| Age | Commit message (Collapse) | Author |
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Android: Netplay controller mapping
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- Switch from ActivityResultContracts.GetContent() to OpenDocument()
which restores ACTION_OPEN_DOCUMENT behavior, granting write access
to file descriptors opened in C++ via ContentHandler.openFd().
- Replace unsafe force-unwraps (!!) in EmulationActivity with null checks.
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UI for assigning netplay players to gamecube ports and wii remotes.
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Android: Add global settings search
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Using dual core during netplay seems sufficiently detrimental that its worth showing this warning message and the option to turn dual core off when starting netplay.
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To make it extra clear that this is measuring the XFB, not the EFB.
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These are available in DolphinQt, so let's make them available in the
Android GUI too.
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Android netplay
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Add screen crop feature
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Also rename max buffer to client buffer for better consistency with settings and c++
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Traversal connections show in the joining info UI.
Non fatal errors show the retry button.
Fatal errors end the netplay session.
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Doesn't support traversal yet
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We just about get away with using a StateFlow in NetplaySession since the host sends AbortGameDigest when closing their own dialog. Without that it would be harder for the UI to distinguish between subsequent dialogs. If that wasn't the case then NetplaySession might need to expose the individual progress and result updates and have the view model assemble it into the overall GameDigestProgress.
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Show them in the chat window and also in a toast during game play.
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When transferring saves from the host. Equivalent of ChunkedProgressDialog in QT.
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the user to exit
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Includes chat, game changes, pad buffer changes and host input authority. Merges them all into the chat window.
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All it can do at this point is quit the current netplay session when backing out of this screen.
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If result is a success sent event to launch the next netplay screen. if it fails, clear up the netplay client
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Only for connecting, no hosting yet.
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Derive compose colour theming from the existing XML styles already set at the activity level.
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dedicated threads in preparation for future improvements.
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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
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This lets users select Triforce Baseboard for SI and SP1. Limitations:
* The test, service and coin buttons can be bound to gamepads and other
physical inputs, but aren't available in the touch input overlay.
* The IP redirections are exposed to the user as a raw string rather than
a table like in DolphinQt.
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integrating it into core configuration and both Qt and Android UIs.
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This is an Android port of 7ed61c50a1. It looks like we don't have
descriptions for any of the RetroAchievements settings in the Android
GUI, so I haven't added descriptions for these two new settings either.
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Modify the RetroAchievements login code in Android to pass in a callback, pop a message if login fails, close the login box if it succeeds.
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Android: Add Reset Dolphin Settings functionality
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IOS/USB: Emulate Wii Speak using cubeb
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This feature allows overriding the frequency of the Vertical Blank Interrupt. For many games, this means that their gameplay speed will change without affecting audio, which would be useful by itself (e.g. grinding in RPGs).
However, there are games that use delta time for their game logic, which allows them to be played at >60 FPS at the same gameplay speed!
Some games aren't dynamic though, and require a patch to adjust their game speed variable.
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Unlike in DolphinQt, there isn't much space to show playtimes directly in
the game list, so I've put it in the game details dialog instead.
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