48 Commits

Author SHA1 Message Date
Pierre Bourdon 8bcd94d8e9 Zelda HLE: Add support for the ZTP Wii UCode. 2014-12-27 20:33:34 +01:00
Pierre Bourdon c069158115 Zelda HLE: Update the CRC to games mapping (documentation only). 2014-12-27 14:41:10 +01:00
Pierre Bourdon 28c766b1b8 Zelda HLE: Support the per-frame sync protocol used by SMS.
Didn't test if SMS sounds right (travelling with no headphones \o/) but the
waveform looks ok and the mails are flowing as expected.
2014-12-27 12:15:27 +01:00
Pierre Bourdon 1e6fd16def Merge remote-tracking branch 'origin/master' into new-zelda-hle 2014-12-27 11:25:58 +01:00
Pierre Bourdon d7110f1041 Zelda HLE: Make the implementation less strict for recoverable errors.
It kind of sucks that we don't emulate some behaviors properly, but there is
very little ROI for some of these features and I'm not going to spend time
implementing them any time soon. Making the PanicAlerts optional allows for
more testing of the core features on more games while "just" breaking less
important features like reverb.
2014-12-26 19:17:35 +01:00
Pierre Bourdon d3e4b2a3fe Zelda HLE: Only alert for mixing into back buffers for recent UCode versions.
On older versions there is no such concept of a "back buffer" since positional
audio is not supported. These buffers are just used for temp mixing, and while
it would be really nice if we could support more of that inter-buffer mixing
(TODO :) ) it does not warrant a PanicAlert at this time.
2014-12-24 04:29:13 +01:00
Pierre Bourdon d471be6ccc Zelda HLE: Properly implement LQ AFC decoding.
Typos and stupid mistakes + untested code = dirty Git history.
2014-12-24 04:26:05 +01:00
Pierre Bourdon 64f5425e80 Zelda HLE: Implement LQ AFC decoding (samples source 0005). 2014-12-24 03:29:26 +01:00
Pierre Bourdon c51f65c499 Zelda HLE: Implement sample source 3.
"Square" wave at a 0.25 duty cycle (25% up 75% down).
2014-12-24 00:55:56 +01:00
Pierre Bourdon 9063dbab73 Zelda HLE: Add basic support for Luigi's Mansion.
Fails ingame because it mixes to some buffers that are considered the back
buffers for Dolby games. That check might need to be less restrictive for games
that don't use Dolby mixing.
2014-12-23 21:39:57 +01:00
Pierre Bourdon ec7efc52ef Zelda HLE: Log the UCode version being used (CRC/flags).
Also tidy up the versions list a bit.
2014-12-23 21:29:18 +01:00
Pierre Bourdon 90057cdaaa Zelda HLE: Add support for the Pikmin 1 NTSC version of the UCode. 2014-12-23 21:12:35 +01:00
Pierre Bourdon 2ef1642a9e Zelda HLE: Add support for the Zelda: FSA UCode. 2014-12-23 19:39:10 +01:00
Pierre Bourdon 44f88cf3d1 Zelda HLE: NTSC IPL provides the volume stepping explicitly.
Support that through a new behavior flag. Now the only remaining known bug in
the NTSC IPL is the reverb not fading out.
2014-12-23 19:14:29 +01:00
Pierre Bourdon 77c8e53c19 Merge remote-tracking branch 'upstream/master' into new-zelda-hle 2014-12-23 18:41:32 +01:00
Pierre Bourdon d1c272c0e7 Revert "Revert "Removed the DSP LLE on separate thread option.""
This reverts commit 7d22e829a7.

This wasn't supposed to be pushed as part of this branch.
2014-12-23 18:40:23 +01:00
Pierre Bourdon e2021803e1 Zelda HLE: Handle the smaller VPBs used by the NTSC IPL.
Damn you, Nintendo.
2014-12-23 18:40:23 +01:00
Pierre Bourdon 6f2c205492 Zelda HLE: Support both NTSC and PAL IPL.
Add a flag for UCodes that only have four non-Dolby mixing destinations
(instead of the standard six destinations).

NTSC IPL is still hopelessly broken.
2014-12-22 06:20:48 +01:00
Pierre Bourdon 4cab785575 Zelda HLE: Add a missing mixing buffer used by GC IPL.
Not completely sure what it's used for yet, but TWW has references to it so
I'll get to it at some point.
2014-12-22 05:50:34 +01:00
Pierre Bourdon 0e9b1d9616 Zelda HLE: Fix reverb in the GC IPL.
Adds a missing destination buffer, and support post-filtering.
2014-12-22 05:44:04 +01:00
Pierre Bourdon 1703c772b9 Zelda HLE: Add support for the light protocol.
Used by a few titles (Luigi's Mansion, Animal Crossing) as well as the GameCube
IPL/BIOS.

Note that the IPL does not work yet because it mixes to unknown buffers.
2014-12-22 05:44:04 +01:00
Pierre Bourdon 2faab4b66b Zelda HLE: Introduce behavior flags to handle UCode version differences.
MAKE_DOLBY_LOUDER solves some of the volume issues that were happening in Zelda
Twilight Princess and SMG1.
2014-12-22 02:22:26 +01:00
Pierre Bourdon 7d22e829a7 Revert "Removed the DSP LLE on separate thread option."
This reverts commit 2140ac15e4.

Conflicts:
	Source/Core/Core/HW/DSPLLE/DSPLLE.cpp
2014-12-22 01:27:20 +01:00
Pierre Bourdon b96e069eca Zelda HLE: Fix and genericize PCM ARAM loading functions.
Now also handles PCM16, and works for longer sounds. SMG1 main menu outputs
some sensible audio now, though volume seems slightly off.
2014-12-22 01:26:55 +01:00
Pierre Bourdon 3a950271a3 Zelda HLE: Add initial support for Wii DAC and SMG1.
SMG1 boots but quickly PanicAlerts due to an unimplemented sample source.
2014-12-21 18:45:34 +01:00
Pierre Bourdon b49a6bd782 Zelda HLE: Add save state support.
Also fix an inconsistency in the spelling of "coeffs".
2014-12-21 18:11:33 +01:00
Pierre Bourdon fdfc1d1bb8 Zelda HLE: Implement sample sources 4, 7, 11 and 12.
Just 4 different versions of the same sample source, using a different constant
pattern uploaded to the DSP during command 01.
2014-12-21 17:09:54 +01:00
Pierre Bourdon 39a877deeb Merge remote-tracking branch 'origin/master' into new-zelda-hle 2014-12-21 06:23:06 +01:00
Pierre Bourdon 11de407c62 Zelda HLE: Initial support for Zelda Twilight Princess (GC)
Very close to the TWW version of the UCode, haven't determined any differences
yet (but I'm sure that will come soon). Works well enough to reach ingame
without any errors other than a few volume issues.
2014-12-21 06:21:59 +01:00
Pierre Bourdon 577e36ef1b Zelda HLE: Skip command words that are not commands.
Zelda Twilight Princess (GC) seems to push null words into the command buffer.
The command handler in the UCode ignores initial command mails that do not have
the MSB set.
2014-12-21 06:20:28 +01:00
Pierre Bourdon 92a46f560f Zelda HLE: Add reverb emulation. 2014-12-21 02:19:34 +01:00
Pierre Bourdon 672aa721ed Zelda HLE: Implement the PCM8 sample source.
Reorder some things in the source code to match the sample source definition
order. Add and remove some TODOs.
2014-12-20 14:59:21 +01:00
Pierre Bourdon 162c2bd254 Merge remote-tracking branch 'upstream/master' into new-zelda-hle 2014-12-20 06:31:18 +01:00
Pierre Bourdon ba0a80d81c Zelda HLE: Value-initialize the std::arrays.
I was under the wrong impression that std::array's default constructor
performed value initialization. Turns out it does not, so an array of POD will
not be initialized.
2014-12-20 04:24:43 +01:00
Pierre Bourdon 01dff0a346 Zelda HLE: Implement saw wave generation (sample source 0001).
Fixes issue 7961.
2014-12-20 04:11:10 +01:00
Pierre Bourdon 402d4146cf Zelda HLE: Properly implement the square wave generation.
Zelda TWW magic meter works properly now.
2014-12-20 03:42:40 +01:00
Pierre Bourdon 9f2442726b Zelda HLE: Convert some ERROR_LOG to PanicAlert.
While these are not really unrecoverable errors, while Zelda HLE is in a
testing / development phase it is useful to notice these "unexpected" cases (or
expected without known ways to reproduce) by making them as hard as possible to
ignore.
2014-12-20 03:41:23 +01:00
Pierre Bourdon 8b48d65382 Zelda HLE: Implement square wave sample source.
Also fix Windows build.
2014-12-13 17:15:31 +01:00
Pierre Bourdon b4a741e5f1 Zelda HLE: Implement HQ AFC samples decoding. 2014-12-13 16:56:50 +01:00
Pierre Bourdon d9836c8dec ZeldaHLE: fix windows build again 2014-11-30 02:23:55 +01:00
Pierre Bourdon ce5a6a4538 ZeldaHLE: fix windows build 2014-11-30 02:22:28 +01:00
Pierre Bourdon d12a86040e ZeldaHLE: Implement more infrastructure and one sample source.
Now renders some of the cutscene audio in Zelda TWW. Most of the work around
sample sources is in a good enough state, even though it is still missing
features like Dolby mixing, IIR, etc.
2014-11-30 02:18:01 +01:00
Pierre Bourdon f87dea4c54 Zelda HLE: Rewrite the control flow.
Now accurate control flow for DAC. Voice rendering is not implemented yet, but
framing seems correct. Not expected to work for anything than DAC UCode games.
2014-11-20 05:11:47 +01:00
Pierre Bourdon 0db819d887 INIT UCode: reduce DSP initialization time
Push the mail at UCode boot time, not after the first update. This avoids a lot
of crazy busy-looping on the CPU side while waiting for the DSP to be
initialized.
2014-11-20 05:10:50 +01:00
Pierre Bourdon 75302f4807 DSPHLE MailHandler: Synchronize reads and interrupts
This change is meant to solve the following problem: how to translate the
following snippet to DSPHLE:
    SendInterruptAndWaitRead(MAIL_A);
    SendAndWaitRead(MAIL_B);

    SendInterruptAndWaitRead(MAIL_C);

This should cause the following actions on the CPU side:
    ---> Woken up by interrupt
    Reads MAIL_A
    Reads MAIL_B
    <--- Exits interrupt handler

    ---> Woken up by interrupt
    Reads MAIL_C
    <---

But with the current DSPHLE mail support, the following would happen because
the "AndWaitRead" part is not supported:
    ---> Woken up by interrupt
    Reads MAIL_A
    Reads MAIL_B
    <--- Exits interrupt handler

    [Never gets the second interrupt since it was triggered at the same time as
    the first one! Misses MAIL_C.]

This changes fixes the issue by storing two values in the mail queue on the DSP
side: the value of the mail itself, and whether a read of that mail should
trigger a DSP interrupt. If nothing is in the queue yet and an interrupt is
requested, just trigger the interrupt. In the present example, the queue will
look like this:
    Mail value       Interrupt requested
     MAIL_A                  No           <-- Interrupt was triggered when
                                              pushing the mail to the queue.
     MAIL_B                  Yes
     MAIL_C                  No

When the CPU will read MAIL_B, this will cause MailHandler to trigger the
interrupt, which will be handled by the CPU when coming back from the exception
handler. MAIL_C is then successfully read.
2014-11-20 05:02:09 +01:00
Pierre Bourdon af9f8dde1f ZeldaHLE: Rip out more code, only keep normal version support and one CRC 2014-11-16 00:10:56 +01:00
Pierre Bourdon 6752f1e654 ZeldaHLE: Rip out the whole voice processing code. Still boots games, but no sound at all. 2014-11-16 00:09:34 +01:00
Pierre Bourdon a2f4f9833b DSPHLE: Add a config parameter to dump UCode to disk 2014-11-16 00:08:07 +01:00
6875 changed files with 1749423 additions and 31752 deletions
-1
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@@ -28,4 +28,3 @@ CMakeLists.txt.user
*.kdev4
# Ignore IDEA/Clion files/dirs
/.idea/
*xcuserdata*
-3
View File
@@ -2,6 +2,3 @@
path = Externals/Qt
url = https://github.com/dolphin-emu/ext-win-qt.git
branch = master
[submodule "dolphin"]
path = dolphin
url = https://github.com/dolphin-emu/dolphin.git
-54
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@@ -1,54 +0,0 @@
# This file exists to enable "git shortlog -s" to group by person.
Andrew de los Reyes <adlr@gmail.com> <adlr@chromium.org>
Augustin Cavalier <waddlesplash@gmail.com> <ajcsweb@gmail.com>
Benjamin Przybocki <buddybenj@gmail.com>
Dolphin Bots <noreply@dolphin-emu.org> <dolphin-emu-bot@users.noreply.github.com>
Dolphin Bots <noreply@dolphin-emu.org> <contact+i18n@dolphin-emu.org>
Dolphin Bots <noreply@dolphin-emu.org> <buildbot@ubuntu.ubuntu.dolphin-emu.org>
Grant Paul <git@grantpaul.com> <chpwn@chpwn.com>
Henrik Rydgård <hrydgard@gmail.com>
Jack Frost <bhaal@0x1337.org> <j4ck.fr0st@gmail.com>
James Dunne <james.jdunne@gmail.com>
John Chadwick <johnwchadwick@gmail.com> <johnwchadwick>
John Peterson <john.s.peterson@live.com>
John Peterson <john.s.peterson@live.com> <jpeterson57@gmail.com>
Jordan Cristiano <jordan.cristi@gmail.com> <jordan.cristi AT [Google mail]>
Jordan Cristiano <jordan.cristi@gmail.com> <jordan.cristi [AT] gmail.com>
Jordan Woyak <jordan.woyak@gmail.com> <jordan@bill-laptop.lan>
Jordan Woyak <jordan.woyak@gmail.com> <Billiard26@gmail.com>
Jules Blok <jules.blok@gmail.com> Armada <jules.blok@gmail.com>
Lioncash <mathew1800@gmail.com>
Lioncash <mathew1800@gmail.com> Lioncash <nope>
Lioncash <mathew1800@gmail.com> <mathew1900@hotmail.com>
Maarten ter Huurne <maarten@treewalker.org> <mth@lexx-9122.trinair2002>
Marcos Vitali <marcosvitali@gmail.com>
Markus Wick <markus+github@selfnet.de> <wickmarkus@web.de>
Matthew Parlane <parlane@gmail.com>
Matthew Parlane <parlane@gmail.com> <matthew@phantuntu.(none)>
Oussama Danba <Shadoxfix@gmail.com>
Pascal Jouy <pascal.jouy@hotmail.fr>
Pierre <pierre@pirsoft.de>
Pierre Bourdon <delroth@gmail.com> <delroth@lse.epita.fr>
Rodolfo Bogado <rodolfoosvaldobogado@gmail.com>
Rog <rdragoon@optonline.net>
RolandMunsil <roland@munsil.com> <RolandMunsil@users.noreply.github.com>
Runo <i.am.runo@hotmail.com>
Ryan Houdek <sonicadvance1@gmail.com>
Ryan Houdek <sonicadvance1@gmail.com> <Sonicadvance1@gmail.com>
Ryan Houdek <sonicadvance1@gmail.com> <ryan.houdek@codethink.co.uk>
Ryan Houdek <sonicadvance1@gmail.com> <sonicadvance1@Ryan-Desktop.(none)>
Sacha <xsacha@gmail.com>
Sean Maas <seanmaas27@gmail.com>
Shawn Hoffman <godisgovernment@gmail.com>
Steven V. <Stevoisiak@gmail.com>
Steven V. <Stevoisiak@gmail.com> <S.Vascellaro@gmail.com>
Tony Wasserka <neobrainx@gmail.com> <NeoBrainX@googlemail.com>
Tony Wasserka <neobrainx@gmail.com> <NeoBrainX@gmail.com>
TotalNerd <xtrafear@gmail.com>
booto <remornicus@gmail.com> <booto+dolphin@justanothercoder.com>
i418c <starfield94@aol.com> <i418c@users.noreply.github.com>
luisr142004 <luisr142004@gmail.com> <luisr142004@yahoo.com>
magumagu <magumagu9@gmail.com>
masken <masken3@gmail.com> <masken@emulation64.com>
nitsuja <nitsuja-@hotmail.com>
skidau <skidau@gmail.com>
+851
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@@ -0,0 +1,851 @@
########################################
# General setup
#
cmake_minimum_required(VERSION 2.8.8)
option(USE_EGL "Enables EGL OpenGL Interface" OFF)
option(TRY_X11 "Enables X11 Support" ON)
option(USE_UPNP "Enables UPnP port mapping support" ON)
option(DISABLE_WX "Disable wxWidgets (use Qt or CLI interface)" OFF)
option(ENABLE_QT "Enable Qt (use the experimental Qt interface)" OFF)
option(ENABLE_PCH "Use PCH to speed up compilation" ON)
option(ENABLE_LTO "Enables Link Time Optimization" OFF)
option(ENABLE_GENERIC "Enables generic build that should run on any little-endian host" OFF)
if(APPLE)
option(OSX_USE_DEFAULT_SEARCH_PATH "Don't prioritize system library paths" OFF)
endif()
option(ENCODE_FRAMEDUMPS "Encode framedumps in AVI format" ON)
option(FASTLOG "Enable all logs" OFF)
option(OPROFILING "Enable profiling" OFF)
option(GDBSTUB "Enable gdb stub for remote debugging." OFF)
if(${CMAKE_SYSTEM_NAME} MATCHES "Darwin")
option(SKIP_POSTPROCESS_BUNDLE "Skip postprocessing bundle for redistributability" OFF)
endif()
########################################
# Optional Targets
# TODO: Add DSPSpy
option(DSPTOOL "Build dsptool" OFF)
# Update compiler before calling project()
if (APPLE)
# Use clang compiler
if (NOT DEFINED CMAKE_CXX_COMPILER)
set(CMAKE_CXX_COMPILER "/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/clang++")
if (NOT EXISTS "${CMAKE_CXX_COMPILER}")
set(CMAKE_CXX_COMPILER "clang++")
endif()
endif()
if (NOT DEFINED CMAKE_C_COMPILER)
set(CMAKE_C_COMPILER "/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/clang")
if (NOT EXISTS "${CMAKE_C_COMPILER}")
set(CMAKE_C_COMPILER "clang")
endif()
endif()
endif()
project(dolphin-emu)
set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} ${CMAKE_SOURCE_DIR}/CMakeTests)
set(DOLPHIN_IS_STABLE FALSE)
# Libraries to link
set(LIBS)
# Set up paths
if((${CMAKE_SYSTEM_NAME} MATCHES "Darwin"))
# The gettext module will install the translations unconditionally.
# Redirect the installation to a build directory where it does no harm.
set(CMAKE_INSTALL_PREFIX ${CMAKE_BINARY_DIR}/install-dummy)
else()
set(bindir ${CMAKE_INSTALL_PREFIX}/bin CACHE PATH "bindir")
set(datadir ${CMAKE_INSTALL_PREFIX}/share/dolphin-emu CACHE PATH "datadir")
add_definitions(-DDATA_DIR="${datadir}/")
endif()
set(userdir ".dolphin-emu" CACHE STRING "User directory")
add_definitions(-DUSER_DIR="${userdir}")
# Set where the binary files will be built. The program will not execute from
# here. You must run "make install" to install these to the proper location
# as defined above.
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/Binaries)
# Precompiled header support for MSVC:
# Call this after setting the source list (and don't add the source file used
# to generate the pch file, this will be done here automatically)
function(enable_precompiled_headers PRECOMPILED_HEADER SOURCE_FILE SOURCE_VARIABLE_NAME)
if(MSVC)
set(files ${${SOURCE_VARIABLE_NAME}})
# Generate precompiled header translation unit
get_filename_component(pch_basename ${PRECOMPILED_HEADER} NAME_WE)
set(pch_abs ${CMAKE_CURRENT_SOURCE_DIR}/${PRECOMPILED_HEADER})
set(pch_unity ${CMAKE_CURRENT_SOURCE_DIR}/${SOURCE_FILE})
set_source_files_properties(${pch_unity} PROPERTIES COMPILE_FLAGS
"/Yc\"${pch_abs}\"")
