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2014-03-23Merge pull request #199 from lioncash/defined-densitiesRyan Houdek
Provide clearly defined densities of the controller icons.
2014-03-23Provide clearly defined densities of the controller icons.Lioncash
2014-03-22Make configuring the onscreen controls less annoying.Ryan Houdek
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.
2014-03-22Fix two untranslated Japanese strings.Lioncash
2014-03-22Fix a call to a parent class method in InputOverlay.Lioncash
Should have been a call to draw, not onDraw. Behavior-wise, it's still the same however.
2014-03-22Pass our signing information to gradle by argument.Ryan Houdek
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
2014-03-17Fix building the release APK with gradle.Ryan Houdek
In release build all warnings are errors, and lint has some obnoxious warnings.
2014-03-09[Android] Tidy up the dialog buttons that don't do anything.Lioncash
All we want to do with these is dismiss the dialog. The same can be done by simply passing null.
2014-03-10Merge pull request #145 from lioncash/split-about-activityPierre Bourdon
[Android] Split the AboutFragmentItem and InfoFragmentAdapter into their own class files.
2014-03-09Update android.toolchain.cmakeTillmann Karras
from https://raw.github.com/taka-no-me/android-cmake/master/android.toolchain.cmake
2014-03-08[Android] Split the AboutFragmentItem and InfoFragmentAdapter into their own ↵Lioncash
class files. It doesn't make sense conceptually to keep them within the AboutActivity, as they are entirely self-contained classes.
2014-03-08[Android] Remove unnecessary comment from VideoSettingsFragment.Lioncash
Misleading comment. We won't need to access index four for anything.
2014-02-22Fix the OpenGL About tab.Ryan Houdek
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.
2014-02-22Make it possible to build Dolphin for Android in OS X and also less of a ↵Ryan Houdek
pain with gradle.
2014-02-06Remove Cache DL option from Android UIRyan Houdek
This option has been removed entirely from Dolphin, so remove the option from Android
2014-01-31VideoCommon: remove Cache Displaylistdegasus
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
2014-01-29Merge pull request #5 from lioncash/android-info-fixRyan Houdek
[Android] Fix three limits in GLES2InfoFragment.java.
2014-01-29Fix three limits in GLES2InfoFragment.java.Lioncash
2014-01-28Upgrade Android API.Buildbot system user
2014-01-26[Android] Implement CPU info retrieval within the about menu.Lioncash
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.
2014-01-22[Android] Parse integer ranges in the GLES3 info tab.Lioncash
The info we retrieve will only ever have 2 elements given back to us.
2014-01-22[Android] Get rid of the version check class in VideoSettingsFragment.java. ↵Lioncash
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.
2014-01-22[Android] Greatly clean up the previous commits. Now here is the long list ↵Lioncash
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.
2014-01-21[android-about-menu-info] Add desktop OpenGL tab population.Ryan Houdek
Since showing every single limit that desktop OGL supports is crazy, Let's just show the basic information, and extensions.
2014-01-21[android-about-menu-info] Have information populate the GLES2 and GLES3 tabs.Ryan Houdek
There is a /lot/ of information in these tabs, we may have to think about changing how the information looks OpenGL isn't done yet since there are a million limits on desktop GL, may just show a few things and extensions there.
2014-01-21[Android] Finally check if regular OpenGL is possible on devices and ↵Lioncash
display/hide it's fragment based upon this in AboutActivity.java. Also added another constructor to EGLHelper which can be used to quickly query for information.
2014-01-19[Android] Initial introduction of the EGLHelper utility class. Should ↵Lioncash
simplify all interop with the EGL/GL APIs. Not hooked up yet. However it is entirely functional.
2014-01-07[Android] Initial implementation of the extended info menu.Lioncash
Most fragments are not implemented yet. This is just a working base framework for it.
2014-01-02[Android] Simplify instantiations of OverlayConfigButton.java. Also ↵Lioncash
simplified resizeDrawable even more. We just acquire the resource instance and then get the display metrics directly.
2014-01-02[Android] Simplify resizeDrawable in OverlayConfigButton.java.Lioncash
Also add a missing override to onRestart in DolphinEmulator.java.
2013-12-24[Android] Fix the gradle build system to allow for building from terminal. ↵Ryan Houdek
It will now copy the library files correctly and sign the resulting apk.
2013-12-23[Android] Add a gradle build file for use with Android Studio 4.0Ryan Houdek
2013-12-21[Android] Stop copying assets that don't need to be copied anymore.Ryan Houdek
2013-12-12[Android] Fix joysticks only capable of right/down movements. Also make it ↵Ryan Houdek
capable of using onscreen joystick even if controller 1 is bound.
2013-12-12[Android] Fix gamepad input.Ryan Houdek
2013-12-12[Android] Make our OpenGL ES 3 check in the UI less stupid.Ryan Houdek
2013-11-30[Android] Fix an issue that occurs due to the warning dialog.Ryan Houdek
2013-11-30[Android] 0.13 release.Ryan Houdek
2013-11-30[Android] Fix alert when using crappy Qualcomm drivers.Ryan Houdek
2013-11-29[Android-overlay] Z-button support.Ryan Houdek
2013-11-29[Android-overlay] Fix Java imports.Ryan Houdek
2013-11-29Merge branch 'master' into android-new-control-input-overlayRyan Houdek
Conflicts: Source/Android/src/org/dolphinemu/dolphinemu/settings/video/VideoSettingsFragment.java
2013-11-29[Android-overlay] Disable Wiimote configuration until it is wired up.Ryan Houdek
2013-11-29[Android] Simplify some things in the overlay. Also Javadoc the new static ↵Lioncash
function.
2013-11-29[Android-overlay] Add the new overlay icons. Support configuring them. ↵Ryan Houdek
Disable hardfloat since it has issues since Dalvik doesn't understand passing floats due to ABI differences.
2013-11-25[Android] Add Javadoc to InputOverlayDrawableJoystick.Lioncash
2013-11-25[Android] Build the configuration window for the overlay programmatically. ↵Lioncash
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.
2013-11-24[Android] Fix the check for the Qualcomm graphics driver version for v53 ↵Ryan Houdek
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.
2013-11-24Merge branch 'master' into android-new-control-input-overlayRyan Houdek
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
2013-11-24[Android] Due to recent changes in code breaking Tegra 4 support, and also ↵Ryan Houdek
the upcoming code which will be breaking GLES2 support entirely. Taking the initiative to drop the remaining support code from the codebase in preparation for the upcoming changes. For a look at how Dolphin on Tegra 4 looked like prior and would not have been able to be fixed at all due to Tegra 4 not supporting the precision we need in our shaders; Look at this Youtube video http://youtu.be/Ga7Jc_Ote7U