shenweip
a0fe0e38c1
SwicthUMD:Only update Switch UMD item of Windows menu instead of entire UI.
2020-10-22 17:45:29 +08:00
shenweip
fbea8f438d
Update symbol list of disassembly window when loadexec.
2020-09-12 19:45:25 +08:00
Unknown W. Brackets
b0ca635414
Windows: Show instance counter only with peers.
2020-08-18 06:59:49 -07:00
Silent
0b5458f759
Remove KeyboardDevice which was essentially useless
...
Refactor InputDevice to simplify it
2019-07-02 19:17:52 +02:00
Unknown W. Brackets
52e2e0763a
Windows: Detect DirectInput devices after launch.
2018-10-08 21:21:37 -07:00
Unknown W. Brackets
f1afc51994
GE Debugger: Refactor out stepping callback.
...
In case we have multiple connected debuggers, we don't want just a
callback. A counter works fine.
2018-09-01 09:41:20 -07:00
Unknown W. Brackets
a4c0640f01
GE Debugger: Factor out host calls some.
...
Moving more of this to cross platform for the web debugger.
2018-09-01 08:32:03 -07:00
aliaspider
15c4406df7
add missing inclues.
2018-03-22 22:14:19 +01:00
Unknown W. Brackets
c097910439
UI: Reset touch controls after config load.
...
This is potentially earlier than full init, better to move the controls as
soon as possible.
2017-12-09 14:11:39 -08:00
Unknown W. Brackets
626102e84a
Windows: Use system API to toggle fullscreen.
...
Instead of having a special Host API for Windows only.
2017-07-30 07:51:53 -07:00
Unknown W. Brackets
9e390510df
Remove legacy InputState.
2017-03-14 22:07:07 -07:00
Henrik Rydgård
8b5048be72
Fix high-DPI rendering/input on Windows
2017-01-16 20:53:41 +07:00
Unknown W. Brackets
a1fbcc3d93
Avoid directly calling osm from Core/GPU code.
...
This allows UI to handle the message however it wants to, and reduces
cross linkage issues.
2016-05-27 22:05:30 -07:00
Henrik Rydgard
15de6e6b98
GraphicsContext: Abstract away things like swapbuffers etc before adding even more backends.
...
Needed to prevent clutter all over the codebase.
Does not go all the way yet, goal would be a common render loop between platforms but not there yet.
2016-01-01 14:40:16 +01:00
Henrik Rydgard
8bedc60a93
React to window resizing in a slightly more traditional way, may help #7957 ?
2015-09-19 15:16:31 +02:00
Henrik Rydgard
62d86f3246
Remove useless indirection class "PSPMixer"
2015-01-11 12:02:49 +01:00
Henrik Rydgard
dda3ca3d5f
D3D9 init error reporting improved. Use "override" properly in Host.
2014-09-20 21:55:58 +02:00
Henrik Rydgard
1d7642fa48
Remove most mentions of the "_XBOX" define
2014-08-24 14:21:35 +02:00
Henrik Rydgard
f127bb715b
Revert "Windows: Get rid of that silly inner "display" window. Should be zero functional change."
...
Should help #6295 .
This reverts commit 281ff6ce2a
.
Conflicts:
Windows/WindowsHost.cpp
Windows/WndMainWindow.cpp
2014-06-29 22:13:53 +02:00
Henrik Rydgard
281ff6ce2a
Windows: Get rid of that silly inner "display" window. Should be zero functional change.
2014-05-11 18:04:07 +02:00
Sacha
a0c5af288c
Add InputBox as a platform-specific system function instead of a host function. Enable it on all Qt platforms. Add Set Nickname to mobile Qt.
2013-12-08 20:16:34 +10:00
Kingcom
5844d0107b
Rewrite SymbolTable
2013-11-27 13:33:30 +01:00
The Dax
7000b63082
When using a debug build, always show the debug log/enable logging on start.
2013-10-13 14:31:48 -04:00
The Dax
9c868351de
Make Enable Debug Logging checkbox instant as it was intended to be.
2013-10-13 14:18:50 -04:00
The Dax
3d8b68e88e
Make Fullscreen checkbox instant.