# Update properties of source files to use the precompiled header.
# Additionally, force the inclusion of the precompiled header at
# beginning of each source file.
foreach(source_file ${files} )
set_source_files_properties(${source_file} PROPERTIES COMPILE_FLAGS
"/Yu\"${pch_abs}\" /FI\"${pch_abs}\"")
endforeach(source_file)
# Finally, update the source file collection to contain the
# precompiled header translation unit
set(${SOURCE_VARIABLE_NAME} ${pch_unity} ${${SOURCE_VARIABLE_NAME}} PARENT_SCOPE)
endif(MSVC)
endfunction(enable_precompiled_headers)
# for revision info
include(FindGit OPTIONAL)
if(GIT_FOUND AND NOT DOLPHIN_WC_REVISION)
# defines DOLPHIN_WC_REVISION
EXECUTE_PROCESS(WORKING_DIRECTORY ${PROJECT_SOURCE_DIR} COMMAND ${GIT_EXECUTABLE} rev-parse HEAD
OUTPUT_VARIABLE DOLPHIN_WC_REVISION
OUTPUT_STRIP_TRAILING_WHITESPACE)
# defines DOLPHIN_WC_DESCRIBE
EXECUTE_PROCESS(WORKING_DIRECTORY ${PROJECT_SOURCE_DIR} COMMAND ${GIT_EXECUTABLE} describe --always --long --dirty
OUTPUT_VARIABLE DOLPHIN_WC_DESCRIBE
OUTPUT_STRIP_TRAILING_WHITESPACE)
# remove hash (and trailing "-0" if needed) from description
STRING(REGEX REPLACE "(-0)?-[^-]+((-dirty)?)$" "\\2" DOLPHIN_WC_DESCRIBE "${DOLPHIN_WC_DESCRIBE}")
# defines DOLPHIN_WC_BRANCH
EXECUTE_PROCESS(WORKING_DIRECTORY ${PROJECT_SOURCE_DIR} COMMAND ${GIT_EXECUTABLE} rev-parse --abbrev-ref HEAD
OUTPUT_VARIABLE DOLPHIN_WC_BRANCH
OUTPUT_STRIP_TRAILING_WHITESPACE)
endif()
# version number
set(DOLPHIN_VERSION_MAJOR "4")
set(DOLPHIN_VERSION_MINOR "0")
if(DOLPHIN_IS_STABLE)
set(DOLPHIN_VERSION_PATCH "0")
else()
set(DOLPHIN_VERSION_PATCH ${DOLPHIN_WC_REVISION})
endif()
# Architecture detection and arch specific settings
message(${CMAKE_SYSTEM_PROCESSOR})
# Detect 64bit or 32bit
# CMake doesn't provide a simple way to determine 32bit or 64bit
# If we ever support a architecture that is 64bit with 32bit pointers then this'll break
# Of course the chances of that are slim(x32?) so who cares
if(CMAKE_SIZEOF_VOID_P EQUAL 8)
set(_ARCH_64 1)
add_definitions(-D_ARCH_64=1)
else()
set(_ARCH_32 1)
add_definitions(-D_ARCH_32=1)
endif()
if(NOT ENABLE_GENERIC)
if(${CMAKE_SYSTEM_PROCESSOR} MATCHES "^x86" OR
${CMAKE_SYSTEM_PROCESSOR} MATCHES "i.86" OR
${CMAKE_SYSTEM_NAME} MATCHES "Darwin")
if(_ARCH_64)
set(_M_X86 1)
set(_M_X86_64 1)
add_definitions(-D_M_X86=1 -D_M_X86_64=1 -msse2)
else()
message(FATAL_ERROR "x86_32 is an unsupported platform. Enable generic build if you really want a JIT-less binary.")
endif()
elseif(${CMAKE_SYSTEM_PROCESSOR} MATCHES "^arm")
# This option only applies to 32bit ARM
set(_M_ARM 1)
set(_M_ARM_32 1)
add_definitions(-D_M_ARM=1 -D_M_ARM_32=1)
add_definitions(-marm -march=armv7-a)
elseif(${CMAKE_SYSTEM_PROCESSOR} MATCHES "aarch64")
# This option only applies to 64bit ARM
set(_M_ARM 1)
set(_M_ARM_64 1)
add_definitions(-D_M_ARM=1 -D_M_ARM_64=1)
add_definitions(-march=armv8-a+crc)
else()
set(ENABLE_GENERIC 1)
endif()
endif()
if(ENABLE_GENERIC)
message("Warning! Building generic build!")
set(_M_GENERIC 1)
add_definitions(-D_M_GENERIC=1)
endif()
include(CheckCXXCompilerFlag)
macro(check_and_add_flag var flag)
CHECK_CXX_COMPILER_FLAG(${flag} FLAG_${var})
if(FLAG_${var})
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} ${flag}")
endif()
endmacro()
# Enabling all warnings in MSVC spams too much
if(NOT MSVC)
add_definitions(-Wall)
# TODO: would like these but they produce overwhelming amounts of warnings
#check_and_add_flag(EXTRA -Wextra)
#check_and_add_flag(MISSING_FIELD_INITIALIZERS -Wmissing-field-initializers)
#check_and_add_flag(SWITCH_DEFAULT -Wswitch-default)
#check_and_add_flag(FLOAT_EQUAL -Wfloat-equal)
#check_and_add_flag(CONVERSION -Wconversion)
#check_and_add_flag(ZERO_AS_NULL_POINTER_CONSTANT -Wzero-as-null-pointer-constant)
check_and_add_flag(TYPE_LIMITS -Wtype-limits)
check_and_add_flag(SIGN_COMPARE -Wsign-compare)
check_and_add_flag(IGNORED_QUALIFIERS -Wignored-qualifiers)
check_and_add_flag(UNINITIALIZED -Wuninitialized)
check_and_add_flag(LOGICAL_OP -Wlogical-op)
check_and_add_flag(SHADOW -Wshadow)
check_and_add_flag(INIT_SELF -Winit-self)
check_and_add_flag(MISSING_DECLARATIONS -Wmissing-declarations)
check_and_add_flag(MISSING_VARIABLE_DECLARATIONS -Wmissing-variable-declarations)
endif(NOT MSVC)
# gcc uses some optimizations which might break stuff without this flag
add_definitions(-fno-strict-aliasing -fno-exceptions)
check_and_add_flag(VISIBILITY_INLINES_HIDDEN -fvisibility-inlines-hidden)
if(UNIX AND NOT APPLE)
check_and_add_flag(VISIBILITY_HIDDEN -fvisibility=hidden)
endif()
if(ENABLE_LTO)
check_and_add_flag(LTO -flto)
if(CMAKE_CXX_COMPILER_ID STREQUAL GNU)
set(CMAKE_AR gcc-ar)
set(CMAKE_RANLIB gcc-ranlib)
endif()
endif()
if(APPLE)
if(NOT OSX_USE_DEFAULT_SEARCH_PATH)
# Hack up the path to prioritize the path to built-in OS libraries to
# increase the chance of not depending on a bunch of copies of them
# installed by MacPorts, Fink, Homebrew, etc, and ending up copying
# them into the bundle. Since we optionally depend on libraries which
# are not part of OS X (ffmpeg, libusb, etc.), however, don't remove
# the default path entirely as was done in a previous version of this
# file. This is still kinda evil, since it defeats the user's path
# settings...
# See http://www.cmake.org/cmake/help/v3.0/command/find_program.html
set(CMAKE_PREFIX_PATH "${CMAKE_PREFIX_PATH};/usr")
endif()
# Some of our code contains Objective C constructs.
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -x objective-c -stdlib=libc++")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -x objective-c++ -stdlib=libc++")
# Avoid mistaking an object file for a source file on the link command line.
set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} -x none")
# Identify the target system:
# Ask for 64-bit binary.
set(TARGET_FLAGS "-arch x86_64")
# Minimum OS X version.
# This is inserted into the Info.plist as well.
# Note that the SDK determines the maximum version of which optional
# features can be used, not the minimum required version to run.
set(OSX_MIN_VERSION "10.9")
set(TARGET_FLAGS "${TARGET_FLAGS} -mmacosx-version-min=${OSX_MIN_VERSION}")
set(SYSROOT_LEGACY_PATH "/Developer/SDKs/MacOSX10.9.sdk")
set(SYSROOT_PATH "/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.9.sdk")
if(EXISTS "${SYSROOT_PATH}/")
set(TARGET_SYSROOT ${SYSROOT_PATH})
elseif(EXISTS "${SYSROOT_LEGACY_PATH}/")
set(TARGET_SYSROOT ${SYSROOT_LEGACY_PATH})
endif()
if(${TARGET_SYSROOT})
set(TARGET_FLAGS "${TARGET_FLAGS} -isysroot ${TARGET_SYSROOT}")
set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} -Wl,-syslibroot,${TARGET_SYSROOT}")
endif()
# Do not warn about frameworks that are not available on all architectures.
# This avoids a warning when linking with QuickTime.
set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} -Wl,-no_arch_warnings")
# Specify target CPUs.
set(TARGET_FLAGS "${TARGET_FLAGS} -mssse3")
set(TARGET_FLAGS "${TARGET_FLAGS} -march=core2")
# Target flags apply to both C and C++ compilation.
# CMake passes these to the compiler on the link command line as well.
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} ${TARGET_FLAGS}")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} ${TARGET_FLAGS}")
# Linker flags.
# Drop unreachable code and data.
set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} -Wl,-dead_strip,-dead_strip_dylibs")
# Reserve the minimum size for the zero page.
# Our JIT requires virtual memory space below 2GB, while the default zero
# page on x86_64 is 4GB in size.
set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} -Wl,-pagezero_size,0x1000")
find_library(APPKIT_LIBRARY AppKit)
find_library(APPSERV_LIBRARY ApplicationServices)
find_library(ATB_LIBRARY AudioToolbox)
find_library(AU_LIBRARY AudioUnit)
find_library(CARBON_LIBRARY Carbon)
find_library(COCOA_LIBRARY Cocoa)
find_library(COREAUDIO_LIBRARY CoreAudio)
find_library(COREFUND_LIBRARY CoreFoundation)
find_library(CORESERV_LIBRARY CoreServices)
find_library(FOUNDATION_LIBRARY foundation)
find_library(IOB_LIBRARY IOBluetooth)
find_library(IOK_LIBRARY IOKit)
find_library(QUICKTIME_LIBRARY QuickTime)
find_library(WEBKIT_LIBRARY WebKit)
find_library(FORCEFEEDBACK ForceFeedback)
find_library(OPENGL_LIBRARY OpenGL)
endif()
if(WIN32)
add_definitions(-D_SECURE_SCL=0)
add_definitions(-D_CRT_SECURE_NO_WARNINGS)
add_definitions(-D_CRT_SECURE_NO_DEPRECATE)
endif(WIN32)
if(NOT CMAKE_BUILD_TYPE)
set(CMAKE_BUILD_TYPE "Release" CACHE STRING
"Build type (Release/Debug/RelWithDebInfo/MinSizeRe)" FORCE)
endif(NOT CMAKE_BUILD_TYPE)
if(CMAKE_BUILD_TYPE STREQUAL Debug)
add_definitions(-D_DEBUG -ggdb)
set(wxWidgets_USE_DEBUG ON CACHE BOOL "Use wxWidgets Debugging")
option(ENABLE_GPROF "Enable gprof profiling (must be using Debug build)" OFF)
if(ENABLE_GPROF)
add_definitions(-pg)
set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} -pg")
endif()
endif(CMAKE_BUILD_TYPE STREQUAL Debug)
if(CMAKE_BUILD_TYPE STREQUAL Release AND NOT APPLE)
add_definitions(-fomit-frame-pointer)
endif()
if(FASTLOG)
add_definitions(-DDEBUGFAST)
endif()
if(GDBSTUB)
add_definitions(-DUSE_GDBSTUB)
endif(GDBSTUB)
if(ANDROID)
message("Building for Android")
add_definitions(-DANDROID)
set(USE_X11 0)
set(USE_UPNP 0)
set(USE_EGL 1)
endif()
include_directories(Externals/GL)
add_definitions(-D_FILE_OFFSET_BITS=64 -D_LARGEFILE_SOURCE)
########################################
# Dependency checking
#
# TODO: We should have options for dependencies included in the externals to
# override autodetection of system libraries and force the usage of the
# externals.
include(CheckLib)
include(CheckCXXSourceRuns)
if(NOT ANDROID)
include(FindOpenGL)
include_directories(${OPENGL_INCLUDE_DIR})
include(FindALSA OPTIONAL)
if(ALSA_FOUND)
add_definitions(-DHAVE_ALSA=1)
message("ALSA found, enabling ALSA sound backend")
else()
add_definitions(-DHAVE_ALSA=0)
message("ALSA NOT found, disabling ALSA sound backend")
endif(ALSA_FOUND)
check_lib(AO ao QUIET)
if(AO_FOUND)
add_definitions(-DHAVE_AO=1)
message("ao found, enabling ao sound backend")
else()
add_definitions(-DHAVE_AO=0)
message("ao NOT found, disabling ao sound backend")
endif(AO_FOUND)
check_lib(BLUEZ bluez QUIET)
if(BLUEZ_FOUND)
add_definitions(-DHAVE_BLUEZ=1)
message("bluez found, enabling bluetooth support")
else()
add_definitions(-DHAVE_BLUEZ=0)
message("bluez NOT found, disabling bluetooth support")
endif(BLUEZ_FOUND)
check_lib(PULSEAUDIO libpulse QUIET)
if(PULSEAUDIO_FOUND)
add_definitions(-DHAVE_PULSEAUDIO=1)
message("PulseAudio found, enabling PulseAudio sound backend")
else()
add_definitions(-DHAVE_PULSEAUDIO=0)
message("PulseAudio NOT found, disabling PulseAudio sound backend")
endif(PULSEAUDIO_FOUND)
include(FindOpenAL OPTIONAL)
if(OPENAL_FOUND)
add_definitions(-DHAVE_OPENAL=1)
include_directories(${OPENAL_INCLUDE_DIR})
message("OpenAL found, enabling OpenAL sound backend")
else()
add_definitions(-DHAVE_OPENAL=0)
message("OpenAL NOT found, disabling OpenAL sound backend")
endif(OPENAL_FOUND)
include(FindLLVM OPTIONAL)
if (LLVM_FOUND)
add_definitions(-DHAS_LLVM=1)
set(HAS_LLVM 1)
include_directories(${LLVM_INCLUDE_DIRS})
list(APPEND LIBS ${LLVM_LIBRARIES})
message(STATUS "Found LLVM ${LLVM_PACKAGE_VERSION}")
endif()
set(USE_X11 0)
if(UNIX AND NOT APPLE)
# Note: We do not need to explicitly check for X11 as it is done in the cmake
# FindOpenGL module on linux.
if(TRY_X11 AND X11_FOUND)
set(USE_X11 1)
add_definitions(-DHAVE_X11=1)
include_directories(${X11_INCLUDE_DIR})
message("X11 support enabled")
else()
set(USE_X11 0)
SET(X11_FOUND "")
message("X11 support disabled")
add_definitions(-DHAVE_X11=0)
endif(TRY_X11 AND X11_FOUND)
if (NOT USE_X11)
message(FATAL_ERROR "\n"
"No suitable display platform found\n"
"Requires x11 to run")
endif()
endif()
if(USE_X11)
check_lib(XRANDR Xrandr)
if(XRANDR_FOUND)
add_definitions(-DHAVE_XRANDR=1)
else()
add_definitions(-DHAVE_XRANDR=0)
endif(XRANDR_FOUND)
pkg_check_modules(XINPUT2 xi>=1.5.0)
if(XINPUT2_FOUND)
add_definitions(-DHAVE_X11_XINPUT2=1)
else()
add_definitions(-DHAVE_X11_XINPUT2=0)
endif(XINPUT2_FOUND)
endif()
if(ENCODE_FRAMEDUMPS)
check_libav()
if(LIBAV_FOUND)
LIST(APPEND LIBS ${LIBAV_LIBRARIES})
endif()
endif()
set(CMAKE_REQUIRED_LIBRARIES portaudio)
CHECK_CXX_SOURCE_RUNS(
"#include <portaudio.h>
int main(int argc, char **argv)
{ if(Pa_GetVersion() >= 1890) return 0; else return 1; }"
PORTAUDIO)
if(PORTAUDIO)
message("PortAudio found, enabling mic support")
add_definitions(-DHAVE_PORTAUDIO=1)
set(PORTAUDIO_FOUND TRUE)
else()
message("PortAudio not found, disabling mic support")
add_definitions(-DHAVE_PORTAUDIO=0)
set(PORTAUDIO_FOUND FALSE)
endif(PORTAUDIO)
if(OPROFILING)
check_lib(OPROFILE opagent opagent.h)
check_lib(BFD bfd bfd.h)
if(OPROFILE_FOUND AND BFD_FOUND)
message("oprofile found, enabling profiling support")
add_definitions(-DUSE_OPROFILE=1)
else()
message(FATAL_ERROR "oprofile or bfd not found. Can't build profiling support.")
