Commit Graph

14 Commits

Author SHA1 Message Date
nachume
4062059c2e Add check init Controls Dialog and ControlMapping constructor 2013-05-18 22:59:13 +02:00
aquanull
0a300669c4 Fix serious text/background misalignment in Controls dialog under many user-defined Windows font DPI settings. The background picture is now being stretched according to the size of the client area of the dialog.
In addition, change the encoding of ppsspp.rc to UCS-2/UTF-16 LE as it seems to be the only way to fix displaying of a certain non-ASCII character 'å' used in the version info of the compiled executable under cp1252-incompatible Windows locales.
2013-04-28 08:02:52 +08:00
CrazyMax
6d2abe95b4 Windows: add support DirectInput gamepads (devices); 2013-04-01 04:55:38 +03:00
Henrik Rydgard
7425532e99 Move non-Android specific stuff from android/jni to /UI.
Move source_assets one level up, too.
Also, start prototyping GameInfoCache, you'll see what it's for soon...
2013-03-30 15:46:26 +01:00
Henrik Rydgard
e7989e88d8 Upgrade native. Build the GL UI on Windows too (but don't run it yet). 2013-03-29 14:41:28 +01:00
Henrik Rydgard
57d4544ef4 Basic testrunner for Android.
Running it as-is reveals that clo and rotrv are broken in ARMJIT.
2013-03-07 00:10:53 +01:00
Henrik Rydgard
bc15617392 Make un-buffered rendering much smarter, removing flicker.
This turns it into a very viable option for many games. You do lose some FX
but it can as a result even be used as a workaround for the massive glow
in Wipeout...
2013-03-03 13:00:21 +01:00
Henrik Rydgard
1aa3a657c0 Very rough and basic implementation of frameskipping. 2013-02-19 00:45:26 +01:00
Henrik Rydgard
551bf7b0ad Let's build for both armeabi and armeabi-v7a again. 2013-01-11 19:40:33 +01:00
Henrik Rydgard
265e70a498 Just some sketchwork on a JIT for ARM. When completed, will bring speed to mobile devices. 2012-11-23 19:41:35 +01:00
Unknown W. Brackets
f41445354c Correct stdafx.h path in project file. 2012-11-22 13:21:48 -08:00
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