Henrik Rydgård
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87f203a5b8
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More include untangling
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2013-12-29 23:44:35 +01:00 |
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Henrik Rydgård
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79ff2f0ba8
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Start untangling our include mess a little.
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2013-12-29 23:34:45 +01:00 |
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Unknown W. Brackets
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497537a4c4
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Fix another dumb typo.
Arg, need to stop rushing things. May have caused #4869.
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2013-12-17 23:36:51 -08:00 |
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Unknown W. Brackets
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b2795b31c0
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Only draw visible savedata icons, fix leak.
Fixes #4870.
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2013-12-17 08:07:30 -08:00 |
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Unknown W. Brackets
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f7bad51cc7
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Clip in PPGe, fixing issues in softgpu.
We were just drawing wrong, so softgpu was correct.
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2013-12-15 11:59:23 -08:00 |
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Unknown W. Brackets
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0636a65ad9
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Use ReadEntireFile() a few more places.
This fixes one or two minor memory leaks.
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2013-12-08 12:02:37 -08:00 |
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Unknown W. Brackets
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2d3f0758c1
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Dynamically manage PPGe images so 50+ are okay.
Otherwise, we try to allocate all at once and could run out of ram.
Should fix #2242.
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2013-12-08 11:06:18 -08:00 |
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Sacha
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08803c101e
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Remove MathUtil.{cpp,h}
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2013-11-13 11:26:12 +10:00 |
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Unknown W. Brackets
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a7f60afecb
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Use a saved ctx not break/continue in PPGe.
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2013-09-20 21:15:36 -07:00 |
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Unknown W. Brackets
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0735a9a679
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Just disable PPGe during tests, should be okay.
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2013-09-17 23:13:13 -07:00 |
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Unknown W. Brackets
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50e9e45d65
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Check version in each DoState() func.
They bail on PointerWrap error or bad version.
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2013-09-14 20:23:03 -07:00 |
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Henrik Rydgard
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8c88dff5a4
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More log categories, use them (and existing ones). Improve log config.
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2013-09-07 22:02:55 +02:00 |
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Ced2911
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0bae3f8bf9
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fix endian in image
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2013-08-16 09:18:30 +02:00 |
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Unknown W. Brackets
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2f94977efe
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Don't include gfx/gl* outside the OpenGL GE.
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2013-07-29 22:47:38 -07:00 |
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Unknown W. Brackets
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0a9ce9ae85
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Specify memory layout in PPGe.
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2013-07-27 15:38:38 -07:00 |
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aquanull
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fb651156d8
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Implement text truncation with ellipses.
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2013-06-15 21:20:17 +08:00 |
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aquanull
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336f388fa2
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Allow CJK characters to be wrapped individually.
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2013-06-15 21:20:17 +08:00 |
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aquanull
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77a01c1526
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Fix missing punctuation marks when the text is wrapped around them.
Truncate trailing white spaces instead of putting them on the beginning of the next line.
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2013-06-15 21:20:17 +08:00 |
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Sacha
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5aba914a42
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Build fix for non-ffmpeg and non-gcc non-++11.
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2013-06-12 10:51:30 +10:00 |
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aquanull
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3c140106be
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Auto-height the "borders" of the message text area.
More dialog tweaks.
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2013-06-10 21:24:48 +08:00 |
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aquanull
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ddc85988ab
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Improve PSP system dialogs' looks.
Format date according to configurations.
Swap positions of button tips.
Fix text wrapping with non-top-left text alignment.
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2013-06-10 21:24:48 +08:00 |
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Unknown W. Brackets
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5f3cede64c
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Fix typo making the first line wrap wrong.
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2013-05-27 19:35:49 -07:00 |
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Unknown W. Brackets
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8c984c2440
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Use better replacements for missing space chars.
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2013-05-27 19:26:37 -07:00 |
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Unknown W. Brackets
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6ac0149244
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Wrap long words without punctuation correctly.
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2013-05-19 23:36:23 -07:00 |
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Unknown W. Brackets
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c82fd54d1c
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Implement simple text wrapping for PPGe/MsgDialog.
Probably not enough. Maybe should apply other places.