endif()
endif()
endif()
if(USE_EGL)
message("EGL OpenGL interface enabled")
add_definitions(-DUSE_EGL=1)
endif()
########################################
# Setup include directories (and make sure they are preferred over the Externals)
#
include_directories(Source/Core)
########################################
# Process externals and setup their include directories
#
# NOTES about adding Externals:
# - add the include directory here
# - make sure to tell cmake to link them statically or dynamically (most
# should be linked statically)
# - place the CMakeLists.txt in the first-level subdirectory, e.g.
# Externals/zlib/CMakeLists.txt (that is: NOT in some Src/ subdirectory)
#
add_subdirectory(Externals/Bochs_disasm)
include_directories(Externals/Bochs_disasm)
# If zlib has already been found on a previous run of cmake don't check again
# as the check seems to take a long time.
if(NOT ZLIB_FOUND)
include(FindZLIB OPTIONAL)
endif()
if(ZLIB_FOUND)
set(ZLIB_FOUND 1 CACHE INTERNAL "")
message("Using shared zlib")
include_directories(${ZLIB_INCLUDE_DIRS})
else(ZLIB_FOUND)
message("Shared zlib not found, falling back to the static library")
add_subdirectory(Externals/zlib)
include_directories(Externals/zlib)
endif(ZLIB_FOUND)
if(NOT ${CMAKE_SYSTEM_NAME} MATCHES "Darwin" AND NOT ANDROID)
check_lib(LZO lzo2 lzo/lzo1x.h QUIET)
endif()
if(LZO_FOUND)
message("Using shared lzo")
else()
message("Using static lzo from Externals")
add_subdirectory(Externals/LZO)
include_directories(Externals/LZO)
set(LZO lzo2)
endif()
list(APPEND LIBS ${LZO})
if(NOT ${CMAKE_SYSTEM_NAME} MATCHES "Darwin" AND NOT ANDROID)
check_lib(PNG png png.h QUIET)
endif()
if (PNG_FOUND)
message("Using shared libpng")
else()
message("Using static libpng from Externals")
add_subdirectory(Externals/libpng)
include_directories(Externals/libpng)
set(PNG png)
endif()
if(OPENAL_FOUND)
if(NOT ${CMAKE_SYSTEM_NAME} MATCHES "Darwin")
check_lib(SOUNDTOUCH SoundTouch soundtouch/SoundTouch.h QUIET)
endif()
if (SOUNDTOUCH_FOUND)
message("Using shared soundtouch")
else()
message("Using static soundtouch from Externals")
add_subdirectory(Externals/soundtouch)
include_directories(Externals)
endif()
endif()
if(NOT ANDROID)
if(NOT ${CMAKE_SYSTEM_NAME} MATCHES "Darwin")
include(FindSDL2 OPTIONAL)
endif()
if(SDL2_FOUND)
message("Using shared SDL2")
add_definitions(-DHAVE_SDL=1)
include_directories(${SDL2_INCLUDE_DIR})
else(SDL2_FOUND)
# SDL2 not found, try SDL
if(NOT ${CMAKE_SYSTEM_NAME} MATCHES "Darwin")
include(FindSDL OPTIONAL)
endif()
if(SDL_FOUND)
message("Using shared SDL")
add_definitions(-DHAVE_SDL=1)
include_directories(${SDL_INCLUDE_DIR})
else(SDL_FOUND)
message("SDL NOT found, disabling SDL input")
add_definitions(-DHAVE_SDL=0)
endif(SDL_FOUND)
endif(SDL2_FOUND)
endif()
include(FindLibUSB OPTIONAL)
if(LIBUSB_FOUND)
message("Using shared LibUSB")
add_definitions(-D__LIBUSB__)
include_directories(${LIBUSB_INCLUDE_DIR})
endif(LIBUSB_FOUND)
set(SFML_REQD_VERSION 2.1)
if(NOT ${CMAKE_SYSTEM_NAME} MATCHES "Darwin" AND NOT ANDROID)
find_package(SFML ${SFML_REQD_VERSION} COMPONENTS network system)
endif()
if(SFML_FOUND)
message("Using shared SFML")
else()
message("Using static SFML ${SFML_REQD_VERSION} from Externals")
add_definitions(-DSFML_STATIC)
add_subdirectory(Externals/SFML)
include_directories(BEFORE Externals/SFML/include)
endif()
if(USE_UPNP)
if(NOT ${CMAKE_SYSTEM_NAME} MATCHES "Darwin" AND NOT ANDROID)
include(FindMiniupnpc)
endif()
if(MINIUPNP_FOUND AND MINIUPNPC_VERSION_1_7_OR_HIGHER)
message("Using shared miniupnpc")
include_directories(${MINIUPNP_INCLUDE_DIR})
else()
message("Using static miniupnpc from Externals")
add_subdirectory(Externals/miniupnpc)
include_directories(Externals/miniupnpc/src)
endif()
add_definitions(-DUSE_UPNP)
list(APPEND LIBS miniupnpc)
endif()
if(NOT ${CMAKE_SYSTEM_NAME} MATCHES "Darwin" AND NOT ANDROID)
include(FindPolarSSL)
endif()
if(POLARSSL_FOUND AND POLARSSL_WORKS)
message("Using shared PolarSSL")
include_directories(${POLARSSL_INCLUDE_DIR})
else()
message("Using PolarSSL from Externals")
set(POLARSSL_LIBRARY polarssl)
add_subdirectory(Externals/polarssl/)
include_directories(Externals/polarssl/include)
endif()
if(NOT ${CMAKE_SYSTEM_NAME} MATCHES "Darwin" AND NOT ANDROID)
check_lib(SOIL SOIL SOIL/SOIL.h QUIET)
endif()
if(SOIL_FOUND)
message("Using shared SOIL")
else()
message("Using static SOIL from Externals")
add_subdirectory(Externals/SOIL)
include_directories(Externals/SOIL)
endif()
if (ANDROID)
message("Using static iconv from Externals")
include_directories(Externals/libiconv-1.14/include)
add_subdirectory(Externals/libiconv-1.14)
list(APPEND LIBS iconv)
else()
find_library(ICONV_LIBRARIES NAMES iconv libiconv libiconv-2 c)
find_path(ICONV_INCLUDE_DIR NAMES iconv.h)
list(APPEND LIBS ${ICONV_LIBRARIES})
mark_as_advanced(ICONV_INCLUDE_DIR ICONV_LIBRARIES)
endif()
if(ENABLE_QT)
find_package(Qt5Widgets REQUIRED)
message("Found Qt version ${Qt5Core_VERSION}, enabling the Qt backend")
endif()
if(NOT DISABLE_WX AND NOT ANDROID)
include(FindwxWidgets OPTIONAL)
FIND_PACKAGE(wxWidgets COMPONENTS core aui adv)
if(wxWidgets_FOUND)
EXECUTE_PROCESS(WORKING_DIRECTORY ${PROJECT_SOURCE_DIR}
COMMAND sh "${wxWidgets_CONFIG_EXECUTABLE}"
${wxWidgets_CONFIG_OPTIONS} --version
OUTPUT_VARIABLE wxWidgets_VERSION
OUTPUT_STRIP_TRAILING_WHITESPACE
ERROR_QUIET
)
message("Found wxWidgets version ${wxWidgets_VERSION}")
if(UNIX)
set(wxMIN_VERSION "3.0.0")
endif()
if(${wxWidgets_VERSION} VERSION_LESS ${wxMIN_VERSION})
message("At least ${wxMIN_VERSION} is required; ignoring found version")
unset(wxWidgets_FOUND)
endif()
endif(wxWidgets_FOUND)
if(UNIX AND NOT APPLE)
# There is a bug in the FindGTK module in cmake version 2.8.2 that
# does not find gdk-pixbuf-2.0. On the other hand some 2.8.3
# users have complained that pkg-config does not find
# gdk-pixbuf-2.0. On yet another hand, cmake version 2.8.3 in
# Ubuntu Natty does not find the glib libraries correctly.
# Ugly!!!
execute_process(COMMAND lsb_release -c -s
OUTPUT_VARIABLE DIST_NAME
ERROR_QUIET OUTPUT_STRIP_TRAILING_WHITESPACE)
if(${CMAKE_MAJOR_VERSION}.${CMAKE_MINOR_VERSION}.${CMAKE_PATCH_VERSION}
VERSION_EQUAL 2.8.2 OR "${DIST_NAME}" STREQUAL "natty")
check_lib(GTK2 gtk+-2.0 gtk.h REQUIRED)
else()
include(FindGTK2)
if(GTK2_FOUND)
include_directories(${GTK2_INCLUDE_DIRS})
list(APPEND LIBS ${GTK2_LIBRARIES})
else()
message(FATAL_ERROR "GTK is required to build the WX UI. Please install the GTK development libraries.")
endif()
endif()
endif()
if(wxWidgets_FOUND)
include(${wxWidgets_USE_FILE})
message("wxWidgets found, enabling GUI build")
else(wxWidgets_FOUND)
message("Using static wxWidgets from Externals")
# These definitions and includes are used when building dolphin against wx,
# not when building wx itself (see wxw3 CMakeLists.txt for that)
if(${CMAKE_SYSTEM_NAME} MATCHES "Darwin")
add_definitions(-D__WXOSX_COCOA__)
elseif(${CMAKE_SYSTEM_NAME} MATCHES "Linux")
add_definitions(-D__WXGTK__)
# Check for required libs
check_lib(GTHREAD2 gthread-2.0 glib/gthread.h REQUIRED)
check_lib(PANGOCAIRO pangocairo pango/pangocairo.h REQUIRED)
elseif(${CMAKE_SYSTEM_NAME} MATCHES "Windows")
add_definitions(-D__WXMSW__)
else()
message(FATAL_ERROR "wxWidgets in Externals is not compatible with your platform")
endif()
include_directories(
Externals/wxWidgets3
Externals/wxWidgets3/include)
add_subdirectory(Externals/wxWidgets3)
set(wxWidgets_FOUND TRUE)
set(wxWidgets_LIBRARIES "wx")
endif(wxWidgets_FOUND)
add_definitions(-DHAVE_WX=1)
endif(NOT DISABLE_WX AND NOT ANDROID)
if(${CMAKE_SYSTEM_NAME} MATCHES "FreeBSD" OR
${CMAKE_SYSTEM_NAME} MATCHES "NetBSD")
set(LIBS ${LIBS} usbhid)
endif()
if(${CMAKE_SYSTEM_NAME} MATCHES "Darwin")
# Link against OS X system frameworks.
list(APPEND LIBS
${APPKIT_LIBRARY}
${AU_LIBRARY}
${COREAUDIO_LIBRARY}
${COREFUND_LIBRARY}
${CORESERV_LIBRARY}
${IOK_LIBRARY}
${FORCEFEEDBACK}
)
endif()
########################################
# Pre-build events: Define configuration variables and write SCM info header
#
if(DOLPHIN_WC_BRANCH STREQUAL "master")
set(DOLPHIN_WC_IS_MASTER "1")
else()
set(DOLPHIN_WC_IS_MASTER "0")
endif()
file(WRITE ${PROJECT_BINARY_DIR}/Source/Core/Common/scmrev.h
"#define SCM_REV_STR \"" ${DOLPHIN_WC_REVISION} "\"\n"
"#define SCM_DESC_STR \"" ${DOLPHIN_WC_DESCRIBE} "\"\n"
"#define SCM_BRANCH_STR \"" ${DOLPHIN_WC_BRANCH} "\"\n"
"#define SCM_IS_MASTER " ${DOLPHIN_WC_IS_MASTER} "\n"
)
include_directories("${PROJECT_BINARY_DIR}/Source/Core/Common")
########################################
# Unit testing.
#
include_directories(Externals/gtest/include)
add_subdirectory(Externals/gtest)
enable_testing()
add_custom_target(unittests)
add_custom_command(TARGET unittests POST_BUILD COMMAND ${CMAKE_CTEST_COMMAND})
########################################
# Start compiling our code
#
add_definitions(-std=gnu++0x)
# These aren't actually needed for C11/C++11
# but some dependencies require them (LLVM, libav).
add_definitions(-D__STDC_LIMIT_MACROS -D__STDC_CONSTANT_MACROS)
add_subdirectory(Source)
########################################
# Install shared data files
#
if((NOT ${CMAKE_SYSTEM_NAME} MATCHES "Darwin"))
install(DIRECTORY Data/Sys/ DESTINATION ${datadir}/sys PATTERN)
endif()
if((NOT ${CMAKE_SYSTEM_NAME} MATCHES "Linux|FreeBSD|Darwin"))
install(FILES Data/license.txt DESTINATION ${datadir})
endif()
if(${CMAKE_SYSTEM_NAME} MATCHES "Linux")
# Install the application icon and menu item
install(FILES Installer/dolphin-emu.xpm
DESTINATION ${CMAKE_INSTALL_PREFIX}/share/pixmaps)
install(FILES Installer/dolphin-emu.desktop
DESTINATION ${CMAKE_INSTALL_PREFIX}/share/applications)
endif()
# packaging information
set(CPACK_PACKAGE_NAME "dolphin-emu")
set(CPACK_PACKAGE_VENDOR "Dolphin Team")
set(CPACK_PACKAGE_VERSION_MAJOR ${DOLPHIN_VERSION_MAJOR})
set(CPACK_PACKAGE_VERSION_MINOR ${DOLPHIN_VERSION_MINOR})
set(CPACK_PACKAGE_VERSION_PATCH ${DOLPHIN_VERSION_PATCH})
set(CPACK_PACKAGE_DESCRIPTION_FILE ${PROJECT_SOURCE_DIR}/Data/cpack_package_description.txt)
set(CPACK_PACKAGE_DESCRIPTION_SUMMARY "A GameCube, Wii and Triforce emulator")
set(CPACK_RPM_PACKAGE_GROUP System/Emulators/Other)
set(CPACK_RPM_PACKAGE_LICENSE GPL-2.0)
# TODO: CPACK_RESOURCE_FILE_README
# TODO: CPACK_RESOURCE_FILE_WELCOME
# TODO: CPACK_PACKAGE_ICON
# TODO: CPACK_NSIS_*
# TODO: Use CPack components for DSPSpy, etc => cpack_add_component
set(CPACK_SET_DESTDIR ON)
set(CPACK_SOURCE_GENERATOR "TGZ;TBZ2;ZIP")
set(CPACK_SOURCE_IGNORE_FILES "\\\\.#;/#;.*~;\\\\.swp;/\\\\.git")
list(APPEND CPACK_SOURCE_IGNORE_FILES "${CMAKE_BINARY_DIR}")
# CPack must be included after the CPACK_* variables are set in order for those
# variables to take effect.
Include(CPack)
+71
View File
@@ -0,0 +1,71 @@
include(FindPkgConfig OPTIONAL)
macro(_internal_message msg)
if(NOT ${_is_quiet})
message("${msg}")
endif()
endmacro()
macro(check_lib var lib)
set(_is_required 0)
set(_is_quiet 0)
set(_arg_list ${ARGN})
foreach(_arg ${ARGN})
if(_arg STREQUAL "REQUIRED")
list(REMOVE_ITEM _arg_list "REQUIRED")
set(_is_required 1)
endif()
if(_arg STREQUAL "QUIET")
list(REMOVE_ITEM _arg_list "QUIET")
set(_is_quiet 1)
endif()
endforeach()
if(PKG_CONFIG_FOUND AND NOT ${var}_FOUND)
string(TOLOWER ${lib} lower_lib)
pkg_search_module(${var} QUIET ${lower_lib})
endif()
if(${var}_FOUND)
include_directories(${${var}_INCLUDE_DIRS})
# Make sure include directories for headers found using find_path below
# are re-added when reconfiguring
include_directories(${${var}_INCLUDE})
_internal_message("${lib} found")
else()
find_library(${var} ${lib})
if(_arg_list)
find_path(${var}_INCLUDE ${_arg_list})
else()
set(${var}_INCLUDE FALSE)
endif()
if(${var} AND ${var}_INCLUDE)
include_directories(${${var}_INCLUDE})
_internal_message("${lib} found")
set(${var}_FOUND 1 CACHE INTERNAL "")
else()
if(_is_required)
message(FATAL_ERROR "${lib} is required but not found")
else()
_internal_message("${lib} not found")
endif()
endif()
endif()
endmacro()
macro(check_libav)
if(PKG_CONFIG_FOUND)
pkg_check_modules(LIBAV libavcodec>=54.35.0 libavformat>=54.20.4
libswscale>=2.1.1 libavutil>=52.3.0)
else()
message("pkg-config is required to check for libav/ffmpeg")
endif()
if(LIBAV_FOUND)
message("libav/ffmpeg found, enabling AVI frame dumps")
add_definitions(-DHAVE_LIBAV)
include_directories(${LIBAV_INCLUDE_DIRS})
else()
message("libav/ffmpeg not found, disabling AVI frame dumps")
endif()
endmacro()
+23
View File
@@ -0,0 +1,23 @@
# This file only exists because LLVM's cmake files are broken.
# This affects both LLVM 3.4 and 3.5.
# Hopefully when they fix their cmake system we don't need this garbage.
list(APPEND LLVM_CONFIG_EXECUTABLES "llvm-config")
list(APPEND LLVM_CONFIG_EXECUTABLES "llvm-config-3.5")
list(APPEND LLVM_CONFIG_EXECUTABLES "llvm-config-3.4")
foreach(LLVM_CONFIG_NAME ${LLVM_CONFIG_EXECUTABLES})
find_program(LLVM_CONFIG_EXE NAMES ${LLVM_CONFIG_NAME})
if (LLVM_CONFIG_EXE)
execute_process(COMMAND ${LLVM_CONFIG_EXE} --version OUTPUT_VARIABLE LLVM_PACKAGE_VERSION
OUTPUT_STRIP_TRAILING_WHITESPACE )
if (${LLVM_PACKAGE_VERSION} VERSION_GREATER "3.3")
set(LLVM_FOUND 1)
execute_process(COMMAND ${LLVM_CONFIG_EXE} --includedir OUTPUT_VARIABLE LLVM_INCLUDE_DIRS
OUTPUT_STRIP_TRAILING_WHITESPACE )
execute_process(COMMAND ${LLVM_CONFIG_EXE} --ldflags OUTPUT_VARIABLE LLVM_LDFLAGS
OUTPUT_STRIP_TRAILING_WHITESPACE )
set(LLVM_LIBRARIES "${LLVM_LDFLAGS} -lLLVM-${LLVM_PACKAGE_VERSION}")
break()
endif()
endif()
endforeach()
+43
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@@ -0,0 +1,43 @@
# - Find libusb-1.0 library
# This module defines
# LIBUSB_INCLUDE_DIR, where to find bluetooth.h
# LIBUSB_LIBRARIES, the libraries needed to use libusb-1.0.
# LIBUSB_FOUND, If false, do not try to use libusb-1.0.
#
# Copyright (c) 2009, Michal Cihar, <michal@cihar.com>
#
# vim: expandtab sw=4 ts=4 sts=4:
if(ANDROID)
set(LIBUSB_FOUND FALSE CACHE INTERNAL "libusb-1.0 found")
message(STATUS "libusb-1.0 not found.")
elseif (NOT LIBUSB_FOUND)
pkg_check_modules (LIBUSB_PKG libusb-1.0)
find_path(LIBUSB_INCLUDE_DIR NAMES libusb.h
PATHS
${LIBUSB_PKG_INCLUDE_DIRS}
/usr/include/libusb-1.0
/usr/include
/usr/local/include/libusb-1.0
/usr/local/include
)
find_library(LIBUSB_LIBRARIES NAMES usb-1.0
PATHS
${LIBUSB_PKG_LIBRARY_DIRS}
/usr/lib
/usr/local/lib
)
if(LIBUSB_INCLUDE_DIR AND LIBUSB_LIBRARIES)
set(LIBUSB_FOUND TRUE CACHE INTERNAL "libusb-1.0 found")
message(STATUS "Found libusb-1.0: ${LIBUSB_INCLUDE_DIR}, ${LIBUSB_LIBRARIES}")
else(LIBUSB_INCLUDE_DIR AND LIBUSB_LIBRARIES)
set(LIBUSB_FOUND FALSE CACHE INTERNAL "libusb-1.0 found")
message(STATUS "libusb-1.0 not found.")
