Commit Graph

27 Commits

Author SHA1 Message Date
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