| Age | Commit message (Collapse) | Author |
|
Cleanup code style.
Move ActionReplay code->INI saving into ActionReplay namespace.
Threadsafety Cleanup: ActionReplay is accessed from the Host, Emu
and CPU Threads so the internal storage needs to be protected by a
lock to prevent vectors/strings being deleted/moved while in use by
the CPU Thread.
UI Consistency: Make ARCodes behave like Gecko Codes - only apply
changes when Apply is pressed. Save changes to INI from CheatsWindow.
ISOProperties/CheatsWindow now synchronize with each other.
|
|
[UI] Remove browse toolbar button and tweak empty gamelist message
|
|
Those macros may be defined, or not. We should support both cases, so use std::string as it also defines the length of the string.
|
|
Removed some related functions
|
|
Closing Dolphin's main frame and clicking "no" does not clear
m_bClosing which means that pressing the "stop" button triggers
OnClosed which suddenly and unexpectedly closes the main frame.
|
|
We were constructing our wxCommandEvent incorrectly and using an ID as an event type instead of the ID.
Works properly now.
|
|
DolphinWX: fixes the window growing slightly on every re-launch
|
|
Fixes part of #8993 -- the window would grow slightly on every re-launch
because the size was set before the UI was fully initialized.
|
|
When there are no games to display in the game list, DolphinWX shows a
message instead. Clicking the message will perform an action. If the game
list truly is empty, the message and action are for opening a browse
dialog, but if the user has hidden some games, they are instead for
unhiding all games. However, the condition for checking which message to
display lacked some parts that are in the condition for checking which
action to use, so the two could be different in rare cases. This PR fixes
that by breaking out the two conditions to a new unified function.
|
|
DolphinWX: Stop using XPM images
|
|
We don't throttle by frames, we throttle by coretiming speed.
So looking up VI for calculating the speed was just very wrong.
The new ini option is a float, 1.0f for fullspeed.
In the GUI, percentual values are used.
|
|
Using the XPM format for images has become a maintenance problem because
people don't know how to create them. This commit removes all XPM images
and all C files that contain PNG images. DolphinWX now uses the PNGs
in the Resources folder instead, just like DolphinQt and DolphinQt2 do.
|
|
|
|
DolphinWX: Add missing m_ListElfDol cases
|
|
This reverts commit 81414b4fa2edadf0b2a2bb0bd4df61dd59165eec, reversing
changes made to b926061f641692ae31bacbeba304f5941db7d3bc.
Conflicts:
Source/Core/DolphinWX/Frame.cpp
Source/Core/VideoCommon/VideoConfig.cpp
Source/Core/VideoCommon/VideoConfig.h
|
|
|
|
Added hotkeys for toggling different stereoscopy modes
|
|
Rename "Purge Cache" to "Purge Game List Cache"
|
|
Fixes the issues of modifying the frame advance speed increase/decrease not actually doing anything
|
|
Users who have heard about the shader cache but not the game list cache
might think that "Purge Cache" will affect the shader cache.
|
|
|
|
Add Frame Advance Hold Hotkey Functionality
|
|
|
|
presets.
Added 3 depth/convergence presets. They are adjustable via (existing) hotkeys - changes to depth and convergence are applied to current preset.
Added 3 hotkeys for activating presets. Added hotkey for toggle between first and second preset.
Added OSD message for convergence/depth changes.
Presets are saved into per-game configs.
|
|
|
|
|
|
reorder, sign-compare, pessimizing-move
|
|
|
|
|
|
|
|
|
|
Wiimote: Reconnect a disconnected Wiimote when a button is pressed.
|
|
CFrame::ConnectWiimote() directly, dispatch an event that will call it for us in the GUI thread.
This eliminates a possible stutter/short freeze that can happen during PowerPC::Pause().
|
|
of a hardcoded 10.
|
|
|
|
|
|
used for D3D.
|
|
This isn't necessary since Increase IR and Decrease IR are present.
|
|
|
|
Add UI Support for up to 8x Internal Resolutions
|
|
|
|
This was a copy&paste issue from dfc951fbbbc6021838f38da3d94396212a1bd60e.
Fixes https://code.google.com/p/dolphin-emu/issues/detail?id=8645
|
|
|
|
Hotkeys: Drop old GUI
|
|
Using SDL_INIT_JOYSTICK implies SDL_INIT_EVENTS which installs a signal
handler for SIGINT and SIGTERM. There will be a way to prevent this in
2.0.4 but for now we'll need to handle SDL_QUIT.
|
|
|
|
The core InputCommon Hotkeys interface does all of this for us.
|
|
|
|
|
|
|