| Age | Commit message (Collapse) | Author |
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Cleaned up the controller locking mechanism
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of the original hwnd.
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wiimotes mouse IR when rendering the game to a separate window.
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controllers config.
- Simplified the locking mechanism when controllers were updated
- Reloaded the config of the controls instead of re-initialising the control plugins
- Fixed controls being unresponsive after the Refresh button was pressed
- Disables the hotkeys while the controller config is open
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My keyboard layout does not have Alt_R but ISO_Level3_Shift. As a
consequence any control expression containing Alt_R fails to evaluate
completely and is unusable. This modification replace the missing term
of the expression by a dummy expression which always evaluate to
0. This way, the keybinding can work even if some keys are not
available.
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We can compile with haptic support, and then not initialize due to haptics not being available.
So if we are compiling with haptics, test initializing with haptics and if that fails attempt to initialize without haptics before bailing out.
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& change effect length to half a second instead of infinite, in futile attempt to avoid runaway rumbles.
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All of the rumble interfaces are now immediate mode.
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We're going to remove UpdateOutput as it's redundant, and horribly
complicates the code.
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The return values here have never been checked, so it doesn't make sense
to return a value to begin with.
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Make the implementation here a bit easier.
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The LEDs feature doesn't actually do anything: the SetState method is
entirely commented out.
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I'm not sure when this nonsense of forcing locking the mutex when it's
already taken should have ever taken effect, but let's be thankful it
isn't now. That was a badly worded sentence.
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Gets rid of function prototype warnings.
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included first.
This is good hygiene, and also happens to be required to build Dolphin
using Clang modules.
(Under this setup, each header file becomes a module, and each #include
is automatically translated to a module import. Recursive includes
still leak through (by default), but modules are compiled independently,
and can't depend on defines or types having previously been set up. The
main reason to retrofit it onto Dolphin is compilation performance - no
more textual includes whatsoever, rather than putting a few blessed
common headers into a PCH. Unfortunately, I found multiple Clang bugs
while trying to build Dolphin this way, so it's not ready yet, but I can
start with this prerequisite.)
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Initialize now just takes the handle directly. Reinitialize is added because it is much more straightforward in comparison to doing the Shutdown-Initialize manually.
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Per the coding style and sanity.
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All because someone didn't actually return the wxWindow handle for the edge case.
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Include CommonTypes.h instead of Common.h.
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to use it.
Fixes an off by 1 issue related to double->float->double conversion, and eliminates numerous warnings.
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This is to remain compatible with XBCD devices.
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from dolphin code.
Wrap dinput.h in a header defining DIRECTINPUT_VERSION instead of repeating it multiple places.
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Rewrite GLInterface
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strictStrings is not supported by debug libraries, and indeed breaks the build.
Drop wbemidl.h (incompatible with strictStrings) dependency by using SDL-style search for XInput GUIDs.
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Everything is now safely tucked inside each individual GLInterface.
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Yes, this is a fancy new feature, but our Wayland support was
particularly bitrotten, and ideally this would be handled by a platform
layer like SDL. If not, we can always add this back in when GLInterface
has caught up. We might be able to even support wxWidgets and GL
together with subsurfaces!
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It was broken by e15ec56bf0237 because it wasn't deemed important. However chances are people will eventually start using Dolphin on that configuration, so we shouldn't frivolously drop compatibility without good reason.
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Get rid of a few C-style struct declarations
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Also simplified the casting within a std::max call
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