2013-10-13 13:34:55 -04:00
Unknown W. Brackets
18b70c89ef
Add an initial GE debugger interface on Windows.
2013-09-22 10:27:09 -07:00
The Dax
ac88cbd894
Let NewUI's Antialiasing option be instant so a game reboot isn't required.
2013-09-08 00:27:39 -04:00
The Dax
05b860c167
Win32: Update OSK bypass with Unicode/wchar/wstring support.
2013-08-27 07:36:46 -04:00
Henrik Rydgard
55aa3d13c7
Win32: Switch to a UNICODE build. This took quite a bit of fixing.
2013-08-26 19:00:16 +02:00
The Dax
e97def9c66
Win32: Simplify Change Nickname code and slightly change InputBox_GetString to take a const default value. We don't modify it.
2013-08-23 06:37:47 -04:00
Henrik Rydgard
22a05c5e38
Preliminary relative mouse mapping. Disabled because it breaks the control mapping UI currently.
...
Needs tweaking.
2013-08-12 23:27:41 +02:00
The Dax
d549337080
Tidy up some newlines.
2013-08-06 19:40:59 -04:00
The Dax
40b1c6298a
Fix Headless build error introduced by #3063 .
2013-08-06 19:28:43 -04:00
Henrik Rydgard
cc58e34cf8
Remove legacy key mapping and associate devices with keys (DInput has been left behind for now, will be fixed up soon). Saving is broken, will be fixed soon.
2013-07-06 20:45:44 +02:00
Unknown W. Brackets
bf1e37dd05
Keep symbols mapped from all loaded modules.
...
This way the map contains all the symbols used, not just a snapshot.
2013-06-30 10:15:21 -07:00
Unknown W. Brackets
bff16dbd76
Save and restore the console window's position.
2013-06-26 00:32:49 -07:00
Unknown W. Brackets
8f911a0ebe
Add a setting to autosave the symbol map.
...
And move it into system, needs to be after the coreParameter too.
2013-03-30 22:28:55 -07:00
Henrik Rydgard
afa21588d7
Some work towards better control handling, includes stickyfix from native
2013-03-30 23:55:28 +01:00
Henrik Rydgard
84fd5781de
GL UI in Win32: Some basics work.
2013-03-29 18:50:08 +01:00
Henrik Rydgard
94e485e695
Slightly improved OpenGL error handling on Windows
2013-03-10 23:09:52 +01:00
Henrik Rydgard
cbb786c7f0
Restructure Windows "gameloop" to be more similar to others.
2013-02-19 00:45:25 +01:00
Henrik Rydgard
a5e35ad6d9
Parse PARAM.SFO to get the disc ID, show in title bar on Windows
2012-11-30 22:32:51 +01:00
Diogo Franco (Kovensky)
7e7e9a0452
Add a class for keyboard input
...
Removes the windows-specific hack from sceCtrl
to read keyboard input and instead add a hack to
PPSSPPWindows.
The input mapping is still hardcoded and is the same
as it was in sceCtrl.
Add an std::list to WindowsHost that, curretly, contains
a hardcoded list of preferred `InputDevice`s. Devices
are tried in-order until one of them reports success.
Xinput is preferred over Keyboard. Keyboard always
returns success. Pointers are stored in the std::list
for polymorphism.
Change XinputDevice to report failure as soon as a
device can't be queried, instead of only a frame later.
2012-11-12 17:49:40 +00:00
Diogo Franco (Kovensky)
2210b19244
Xinput input support
...
Picks the first Xinput device available, waits 100 frames between
retries when no devices are available.
Controls are hardcoded so every x360 controller button corresponds
to the PSP button in the same physical position. Input from right
stick and from analog triggers is ignored.
The Xinput code though is overriden by SampleControls' hardcoded
keyboard input. XinputDevice was tested to work with
samples/controller/basic when SampleControls is disabled.
2012-11-12 17:40:01 +00:00
Henrik Rydgard
4f7ad15758
Add snapshot of the whole source code.
2012-11-01 16:19:01 +01:00