improvements.
|
|
The following settings were excluded:
* Port 1-4 ROM: We're only supporting Game Boy Player for now
* Save in Same Directory as the ROM: Implementation nightmare due to SAF
|
|
Changes:
- Convert SyncProgramsJobService from Java to Kotlin.
- Replace AsyncTask/executor lifecycle handling with coroutine-based job execution and cancellation.
- Stop using restricted androidx.tvprovider builder APIs.
|
|
This fixes an oversight from https://github.com/dolphin-emu/dolphin/pull/14488 where I forgot to add `@Keep` to JNI-exposed methods. R8 tried to optimize it and thought those methods were unused.
|
|
Android: Convert AppLinkHelper to Kotlin
|
|
Simonx22/android/convert-syncchanneljobservice-to-kotlin
Android: Convert SyncChannelJobService to Kotlin
|
|
Android: Convert StartupHandler to Kotlin
|
|
Simonx22/android/convert-permissionshandler-to-kotlin
Android: Convert PermissionsHandler to Kotlin
|
|
|
|
|
|
|
|
|
|
|