endif(LIBUSB_INCLUDE_DIR AND LIBUSB_LIBRARIES)
mark_as_advanced(LIBUSB_INCLUDE_DIR LIBUSB_LIBRARIES)
endif ()
+179
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@@ -0,0 +1,179 @@
# Locate miniupnp library
# This module defines
# MINIUPNP_FOUND, if false, do not try to link to miniupnp
# MINIUPNP_LIBRARY, the miniupnp variant
# MINIUPNP_INCLUDE_DIR, where to find miniupnpc.h and family)
# MINIUPNPC_VERSION_PRE1_6 --> set if we detect the version of miniupnpc is
# pre 1.6
# MINIUPNPC_VERSION_PRE1_5 --> set if we detect the version of miniupnpc is
# pre 1.5
#
# Note that the expected include convention is
# #include "miniupnpc.h"
# and not
# #include <miniupnpc/miniupnpc.h>
# This is because, the miniupnpc location is not standardized and may exist
# in locations other than miniupnpc/
#=============================================================================
# Copyright 2011 Mark Vejvoda
#
# Distributed under the OSI-approved BSD License (the "License");
# see accompanying file Copyright.txt for details.
#
# This software is distributed WITHOUT ANY WARRANTY; without even the
# implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
# See the License for more information.
#=============================================================================
# (To distributed this file outside of CMake, substitute the full
# License text for the above reference.)
if (MINIUPNP_INCLUDE_DIR AND MINIUPNP_LIBRARY)
# Already in cache, be silent
set(MINIUPNP_FIND_QUIETLY TRUE)
endif (MINIUPNP_INCLUDE_DIR AND MINIUPNP_LIBRARY)
find_path(MINIUPNP_INCLUDE_DIR miniupnpc.h
PATH_SUFFIXES miniupnpc)
find_library(MINIUPNP_LIBRARY miniupnpc)
if (MINIUPNP_INCLUDE_DIR AND MINIUPNP_LIBRARY)
set (MINIUPNP_FOUND TRUE)
endif ()
if (MINIUPNP_FOUND)
if (NOT MINIUPNP_FIND_QUIETLY)
message (STATUS "Found the miniupnpc libraries at ${MINIUPNP_LIBRARY}")
message (STATUS "Found the miniupnpc headers at ${MINIUPNP_INCLUDE_DIR}")
endif (NOT MINIUPNP_FIND_QUIETLY)
message(STATUS "Detecting version of miniupnpc in path: ${MINIUPNP_INCLUDE_DIR}")
set(CMAKE_REQUIRED_INCLUDES ${MINIUPNP_INCLUDE_DIR})
set(CMAKE_REQUIRED_LIBRARIES ${MINIUPNP_LIBRARY})
check_cxx_source_runs("
#include <miniwget.h>
#include <miniupnpc.h>
#include <upnpcommands.h>
#include <stdio.h>
int main()
{
static struct UPNPUrls urls;
static struct IGDdatas data;
GetUPNPUrls (&urls, &data, \"myurl\",0);
return 0;
}"
MINIUPNPC_VERSION_1_7_OR_HIGHER)
IF (NOT MINIUPNPC_VERSION_1_7_OR_HIGHER)
set(CMAKE_REQUIRED_INCLUDES ${MINIUPNP_INCLUDE_DIR})
set(CMAKE_REQUIRED_LIBRARIES ${MINIUPNP_LIBRARY})
check_cxx_source_runs("
#include <miniwget.h>
#include <miniupnpc.h>
#include <upnpcommands.h>
#include <stdio.h>
int main()
{
struct UPNPDev *devlist = NULL;
int upnp_delay = 5000;
const char *upnp_multicastif = NULL;
const char *upnp_minissdpdsock = NULL;
int upnp_sameport = 0;
int upnp_ipv6 = 0;
int upnp_error = 0;
devlist = upnpDiscover(upnp_delay, upnp_multicastif, upnp_minissdpdsock, upnp_sameport, upnp_ipv6, &upnp_error);
return 0;
}"
MINIUPNPC_VERSION_PRE1_7)
ENDIF()
IF (NOT MINIUPNPC_VERSION_PRE1_7 AND NOT MINIUPNPC_VERSION_1_7_OR_HIGHER)
set(CMAKE_REQUIRED_INCLUDES ${MINIUPNP_INCLUDE_DIR})
set(CMAKE_REQUIRED_LIBRARIES ${MINIUPNP_LIBRARY})
check_cxx_source_runs("
#include <miniwget.h>
#include <miniupnpc.h>
#include <upnpcommands.h>
#include <stdio.h>
int main()
{
struct UPNPDev *devlist = NULL;
int upnp_delay = 5000;
const char *upnp_multicastif = NULL;
const char *upnp_minissdpdsock = NULL;
int upnp_sameport = 0;
int upnp_ipv6 = 0;
int upnp_error = 0;
devlist = upnpDiscover(upnp_delay, upnp_multicastif, upnp_minissdpdsock, upnp_sameport);
return 0;
}"
MINIUPNPC_VERSION_PRE1_6)
ENDIF()
IF (NOT MINIUPNPC_VERSION_PRE1_6 AND NOT MINIUPNPC_VERSION_PRE1_7 AND NOT MINIUPNPC_VERSION_1_7_OR_HIGHER)
set(CMAKE_REQUIRED_INCLUDES ${MINIUPNP_INCLUDE_DIR})
set(CMAKE_REQUIRED_LIBRARIES ${MINIUPNP_LIBRARY})
check_cxx_source_runs("
#include <miniwget.h>
#include <miniupnpc.h>
#include <upnpcommands.h>
#include <stdio.h>
static struct UPNPUrls urls;
static struct IGDdatas data;
int main()
{
char externalIP[16] = \"\";
UPNP_GetExternalIPAddress(urls.controlURL, data.first.servicetype, externalIP);
return 0;
}"
MINIUPNPC_VERSION_1_5_OR_HIGHER)
ENDIF()
IF (NOT MINIUPNPC_VERSION_1_5_OR_HIGHER AND NOT MINIUPNPC_VERSION_PRE1_6 AND NOT MINIUPNPC_VERSION_PRE1_7 AND NOT MINIUPNPC_VERSION_1_7_OR_HIGHER)
set(CMAKE_REQUIRED_INCLUDES ${MINIUPNP_INCLUDE_DIR})
set(CMAKE_REQUIRED_LIBRARIES ${MINIUPNP_LIBRARY})
check_cxx_source_runs("
#include <miniwget.h>
#include <miniupnpc.h>
#include <upnpcommands.h>
#include <stdio.h>
static struct UPNPUrls urls;
static struct IGDdatas data;
int main()
{
char externalIP[16] = \"\";
UPNP_GetExternalIPAddress(urls.controlURL, data.servicetype, externalIP);
return 0;
}"
MINIUPNPC_VERSION_PRE1_5)
ENDIF()
IF(MINIUPNPC_VERSION_PRE1_5)
message(STATUS "Found miniupnpc version is pre v1.5")
ENDIF()
IF(MINIUPNPC_VERSION_PRE1_6)
message(STATUS "Found miniupnpc version is pre v1.6")
ENDIF()
IF(MINIUPNPC_VERSION_PRE1_7)
message(STATUS "Found miniupnpc version is pre v1.7")
ENDIF()
IF(NOT MINIUPNPC_VERSION_PRE1_5 AND NOT MINIUPNPC_VERSION_PRE1_6 AND NOT MINIUPNPC_VERSION_PRE1_7)
message(STATUS "Found miniupnpc version is v1.7 or higher")
ENDIF()
else ()
message (STATUS "Could not find miniupnp")
endif ()
MARK_AS_ADVANCED(MINIUPNP_INCLUDE_DIR MINIUPNP_LIBRARY)
+82
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@@ -0,0 +1,82 @@
# Locate polarssl library
# This module defines
# POLARSSL_FOUND
# POLARSSL_LIBRARY
# POLARSSL_INCLUDE_DIR
# POLARSSL_WORKS, this is true if polarssl is found and contains the methods
# needed by dolphin-emu
# validate cached values (but use them as hints)
set(POLARSSL_INCLUDE_DIR_HINT POLARSSL_INCLUDE_DIR)
set(POLARSSL_LIBRARY_HINT POLARSSL_LIBRARY)
unset(POLARSSL_INCLUDE_DIR CACHE)
unset(POLARSSL_LIBRARY CACHE)
find_path(POLARSSL_INCLUDE_DIR polarssl/ssl.h HINTS ${POLARSSL_INCLUDE_DIR_HINT})
find_library(POLARSSL_LIBRARY polarssl HINTS ${POLARSSL_LIBRARY_HINT})
if(POLARSSL_INCLUDE_DIR STREQUAL POLARSSL_INCLUDE_DIR_HINT AND
POLARSSL_LIBRARY STREQUAL POLARSSL_LIBRARY_HINT)
# using cached values, be silent
set(POLARSSL_FIND_QUIETLY TRUE)
endif()
if (POLARSSL_INCLUDE_DIR AND POLARSSL_LIBRARY)
set (POLARSSL_FOUND TRUE)
endif ()
if (POLARSSL_FOUND)
if (NOT POLARSSL_FIND_QUIETLY)
message (STATUS "Found the polarssl libraries at ${POLARSSL_LIBRARY}")
message (STATUS "Found the polarssl headers at ${POLARSSL_INCLUDE_DIR}")
endif (NOT POLARSSL_FIND_QUIETLY)
set(CMAKE_REQUIRED_INCLUDES ${POLARSSL_INCLUDE_DIR})
set(CMAKE_REQUIRED_LIBRARIES ${POLARSSL_LIBRARY})
unset(POLARSSL_WORKS CACHE)
check_cxx_source_compiles("
#include <polarssl/ctr_drbg.h>
#include <polarssl/entropy.h>
#include <polarssl/net.h>
#include <polarssl/ssl.h>
#include <polarssl/version.h>
#if POLARSSL_VERSION_NUMBER < 0x01030000
#error \"Shared PolarSSL version is too old\"
#endif
int main()
{
ssl_context ctx;
ssl_session session;
entropy_context entropy;
ctr_drbg_context ctr_drbg;
x509_crt cacert;
x509_crt clicert;
pk_context pk;
ssl_init(&ctx);
entropy_init(&entropy);
const char* pers = \"dolphin-emu\";
ctr_drbg_init(&ctr_drbg, entropy_func,
&entropy,
(const unsigned char*)pers,
strlen(pers));
ssl_set_rng(&ctx, ctr_drbg_random, &ctr_drbg);
ssl_set_session(&ctx, &session);
ssl_close_notify(&ctx);
ssl_session_free(&session);
ssl_free(&ctx);
entropy_free(&entropy);
return 0;
}"
POLARSSL_WORKS)
else ()
message (STATUS "Could not find polarssl")
endif ()
mark_as_advanced(POLARSSL_INCLUDE_DIR POLARSSL_LIBRARY)
+180
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@@ -0,0 +1,180 @@
# Locate SDL2 library
# This module defines
# SDL2_LIBRARY, the name of the library to link against
# SDL2_FOUND, if false, do not try to link to SDL2
# SDL2_INCLUDE_DIR, where to find SDL.h
#
# This module responds to the the flag:
# SDL2_BUILDING_LIBRARY
# If this is defined, then no SDL2_main will be linked in because
# only applications need main().
# Otherwise, it is assumed you are building an application and this
# module will attempt to locate and set the the proper link flags
# as part of the returned SDL2_LIBRARY variable.
#
# Don't forget to include SDL2main.h and SDL2main.m your project for the
# OS X framework based version. (Other versions link to -lSDL2main which
# this module will try to find on your behalf.) Also for OS X, this
# module will automatically add the -framework Cocoa on your behalf.
#
#
# Additional Note: If you see an empty SDL2_LIBRARY_TEMP in your configuration
# and no SDL2_LIBRARY, it means CMake did not find your SDL2 library
# (SDL2.dll, libsdl2.so, SDL2.framework, etc).
# Set SDL2_LIBRARY_TEMP to point to your SDL2 library, and configure again.
# Similarly, if you see an empty SDL2MAIN_LIBRARY, you should set this value
# as appropriate. These values are used to generate the final SDL2_LIBRARY
# variable, but when these values are unset, SDL2_LIBRARY does not get created.
#
#
# $SDL2DIR is an environment variable that would
# correspond to the ./configure --prefix=$SDL2DIR
# used in building SDL2.
# l.e.galup 9-20-02
#
# Modified by Eric Wing.
# Added code to assist with automated building by using environmental variables
# and providing a more controlled/consistent search behavior.
# Added new modifications to recognize OS X frameworks and
# additional Unix paths (FreeBSD, etc).
# Also corrected the header search path to follow "proper" SDL2 guidelines.
# Added a search for SDL2main which is needed by some platforms.
# Added a search for threads which is needed by some platforms.
# Added needed compile switches for MinGW.
#
# On OSX, this will prefer the Framework version (if found) over others.
# People will have to manually change the cache values of
# SDL2_LIBRARY to override this selection or set the CMake environment
# CMAKE_INCLUDE_PATH to modify the search paths.
#
# Note that the header path has changed from SDL2/SDL.h to just SDL.h
# This needed to change because "proper" SDL2 convention
# is #include "SDL.h", not <SDL2/SDL.h>. This is done for portability
# reasons because not all systems place things in SDL2/ (see FreeBSD).
#
# Ported by Johnny Patterson. This is a literal port for SDL2 of the FindSDL.cmake
# module with the minor edit of changing "SDL" to "SDL2" where necessary. This
# was not created for redistribution, and exists temporarily pending official
# SDL2 CMake modules.
#=============================================================================
# Copyright 2003-2009 Kitware, Inc.
#
# Distributed under the OSI-approved BSD License (the "License");
# see accompanying file Copyright.txt for details.
#
# This software is distributed WITHOUT ANY WARRANTY; without even the
# implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
# See the License for more information.
#=============================================================================
# (To distribute this file outside of CMake, substitute the full
# License text for the above reference.)
FIND_PATH(SDL2_INCLUDE_DIR SDL.h
HINTS
$ENV{SDL2DIR}
PATH_SUFFIXES include/SDL2 include
PATHS
~/Library/Frameworks
/Library/Frameworks
/usr/local/include/SDL2
/usr/include/SDL2
/sw # Fink
/opt/local # DarwinPorts
/opt/csw # Blastwave
/opt
)
#MESSAGE("SDL2_INCLUDE_DIR is ${SDL2_INCLUDE_DIR}")
FIND_LIBRARY(SDL2_LIBRARY_TEMP
NAMES SDL2
HINTS
$ENV{SDL2DIR}
PATH_SUFFIXES lib64 lib
PATHS
/sw
/opt/local
/opt/csw
/opt
)
#MESSAGE("SDL2_LIBRARY_TEMP is ${SDL2_LIBRARY_TEMP}")
IF(NOT SDL2_BUILDING_LIBRARY)
IF(NOT ${SDL2_INCLUDE_DIR} MATCHES ".framework")
# Non-OS X framework versions expect you to also dynamically link to
# SDL2main. This is mainly for Windows and OS X. Other (Unix) platforms
# seem to provide SDL2main for compatibility even though they don't
# necessarily need it.
FIND_LIBRARY(SDL2MAIN_LIBRARY
NAMES SDL2main
HINTS
$ENV{SDL2DIR}
PATH_SUFFIXES lib64 lib
PATHS
/sw
/opt/local
/opt/csw
/opt
)
ENDIF(NOT ${SDL2_INCLUDE_DIR} MATCHES ".framework")
ENDIF(NOT SDL2_BUILDING_LIBRARY)
# SDL2 may require threads on your system.
# The Apple build may not need an explicit flag because one of the
# frameworks may already provide it.
# But for non-OSX systems, I will use the CMake Threads package.
IF(NOT APPLE)
FIND_PACKAGE(Threads)
ENDIF(NOT APPLE)
# MinGW needs an additional library, mwindows
# It's total link flags should look like -lmingw32 -lSDL2main -lSDL2 -lmwindows
# (Actually on second look, I think it only needs one of the m* libraries.)
IF(MINGW)
SET(MINGW32_LIBRARY mingw32 CACHE STRING "mwindows for MinGW")
ENDIF(MINGW)
SET(SDL2_FOUND "NO")
IF(SDL2_LIBRARY_TEMP)
# For SDL2main
IF(NOT SDL2_BUILDING_LIBRARY)
IF(SDL2MAIN_LIBRARY)
SET(SDL2_LIBRARY_TEMP ${SDL2MAIN_LIBRARY} ${SDL2_LIBRARY_TEMP})
ENDIF(SDL2MAIN_LIBRARY)
ENDIF(NOT SDL2_BUILDING_LIBRARY)
# For OS X, SDL2 uses Cocoa as a backend so it must link to Cocoa.
# CMake doesn't display the -framework Cocoa string in the UI even
# though it actually is there if I modify a pre-used variable.
# I think it has something to do with the CACHE STRING.
# So I use a temporary variable until the end so I can set the
# "real" variable in one-shot.
IF(APPLE)
SET(SDL2_LIBRARY_TEMP ${SDL2_LIBRARY_TEMP} "-framework Cocoa")
ENDIF(APPLE)
# For threads, as mentioned Apple doesn't need this.
# In fact, there seems to be a problem if I used the Threads package
# and try using this line, so I'm just skipping it entirely for OS X.
IF(NOT APPLE)
SET(SDL2_LIBRARY_TEMP ${SDL2_LIBRARY_TEMP} ${CMAKE_THREAD_LIBS_INIT})
ENDIF(NOT APPLE)
# For MinGW library
IF(MINGW)
SET(SDL2_LIBRARY_TEMP ${MINGW32_LIBRARY} ${SDL2_LIBRARY_TEMP})
ENDIF(MINGW)
# Set the final string here so the GUI reflects the final state.
SET(SDL2_LIBRARY ${SDL2_LIBRARY_TEMP} CACHE STRING "Where the SDL2 Library can be found")
# Set the temp variable to INTERNAL so it is not seen in the CMake GUI
SET(SDL2_LIBRARY_TEMP "${SDL2_LIBRARY_TEMP}" CACHE INTERNAL "")
SET(SDL2_FOUND "YES")
ENDIF(SDL2_LIBRARY_TEMP)
INCLUDE(FindPackageHandleStandardArgs)
FIND_PACKAGE_HANDLE_STANDARD_ARGS(SDL2
REQUIRED_VARS SDL2_LIBRARY SDL2_INCLUDE_DIR)
+209
View File
@@ -0,0 +1,209 @@
# This script locates the SFML library
# ------------------------------------
#
# Usage
# -----
#
# When you try to locate the SFML libraries, you must specify which modules you want to use (system, window, graphics, network, audio, main).
# If none is given, the SFML_LIBRARIES variable will be empty and you'll end up linking to nothing.
# example:
# find_package(SFML COMPONENTS graphics window system) // find the graphics, window and system modules
#
# You can enforce a specific version, either MAJOR.MINOR or only MAJOR.
# If nothing is specified, the version won't be checked (ie. any version will be accepted).
# example:
# find_package(SFML COMPONENTS ...) // no specific version required
# find_package(SFML 2 COMPONENTS ...) // any 2.x version
# find_package(SFML 2.4 COMPONENTS ...) // version 2.4 or greater
#
# By default, the dynamic libraries of SFML will be found. To find the static ones instead,
# you must set the SFML_STATIC_LIBRARIES variable to TRUE before calling find_package(SFML ...).
# In case of static linking, the SFML_STATIC macro will also be defined by this script.
# example:
# set(SFML_STATIC_LIBRARIES TRUE)
# find_package(SFML 2 COMPONENTS network system)
#
# On Mac OS X if SFML_STATIC_LIBRARIES is not set to TRUE then by default CMake will search for frameworks unless
# CMAKE_FIND_FRAMEWORK is set to "NEVER" for example. Please refer to CMake documentation for more details.
# Moreover, keep in mind that SFML frameworks are only available as release libraries unlike dylibs which
# are available for both release and debug modes.
#
# If SFML is not installed in a standard path, you can use the SFML_ROOT CMake (or environment) variable
# to tell CMake where SFML is.
#
# Output
# ------
#
# This script defines the following variables:
# - For each specified module XXX (system, window, graphics, network, audio, main):
# - SFML_XXX_LIBRARY_DEBUG: the name of the debug library of the xxx module (set to SFML_XXX_LIBRARY_RELEASE is no debug version is found)
# - SFML_XXX_LIBRARY_RELEASE: the name of the release library of the xxx module (set to SFML_XXX_LIBRARY_DEBUG is no release version is found)
# - SFML_XXX_LIBRARY: the name of the library to link to for the xxx module (includes both debug and optimized names if necessary)
