| 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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When Shaders folder didn't exist it would cause crash.
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[Android] Fixes a bunch of input bugs.
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installation of both debug and release configs on the same device.
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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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[Android] Change default EFB copy method from disabled to texture.
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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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Looking at the old code for the ButtonManager was a brainfsck. This fixes a ton of bugs I kept uncovering as I was moving along.
Fixes the gamepad configuration file being incorrect.
No longer treats touchscreen in a special way. Ends up as a regular device with a "Touchscreen" device name.
Was incorrectly converting a index from integer to ButtonType. Wouldn't work due to the addition of some unused(in JNI) enumerators in ButtonType.
Fixes an issue where a map had a key as an axis which was causing its binding to be overwritten for every axis that was used twice (eg main stick left and right);
Fixes Triggers not working at all.
Fixes DPad not working at all.
Fixes C-Stick only half working.
Removes touch screen specific nativelibrary types onTouchAxisEvent and onTouchEvent.
Adds a configuration version configuration option. Allows easy configuration overwriting if the options need to be changed during updating.
Supersedes github PR #291.
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Now, your finger can still move around, but as soon as it leaves the button boundaries the button is released.
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Provide clearly defined densities of the controller icons.
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Now instead of the top left corner of the button snapping to your finger.
Remember where we clicked on the button initially so it moves from the same location you touched.
This is more intuitive than before of course.
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Should have been a call to draw, not onDraw. Behavior-wise, it's still the
same however.
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Changes from using environment variables that the world can see to arguments.
So we don't have to expose our keys and aliases to people
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In release build all warnings are errors, and lint has some obnoxious warnings.
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All we want to do with these is dismiss the dialog. The same can be done by simply passing null.
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[Android] Split the AboutFragmentItem and InfoFragmentAdapter into their own class files.
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from https://raw.github.com/taka-no-me/android-cmake/master/android.toolchain.cmake
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class files.
It doesn't make sense conceptually to keep them within the AboutActivity, as they are entirely self-contained classes.
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Misleading comment. We won't need to access index four for anything.
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Move EGLHelper to be local to the creation of the about GL/GLES tabs so we don't have 3 EGL contexts running at a time.
Fix issues with OpenGL context creation here so we show the correct information.
This requires adding an EGL function to the NativeLibrary since Android's JAVA bindings don't expose eglBindAPI.
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pain with gradle.
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This option has been removed entirely from Dolphin, so remove the option from Android
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This option was known to break every second game and only boost a bit.
It also seems to be broken because of streaming into pinned memory and buffer storage buffers.
v2: also remove dlc_desc
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[Android] Fix three limits in GLES2InfoFragment.java.
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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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The info we retrieve will only ever have 2 elements given back to us.
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Not needed anymore since the introduction of the EGLHelper class. Also decouples some classes from the VideoSettingsFragment.java class (yay).
- Minor other change is that the EGL helper fields in GLES3InfoFragment.java, GLES2InfoFragment.java, and GLInfoFragment.java are made final.
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of cleaned up things:
- Spaces -> Tabs | Consistency
- Javadoc everything that was added and not documented.
- Remove duplicated code regarding the adapter that used to reside in DolphinInfoFragment.java. Now it resides in AboutActivity.java without a second duplication of it.
- Properly retrieve all of the contexts in the EGL initialization in EGLHelper.java.
- Remove the attribute EGL_RENDERABLE_TYPE from the pbuffersurface attributes in EGLHelper.java. With this present, the EGL context will always fail to reinitialize if destroyed and attempted to be recreated.
- Break the inner class Limit within GLES2InfoFragment.java, GLES3InfoFragment.java, and GLInfoFragment.java into its own single class. Greatly reduces code duplication.
- Introduce a Type enum into Limit.java (one of the wildly rare cases in Java where an enum is actually an OK solution). Removes duplicated constants from the Java files stated in the previous bullet note.
- Add a copyright comment to the top of EGLHelper.java. Forgot to do this initially, my bad.
- Add some missing override annotations to GLES2InfoFragment.java, GLES3InfoFragment.java, and GLInfoFragment.java.
- Use StringBuilders in the previously mentioned three Java files. This is better than using a String in this instance, as the String object won't have to be recreated multiple times (ala concatenation).
- Fix some constant accessors in the previously mentioned three Java files.
- Added the 'final' modifier to the above three classes and to Limit.java. These classes serve a single purpose only, and are not intended to be inherited.
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Since showing every single limit that desktop OGL supports is crazy, Let's just show the basic information, and extensions.
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