Henrik Rydgard
e3bbf26731
Improve input event handling. Can now map volume keys on Android without issues.
2014-06-15 13:04:59 +02:00
Unknown W. Brackets
063e8508df
Support drag-and-drop of savestate files.
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Most likely you want to load the state, not see an error message.
2014-06-14 16:13:35 -07:00
mildlysec
c3dfb64839
Added ability to press analog keys lightly using shift button
2014-06-07 22:21:54 +02:00
Unknown W. Brackets
a5e3623742
Skip cpu change when game not running.
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Oops, this happened when changing settings. Fixes #6167 .
2014-05-27 23:03:08 -07:00
Unknown W. Brackets
a70b5abfb9
Allow jit to be enabled/disabled at runtime.
2014-05-27 00:02:51 -07:00
Unknown W. Brackets
0a92d377b0
Avoid a race condition during game shutdown.
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Hoping this is it.
2014-05-21 01:13:40 -07:00
Unknown W. Brackets
14be491aa8
Don't set pending boot flag on "stop".
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And rename to boot pending, not "boot successful."
2014-05-15 22:17:19 -07:00
Unknown W. Brackets
bfa02f8fa1
Fix some spurious resets on stopping a game.
2014-05-11 10:58:33 -07:00
Unknown W. Brackets
6183dadc31
Improve reset (and delay) and boot of another game.
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Fixes #6023 .
2014-05-04 19:58:36 -07:00
Unknown W. Brackets
63b5ec3d85
Allow specifying a root path for host0:/.
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This way, similar to the PSP, we can have a root path outside the test.
2014-04-19 21:43:09 -07:00
Klimis Ioannidis
a758781544
Blacklist GLTools (Chainfire3D-like app for 3.0+)
2014-04-13 23:25:56 +03:00
Unknown W. Brackets
75de50123a
Don't need to check inited for PSP_Shutdown() now.
2014-02-14 23:02:29 -08:00
Unknown W. Brackets
ab8a8a61dc
Shut down emulation when the game exits.
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Fixes #5421 .
2014-02-12 08:06:53 -08:00
Henrik Rydgard
984554fe7c
Make the UI scale and move correctly when the UI bounds are modified.
2014-02-10 16:08:19 +01:00
Henrik Rydgard
ca9d0ea5cf
Remove more bad uses of dp_xres. Fix a data flow issue
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(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
4d00a9b4bc
Reduce use of display.h (dp_xres, dp_yres) now that uicontext has bounds
2014-02-10 12:44:36 +01:00
Henrik Rydgard
8b6b491820
Remove obsolete outputWidth/outputHeight
2014-02-10 12:44:35 +01:00
Unknown W. Brackets
b46ca9f94b
Lock out reporting if harmful settings are used.
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Before, if you turned it on, broke stuff, and then turned it off, we
reported the broken stuff. This could be responsible for various
messages that have seemed strange.
2014-02-09 17:39:16 -08:00
Unknown W. Brackets
7add81fbd2
Use USING_WIN_UI instead of _WIN32 for differences.
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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.
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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
d820768396
Properly exit error screen when hitting cancel.
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Fixes #3351 .
2014-01-25 00:40:14 -08:00
Unknown W. Brackets
a73b15b963
In multithreadead, load the game async.
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This way if it takes time to load, things aren't frozen while it's doing
that. This allows us to show any sort of loading animation or etc. we
want.
Before, it might show a odd looking game select screen while loading, and
then finally go to black. Now it immediately goes to black.
Fixes #2030 .
2014-01-19 14:41:01 -08:00
adrian17
c52c2375c0
Removed dead code from UI
2014-01-19 13:51:24 +01:00
zack-vii
26fbb4c32c
"Next Slot" control mapping
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-added "Next Slot" to control mapping menu
-added VIRTKEY_NEXT_SLOT -> incremented VIRTKEY_TOGGLE_FULLSCREEN
-added SaveState::NextSlot(); as replacement for code in
WndMainWindow
-added entry in EmuScreen using SaveState::NextSlot();
2014-01-07 15:56:04 +01:00