# - SFML_XXX_FOUND: true if either the debug or release library of the xxx module is found
# - SFML_LIBRARIES: the list of all libraries corresponding to the required modules
# - SFML_FOUND: true if all the required modules are found
# - SFML_INCLUDE_DIR: the path where SFML headers are located (the directory containing the SFML/Config.hpp file)
#
# example:
# find_package(SFML 2 COMPONENTS system window graphics audio REQUIRED)
# include_directories(${SFML_INCLUDE_DIR})
# add_executable(myapp ...)
# target_link_libraries(myapp ${SFML_LIBRARIES})
# define the SFML_STATIC macro if static build was chosen
if(SFML_STATIC_LIBRARIES)
add_definitions(-DSFML_STATIC)
endif()
# deduce the libraries suffix from the options
set(FIND_SFML_LIB_SUFFIX "")
if(SFML_STATIC_LIBRARIES)
set(FIND_SFML_LIB_SUFFIX "${FIND_SFML_LIB_SUFFIX}-s")
endif()
# find the SFML include directory
find_path(SFML_INCLUDE_DIR SFML/Config.hpp
PATH_SUFFIXES include
PATHS
${SFML_ROOT}
$ENV{SFML_ROOT}
~/Library/Frameworks
/Library/Frameworks
/usr/local/
/usr/
/sw # Fink
/opt/local/ # DarwinPorts
/opt/csw/ # Blastwave
/opt/)
# check the version number
set(SFML_VERSION_OK TRUE)
if(SFML_FIND_VERSION AND SFML_INCLUDE_DIR)
# extract the major and minor version numbers from SFML/Config.hpp
# we have to handle framework a little bit differently :
if("${SFML_INCLUDE_DIR}" MATCHES "SFML.framework")
set(SFML_CONFIG_HPP_INPUT "${SFML_INCLUDE_DIR}/Headers/Config.hpp")
else()
set(SFML_CONFIG_HPP_INPUT "${SFML_INCLUDE_DIR}/SFML/Config.hpp")
endif()
FILE(READ "${SFML_CONFIG_HPP_INPUT}" SFML_CONFIG_HPP_CONTENTS)
STRING(REGEX MATCH ".*#define SFML_VERSION_MAJOR ([0-9]+).*#define SFML_VERSION_MINOR ([0-9]+).*" SFML_CONFIG_HPP_CONTENTS "${SFML_CONFIG_HPP_CONTENTS}")
STRING(REGEX REPLACE ".*#define SFML_VERSION_MAJOR ([0-9]+).*" "\\1" SFML_VERSION_MAJOR "${SFML_CONFIG_HPP_CONTENTS}")
STRING(REGEX REPLACE ".*#define SFML_VERSION_MINOR ([0-9]+).*" "\\1" SFML_VERSION_MINOR "${SFML_CONFIG_HPP_CONTENTS}")
math(EXPR SFML_REQUESTED_VERSION "${SFML_FIND_VERSION_MAJOR} * 10 + ${SFML_FIND_VERSION_MINOR}")
# if we could extract them, compare with the requested version number
if (SFML_VERSION_MAJOR)
# transform version numbers to an integer
math(EXPR SFML_VERSION "${SFML_VERSION_MAJOR} * 10 + ${SFML_VERSION_MINOR}")
# compare them
if(SFML_VERSION LESS SFML_REQUESTED_VERSION)
set(SFML_VERSION_OK FALSE)
endif()
else()
# SFML version is < 2.0
if (SFML_REQUESTED_VERSION GREATER 19)
set(SFML_VERSION_OK FALSE)
set(SFML_VERSION_MAJOR 1)
set(SFML_VERSION_MINOR x)
endif()
endif()
endif()
# find the requested modules
set(SFML_FOUND TRUE) # will be set to false if one of the required modules is not found
set(FIND_SFML_LIB_PATHS
${SFML_ROOT}
$ENV{SFML_ROOT}
~/Library/Frameworks
/Library/Frameworks
/usr/local
/usr
/sw
/opt/local
/opt/csw
/opt)
foreach(FIND_SFML_COMPONENT ${SFML_FIND_COMPONENTS})
string(TOLOWER ${FIND_SFML_COMPONENT} FIND_SFML_COMPONENT_LOWER)
string(TOUPPER ${FIND_SFML_COMPONENT} FIND_SFML_COMPONENT_UPPER)
set(FIND_SFML_COMPONENT_NAME sfml-${FIND_SFML_COMPONENT_LOWER}${FIND_SFML_LIB_SUFFIX})
# no suffix for sfml-main, it is always a static library
if(FIND_SFML_COMPONENT_LOWER STREQUAL "main")
set(FIND_SFML_COMPONENT_NAME sfml-${FIND_SFML_COMPONENT_LOWER})
endif()
# debug library
find_library(SFML_${FIND_SFML_COMPONENT_UPPER}_LIBRARY_DEBUG
NAMES ${FIND_SFML_COMPONENT_NAME}-d
PATH_SUFFIXES lib64 lib
PATHS ${FIND_SFML_LIB_PATHS})
# release library
find_library(SFML_${FIND_SFML_COMPONENT_UPPER}_LIBRARY_RELEASE
NAMES ${FIND_SFML_COMPONENT_NAME}
PATH_SUFFIXES lib64 lib
PATHS ${FIND_SFML_LIB_PATHS})
if (SFML_${FIND_SFML_COMPONENT_UPPER}_LIBRARY_DEBUG OR SFML_${FIND_SFML_COMPONENT_UPPER}_LIBRARY_RELEASE)
# library found
set(SFML_${FIND_SFML_COMPONENT_UPPER}_FOUND TRUE)
# if both are found, set SFML_XXX_LIBRARY to contain both
if (SFML_${FIND_SFML_COMPONENT_UPPER}_LIBRARY_DEBUG AND SFML_${FIND_SFML_COMPONENT_UPPER}_LIBRARY_RELEASE)
set(SFML_${FIND_SFML_COMPONENT_UPPER}_LIBRARY debug ${SFML_${FIND_SFML_COMPONENT_UPPER}_LIBRARY_DEBUG}
optimized ${SFML_${FIND_SFML_COMPONENT_UPPER}_LIBRARY_RELEASE})
endif()
# if only one debug/release variant is found, set the other to be equal to the found one
if (SFML_${FIND_SFML_COMPONENT_UPPER}_LIBRARY_DEBUG AND NOT SFML_${FIND_SFML_COMPONENT_UPPER}_LIBRARY_RELEASE)
# debug and not release
set(SFML_${FIND_SFML_COMPONENT_UPPER}_LIBRARY_RELEASE ${SFML_${FIND_SFML_COMPONENT_UPPER}_LIBRARY_DEBUG})
set(SFML_${FIND_SFML_COMPONENT_UPPER}_LIBRARY ${SFML_${FIND_SFML_COMPONENT_UPPER}_LIBRARY_DEBUG})
endif()
if (SFML_${FIND_SFML_COMPONENT_UPPER}_LIBRARY_RELEASE AND NOT SFML_${FIND_SFML_COMPONENT_UPPER}_LIBRARY_DEBUG)
# release and not debug
set(SFML_${FIND_SFML_COMPONENT_UPPER}_LIBRARY_DEBUG ${SFML_${FIND_SFML_COMPONENT_UPPER}_LIBRARY_RELEASE})
set(SFML_${FIND_SFML_COMPONENT_UPPER}_LIBRARY ${SFML_${FIND_SFML_COMPONENT_UPPER}_LIBRARY_RELEASE})
endif()
else()
# library not found
set(SFML_FOUND FALSE)
set(SFML_${FIND_SFML_COMPONENT_UPPER}_FOUND FALSE)
set(SFML_${FIND_SFML_COMPONENT_UPPER}_LIBRARY "")
set(FIND_SFML_MISSING "${FIND_SFML_MISSING} SFML_${FIND_SFML_COMPONENT_UPPER}_LIBRARY")
endif()
# mark as advanced
MARK_AS_ADVANCED(SFML_${FIND_SFML_COMPONENT_UPPER}_LIBRARY
SFML_${FIND_SFML_COMPONENT_UPPER}_LIBRARY_RELEASE
SFML_${FIND_SFML_COMPONENT_UPPER}_LIBRARY_DEBUG)
# add to the global list of libraries
set(SFML_LIBRARIES ${SFML_LIBRARIES} "${SFML_${FIND_SFML_COMPONENT_UPPER}_LIBRARY}")
endforeach()
# handle errors
if(NOT SFML_VERSION_OK)
# SFML version not ok
set(FIND_SFML_ERROR "SFML found but version too low (requested: ${SFML_FIND_VERSION}, found: ${SFML_VERSION_MAJOR}.${SFML_VERSION_MINOR})")
set(SFML_FOUND FALSE)
elseif(NOT SFML_FOUND)
# include directory or library not found
set(FIND_SFML_ERROR "Could NOT find SFML (missing: ${FIND_SFML_MISSING})")
endif()
if (NOT SFML_FOUND)
if(SFML_FIND_REQUIRED)
# fatal error
message(FATAL_ERROR ${FIND_SFML_ERROR})
elseif(NOT SFML_FIND_QUIETLY)
# error but continue
message("${FIND_SFML_ERROR}")
endif()
endif()
# handle success
if(SFML_FOUND)
message(STATUS "Found SFML ${SFML_VERSION_MAJOR}.${SFML_VERSION_MINOR} in ${SFML_INCLUDE_DIR}")
endif()
-183
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@@ -1,183 +0,0 @@
// Copyright 2009 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include "AudioCommon/AudioCommon.h"
#include "AudioCommon/Mixer.h"
#include "AudioCommon/NullSoundStream.h"
#include "OpenEmuAudioStream.h"
#include "Common/Common.h"
#include "Common/FileUtil.h"
#include "Common/Logging/Log.h"
#include "Core/ConfigManager.h"
// This shouldn't be a global, at least not here.
std::unique_ptr<SoundStream> g_sound_stream;
static bool s_audio_dump_start = false;
static bool s_sound_stream_running = false;
namespace AudioCommon
{
static const int AUDIO_VOLUME_MIN = 0;
static const int AUDIO_VOLUME_MAX = 100;
void InitSoundStream()
{
g_sound_stream = std::make_unique<OpenEmuAudioStream>();
if (!g_sound_stream->Init())
{
WARN_LOG(AUDIO, "Could not initialize backend");
g_sound_stream = std::make_unique<NullSound>();
}
UpdateSoundStream();
SetSoundStreamRunning(true);
if (SConfig::GetInstance().m_DumpAudio && !s_audio_dump_start)
StartAudioDump();
}
void ShutdownSoundStream()
{
INFO_LOG(AUDIO, "Shutting down sound stream");
if (SConfig::GetInstance().m_DumpAudio && s_audio_dump_start)
StopAudioDump();
SetSoundStreamRunning(false);
g_sound_stream.reset();
INFO_LOG(AUDIO, "Done shutting down sound stream");
}
std::string GetDefaultSoundBackend()
{
std::string backend = "oeaudio";
return backend;
}
std::vector<std::string> GetSoundBackends()
{
std::vector<std::string> backends;
backends.push_back("oeaudio");
return backends;
}
DPL2Quality GetDefaultDPL2Quality()
{
return DPL2Quality::High;
}
bool SupportsDPL2Decoder(const std::string& backend)
{
return false;
}
bool SupportsLatencyControl(const std::string& backend)
{
return false;
}
bool SupportsVolumeChanges(const std::string& backend)
{
// FIXME: this one should ask the backend whether it supports it.
// but getting the backend from string etc. is probably
// too much just to enable/disable a stupid slider...
return false;
}
void UpdateSoundStream()
{
if (g_sound_stream)
{
int volume = SConfig::GetInstance().m_IsMuted ? 0 : SConfig::GetInstance().m_Volume;
g_sound_stream->SetVolume(volume);
}
}
void SetSoundStreamRunning(bool running)
{
if (!g_sound_stream)
return;
if (s_sound_stream_running == running)
return;
s_sound_stream_running = running;
if (g_sound_stream->SetRunning(running))
return;
if (running)
ERROR_LOG(AUDIO, "Error starting stream.");
else
ERROR_LOG(AUDIO, "Error stopping stream.");
}
void SendAIBuffer(const short* samples, unsigned int num_samples)
{
if (!g_sound_stream)
return;
if (SConfig::GetInstance().m_DumpAudio && !s_audio_dump_start)
StartAudioDump();
else if (!SConfig::GetInstance().m_DumpAudio && s_audio_dump_start)
StopAudioDump();
Mixer* pMixer = g_sound_stream->GetMixer();
if (pMixer && samples)
{
pMixer->PushSamples(samples, num_samples);
}
g_sound_stream->Update();
}
void StartAudioDump()
{
std::string audio_file_name_dtk = File::GetUserPath(D_DUMPAUDIO_IDX) + "dtkdump.wav";
std::string audio_file_name_dsp = File::GetUserPath(D_DUMPAUDIO_IDX) + "dspdump.wav";
File::CreateFullPath(audio_file_name_dtk);
File::CreateFullPath(audio_file_name_dsp);
g_sound_stream->GetMixer()->StartLogDTKAudio(audio_file_name_dtk);
g_sound_stream->GetMixer()->StartLogDSPAudio(audio_file_name_dsp);
s_audio_dump_start = true;
}
void StopAudioDump()
{
if (!g_sound_stream)
return;
g_sound_stream->GetMixer()->StopLogDTKAudio();
g_sound_stream->GetMixer()->StopLogDSPAudio();
s_audio_dump_start = false;
}
void IncreaseVolume(unsigned short offset)
{
SConfig::GetInstance().m_IsMuted = false;
int& currentVolume = SConfig::GetInstance().m_Volume;
currentVolume += offset;
if (currentVolume > AUDIO_VOLUME_MAX)
currentVolume = AUDIO_VOLUME_MAX;
UpdateSoundStream();
}
void DecreaseVolume(unsigned short offset)
{
SConfig::GetInstance().m_IsMuted = false;
int& currentVolume = SConfig::GetInstance().m_Volume;
currentVolume -= offset;
if (currentVolume < AUDIO_VOLUME_MIN)
currentVolume = AUDIO_VOLUME_MIN;
UpdateSoundStream();
}
void ToggleMuteVolume()
{
bool& isMuted = SConfig::GetInstance().m_IsMuted;
isMuted = !isMuted;
UpdateSoundStream();
}
} // namespace AudioCommon
-55
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@@ -1,55 +0,0 @@
// Copyright (c) 2018, OpenEmu Team
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of the OpenEmu Team nor the
// names of its contributors may be used to endorse or promote products
// derived from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY OpenEmu Team ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
// WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
// DISCLAIMED. IN NO EVENT SHALL OpenEmu Team BE LIABLE FOR ANY
// DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
// (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
// LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
// ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
// SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
// Copyright 2008 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#ifndef OpenEmuAudioStream_hpp
#define OpenEmuAudioStream_hpp
#include "AudioCommon/SoundStream.h"
/* the sample rate is hardcoded in the initializer of the SoundStream
* base class */
#define OE_SAMPLERATE 48000
/* max amount of bytes pullable at once
* should be <= Mixer::MAX_SAMPLES * sizeof(short) * 2 (= 16384)
* however we can't use Mixer::MAX_SAMPLES because it is private */
#define OE_SIZESOUNDBUFFER (16384 / 2)
class OpenEmuAudioStream final : public SoundStream
{
public:
bool Init() override { return true; }
bool SetRunning(bool running) override;
static bool isValid() { return true; }
int readAudio(void *buffer, int len);
~OpenEmuAudioStream() {};
private:
bool running;
};
#endif /* OpenEmuAudioStream_hpp */
-48
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@@ -1,48 +0,0 @@
// Copyright (c) 2018, OpenEmu Team
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of the OpenEmu Team nor the
// names of its contributors may be used to endorse or promote products
// derived from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY OpenEmu Team ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
// WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
// DISCLAIMED. IN NO EVENT SHALL OpenEmu Team BE LIABLE FOR ANY
// DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
// (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
// LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
// ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
// SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
// Copyright 2008 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include <Foundation/Foundation.h>
#include "DolphinGameCore.h"
#include "OpenEmuAudioStream.h"
bool OpenEmuAudioStream::SetRunning(bool r)
{
running = r;
return r;
}
int OpenEmuAudioStream::readAudio(void *buffer, int len)
{
if (!running)
return 0;
Mixer *mix = m_mixer.get();
int bytePerSample = 2 * sizeof(short);
return mix->Mix((short *)buffer, len / bytePerSample) * bytePerSample;
}
File diff suppressed because it is too large Load Diff
-102
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@@ -1,102 +0,0 @@
// Copyright 2016 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include <algorithm>
#include <cstring>
#include <map>
#include "Common/Config/Config.h"
#include "Common/Config/Layer.h"
namespace Config
{
ConfigLayerLoader::ConfigLayerLoader(LayerType layer) : m_layer(layer)
{
}
ConfigLayerLoader::~ConfigLayerLoader() = default;
LayerType ConfigLayerLoader::GetLayer() const
{
return m_layer;
}
Layer::Layer(LayerType type) : m_layer(type)
{
}
Layer::Layer(std::unique_ptr<ConfigLayerLoader> loader)
: m_layer(loader->GetLayer()), m_loader(std::move(loader))
{
Load();
}
Layer::~Layer()
{
Save();
}
bool Layer::Exists(const Location& location) const
{
const auto iter = m_map.find(location);
return iter != m_map.end() && iter->second.has_value();
}
bool Layer::DeleteKey(const Location& location)
{
m_is_dirty = true;
bool had_value = false;
const auto iter = m_map.find(location);
if (iter != m_map.end() && iter->second.has_value())
{
iter->second.reset();
had_value = true;
}
return had_value;
}
void Layer::DeleteAllKeys()
{
m_is_dirty = true;
for (auto& pair : m_map)
{
pair.second.reset();
}
}
Section Layer::GetSection(System system, const std::string& section)
{
return Section{m_map.lower_bound(Location{system, section, ""}),
m_map.lower_bound(Location{system, section + '\001', ""})};
}
ConstSection Layer::GetSection(System system, const std::string& section) const
{
return ConstSection{m_map.lower_bound(Location{system, section, ""}),
m_map.lower_bound(Location{system, section + '\001', ""})};
}
void Layer::Load()
{
if (m_loader)
m_loader->Load(this);
m_is_dirty = false;
}
void Layer::Save()
{
return;
}
LayerType Layer::GetLayer() const
{
return m_layer;
}
const LayerMap& Layer::GetLayerMap() const
{
return m_map;
}
} // namespace Config
-7
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@@ -1,7 +0,0 @@
// TODO: get values from git repo
#define SCM_REV_STR "OEDolphin"
#define SCM_DESC_STR "OEDolphin"
#define SCM_BRANCH_STR "master"
#define SCM_IS_MASTER 1
#define SCM_DISTRIBUTOR_STR "Duckey77"
#define SCM_UPDATE_TRACK_STR "none"
File diff suppressed because it is too large Load Diff
-157
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@@ -1,157 +0,0 @@
// Copyright 2017 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include "Core/Config/GraphicsSettings.h"
#include <string>
#include "Common/Config/Config.h"
#include "VideoCommon/VideoConfig.h"
