| Age | Commit message (Collapse) | Author |
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method within FolderBrowser.java. Previously the fill method would create an entire new adapter and assign it to the backing ListView. This is pretty unnecessary, so what it now does is, when the function is called, it clears out the adapter, then simply fills it in again with the new directory's contents. Simple, and doesn't require a reference to the actual ListView to be used.
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layout is a direct ListView, the original rootView can just be casted to a ListView, no need for an intermediate.
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directories with a lot of files, this should be noticeably smoother in terms of scrolling. Also fixed the case where the subtitle text might disappear.
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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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within GameListActivity. Now we only care about the numeric ID of the one being shown.
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to the game list. Now screen orientation changes don't kick you back to the root view.
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the rotated framebuffer since it is fixed now.
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- Removes an unnecessary variable.
- Shortens the LayoutInflater usage.
- Gets rid of an unnecessary override of onAttach.
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fragment.
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some adapters.
Directly referencing convertView is fine.
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requirement for Dolphin Mobile on ARM, CPU core will crash without it.
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non-configurable main joystick on screen at this point.
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VideoSettingsFragment, and FolderBrowser. These can just be replaced with calls to getActivity().
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Conflicts:
Source/Core/DolphinWX/Src/Android/ButtonManager.h
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supports OpenGL ES 3 when we can't grab an OpenGL context. The only devices that fail to do so is PowerVR5 and we can't run with them anyway.
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We no longer need the buttons in Assets, considering they are now resources (ie. drawables).
Also remove (now) junk code from VideoSettingsFragment.java. We handle the input overlay within the InputSettingsFragment.
Also add a TODO detailing what needs to be refactored when axis support is finally added.
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correct Button ID and Action and it'll be pressed or not. Not actually rigged up to the Java code yet. Doesn't support anything with an Axis yet so no C stick, main stick, L and R triggers
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lacking them.
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clarify it.
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overlay during emulation.
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overlay configuration menu.
- Also make the overlay configuration screen fullscreen for the app.
- Also force the overlay activity to be landscape, since this is the only orientation the EmulationActivity supports.
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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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screen.
Still a bit of a mess, but this will get cleaned up during finalizations.
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Also cleaned up the Javadoc for the constructor of MotionAlertDialog.
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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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PrefsActivity.java. This allows us to immediately save to the ini config when a preference in the front-end is changed, rather than waiting for the settings window to close. This also allows us to remove handling for preferences from CPUSettingsFragment.java and VideoSettingsFragment.java.
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with a function that simply clears the array adapter. Maintains encapsulation this way. Simplified the actual setting of the backing ArrayAdapter for GameListFragment; this allows us to make a class variable a method variable now.
Also fixed up the Javadoc for the OnGameListZeroListener.
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within the settings screen.
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assets over."
Turns out Android devs decided to opt for one of the most retarded ways of handling assets. Assets with some specific extensions are not compressed (png, jpeg, etc), and anything else is compressed. The AssetManager is so revolutionary, that you actually can't retrieve valid FileChannel descriptors from these compressed files! To add to this revolutionary system, they actually didn't give you a straightforward way of disabling this compression. Now using FileChannels are not possible, and thus we must use the much slower way of copying everything over. Thank you Android devs. Godforbid someone would like to use a non-array based way of copying things that's actually efficient, considering DMA access is possible with FileChannels.
This reverts commit 0dd32986b8308e72c64f337217f933f8a74913fe.
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config values in UserPreferences.java. Makes readability better, since they have names that actually go with each other now. LoadIniToPrefs() and SavePrefsToIni().
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in function SupportsGLES3(). contains() can handle this situation.
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GPU information. Also if we can't get the graphics information, give them the benefit of the doubt and enable the GLES3 option.
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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 folder browser.
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FolderBrowserAdapter, and SideMenuAdapter.
Also added Javadoc to SideMenuAdapter. Gave the context variables a full spelling as well.
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Also remove an unnecessary import from EmulationActivity.java. This should have been removed in the previous commit.
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EmulationActivity.
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documentation to conform to the multitude of changes that have been made over time.
Very minor code changes were made as well (of which were mostly for formatting). Such as adding override annotations to methods from the Comparable interface, so that they are clearly marked as such.
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Fragment. This allows us to simplify behavior a little by eliminating the need for an AdapterView. Now we just override "onListClick" and achieve the same result.
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the file clicked string, and the current dir string.
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We don't actually do anything different from the default behavior of this method, so we don't need to explicitly define it.
This method is intended to be used for modifying the contents of a menu before displaying it. We don't really have a need for this, since it doesn't need to be modified.
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EmulationActivity.java. Now multiple games can be launched like normal. Previously it was returning false.
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