| Age | Commit message (Collapse) | Author |
|
|
|
capable of using onscreen joystick even if controller 1 is bound.
|
|
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
|
|
|
|
|
|
|
|
|
|
loops, and manually fix some stuff up.
|
|
* Currently there is no DEBUGFAST configuration. Defining DEBUGFAST as a preprocessor definition in Base.props (or a global header) enables it for now, pending a better method. This was done to make managing the build harder to screw up. However it may not even be an issue anymore with the new .props usage.
* D3DX11SaveTextureToFile usage is dropped and not replaced.
* If you have $(DXSDK_DIR) in your global property sheets (Microsoft.Cpp.$(PlatformName).user), you need to remove it. The build will error out with a message if it's configured incorrectly.
* If you are on Windows 8 or above, you no longer need the June 2010 DirectX SDK installed to build dolphin. If you are in this situation, it is still required if you want your built binaries to be able to use XAudio2 and XInput on previous Windows versions.
* GLew updated to 1.10.0
* compiler switches added: /volatile:iso, /d2Zi+
* LTCG available via msbuild property: DolphinRelease
* SDL updated to 2.0.0
* All Externals (excl. OpenAL and SDL) are built from source.
* Now uses STL version of std::{mutex,condition_variable,thread}
* Now uses Build as root directory for *all* intermediate files
* Binary directory is populated as post-build msbuild action
* .gitignore is simplified
* UnitTests project is no longer compiled
|
|
ControllerInterface.cpp. The variable ok_count was never incremented, which caused the function to always return false.
|
|
|
|
|
|
SDL2.0 removed SDL_HAPTIC_SQUARE because of ABI issues (see comment #7 on issue
6491 by Ryan C. Gordon from the SDL project). It will be reintroduced again in
2.1, so keep the code and #ifdef it away.
|
|
This reverts commit cce809ac90cc195f0c88a6cc788b3ff7359083a5.
The code was actually correct: "expr" is never allocated when an error is
returned. This means when the expression parser fails, deleting "expr" means
deleting an uninitialized pointer.
|
|
Because there's a return here, expr should be deleted since it's not assigned to anything before returning.
|
|
This tells you what you did wrong at a high level if you messed up.
|
|
|
|
Based on the original XLib plugin, and thus shares some of its warts.
|
|
Without clearing out the "accumulator" for the backtick parsing,
our control name was full of junk (the previous device name) causing
us to not correctly find the control.
Ensure that always we clear the "accumulator" string during backtick
parsing.
|
|
(vector.clear()) was intended in ExpressionParser.cpp.
|
|
Just show the actual expression. We need to do a bit of mangling
here as wx has no way to turn off mnemonics parsing, so do that
as well.
|
|
Otherwise, valid control names like "Cursor X+" would be incorrectly
tokenized as "`Cursor` `X` +", causing the parser to first abort trying to
find a control named `Cursor` rather than aborting with invalid syntax on
the bad binop.
We could also do this by resolving devices lazily, but since simple
control name bindings are going to be 90% of usecases, just look for these
first.
|
|
Whoops. MSVC++ messed up somehow and didn't tell me it didn't work
locally.
|
|
Yeah, yeah, it's possible that some guy would try to build DInput
without XInput, but they're crazy, and I doubt it would have worked
since the header file mess was so fragile anyway. Always exclude
DInput devices when we don't have XInput.
|
|
If an expression can't be parsed normally, we then look to see if it's a
simple device name. This keeps backwards compatibility with simple input
ocnfigurations, where people just used the Detect button.
|
|
|
|
We need to make sure we eat the delimiter, otherwise we'll notice
the colon / backtick and think it's either a new control or part
of the control name
|
|
The full expression is quite often too big for a simple button
label, so encourage people to use the full editor to edit it.
|
|
Using backticks for all control names can get a bit grating,
so support "A & B" instead of requiring "`A` & `B`".
|
|
Use "+" instead of "^" this time.
|
|
This contains a new, hand-written expression parser to replace the old
hack language based on string munging. The new approach is a simple
AST-based evaluation approach, instead of the "list of operations"
infix-based hack that there was before.
The new language for configuration has support for parentheses, and
counts "!" as a unary operator instead of the binary "NOT OR" operator
it was before. A simple example:
(X & Y) | !B
Explicit device references, and complex device names ("Right Y+") are
handled with backticks and colons:
(`SDL/0/6 axis joystick:Right X+` & `DInput/0/Keyboard Mouse:A`)
The basic editor UI that inserts tokens has not been updated to reflect
the new language.
|
|
The ExpressionParser needs this to be out of here to prevent issues
with cyclic references.
|
|
single class instead of everywhere willy-nilly
|
|
Also update the comment headers for two functions in GCMemcard.cpp.
|
|
|
|
way. Add a default GCPad.ini file so it actually works.
|
|
Some indentations were also too far for some things. Fixed this.
Also update the license header to show Git instead of SVN.
Got rid of some trailing spaces/tabs too.
|
|
|
|
Yell at pauldachz if this doesn't work.
Or... say thanks.
|
|
|
|
Fixes issue 5971.
|
|
|
|
|
|
|
|
needed for XInput)
|
|
some silly physical gamepads)
|
|
|
|
Left-shift can be used for gamepad input now.
Fixes issue 4968.
|
|
|
|
* Changed the mapping of the steering wheel to:
Main Stick Left/Right = Steer Left/Right
Main Stick Up = Accelerate
Main Stick Down = Brake
* Fixed non-force feedback controllers that were not detected
|