namespace Config
{
// Configuration Information
// Graphics.Hardware
const Info<bool> GFX_VSYNC{{System::GFX, "Hardware", "VSync"}, false};
const Info<int> GFX_ADAPTER{{System::GFX, "Hardware", "Adapter"}, 0};
// Graphics.Settings
const Info<bool> GFX_WIDESCREEN_HACK{{System::GFX, "Settings", "wideScreenHack"}, false};
//OpenEmu change apect to stretch
const Info<AspectMode> GFX_ASPECT_RATIO{{System::GFX, "Settings", "AspectRatio"}, AspectMode::Stretch};
const Info<AspectMode> GFX_SUGGESTED_ASPECT_RATIO{{System::GFX, "Settings", "SuggestedAspectRatio"},
AspectMode::Auto};
const Info<bool> GFX_CROP{{System::GFX, "Settings", "Crop"}, false};
const Info<int> GFX_SAFE_TEXTURE_CACHE_COLOR_SAMPLES{
{System::GFX, "Settings", "SafeTextureCacheColorSamples"}, 128};
const Info<bool> GFX_SHOW_FPS{{System::GFX, "Settings", "ShowFPS"}, false};
const Info<bool> GFX_SHOW_NETPLAY_PING{{System::GFX, "Settings", "ShowNetPlayPing"}, false};
const Info<bool> GFX_SHOW_NETPLAY_MESSAGES{{System::GFX, "Settings", "ShowNetPlayMessages"}, false};
const Info<bool> GFX_LOG_RENDER_TIME_TO_FILE{{System::GFX, "Settings", "LogRenderTimeToFile"},
false};
const Info<bool> GFX_OVERLAY_STATS{{System::GFX, "Settings", "OverlayStats"}, false};
const Info<bool> GFX_OVERLAY_PROJ_STATS{{System::GFX, "Settings", "OverlayProjStats"}, false};
const Info<bool> GFX_DUMP_TEXTURES{{System::GFX, "Settings", "DumpTextures"}, false};
const Info<bool> GFX_DUMP_MIP_TEXTURES{{System::GFX, "Settings", "DumpMipTextures"}, true};
const Info<bool> GFX_DUMP_BASE_TEXTURES{{System::GFX, "Settings", "DumpBaseTextures"}, true};
const Info<bool> GFX_HIRES_TEXTURES{{System::GFX, "Settings", "HiresTextures"}, false};
const Info<bool> GFX_CACHE_HIRES_TEXTURES{{System::GFX, "Settings", "CacheHiresTextures"}, false};
const Info<bool> GFX_DUMP_EFB_TARGET{{System::GFX, "Settings", "DumpEFBTarget"}, false};
const Info<bool> GFX_DUMP_XFB_TARGET{{System::GFX, "Settings", "DumpXFBTarget"}, false};
const Info<bool> GFX_DUMP_FRAMES_AS_IMAGES{{System::GFX, "Settings", "DumpFramesAsImages"}, false};
const Info<bool> GFX_USE_FFV1{{System::GFX, "Settings", "UseFFV1"}, false};
const Info<std::string> GFX_DUMP_FORMAT{{System::GFX, "Settings", "DumpFormat"}, "avi"};
const Info<std::string> GFX_DUMP_CODEC{{System::GFX, "Settings", "DumpCodec"}, ""};
const Info<std::string> GFX_DUMP_ENCODER{{System::GFX, "Settings", "DumpEncoder"}, ""};
const Info<std::string> GFX_DUMP_PATH{{System::GFX, "Settings", "DumpPath"}, ""};
const Info<int> GFX_BITRATE_KBPS{{System::GFX, "Settings", "BitrateKbps"}, 25000};
const Info<bool> GFX_INTERNAL_RESOLUTION_FRAME_DUMPS{
{System::GFX, "Settings", "InternalResolutionFrameDumps"}, false};
const Info<bool> GFX_ENABLE_GPU_TEXTURE_DECODING{
{System::GFX, "Settings", "EnableGPUTextureDecoding"}, false};
const Info<bool> GFX_ENABLE_PIXEL_LIGHTING{{System::GFX, "Settings", "EnablePixelLighting"}, false};
const Info<bool> GFX_FAST_DEPTH_CALC{{System::GFX, "Settings", "FastDepthCalc"}, true};
const Info<u32> GFX_MSAA{{System::GFX, "Settings", "MSAA"}, 1};
const Info<bool> GFX_SSAA{{System::GFX, "Settings", "SSAA"}, false};
const Info<int> GFX_EFB_SCALE{{System::GFX, "Settings", "InternalResolution"}, 1};
const Info<int> GFX_MAX_EFB_SCALE{{System::GFX, "Settings", "MaxInternalResolution"}, 8};
const Info<bool> GFX_TEXFMT_OVERLAY_ENABLE{{System::GFX, "Settings", "TexFmtOverlayEnable"}, false};
const Info<bool> GFX_TEXFMT_OVERLAY_CENTER{{System::GFX, "Settings", "TexFmtOverlayCenter"}, false};
const Info<bool> GFX_ENABLE_WIREFRAME{{System::GFX, "Settings", "WireFrame"}, false};
const Info<bool> GFX_DISABLE_FOG{{System::GFX, "Settings", "DisableFog"}, false};
const Info<bool> GFX_BORDERLESS_FULLSCREEN{{System::GFX, "Settings", "BorderlessFullscreen"},
false};
const Info<bool> GFX_ENABLE_VALIDATION_LAYER{{System::GFX, "Settings", "EnableValidationLayer"},
false};
#if defined(ANDROID)
const Info<bool> GFX_BACKEND_MULTITHREADING{{System::GFX, "Settings", "BackendMultithreading"},
false};
const Info<int> GFX_COMMAND_BUFFER_EXECUTE_INTERVAL{
{System::GFX, "Settings", "CommandBufferExecuteInterval"}, 0};
#else
const Info<bool> GFX_BACKEND_MULTITHREADING{{System::GFX, "Settings", "BackendMultithreading"},
true};
const Info<int> GFX_COMMAND_BUFFER_EXECUTE_INTERVAL{
{System::GFX, "Settings", "CommandBufferExecuteInterval"}, 100};
#endif
//////OpenEmu change ShaderCache True, WaitForShaders false, Compiler and Precompiler thread -1
const Info<bool> GFX_SHADER_CACHE{{System::GFX, "Settings", "ShaderCache"}, true};
const Info<bool> GFX_WAIT_FOR_SHADERS_BEFORE_STARTING{
{System::GFX, "Settings", "WaitForShadersBeforeStarting"}, false};
const Info<ShaderCompilationMode> GFX_SHADER_COMPILATION_MODE{
{System::GFX, "Settings", "ShaderCompilationMode"}, ShaderCompilationMode::Synchronous};
const Info<int> GFX_SHADER_COMPILER_THREADS{{System::GFX, "Settings", "ShaderCompilerThreads"}, -1};
const Info<int> GFX_SHADER_PRECOMPILER_THREADS{
{System::GFX, "Settings", "ShaderPrecompilerThreads"}, -1};
const Info<bool> GFX_SAVE_TEXTURE_CACHE_TO_STATE{
{System::GFX, "Settings", "SaveTextureCacheToState"}, true};
const Info<bool> GFX_SW_ZCOMPLOC{{System::GFX, "Settings", "SWZComploc"}, true};
const Info<bool> GFX_SW_ZFREEZE{{System::GFX, "Settings", "SWZFreeze"}, true};
const Info<bool> GFX_SW_DUMP_OBJECTS{{System::GFX, "Settings", "SWDumpObjects"}, false};
const Info<bool> GFX_SW_DUMP_TEV_STAGES{{System::GFX, "Settings", "SWDumpTevStages"}, false};
const Info<bool> GFX_SW_DUMP_TEV_TEX_FETCHES{{System::GFX, "Settings", "SWDumpTevTexFetches"},
false};
const Info<int> GFX_SW_DRAW_START{{System::GFX, "Settings", "SWDrawStart"}, 0};
const Info<int> GFX_SW_DRAW_END{{System::GFX, "Settings", "SWDrawEnd"}, 100000};
const Info<bool> GFX_PREFER_GLES{{System::GFX, "Settings", "PreferGLES"}, false};
// Graphics.Enhancements
const Info<bool> GFX_ENHANCE_FORCE_FILTERING{{System::GFX, "Enhancements", "ForceFiltering"},
false};
const Info<int> GFX_ENHANCE_MAX_ANISOTROPY{{System::GFX, "Enhancements", "MaxAnisotropy"}, 0};
const Info<std::string> GFX_ENHANCE_POST_SHADER{
{System::GFX, "Enhancements", "PostProcessingShader"}, ""};
const Info<bool> GFX_ENHANCE_FORCE_TRUE_COLOR{{System::GFX, "Enhancements", "ForceTrueColor"},
true};
const Info<bool> GFX_ENHANCE_DISABLE_COPY_FILTER{{System::GFX, "Enhancements", "DisableCopyFilter"},
true};
const Info<bool> GFX_ENHANCE_ARBITRARY_MIPMAP_DETECTION{
{System::GFX, "Enhancements", "ArbitraryMipmapDetection"}, true};
const Info<float> GFX_ENHANCE_ARBITRARY_MIPMAP_DETECTION_THRESHOLD{
{System::GFX, "Enhancements", "ArbitraryMipmapDetectionThreshold"}, 14.0f};
// Graphics.Stereoscopy
const Info<StereoMode> GFX_STEREO_MODE{{System::GFX, "Stereoscopy", "StereoMode"}, StereoMode::Off};
const Info<int> GFX_STEREO_DEPTH{{System::GFX, "Stereoscopy", "StereoDepth"}, 20};
const Info<int> GFX_STEREO_CONVERGENCE_PERCENTAGE{
{System::GFX, "Stereoscopy", "StereoConvergencePercentage"}, 100};
const Info<bool> GFX_STEREO_SWAP_EYES{{System::GFX, "Stereoscopy", "StereoSwapEyes"}, false};
const Info<int> GFX_STEREO_CONVERGENCE{{System::GFX, "Stereoscopy", "StereoConvergence"}, 20};
const Info<bool> GFX_STEREO_EFB_MONO_DEPTH{{System::GFX, "Stereoscopy", "StereoEFBMonoDepth"},
false};
const Info<int> GFX_STEREO_DEPTH_PERCENTAGE{{System::GFX, "Stereoscopy", "StereoDepthPercentage"},
100};
// Graphics.Hacks
const Info<bool> GFX_HACK_EFB_ACCESS_ENABLE{{System::GFX, "Hacks", "EFBAccessEnable"}, true};
const Info<bool> GFX_HACK_EFB_DEFER_INVALIDATION{
{System::GFX, "Hacks", "EFBAccessDeferInvalidation"}, false};
const Info<int> GFX_HACK_EFB_ACCESS_TILE_SIZE{{System::GFX, "Hacks", "EFBAccessTileSize"}, 64};
const Info<bool> GFX_HACK_BBOX_ENABLE{{System::GFX, "Hacks", "BBoxEnable"}, false};
const Info<bool> GFX_HACK_FORCE_PROGRESSIVE{{System::GFX, "Hacks", "ForceProgressive"}, true};
const Info<bool> GFX_HACK_SKIP_EFB_COPY_TO_RAM{{System::GFX, "Hacks", "EFBToTextureEnable"}, true};
const Info<bool> GFX_HACK_SKIP_XFB_COPY_TO_RAM{{System::GFX, "Hacks", "XFBToTextureEnable"}, true};
const Info<bool> GFX_HACK_DISABLE_COPY_TO_VRAM{{System::GFX, "Hacks", "DisableCopyToVRAM"}, false};
const Info<bool> GFX_HACK_DEFER_EFB_COPIES{{System::GFX, "Hacks", "DeferEFBCopies"}, true};
const Info<bool> GFX_HACK_IMMEDIATE_XFB{{System::GFX, "Hacks", "ImmediateXFBEnable"}, false};
const Info<bool> GFX_HACK_SKIP_DUPLICATE_XFBS{{System::GFX, "Hacks", "SkipDuplicateXFBs"}, true};
const Info<bool> GFX_HACK_COPY_EFB_SCALED{{System::GFX, "Hacks", "EFBScaledCopy"}, true};
const Info<bool> GFX_HACK_EFB_EMULATE_FORMAT_CHANGES{
{System::GFX, "Hacks", "EFBEmulateFormatChanges"}, false};
const Info<bool> GFX_HACK_VERTEX_ROUDING{{System::GFX, "Hacks", "VertexRounding"}, false};
// Graphics.GameSpecific
const Info<bool> GFX_PERF_QUERIES_ENABLE{{System::GFX, "GameSpecific", "PerfQueriesEnable"}, false};
} // namespace Config
-318
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// Copyright 2010 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include "InputCommon/ControllerInterface/ControllerInterface.h"
//OpenEmu undefine the OSX settings
#ifdef CIFACE_USE_OSX
#undef CIFACE_USE_OSX
#endif
//OpenEmu include OE input header
#include "OpenEmuInput.h"
#include <algorithm>
#include "Common/Logging/Log.h"
#include "Core/HW/WiimoteReal/WiimoteReal.h"
#ifdef CIFACE_USE_WIN32
#include "InputCommon/ControllerInterface/Win32/Win32.h"
#endif
#ifdef CIFACE_USE_XLIB
#include "InputCommon/ControllerInterface/Xlib/XInput2.h"
#endif
#ifdef CIFACE_USE_OSX
#include "InputCommon/ControllerInterface/OSX/OSX.h"
#include "InputCommon/ControllerInterface/Quartz/Quartz.h"
#endif
#ifdef CIFACE_USE_SDL
#include "InputCommon/ControllerInterface/SDL/SDL.h"
#endif
#ifdef CIFACE_USE_ANDROID
#include "InputCommon/ControllerInterface/Android/Android.h"
#endif
#ifdef CIFACE_USE_EVDEV
#include "InputCommon/ControllerInterface/evdev/evdev.h"
#endif
#ifdef CIFACE_USE_PIPES
#include "InputCommon/ControllerInterface/Pipes/Pipes.h"
#endif
#ifdef CIFACE_USE_DUALSHOCKUDPCLIENT
#include "InputCommon/ControllerInterface/DualShockUDPClient/DualShockUDPClient.h"
#endif
ControllerInterface g_controller_interface;
void ControllerInterface::Initialize(const WindowSystemInfo& wsi)
{
if (m_is_init)
return;
m_wsi = wsi;
// Allow backends to add devices as soon as they are initialized.
m_is_init = true;
m_is_populating_devices = true;
#ifdef CIFACE_USE_WIN32
ciface::Win32::Init(wsi.render_window);
#endif
#ifdef CIFACE_USE_XLIB
// nothing needed
#endif
#ifdef CIFACE_USE_OSX
if (m_wsi.type == WindowSystemType::MacOS)
ciface::OSX::Init(wsi.render_window);
// nothing needed for Quartz
#endif
#ifdef CIFACE_USE_SDL
ciface::SDL::Init();
#endif
#ifdef CIFACE_USE_ANDROID
// nothing needed
#endif
#ifdef CIFACE_USE_EVDEV
ciface::evdev::Init();
#endif
#ifdef CIFACE_USE_PIPES
// nothing needed
#endif
#ifdef CIFACE_USE_DUALSHOCKUDPCLIENT
ciface::DualShockUDPClient::Init();
#endif
//OpenEmu initalize OpenEmu Input
Input::Openemu_Input_Init();
RefreshDevices();
//OpenEmu set populating devices to false
m_is_populating_devices = false;
}
void ControllerInterface::ChangeWindow(void* hwnd)
{
if (!m_is_init)
return;
// This shouldn't use render_surface so no need to update it.
m_wsi.render_window = hwnd;
RefreshDevices();
}
void ControllerInterface::RefreshDevices()
{
if (!m_is_init)
return;
//OpenEmu comment out this section so we can maintain our controller input
// {
// std::lock_guard lk(m_devices_mutex);
// m_devices.clear();
// }
m_is_populating_devices = true;
// Make sure shared_ptr<Device> objects are released before repopulating.
InvokeDevicesChangedCallbacks();
#ifdef CIFACE_USE_WIN32
ciface::Win32::PopulateDevices(m_wsi.render_window);
#endif
#ifdef CIFACE_USE_XLIB
if (m_wsi.type == WindowSystemType::X11)
ciface::XInput2::PopulateDevices(m_wsi.render_window);
#endif
#ifdef CIFACE_USE_OSX
if (m_wsi.type == WindowSystemType::MacOS)
{
ciface::OSX::PopulateDevices(m_wsi.render_window);
ciface::Quartz::PopulateDevices(m_wsi.render_window);
}
#endif
#ifdef CIFACE_USE_SDL
ciface::SDL::PopulateDevices();
#endif
#ifdef CIFACE_USE_ANDROID
ciface::Android::PopulateDevices();
#endif
#ifdef CIFACE_USE_EVDEV
ciface::evdev::PopulateDevices();
#endif
#ifdef CIFACE_USE_PIPES
ciface::Pipes::PopulateDevices();
#endif
#ifdef CIFACE_USE_DUALSHOCKUDPCLIENT
ciface::DualShockUDPClient::PopulateDevices();
#endif
WiimoteReal::ProcessWiimotePool();
m_is_populating_devices = false;
InvokeDevicesChangedCallbacks();
}
// Remove all devices and call library cleanup functions
void ControllerInterface::Shutdown()
{
if (!m_is_init)
return;
// Prevent additional devices from being added during shutdown.
m_is_init = false;
{
std::lock_guard lk(m_devices_mutex);
for (const auto& d : m_devices)
{
// Set outputs to ZERO before destroying device
for (ciface::Core::Device::Output* o : d->Outputs())
o->SetState(0);
}
m_devices.clear();
}
// This will update control references so shared_ptr<Device>s are freed up
// BEFORE we shutdown the backends.
InvokeDevicesChangedCallbacks();
#ifdef CIFACE_USE_WIN32
ciface::Win32::DeInit();
#endif
#ifdef CIFACE_USE_XLIB
// nothing needed
#endif
#ifdef CIFACE_USE_OSX
ciface::OSX::DeInit();
ciface::Quartz::DeInit();
#endif
#ifdef CIFACE_USE_SDL
ciface::SDL::DeInit();
#endif
#ifdef CIFACE_USE_ANDROID
// nothing needed
#endif
#ifdef CIFACE_USE_EVDEV
ciface::evdev::Shutdown();
#endif
#ifdef CIFACE_USE_DUALSHOCKUDPCLIENT
ciface::DualShockUDPClient::DeInit();
#endif
}
void ControllerInterface::AddDevice(std::shared_ptr<ciface::Core::Device> device)
{
// If we are shutdown (or in process of shutting down) ignore this request:
if (!m_is_init)
return;
{
std::lock_guard lk(m_devices_mutex);
const auto is_id_in_use = [&device, this](int id) {
return std::any_of(m_devices.begin(), m_devices.end(), [&device, &id](const auto& d) {
return d->GetSource() == device->GetSource() && d->GetName() == device->GetName() &&
d->GetId() == id;
});
};
const auto preferred_id = device->GetPreferredId();
if (preferred_id.has_value() && !is_id_in_use(*preferred_id))
{
// Use the device's preferred ID if available.
device->SetId(*preferred_id);
}
else
{
// Find the first available ID to use.
int id = 0;
while (is_id_in_use(id))
++id;
device->SetId(id);
}
NOTICE_LOG(SERIALINTERFACE, "Added device: %s", device->GetQualifiedName().c_str());
m_devices.emplace_back(std::move(device));
}
if (!m_is_populating_devices)
InvokeDevicesChangedCallbacks();
}
void ControllerInterface::RemoveDevice(std::function<bool(const ciface::Core::Device*)> callback)
{
{
std::lock_guard lk(m_devices_mutex);
auto it = std::remove_if(m_devices.begin(), m_devices.end(), [&callback](const auto& dev) {
if (callback(dev.get()))
{
NOTICE_LOG(SERIALINTERFACE, "Removed device: %s", dev->GetQualifiedName().c_str());
return true;
}
return false;
});
m_devices.erase(it, m_devices.end());
}
if (!m_is_populating_devices)
InvokeDevicesChangedCallbacks();
}
// Update input for all devices if lock can be acquired without waiting.
void ControllerInterface::UpdateInput()
{
// Don't block the UI or CPU thread (to avoid a short but noticeable frame drop)
if (m_devices_mutex.try_lock())
{
std::lock_guard lk(m_devices_mutex, std::adopt_lock);
for (const auto& d : m_devices)
d->UpdateInput();
}
}
void ControllerInterface::SetAspectRatioAdjustment(float value)
{
m_aspect_ratio_adjustment = value;
}
Common::Vec2 ControllerInterface::GetWindowInputScale() const
{
const auto ar = m_aspect_ratio_adjustment.load();
if (ar > 1)
return {1.f, ar};
else
return {1 / ar, 1.f};
}
// Register a callback to be called when a device is added or removed (as from the input backends'
// hotplug thread), or when devices are refreshed
// Returns a handle for later removing the callback.
