Unknown W. Brackets
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b641ced7e0
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Poll controllers on a separate thread on Windows.
This means controllers will sample more than the game fps, and will work
whenever keyboards do.
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2014-03-23 23:46:10 -07:00 |
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Ced2911
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cc9f238d36
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[xbox] 360 support for Core
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2014-03-02 11:22:02 -08:00 |
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Sacha
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edd712c65d
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Fix Symbian DPI
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2014-02-20 03:37:06 +10:00 |
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Henrik Rydgard
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ca9d0ea5cf
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Remove more bad uses of dp_xres. Fix a data flow issue
(could end up with "feedback" if modifying the screen bounds)
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2014-02-10 15:55:21 +01:00 |
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Henrik Rydgard
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c6caff61bf
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Update native with buildfix. Fix some resizing issues.
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2014-02-10 15:14:45 +01:00 |
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Henrik Rydgard
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8b6b491820
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Remove obsolete outputWidth/outputHeight
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2014-02-10 12:44:35 +01:00 |
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Unknown W. Brackets
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80704d013e
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Fix #5390, crash on Exit on Windows.
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2014-02-09 17:35:43 -08:00 |
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Unknown W. Brackets
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7add81fbd2
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Use USING_WIN_UI instead of _WIN32 for differences.
Just makes the code clearer and probably helps other UIs work on Windows
more easily.
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2014-02-08 16:38:45 -08:00 |
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Unknown W. Brackets
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d2108a962e
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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.
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2014-02-08 16:37:58 -08:00 |
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Unknown W. Brackets
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0fa371ccbf
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windows: Check PSP_IsInited() in more places.
This prevents showing buttons as clickable, etc. in the debugger mainly.
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2014-01-19 14:25:12 -08:00 |
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Henrik Rydgård
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00c32ddadb
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Mostly get rid of including "Globals.h"
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2013-12-30 10:17:11 +01:00 |
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Henrik Rydgård
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ce378b231f
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Delete CPU.cpp/h , cleanup
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2013-12-30 00:11:29 +01:00 |
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Peter Tissen
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746a88c23d
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enable SDL Joystick support to Qt
Cmake file update add new SDL joystick files
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2013-11-22 02:37:52 +01:00 |
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Unknown W. Brackets
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879060f008
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Use a CORE_POWERUP state when starting.
Otherwise, we could startup in CORE_POWERDOWN in a second game, which is
confusing.
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2013-11-09 23:07:52 -08:00 |
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Sacha
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7927b889b3
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Buildfix Qt Linux.
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2013-10-15 00:40:46 +10:00 |
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Unknown W. Brackets
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bfa4a87e2c
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Don't run the ingame loop while in the pause menu.
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2013-10-12 10:16:28 -07:00 |
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Unknown W. Brackets
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b0072cd38b
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Refactor a bit, curly style.
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2013-10-12 01:44:12 -07:00 |
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Unknown W. Brackets
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21f522746f
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Cleanup shutdown on Windows to avoid races.
Was still getting crashes sometimes.
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2013-10-12 01:40:33 -07:00 |
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Unknown W. Brackets
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10e446d225
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Notify of shutdown *after* setting coreState.
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2013-09-30 23:36:57 -07:00 |
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Unknown W. Brackets
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4b9056fa02
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Shutdown cleanly even when GE debugger is paused.
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2013-09-28 00:32:45 -07:00 |
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Unknown W. Brackets
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418d6c1e83
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Reset the game when loading a state fails.
This way it doesn't crash.
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2013-09-14 21:19:10 -07:00 |
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Unknown W. Brackets
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2ac5bcff1f
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Process savestates during single stepping.
This way we can handle them on the same thread, without weird delays.
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2013-09-14 18:43:23 -07:00 |
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Henrik Rydgard
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2745744d99
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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.
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2013-09-11 00:19:34 +02:00 |
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Unknown W. Brackets
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cf92decff4
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Fix new UI at 1x resolution.
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2013-08-16 21:41:40 -07:00 |
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Unknown W. Brackets
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e6bb49fb0d
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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.
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2013-06-30 22:47:39 -07:00 |
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