Commit Graph

60 Commits

Author SHA1 Message Date
Unknown W. Brackets
b641ced7e0 Poll controllers on a separate thread on Windows.
This means controllers will sample more than the game fps, and will work
whenever keyboards do.
2014-03-23 23:46:10 -07:00
Ced2911
cc9f238d36 [xbox] 360 support for Core 2014-03-02 11:22:02 -08:00
Sacha
edd712c65d Fix Symbian DPI 2014-02-20 03:37:06 +10:00
Henrik Rydgard
ca9d0ea5cf Remove more bad uses of dp_xres. Fix a data flow issue
(could end up with "feedback" if modifying the screen bounds)
2014-02-10 15:55:21 +01:00
Henrik Rydgard
c6caff61bf Update native with buildfix. Fix some resizing issues. 2014-02-10 15:14:45 +01:00
Henrik Rydgard
8b6b491820 Remove obsolete outputWidth/outputHeight 2014-02-10 12:44:35 +01:00
Unknown W. Brackets
80704d013e Fix #5390, crash on Exit on Windows. 2014-02-09 17:35:43 -08:00
Unknown W. Brackets
7add81fbd2 Use USING_WIN_UI instead of _WIN32 for differences.
Just makes the code clearer and probably helps other UIs work on Windows
more easily.
2014-02-08 16:38:45 -08:00
Unknown W. Brackets
d2108a962e Switch from USING_GLES2 to MOBILE_DEVICE.
Still using USING_GLES2 for, well, GLES2.  But for things that are really
about mobile, we need a new define.  Devices are coming that don't use
GLES2.
2014-02-08 16:37:58 -08:00
Unknown W. Brackets
0fa371ccbf windows: Check PSP_IsInited() in more places.
This prevents showing buttons as clickable, etc. in the debugger mainly.
2014-01-19 14:25:12 -08:00
Henrik Rydgård
00c32ddadb Mostly get rid of including "Globals.h" 2013-12-30 10:17:11 +01:00
Henrik Rydgård
ce378b231f Delete CPU.cpp/h , cleanup 2013-12-30 00:11:29 +01:00
Peter Tissen
746a88c23d enable SDL Joystick support to Qt
Cmake file update add new SDL joystick files
2013-11-22 02:37:52 +01:00
Unknown W. Brackets
879060f008 Use a CORE_POWERUP state when starting.
Otherwise, we could startup in CORE_POWERDOWN in a second game, which is
confusing.
2013-11-09 23:07:52 -08:00
Sacha
7927b889b3 Buildfix Qt Linux. 2013-10-15 00:40:46 +10:00
Unknown W. Brackets
bfa4a87e2c Don't run the ingame loop while in the pause menu. 2013-10-12 10:16:28 -07:00
Unknown W. Brackets
b0072cd38b Refactor a bit, curly style. 2013-10-12 01:44:12 -07:00
Unknown W. Brackets
21f522746f Cleanup shutdown on Windows to avoid races.
Was still getting crashes sometimes.
2013-10-12 01:40:33 -07:00
Unknown W. Brackets
10e446d225 Notify of shutdown *after* setting coreState. 2013-09-30 23:36:57 -07:00
Unknown W. Brackets
4b9056fa02 Shutdown cleanly even when GE debugger is paused. 2013-09-28 00:32:45 -07:00
Unknown W. Brackets
418d6c1e83 Reset the game when loading a state fails.
This way it doesn't crash.
2013-09-14 21:19:10 -07:00
Unknown W. Brackets
2ac5bcff1f Process savestates during single stepping.
This way we can handle them on the same thread, without weird delays.
2013-09-14 18:43:23 -07:00
Henrik Rydgard
2745744d99 Split the resolution setting into Window Size and Rendering Resolution (internal resolution).
Gets rid of our "antialiasing" (simply crank up internal resolution to 2x your window size).

Proper MSAA is coming later.
2013-09-11 00:19:34 +02:00
Unknown W. Brackets
cf92decff4 Fix new UI at 1x resolution. 2013-08-16 21:41:40 -07:00
Unknown W. Brackets
e6bb49fb0d Allow Core_WaitInactive() when already inactive.
It's being called unconditionally now, it was changed in the other one, so
I guess it needs changing here.
2013-06-30 22:47:39 -07:00