ControllerInterface::HotplugCallbackHandle
ControllerInterface::RegisterDevicesChangedCallback(std::function<void()> callback)
{
std::lock_guard<std::mutex> lk(m_callbacks_mutex);
m_devices_changed_callbacks.emplace_back(std::move(callback));
return std::prev(m_devices_changed_callbacks.end());
}
// Unregister a device callback.
void ControllerInterface::UnregisterDevicesChangedCallback(const HotplugCallbackHandle& handle)
{
std::lock_guard<std::mutex> lk(m_callbacks_mutex);
m_devices_changed_callbacks.erase(handle);
}
// Invoke all callbacks that were registered
void ControllerInterface::InvokeDevicesChangedCallbacks() const
{
std::lock_guard<std::mutex> lk(m_callbacks_mutex);
for (const auto& callback : m_devices_changed_callbacks)
callback();
}
-102
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// Copyright 2010 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include <vector>
#include "Common/FileUtil.h"
#include "Common/IniFile.h"
#include "Common/MsgHandler.h"
#include "Common/StringUtil.h"
#include "Core/ConfigManager.h"
#include "Core/Core.h"
#include "Core/HW/Wiimote.h"
#include "InputCommon/ControllerEmu/ControlGroup/ControlGroup.h"
#include "InputCommon/ControllerEmu/ControllerEmu.h"
#include "InputCommon/ControllerEmu/Setting/NumericSetting.h"
#include "InputCommon/ControllerInterface/ControllerInterface.h"
#include "InputCommon/InputConfig.h"
#include "InputCommon/InputProfile.h"
InputConfig::InputConfig(const std::string& ini_name, const std::string& gui_name,
const std::string& profile_name)
: m_ini_name(ini_name), m_gui_name(gui_name), m_profile_name(profile_name)
{
}
InputConfig::~InputConfig() = default;
bool InputConfig::LoadConfig(bool isGC)
{
//OpenEmu Stub
return false;
}
void InputConfig::SaveConfig()
{
std::string ini_filename = File::GetUserPath(D_CONFIG_IDX) + m_ini_name + ".ini";
IniFile inifile;
inifile.Load(ini_filename);
for (auto& controller : m_controllers)
controller->SaveConfig(inifile.GetOrCreateSection(controller->GetName()));
inifile.Save(ini_filename);
}
ControllerEmu::EmulatedController* InputConfig::GetController(int index)
{
return m_controllers.at(index).get();
}
void InputConfig::ClearControllers()
{
m_controllers.clear();
}
bool InputConfig::ControllersNeedToBeCreated() const
{
return m_controllers.empty();
}
std::size_t InputConfig::GetControllerCount() const
{
return m_controllers.size();
}
void InputConfig::RegisterHotplugCallback()
{
// Update control references on all controllers
// as configured devices may have been added or removed.
m_hotplug_callback_handle = g_controller_interface.RegisterDevicesChangedCallback([this] {
for (auto& controller : m_controllers)
controller->UpdateReferences(g_controller_interface);
});
}
void InputConfig::UnregisterHotplugCallback()
{
g_controller_interface.UnregisterDevicesChangedCallback(m_hotplug_callback_handle);
}
void InputConfig::OnControllerCreated(ControllerEmu::EmulatedController& controller)
{
controller.SetDynamicInputTextureManager(&m_dynamic_input_tex_config_manager);
}
bool InputConfig::IsControllerControlledByGamepadDevice(int index) const
{
if (static_cast<size_t>(index) >= m_controllers.size())
return false;
const auto& controller = m_controllers.at(index).get()->GetDefaultDevice();
// Filter out anything which obviously not a gamepad
return !((controller.source == "Quartz") // OSX Quartz Keyboard/Mouse
|| (controller.source == "XInput2") // Linux and BSD Keyboard/Mouse
|| (controller.source == "Android" &&
controller.name == "Touchscreen") // Android Touchscreen
|| (controller.source == "DInput" &&
controller.name == "Keyboard Mouse")); // Windows Keyboard/Mouse
}
-110
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typedef struct
{
int openemuButton;
int value;
} keymap;
typedef struct
{
keymap gc_pad_keymap[22] = {
{OEGCButtonUp, 0},
{OEGCButtonDown, 0},
{OEGCButtonLeft, 0},
{OEGCButtonRight, 0},
{OEGCAnalogUp, 0},
{OEGCAnalogDown, 0},
{OEGCAnalogLeft, 0},
{OEGCAnalogRight, 0},
{OEGCAnalogCUp, 0},
{OEGCAnalogCDown, 0},
{OEGCAnalogCLeft, 0},
{OEGCAnalogCRight, 0},
{OEGCButtonA, 0},
{OEGCButtonB, 0},
{OEGCButtonX, 0},
{OEGCButtonY, 0},
{OEGCButtonL, 0},
{OEGCButtonR, 0},
{OEGCButtonZ, 0},
{OEGCButtonStart, 0},
{OEGCDigitalL, 0},
{OEGCDigitalR, 0},
};
} gc_pad;
void setGameCubeButton(int pad_num, int button , int value);
void setGameCubeAxis(int pad_num, int button , float value);
void init_Callback();
static gc_pad GameCubePads[4];
typedef struct
{
keymap wiimote_keymap[54] = {
{OEWiiMoteButtonLeft, 0},
{OEWiiMoteButtonRight, 0},
{OEWiiMoteButtonDown, 0},
{OEWiiMoteButtonUp, 0},
{OEWiiMoteButtonA, 0},
{OEWiiMoteButtonB, 0},
{OEWiiMoteButton1, 0},
{OEWiiMoteButton2, 0},
{OEWiiMoteButtonPlus, 0},
{OEWiiMoteButtonMinus, 0},
{OEWiiMoteButtonHome, 0},
{OEWiiMoteTiltForward, 0},
{OEWiiMoteTiltBackward, 0},
{OEWiiMoteTiltLeft, 0},
{OEWiiMoteTiltRight, 0},
{OEWiiMoteShake, 0},
{OEWiiMoteSwingUp, 0},
{OEWiiMoteSwingDown, 0},
{OEWiiMoteSwingLeft, 0},
{OEWiiMoteSwingRight, 0},
{OEWiiMoteSwingForward, 0},
{OEWiiMoteSwingBackward, 0},
{OEWiiNunchukAnalogUp, 0},
{OEWiiNunchukAnalogDown, 0},
{OEWiiNunchukAnalogLeft, 0},
{OEWiiNunchukAnalogRight, 0},
{OEWiiNunchukButtonC, 0},
{OEWiiNunchukButtonZ, 0},
{OEWiiNunchukShake, 0},
{OEWiiClassicButtonUp, 0},
{OEWiiClassicButtonDown, 0},
{OEWiiClassicButtonLeft, 0},
{OEWiiClassicButtonRight, 0},
{OEWiiClassicAnalogLUp, 0},
{OEWiiClassicAnalogLDown, 0},
{OEWiiClassicAnalogLLeft, 0},
{OEWiiClassicAnalogLRight, 0},
{OEWiiClassicAnalogRUp, 0},
{OEWiiClassicAnalogRDown, 0},
{OEWiiClassicAnalogRLeft, 0},
{OEWiiClassicAnalogRRight, 0},
{OEWiiClassicButtonA, 0},
{OEWiiClassicButtonB, 0},
{OEWiiClassicButtonX, 0},
{OEWiiClassicButtonY, 0},
{OEWiiClassicButtonL, 0},
{OEWiiClassicButtonR, 0},
{OEWiiClassicButtonZl, 0},
{OEWiiClassicButtonZr, 0},
{OEWiiClassicButtonStart, 0},
{OEWiiClassicButtonSelect, 0},
{OEWiiClassicButtonHome, 0},
{OEWiimoteSideways, 0},
{OEWiimoteUpright, 0},
};
OEWiiConType wiimoteType;
ControlState dx, dy;
} wii_remote;
void setWiiButton(int pad_num, int button , int value);
void setWiiAxis(int pad_num, int button , float value);
static wii_remote WiiRemotes[4];
-86
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@@ -1,86 +0,0 @@
#include "DolphinGameCore.h"
#include "DolHost.h"
#include "OpenEmuInput.h"
#include "OpenEmuController.h"
#include "Core/ConfigManager.h"
void input_poll_f()
{
//This is called every chance the Dolphin Emulator has to poll input from the frontend
// OpenEmu handles this, so it could be used to perfom a task per per input polling
return;
};
int16_t input_state_f(unsigned port, unsigned device, unsigned index, unsigned button)
{
if (SConfig::GetInstance().bWii && !SConfig::GetInstance().m_bt_passthrough_enabled)
{
//This is where we must translate the OpenEmu frontend keys presses stored in the keymap to bitmasks for Dolphin.
return WiiRemotes[port].wiimote_keymap[button].value;
} else {
return GameCubePads[port].gc_pad_keymap[button].value;
}
};
void init_Callback() {
//Dolphin Polling Callback
Input::openemu_set_input_poll(input_poll_f);
//Controller input Callbacks
Input::openemu_set_input_state(input_state_f);
}
void setGameCubeButton(int pad_num, int button , int value) {
GameCubePads[pad_num].gc_pad_keymap[button].value = value;
}
void setGameCubeAxis(int pad_num, int button , float value)
{
switch (button)
{
case OEGCAnalogUp:
case OEGCAnalogLeft:
case OEGCAnalogCUp:
case OEGCAnalogCLeft:
value *= -0x8000;
break;
default:
value *= 0x7FFF;
break;
}
GameCubePads[pad_num].gc_pad_keymap[button].value = value;
}
void setWiiButton(int pad_num, int button , int value) {
WiiRemotes[pad_num].wiimote_keymap[button].value = value;
}
void setWiiAxis(int pad_num, int button , float value)
{
switch (button)
{
case OEWiiMoteTiltLeft:
case OEWiiMoteTiltForward:
value *= -180;
break;
case OEWiiMoteTiltRight:
case OEWiiMoteTiltBackward:
value *= 180;
break;
case OEWiiNunchukAnalogUp:
case OEWiiNunchukAnalogLeft:
case OEWiiClassicAnalogLUp:
case OEWiiClassicAnalogLLeft:
case OEWiiClassicAnalogRUp:
case OEWiiClassicAnalogRLeft:
value *= -0x8000;
break;
default:
value *= 0x7FFF;
break;
}
WiiRemotes[pad_num].wiimote_keymap[button].value = value;
}
-542
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#include <algorithm>
#include <array>
#include <cassert>
#include "Common/Common.h"
#include "Common/CommonTypes.h"
#include "Common/IniFile.h"
#include "Core/ConfigManager.h"
#include "Core/HW/GCKeyboard.h"
#include "Core/HW/GCPad.h"
#include "Core/HW/GCPadEmu.h"
#include "Core/HW/Wiimote.h"
#include "Core/HW/WiimoteEmu/Extension/Classic.h"
#include "Core/HW/WiimoteEmu/Extension/Nunchuk.h"
#include "Core/HW/WiimoteEmu/WiimoteEmu.h"
#include "Core/HW/WiimoteReal/WiimoteReal.h"
#include "Core/Host.h"
#include "OpenEmuInput.h"
#include "InputCommon/ControlReference/ControlReference.h"
#include "InputCommon/ControlReference/ExpressionParser.h"
#include "InputCommon/ControllerEmu/Control/Control.h"
#include "InputCommon/ControllerEmu/ControlGroup/Attachments.h"
#include "InputCommon/ControllerEmu/Setting/NumericSetting.h"
#include "InputCommon/ControllerInterface/ControllerInterface.h"
#include "InputCommon/GCAdapter.h"
#include "InputCommon/GCPadStatus.h"
#include "InputCommon/InputConfig.h"
#include "DolHost.h"
static Input::openemu_input_state_t input_cb;
static Input::openemu_input_poll_t poll_cb;
static const std::string source = "OpenEmu";
static unsigned input_types[4];
static bool init_wiimotes = false;
static std::string GetDeviceName(unsigned device)
{
switch (device)
{
case OEDolDevJoy:
return "Joypad";
case OEDolDevAnalog:
return "Analog";
case OEDolDevPointer:
return "Pointer";
case OEDolDevLightGun:
return "LightGun";
case OEDolDevKeyboard:
return "Keyboard";
case OEDolDevMouse:
return "Mouse";
}
return "Unknown";
}
static std::string GetQualifiedName(unsigned port, unsigned device)
{
return ciface::Core::DeviceQualifier(source, port, GetDeviceName(device)).ToString();
}
class OEDevice : public ciface::Core::Device
{
private:
class Button : public ciface::Core::Device::Input
{
public:
Button(unsigned port, unsigned device, unsigned index, unsigned id, const char* name)
: m_port(port), m_device(device), m_index(index), m_id(id), m_name(name)
{
}
std::string GetName() const override { return m_name; }
ControlState GetState() const override {
return input_cb(m_port, m_device, m_index, m_id);
}
private:
const unsigned m_port;
const unsigned m_device;
const unsigned m_index;
const unsigned m_id;
const char* m_name;
};
class Axis : public ciface::Core::Device::Input
{
public:
Axis(unsigned port, unsigned device, unsigned index, unsigned id, s16 range, const char* name)
: m_port(port), m_device(device), m_index(index), m_id(id), m_range(range), m_name(name)
{
}
std::string GetName() const override { return m_name; }
ControlState GetState() const override
{
return std::max(0.0, input_cb(m_port, m_device, m_index, m_id) / m_range);
}
private:
const unsigned m_port;
const unsigned m_device;
const unsigned m_index;
const unsigned m_id;
const ControlState m_range;
const char* m_name;
};
class Motor : public ciface::Core::Device::Output
{
public:
Motor(u8 port) : m_port(port) {}
std::string GetName() const override { return "Rumble"; }
void SetState(ControlState state) override
{
uint16_t str = std::min(std::max(0.0, state), 1.0) * 0xFFFF;
}
private:
const u8 m_port;
};
void AddButton(unsigned id, const char* name, unsigned index = 0)
{
AddInput(new Button(m_port, m_device, index, id, name));
}
void AddAxis(unsigned id, s16 range, const char* name, unsigned index = 0)
{
AddInput(new Axis(m_port, m_device, index, id, range, name));
}
void AddMotor() { AddOutput(new Motor(m_port)); }
public:
OEDevice(unsigned device, unsigned port);
void UpdateInput() override
{
poll_cb();
}
std::string GetName() const override { return GetDeviceName(m_device); }
std::string GetSource() const override { return source; }
unsigned GetPort() const { return m_port; }
private:
unsigned m_device;
unsigned m_port;
};
OEDevice::OEDevice(unsigned device, unsigned p) : m_device(device), m_port(p)
{
switch (device)
{
case OEDolDevJoy:
//GC
AddButton(OEGCButtonB, "B");
AddButton(OEGCButtonY, "Y");
AddButton(OEGCButtonStart, "Start");
AddButton(OEGCButtonUp, "Up");
AddButton(OEGCButtonDown, "Down");
AddButton(OEGCButtonLeft, "Left");
AddButton(OEGCButtonRight, "Right");
AddButton(OEGCButtonA, "A");
AddButton(OEGCButtonX, "X");
AddButton(OEGCDigitalL, "L");
AddButton(OEGCDigitalR, "R");
AddButton(OEGCButtonZ, "Z");
//Wiimote
AddButton(OEWiiMoteButtonUp, "Up");
AddButton(OEWiiMoteButtonDown, "Down");
AddButton(OEWiiMoteButtonLeft, "Left");
AddButton(OEWiiMoteButtonRight, "Right");
AddButton(OEWiiMoteButtonA, "A");
AddButton(OEWiiMoteButtonB, "B");
AddButton(OEWiiMoteButton1, "1");
AddButton(OEWiiMoteButton2, "2");
AddButton(OEWiiMoteButtonPlus, "+");
AddButton(OEWiiMoteButtonMinus, "-");
AddButton(OEWiiMoteButtonHome, "Home");
AddButton(OEWiiMoteShake, "wmShake");
//Special Buttons
AddButton(OEWiimoteSideways, "Sideways");
AddButton(OEWiimoteUpright, "Upright");
//Nunchuk
AddButton(OEWiiNunchukButtonC, "C");
AddButton(OEWiiNunchukButtonZ, "Z");
AddButton(OEWiiNunchukShake, "ncShake");
//Classic
AddButton(OEWiiClassicButtonUp, "Up");
AddButton(OEWiiClassicButtonDown, "Down");
AddButton(OEWiiClassicButtonLeft, "Left");
AddButton(OEWiiClassicButtonRight, "Right");
AddButton(OEWiiClassicButtonA, "A");
AddButton(OEWiiClassicButtonB, "B");
AddButton(OEWiiClassicButtonX, "X");
AddButton(OEWiiClassicButtonY, "Y");
AddButton(OEWiiClassicButtonL, "L");
AddButton(OEWiiClassicButtonR, "R");
AddButton(OEWiiClassicButtonZl, "Zl");
AddButton(OEWiiClassicButtonZr, "Zr");
AddButton(OEWiiClassicButtonStart, "Start");
AddButton(OEWiiClassicButtonSelect, "Select");
AddButton(OEWiiClassicButtonHome, "Home");
return;
case OEDolDevAnalog:
AddAxis(OEGCAnalogLeft, -0x8000, "X0-", 0);
AddAxis(OEGCAnalogRight, 0x7FFF, "X0+", 0);
AddAxis(OEGCAnalogUp, -0x8000, "Y0-", 0);
AddAxis(OEGCAnalogDown, 0x7FFF, "Y0+", 0 );
AddAxis(OEGCAnalogCLeft, -0x8000, "X1-", 1);
AddAxis(OEGCAnalogCRight, 0x7FFF, "X1+", 1);
AddAxis(OEGCAnalogCUp, -0x8000, "Y1-", 1);
AddAxis(OEGCAnalogCDown, 0x7FFF, "Y1+", 1);
AddAxis(OEGCButtonL, 0x7FFF, "LTrigger0+");
AddAxis(OEGCButtonR, 0x7FFF, "RTrigger1+");
//Wiimote
AddAxis(OEWiiMoteTiltForward, -180, "TiltY0-", 2);
AddAxis(OEWiiMoteTiltBackward, 180, "TiltY0+", 2 );
AddAxis(OEWiiMoteTiltLeft, -180, "TiltX0-", 2);
AddAxis(OEWiiMoteTiltRight, 180, "TiltX0+", 2);
AddAxis(OEWiiMoteSwingUp,-0x8000, "SwingY0-", 3);
AddAxis(OEWiiMoteSwingDown,0x7FFF, "SwingY0+", 3);
AddAxis(OEWiiMoteSwingLeft,-0x8000, "SwingX0-", 3);
AddAxis(OEWiiMoteSwingRight,0x7FFF, "SwingX0+", 3);
AddAxis(OEWiiMoteSwingForward, -0x8000, "SwingZ0-", 3);
AddAxis(OEWiiMoteSwingBackward,0x7FFF, "SwingZ0+", 3);
//Nunchuk
AddAxis(OEWiiNunchukAnalogUp, -0x8000, "ncY0-", 4);
AddAxis(OEWiiNunchukAnalogDown,0x7FFF, "ncY0+", 4);
AddAxis(OEWiiNunchukAnalogLeft,-0x8000, "ncX0-", 4);
AddAxis(OEWiiNunchukAnalogRight,0x7FFF, "ncX0+", 4);
//Classic
AddAxis(OEWiiClassicAnalogLUp, -0x8000, "ccY0-", 5);
AddAxis(OEWiiClassicAnalogLDown,0x7FFF, "ccY0+", 5);
AddAxis(OEWiiClassicAnalogLLeft,-0x8000, "ccX0-", 5);
AddAxis(OEWiiClassicAnalogLRight,0x7FFF, "ccX0+", 5);
AddAxis(OEWiiClassicAnalogRUp,-0x8000, "ccY1-", 6);
AddAxis(OEWiiClassicAnalogRDown,0x7FFF, "ccY1+", 6);
AddAxis(OEWiiClassicAnalogRLeft,-0x8000, "ccX1-", 6);
AddAxis(OEWiiClassicAnalogRRight,0x7FFF, "ccX1+", 6);
AddAxis(OEWiiClassicButtonL, 0x7FFF, "ccLTrigger0+");
AddAxis(OEWiiClassicButtonR, 0x7FFF, "ccRTrigger1+");
return;
}
}
static void AddDevicesForPort(unsigned port)
{
g_controller_interface.AddDevice(std::make_shared<OEDevice>(OEDolDevJoy, port));
g_controller_interface.AddDevice(std::make_shared<OEDevice>(OEDolDevAnalog, port));
g_controller_interface.AddDevice(std::make_shared<OEDevice>(OEDolDevPointer, port));
}
static void RemoveDevicesForPort(unsigned port)
{
g_controller_interface.RemoveDevice([&port](const auto& device) {
return device->GetSource() == source
&& (device->GetName() == GetDeviceName(OEDolDevAnalog)
|| device->GetName() == GetDeviceName(OEDolDevJoy)
|| device->GetName() == GetDeviceName(OEDolDevPointer))