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2013-05-19 23:20:50 -07:00 |
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Henrik Rydgard
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e3ddb12783
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Use 16-bit color for the PPGe texture palette
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2013-04-18 15:01:36 +02:00 |
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Unknown W. Brackets
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4920cd3eea
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Use replacement chars for unknown PPGe characters.
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2013-04-17 23:25:40 -07:00 |
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Henrik Rydgard
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b8eac3330b
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PPGe save state fix
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2013-04-17 21:43:45 +02:00 |
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Henrik Rydgard
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b12fc6e7aa
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UTF8-enable PPGE and add hiragana and katakana, let's see if this is enough.
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2013-04-17 20:51:02 +02:00 |
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Henrik Rydgard
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d1bcc8afd4
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Switch main UI font to one built to include Hiragana and Katakana. Don't know if that is enough.
Also includes more western characters so I can write my name right :)
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2013-04-17 16:39:01 +02:00 |
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Henrik Rydgard
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8833f6eb25
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Don't swapbuffer if stepping. Default to 2x zoom on Windows. Alert on missing atlases.
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2013-03-30 08:35:47 +01:00 |
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Henrik Rydgard
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d4603136f0
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Minor stuff: Fake-implement sceKernelReferThreadProfiler, make sure GPU frame dump logging gets output by not sending it to G3D.
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2013-03-04 22:15:39 +01:00 |
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Unknown W. Brackets
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a3f93ed203
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Fix some printf size warnings, signed warnings.
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2013-03-02 15:34:15 -08:00 |
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Unknown W. Brackets
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a3610ec49e
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Make PPGeMeasureText() actually measure the text.
Specifically, it was skipping newlines and ignoring the last line,
so always returning 0.
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2013-02-11 00:38:08 -08:00 |
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Florent Castelli
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c37566d3bc
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Use proper draw sequence in PPGeDraw
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2013-02-04 01:28:19 +01:00 |
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Unknown W. Brackets
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dcd3045cd5
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Always use -1 for failed allocs in block allocator.
Before it used 0 and -1, confusing.
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2013-01-18 01:38:12 -08:00 |
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raven02
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5ca532646c
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Revert component order change for PPGeDraw
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2013-01-15 16:50:52 +08:00 |
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raven02
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622627f69a
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Match PSP savelist and transparent dialog
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2013-01-15 08:12:52 +08:00 |
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Henrik Rydgard
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9363a867e2
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Add glViewport to cached gl state. Add a couple of missing VFPU ops.
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2013-01-06 23:23:36 +01:00 |
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Henrik Rydgard
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59e52f4e5a
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Make MsgDialog not put text outside the screen.
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2013-01-03 14:02:35 +01:00 |
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Unknown W. Brackets
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cd1d4367bf
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Save state of a bunch of small modules.
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2012-12-28 13:55:28 -08:00 |
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raven02
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91c188c4d0
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Border cosmetic fix in save/load menu
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2012-12-28 11:22:12 +08:00 |
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Xele02
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67c88d7b33
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* Load and display save image in save/load menu
* Add help math function
* Add draw function in PPGe without texture and with alternative
texture.
* Change hardcoded atlas texture size in PPGe
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2012-12-13 22:06:45 +01:00 |
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Xele02
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7de10d223b
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* Create class for Save and Message dialog for cleaner code.
* Update Save dialog to work more like the real one on PSP
* Correct some return value for Save Dialog.
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2012-12-10 13:08:54 +01:00 |
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Henrik Rydgard
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e370a1a8aa
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Fix project and .rc so it builds with VS 2010 Express, thanks Darth1701. Plus logging tweaks.
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2012-11-29 10:41:48 +01:00 |
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Henrik Rydgard
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870ea6628b
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Reasonably correct viewport handling. Optional debug stats overlay (not always 100% working).
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2012-11-26 17:35:08 +01:00 |
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Unknown W. Brackets
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a6a47c0c3e
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Don't complain when PPGe wasn't init yet.
This was causing BlockAllocator complaints if you closed right away.
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2012-11-22 13:21:47 -08:00 |
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Henrik Rydgard
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e37a1fb1d3
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Add internal 2D drawing library that goes through the Ge emulation for portability.
To be used for things like sceUtility* and other overlays like FPS and stats.
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2012-11-18 13:04:49 +01:00 |
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