| Age | Commit message (Collapse) | Author |
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one another.
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-In GameListAdapter.java, the existing scaling code is unnecessary and stops Android's built in scaling from doing its job.
-In gamelist...etc.xml, set the icon's width to 100 density-independent pixels (i.e. have android figure out how to make it the right size.)
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Soften up some of the UI elements on Android
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text doesn't fit. Also set both text fields to a slightly lighter color.
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and darken the game title text a little
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Copies over the PP shaders to the APK's assets and installs them on run.
Exposes them via the video settings UI.
This is in anticipation of dropping the workaround for rotated blits on Adreno and instead forcing shader usage by the user.
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This option has been removed entirely from Dolphin, so remove the option from Android
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ARM only at the moment. Could potentially support x86 and MIPS if necessary.
Capable of parsing the manufacturer codes and part IDs of some (but not all part numbers). If anyone knows of part numbers that aren't in the list, please report them.
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Most fragments are not implemented yet. This is just a working base framework for it.
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Conflicts:
Source/Android/src/org/dolphinemu/dolphinemu/settings/video/VideoSettingsFragment.java
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Disable hardfloat since it has issues since Dalvik doesn't understand passing floats due to ABI differences.
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Moved the overlay configuration classes into their own package. Also launch the overlay config activity through the preference XML via an embedded Intent. Lets us remove code explicitly handling this.
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drivers with the screen being rotated 90 degrees. Initialize the OpenGL information grabbing only once. Check for v14 Qualcomm drivers and spit out an error if the user tries selecting OpenGL ES 3.
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Conflicts:
Source/Android/res/values-ja/strings.xml
Source/Android/res/values/strings.xml
Source/Android/src/org/dolphinemu/dolphinemu/AboutFragment.java
Source/Android/src/org/dolphinemu/dolphinemu/emulation/EmulationActivity.java
Source/Android/src/org/dolphinemu/dolphinemu/folderbrowser/FolderBrowser.java
Source/Android/src/org/dolphinemu/dolphinemu/gamelist/GameListActivity.java
Source/Android/src/org/dolphinemu/dolphinemu/settings/video/VideoSettingsFragment.java
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Gamecube controllers.
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controllers in the future.
Other changes:
- Broke out MotionAlertDialog into it's own separate class.
- Made a preference specifically for handling input bindings.
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gamelist_folderbrowser_list.xml to gamelist_folderbrowser_list_item.xml. More accurate name on what it is.
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fragment.
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overlay in the video preferences anymore.
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for the overlay configuration setting.
Also fix a NullPointerException possibility. Fixed it by giving the PreferenceScreen a title.
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overlay during emulation.
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settings. Let the user do this on their own.
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locations chosen in the input overlay configuration settings. Documented the hell out of how the initialization of the Drawables works inside InputOverlay.java.
Also made the use of InputOverlayItem.java obsolete. So this is now removed.
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Makes the buttons appear uniformly on the overlay config activity.
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screen.
Still a bit of a mess, but this will get cleaned up during finalizations.
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implementation of the new input overlay.
This moves all of the dialog handling into the actual MotionAlertDialog class itself. This is something I should have done a long time ago.
Also moved the Gamecube input binding preferences into their own PreferenceScreen.
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within the settings screen.
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JP strings as well.
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Tegra 4 to the point where it will run games but it doesn't have any video output for some reason. This is a large change that doesn't actually change much functionally. Walking through the changes.
It changes the string in the Android backend select to just OpenGL ES.
Adds a check in the Android code to check for Tegra 4 and to enable the option to select the OpenGL ES backend.
Adds a DriverDetails bug under BUG_ISTEGRA as a blanket case of Tegra 4 support.
The changes that effects most lines in this change. Removing all float suffixes in the pixel/vertex/util shaders since OpenGL ES 2 doesn't support float suffixes.
Disables the shaders for reinterpreting the EFB format since Tegra 4 doesn't support integers.
Changes GLFunctions.cpp to grab the correct Tegra extension functions.
Readds the GLSL 1.2 'hacks' as GLSLES2 'hacks' since they are required for GLSL ES 2
Adds a GLSLES2 to the GLSL_VERSION enum.
Disable the SamplerCache on Tegra since Tegra doesn't support samplers...
Enable glBufferSubData on Tegra since it is the only mobile GPU to correctly work with it.
Disable glDrawRangeElements on Tegra since it doesn't support it, This uses glDrawElements instead.
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the file clicked string, and the current dir string.
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the folder browser.
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Now all icons are density-specific.
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new sub-package called emulation. Now, all that's kept within the base package is the main class, the native calling class, etc.
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