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need to be here since the things they were used for took very, very little time to load.
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doesn't make sense to save the config AFTER control is returned from PrefsFragment to GameListActivity, since the main purpose of PrefsFragment is to handle the user settings. So, instead, we call SaveConfigToDolphinIni() in the PrefsFragment.onDestroy() method. This way, when the PrefsFragment object is being 'destroyed', it will write the settings to the ini.
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are known, there's no reason to loop through them.
This will likely be simplified further very soon.
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being a single view with settings from all components being displayed, I have broken it into sections. This future-proofs the settings menu in the sense that it won't get cluttered before people start asking "Hey, shouldn't this be broken into sections?".
As of this commit, it is broken into CPU Settings and Video Settings.
I also simplified the code that is responsible for setting the valid CPU cores and video backends by simply making UI string arrays that get chosen, based on the platform the Android device is running on.
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trying to load the main native Dolphin 'library'.
Also made the logging tag more specific.
It's generally bad to catch Exception because it's not very specific for the person reading the code. It doesn't say why that exception might have happened, it just indicates it's possible for an Exception to happen, which is quite general.
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tiny icons in the game list.
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one time.
Previously it was possible for a game with the same path and name to be in the list as another. This is annoying because duplicates ae (obviously) no different from the initial item.
This prevents duplicates from entering the list.
The way this works is:
1. We get the final list of items to add to the list.
2. Loop through it using two indices, which, for this explanation I'll call [item] and [itemAfter]
We compare path name at item with index [item] and the path name at item with index [itemAfter]
To phrase this numerically comparison works like so:
for (int i = 0; i < listSize; i++)
{
if (i+1 < listSize)
item[i].getPath().equals(item[i+1].getPath())
}
3. For each path comparison that is true, remove item at [indexNext].
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folder browser is. Also ensure the 'no banner' icon scales down to the same size as the other banners.
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FolderBrowser.java.
Since FolderBrowserItems have an 'isDirectory()' method, that's all we need to care about now. There's no need to check subtitles to determine if an item is a directory anymore.
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'isValid()' makes more sense and less redundancy in terms of 'item.isValidItem()' -> 'item.isValid()'
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Removed the requirement to pass a context in the constructors.
Also cleaned out unnecessary imports.
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Completely missed the 'this.' on the variable. My bad.
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to have the subtitle "Folder" when it's visibly indicated by the icon of a folder next to it.
Now it looks like this: http://i.imgur.com/CbUSqgg.png
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Made some class variables final, since they should convey that they cannot be changed after the first assignment.
Made the formatting consistent between files.
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In some cases, it would fail to inflate correctly in the sense that it would only show the binding status and not the name of the actual control that was being binded.
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InputConfigFragment.java.
Also, join a variable's declaration and assignment in the onMotionEvent() function.
If no explicit accessibility term (private, protected, public, etc) is given, then the permission level is set to something called 'package-private' which means it is set to the scope of the whole package. So technically any class could have access to this method and variable, which is likely not what we want.
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This prevents inheritance of the classes (will throw a compiler error if you try and extend any of the classes).
This is mainly syntactical sugar and form. Nothing major.
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This is what it now looks like: http://i.imgur.com/KOZgA1i.png
As usual, if any bugs arise from this rather large change. Please report it so I can fix it.
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Concatenation handles this.
For example: "string" + 1 will just be concatenated as "string1" implicitly.
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- Join variable declaration and assignments in function onTouchEvent()
- Change a for-loop into a foreach loop in dispatchGenericMotionEvent(). Makes the loop body a single statement.
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Since the directories are already cached (with smaller variable names), use these instead so we can shorten the length of each line.
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[streamtype].flush() is called when [streamtype].close() is called.
No need to null the references either after calling close(), the garbage collection will take care of it.
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reflect its purpose
Compressed file formats are not valid, so it's best to rename this to invalidExts.
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Added an example translation (Japanese). So now the Android version can both display in English and Japanese, depending on what the Android device's system language is set to.
Also did a tiny clean-up of InputConfigItem.java so that the parameters are slightly more descriptive.
Now, to do a translation in [x] language, all you have to do is take the normal English strings.xml and translate the XML entries into said language, and simply make a folder in the /res/ sub-directory in the form of values-[region code]. IE) With the Japanese translation, it is in the folder /res/values-ja
No configuration other than that is needed. After doing the above, the language should load fine on any device when set to that specific system language.
By default, if a translation file does not exist for a given system language. The app will automatically fall back to using the English translation.
This *should* be bug-free since I did check everything multiple times. But if any issues occur, please report them so that I can fix them.
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arrays.
This way, we hold the [key|value] pairs together in one object and reduce overall code clutter.
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indexing. Removed it from here too.
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AboutFragment.java
Indexes are handled internally within a List object.
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context when not specified while Adreno defaults to GLES2. Thanks to Jeremy D Miller for noticing and finding out why this was failing.
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contains. This should really be some sort of sscanf check so we can check if version > 3.0 but we'll worry about that when OpenGL ES 4.0 is released."
This reverts commit bc58e7f42fe0039aff4317bf58a1b62900a16833.
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should really be some sort of sscanf check so we can check if version > 3.0 but we'll worry about that when OpenGL ES 4.0 is released.
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getItem() and getView were a little off-kilter with the rest of the class. Keeps things more consistent, etc.
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selected path, because it was just a confusing mechanic anyway. People just tap on the ISO in the browser anyway.
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it less confusing for users.
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converting them to fragments. Only Browse Folder and Gamepad Config remain. Fix a issue that Lioncash introduced where no games would show up in the folder browser or the game list.
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GameListFragment.
Should have originally done this with the first refactor. My bad.
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Made the filtering check against a HashSet of specified supported extensions.
Not only does this get rid of the multitude of checks for extensions in the if-statement, but it also makes for less typing in the future if new file extensions/formats are used. Simply add the extension to support to the set, and you're done.
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bit.
- Added a basic function description.
- Modified the main parameter to be more informative of what should be passed. Helps people who read the codebase for the first time.
- Made a variable for storing the entry name so getName() isn't called a bunch of times.
- Added some comments to explain some parts.
- Rename the exception catch variable to ignored, since it currently isn't being used.
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usages. This is needed to have GLES3 support.
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support it.
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Show in red text and if one clicks on it. Say we don't support compressed file formats.
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the settings are actually selected when going in to the settings menu.
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