&& dynamic_cast<const OEDevice *>(device)->GetPort() == port;
});
}
void Input::Openemu_Input_Init()
{
g_controller_interface.Initialize(DolHost::GetInstance()->GetWSI());
g_controller_interface.AddDevice(std::make_shared<OEDevice>(OEDolDevKeyboard, 0));
Pad::Initialize();
Keyboard::Initialize();
if (SConfig::GetInstance().bWii && !SConfig::GetInstance().m_bt_passthrough_enabled)
{
init_wiimotes = true;
Wiimote::Initialize(Wiimote::InitializeMode::DO_NOT_WAIT_FOR_WIIMOTES);
}
}
void Shutdown()
{
Wiimote::ResetAllWiimotes();
Wiimote::Shutdown();
init_wiimotes = false;
Keyboard::Shutdown();
Pad::Shutdown();
g_controller_interface.Shutdown();
}
void OpenEmu_Input_Update()
{
}
void Input::ResetControllers()
{
for (int port = 0; port < 4; port++)
Input::openemu_set_controller_port_device(port, input_types[port]);
}
void Input::openemu_set_input_state(Input::openemu_input_state_t cb)
{
input_cb = cb;
}
void Input::openemu_set_input_poll(Input::openemu_input_poll_t cb)
{
poll_cb = cb;
}
void Input::openemu_set_controller_port_device(unsigned port, unsigned device)
{
if (port > 4)
return;
input_types[port] = device;
std::string devJoypad = GetQualifiedName(port, OEDolDevJoy);
std::string devAnalog = GetQualifiedName(port, OEDolDevAnalog);
std::string devMouse = GetQualifiedName(port, OEDolDevMouse);
std::string devPointer = GetQualifiedName(port, OEDolDevPointer);
RemoveDevicesForPort(port);
if ((device & 0xff) != OEDolDevNone)
AddDevicesForPort(port);
GCPad* gcPad = (GCPad*)Pad::GetConfig()->GetController(port);
// load an empty inifile section, clears everything
IniFile::Section sec;
gcPad->LoadConfig(&sec);
gcPad->SetDefaultDevice(devJoypad);
ControllerEmu::ControlGroup* gcButtons = gcPad->GetGroup(PadGroup::Buttons);
ControllerEmu::ControlGroup* gcMainStick = gcPad->GetGroup(PadGroup::MainStick);
ControllerEmu::ControlGroup* gcCStick = gcPad->GetGroup(PadGroup::CStick);
ControllerEmu::ControlGroup* gcDPad = gcPad->GetGroup(PadGroup::DPad);
ControllerEmu::ControlGroup* gcTriggers = gcPad->GetGroup(PadGroup::Triggers);
ControllerEmu::ControlGroup* gcRumble = gcPad->GetGroup(PadGroup::Rumble);
#if 0
ControllerEmu::ControlGroup* gcMic = gcPad->GetGroup(PadGroup::Mic);
ControllerEmu::ControlGroup* gcOptions = gcPad->GetGroup(PadGroup::Options);
#endif
gcButtons->SetControlExpression(0, "A"); // A
gcButtons->SetControlExpression(1, "B"); // B
gcButtons->SetControlExpression(2, "X"); // X
gcButtons->SetControlExpression(3, "Y"); // Y
gcButtons->SetControlExpression(4, "Z"); // Z
gcButtons->SetControlExpression(5, "Start"); // Start
gcMainStick->SetControlExpression(0, "`" + devAnalog + ":Y0-`"); // Up
gcMainStick->SetControlExpression(1, "`" + devAnalog + ":Y0+`"); // Down
gcMainStick->SetControlExpression(2, "`" + devAnalog + ":X0-`"); // Left
gcMainStick->SetControlExpression(3, "`" + devAnalog + ":X0+`"); // Right
gcCStick->SetControlExpression(0, "`" + devAnalog + ":Y1-`"); // Up
gcCStick->SetControlExpression(1, "`" + devAnalog + ":Y1+`"); // Down
gcCStick->SetControlExpression(2, "`" + devAnalog + ":X1-`"); // Left
gcCStick->SetControlExpression(3, "`" + devAnalog + ":X1+`"); // Right
gcDPad->SetControlExpression(0, "Up"); // Up
gcDPad->SetControlExpression(1, "Down"); // Down
gcDPad->SetControlExpression(2, "Left"); // Left
gcDPad->SetControlExpression(3, "Right"); // Right
gcTriggers->SetControlExpression(0, "L"); // L-trigger
gcTriggers->SetControlExpression(1, "R"); // R-trigger
gcTriggers->SetControlExpression(2, "`" + devAnalog + ":LTrigger0+`"); // L-trigger Analog
gcTriggers->SetControlExpression(3, "`" + devAnalog + ":RTrigger1+`"); // R-trigger Analog
gcRumble->SetControlExpression(0, "Rumble");
gcPad->UpdateReferences(g_controller_interface);
Pad::GetConfig()->SaveConfig();
if (SConfig::GetInstance().bWii && !SConfig::GetInstance().m_bt_passthrough_enabled)
{
WiimoteEmu::Wiimote* wm = (WiimoteEmu::Wiimote*)Wiimote::GetConfig()->GetController(port);
// load an empty inifile section, clears everything
IniFile::Section sec;
wm->LoadConfig(&sec);
wm->SetDefaultDevice(devJoypad);
using namespace WiimoteEmu;
if (device == OEWiimoteCC || device == OEWiimoteCC_Pro)
{
ControllerEmu::ControlGroup* ccButtons = wm->GetClassicGroup(ClassicGroup::Buttons);
ControllerEmu::ControlGroup* ccTriggers = wm->GetClassicGroup(ClassicGroup::Triggers);
ControllerEmu::ControlGroup* ccDpad = wm->GetClassicGroup(ClassicGroup::DPad);
ControllerEmu::ControlGroup* ccLeftStick = wm->GetClassicGroup(ClassicGroup::LeftStick);
ControllerEmu::ControlGroup* ccRightStick = wm->GetClassicGroup(ClassicGroup::RightStick);
ccButtons->SetControlExpression(0, "A"); // A
ccButtons->SetControlExpression(1, "B"); // B
ccButtons->SetControlExpression(2, "X"); // X
ccButtons->SetControlExpression(3, "Y"); // Y
ccButtons->SetControlExpression(4, "Zl"); // ZL
ccButtons->SetControlExpression(5, "Zr"); // ZR
ccButtons->SetControlExpression(6, "-"); // -
ccButtons->SetControlExpression(7, "+"); // +
ccButtons->SetControlExpression(8, "Home"); // Home
ccTriggers->SetControlExpression(0, "L"); // L-trigger
ccTriggers->SetControlExpression(1, "R"); // R-trigger
ccTriggers->SetControlExpression(2, "`" + devAnalog + "ccLTrigger0+`"); // L-trigger Analog
ccTriggers->SetControlExpression(3, "`" + devAnalog + "ccRTrigger1+`"); // R-trigger Analog
ccDpad->SetControlExpression(0, "Up"); // Up
ccDpad->SetControlExpression(1, "Down"); // Down
ccDpad->SetControlExpression(2, "Left"); // Left
ccDpad->SetControlExpression(3, "Right"); // Right
ccLeftStick->SetControlExpression(0, "`" + devAnalog + ":ccY0-`"); // Up
ccLeftStick->SetControlExpression(1, "`" + devAnalog + ":ccY0+`"); // Down
ccLeftStick->SetControlExpression(2, "`" + devAnalog + ":ccX0-`"); // Left
ccLeftStick->SetControlExpression(3, "`" + devAnalog + ":ccX0+`"); // Right
ccRightStick->SetControlExpression(0, "`" + devAnalog + ":ccY1-`"); // Up
ccRightStick->SetControlExpression(1, "`" + devAnalog + ":ccY1+`"); // Down
ccRightStick->SetControlExpression(2, "`" + devAnalog + ":ccX1-`"); // Left
ccRightStick->SetControlExpression(3, "`" + devAnalog + ":ccX1+`"); // Right
}
else //if (device != OEWiiMoteReal)
{
ControllerEmu::ControlGroup* wmButtons = wm->GetWiimoteGroup(WiimoteGroup::Buttons);
ControllerEmu::ControlGroup* wmDPad = wm->GetWiimoteGroup(WiimoteGroup::DPad);
ControllerEmu::ControlGroup* wmIR = wm->GetWiimoteGroup(WiimoteGroup::Point);
ControllerEmu::ControlGroup* wmShake = wm->GetWiimoteGroup(WiimoteGroup::Shake);
ControllerEmu::ControlGroup* wmTilt = wm->GetWiimoteGroup(WiimoteGroup::Tilt);
ControllerEmu::ControlGroup* wmHotkeys = wm->GetWiimoteGroup(WiimoteGroup::Hotkeys);
#if 0
ControllerEmu::ControlGroup* wmSwing = wm->GetWiimoteGroup(WiimoteGroup::Swing);
#endif
wmButtons->SetControlExpression(0, "A | `" + devMouse + ":Left`"); // A
wmButtons->SetControlExpression(1, "B | `" + devMouse + ":Right`"); // B
if (device == OEWiimoteNC)
{
ControllerEmu::ControlGroup* ncButtons = wm->GetNunchukGroup(NunchukGroup::Buttons);
ControllerEmu::ControlGroup* ncStick = wm->GetNunchukGroup(NunchukGroup::Stick);
ControllerEmu::ControlGroup* ncShake = wm->GetNunchukGroup(NunchukGroup::Shake);
#if 0
ControllerEmu::ControlGroup* ncTilt = wm->GetNunchukGroup(NunchukGroup::Tilt);
ControllerEmu::ControlGroup* ncSwing = wm->GetNunchukGroup(NunchukGroup::Swing);
#endif
ncButtons->SetControlExpression(0, "C"); // C
ncButtons->SetControlExpression(1, "Z"); // Z
ncStick->SetControlExpression(0, "`" + devAnalog + ":ccY0-`"); // Up
ncStick->SetControlExpression(1, "`" + devAnalog + ":ccY0+`"); // Down
ncStick->SetControlExpression(2, "`" + devAnalog + ":ccX0-`"); // Left
ncStick->SetControlExpression(3, "`" + devAnalog + ":ccX0+`"); // Right
ncShake->SetControlExpression(0, "ncShake"); // X
ncShake->SetControlExpression(1, "ncShake"); // Y
ncShake->SetControlExpression(2, "ncShake"); // Z
wmButtons->SetControlExpression(2, "1"); // 1
wmButtons->SetControlExpression(3, "2"); // 2
wmButtons->SetControlExpression(4, "-"); // -
wmButtons->SetControlExpression(5, "+"); // +
}
else
{
wmButtons->SetControlExpression(2, "1"); // 1
wmButtons->SetControlExpression(3, "2"); // 2
wmButtons->SetControlExpression(4, "-"); // -
wmButtons->SetControlExpression(5, "+"); // +
}
wmButtons->SetControlExpression(6, "Home"); // Home
wmDPad->SetControlExpression(0, "Up"); // Up
wmDPad->SetControlExpression(1, "Down"); // Down
wmDPad->SetControlExpression(2, "Left"); // Left
wmDPad->SetControlExpression(3, "Right"); // Right
wmIR->SetControlExpression(0, "`" + devPointer + ":Y0-`"); // Up
wmIR->SetControlExpression(1, "`" + devPointer + ":Y0+`"); // Down
wmIR->SetControlExpression(2, "`" + devPointer + ":X0-`"); // Left
wmIR->SetControlExpression(3, "`" + devPointer + ":X0+`"); // Right
wmShake->SetControlExpression(0, "wmShake"); // X
wmShake->SetControlExpression(1, "wmShake"); // Y
wmShake->SetControlExpression(2, "wmShake"); // Z
wmTilt->SetControlExpression(0, "`" + devAnalog + ":TiltY0-`"); // Forward
wmTilt->SetControlExpression(1, "`" + devAnalog + ":TiltY0+`"); // Backward
wmTilt->SetControlExpression(2, "`" + devAnalog + ":TiltX0-`"); // Left
wmTilt->SetControlExpression(3, "`" + devAnalog + ":TiltX0+`"); // Right
#if 0
wmHotkeys->SetControlExpression(0, "Sideways"); // Sideways Toggle
wmHotkeys->SetControlExpression(1, "Upright"); // Upright Toggle
wmHotkeys->SetControlExpression(2, "Sideways"); // Sideways Hold
wmHotkeys->SetControlExpression(3, "Upright"); // Upright Hold
#endif
}
ControllerEmu::ControlGroup* wmRumble = wm->GetWiimoteGroup(WiimoteGroup::Rumble);
ControllerEmu::ControlGroup* wmOptions = wm->GetWiimoteGroup(WiimoteGroup::Options);
ControllerEmu::Attachments* wmExtension =
(ControllerEmu::Attachments*)wm->GetWiimoteGroup(WiimoteGroup::Attachments);
static_cast<ControllerEmu::NumericSetting<double>*>(wmOptions->numeric_settings[0].get())
->SetValue(0); // Speaker Pan [-100, 100]
static_cast<ControllerEmu::NumericSetting<double>*>(wmOptions->numeric_settings[1].get())
->SetValue(95); // Battery [0, 100]
static_cast<ControllerEmu::NumericSetting<bool>*>(wmOptions->numeric_settings[2].get())
->SetValue(false); // Upright Wiimote
static_cast<ControllerEmu::NumericSetting<bool>*>(wmOptions->numeric_settings[3].get())
->SetValue(false); // Sideways Wiimote
wmRumble->SetControlExpression(0, "Rumble");
switch (device)
{
case OEWiimote:
wmExtension->SetSelectedAttachment(ExtensionNumber::NONE);
WiimoteCommon::SetSource(port, WiimoteSource::Emulated);
break;
case OEWiimoteSW:
wmExtension->SetSelectedAttachment(ExtensionNumber::NONE);
static_cast<ControllerEmu::NumericSetting<bool>*>(wmOptions->numeric_settings[2].get())
->SetValue(true); // Sideways Wiimote
WiimoteCommon::SetSource(port, WiimoteSource::Emulated);
break;
case OEWiimoteNC:
wmExtension->SetSelectedAttachment(ExtensionNumber::NUNCHUK);
WiimoteCommon::SetSource(port, WiimoteSource::Emulated);
break;
case OEWiimoteCC:
case OEWiimoteCC_Pro:
wmExtension->SetSelectedAttachment(ExtensionNumber::CLASSIC);
WiimoteCommon::SetSource(port, WiimoteSource::Emulated);
break;
case OEWiiMoteReal:
//desc = Libretro::Input::descEmpty;
WiimoteCommon::SetSource(port, WiimoteSource::Real);
default:
//desc = Libretro::Input::descGC;
WiimoteCommon::SetSource(port, WiimoteSource::None);
break;
}
wm->UpdateReferences(g_controller_interface);
::Wiimote::GetConfig()->SaveConfig();
}
}
-79
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@@ -1,79 +0,0 @@
//Dolphins Internal Controll expression Reference
//Wiimote
//m_buttons->SetControlExpression(0, "A");
//m_buttons->SetControlExpression(1, "B");
//m_buttons->SetControlExpression(2, "`1`");
//m_buttons->SetControlExpression(3, "`2`");
//m_buttons->SetControlExpression(4, "-");
//m_buttons->SetControlExpression(5, "+");
//m_buttons->SetControlExpression(6, "Home");
//m_dpad->SetControlExpression(0, "UP");
//m_dpad->SetControlExpression(1, "DOWN");
//m_dpad->SetControlExpression(2, "LEFT");
//m_dpad->SetControlExpression(3, "RIGHT");
//m_ir->SetControlExpression(0, "Cursor Y-");
//m_ir->SetControlExpression(1, "Cursor Y+");
//m_ir->SetControlExpression(2, "Cursor X-");
//m_ir->SetControlExpression(3, "Cursor X+");
//Tilt:
//m_imu_gyroscope->SetControlExpression(0, "Tilt Backward");
//m_imu_gyroscope->SetControlExpression(1, "Tilt Forward");
//m_imu_gyroscope->SetControlExpression(2, "Tilt Left");
//m_imu_gyroscope->SetControlExpression(3, "Tilt Right");
//m_imu_gyroscope->SetControlExpression(3, "Tilt Modifier");
//Swing:
//m_imu_accelerometer->SetControlExpression(0, "Accel Up");
//m_imu_accelerometer->SetControlExpression(1, "Accel Down");
//m_imu_accelerometer->SetControlExpression(2, "Accel Left");
//m_imu_accelerometer->SetControlExpression(3, "Accel Right");
//m_imu_accelerometer->SetControlExpression(4, "Accel Forward");
//m_imu_accelerometer->SetControlExpression(5, "Accel Backward");
//Gyro:
//m_imu_gyroscope->SetControlExpression(0, "Gyro Pitch Up");
//m_imu_gyroscope->SetControlExpression(1, "Gyro Pitch Down");
//m_imu_gyroscope->SetControlExpression(2, "Gyro Roll Left");
//m_imu_gyroscope->SetControlExpression(3, "Gyro Roll Right");
//m_imu_gyroscope->SetControlExpression(4, "Gyro Yaw Left");
//m_imu_gyroscope->SetControlExpression(5, "Gyro Yaw Right");
typedef enum _OEDolDev
{
OEDolDevNone,
OEDolDevJoy,
OEDolDevMouse,
OEDolDevKeyboard,
OEDolDevLightGun,
OEDolDevAnalog,
OEDolDevPointer
} OEDolDevs;
typedef enum _OEGCDigital
{
OEGCDigitalL = 21,
OEGCDigitalR
} OEGCDigital;
typedef enum _OEWiiConType
{
OEWiimote = 1,
OEWiimoteSW,
OEWiimoteNC,
OEWiimoteCC,
OEWiimoteCC_Pro,
OEWiiMoteReal
} OEWiiConType;
namespace Input
{
typedef int16_t (*openemu_input_state_t)(unsigned port, unsigned device, unsigned index, unsigned id);
typedef void (*openemu_input_poll_t)();
void openemu_set_controller_port_device(unsigned port, unsigned device);
void openemu_set_input_state(openemu_input_state_t);
void openemu_set_input_poll(openemu_input_poll_t);
void Openemu_Input_Init();
void OpenEmu_Input_Update();
void ResetControllers();
}
-88
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@@ -1,88 +0,0 @@
// Copyright 2012 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include "DolphinGameCore.h"
#include "Core/ConfigManager.h"
#include <OpenGL/gl3.h>
#include "Common/GL/GLInterface/AGL.h"
#include "Common/Logging/Log.h"
static bool UpdateCachedDimensions(NSView* view, u32* width, u32* height)
{
return true;
}
static bool AttachContextToView(NSOpenGLContext* context, NSView* view, u32* width, u32* height)
{
return true;
}
GLContextAGL::~GLContextAGL()
{
}
bool GLContextAGL::IsHeadless() const
{
return false;
}
void GLContextAGL::Swap()
{
[_current.renderDelegate didRenderFrameOnAlternateThread];
}
// Create rendering window.
// Call browser: Core.cpp:EmuThread() > main.cpp:Video_Initialize()
bool GLContextAGL::Initialize(const WindowSystemInfo& wsi, bool stereo, bool core)
{
MakeCurrent();
// Control window size and picture scaling
if(SConfig::GetInstance().bWii) {
m_backbuffer_width = 854;
m_backbuffer_height = 480;
} else {
m_backbuffer_width = 640;
m_backbuffer_height = 480;
}
return true;
}
std::unique_ptr<GLContext> GLContextAGL::CreateSharedContext()
{
return nullptr;
}
bool GLContextAGL::MakeCurrent()
{
[_current.renderDelegate willRenderFrameOnAlternateThread];
// Set the background color of the context to black
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
Swap();
return true;
}
bool GLContextAGL::ClearCurrent()
{
return true;
}
void GLContextAGL::Update()
{
if(SConfig::GetInstance().bWii) {
m_backbuffer_width = 854;
m_backbuffer_height = 480;
} else {
m_backbuffer_width = 640;
m_backbuffer_height = 480;
}
return;
}
void GLContextAGL::SwapInterval(int interval)
{
}
File diff suppressed because it is too large Load Diff
-255
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@@ -1,255 +0,0 @@
//// Copyright 2008 Dolphin Emulator Project
//// Licensed under GPLv2+
// Copyright 2008 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
// IMPORTANT: UI etc should modify g_Config. Graphics code should read g_ActiveConfig.
// The reason for this is to get rid of race conditions etc when the configuration
// changes in the middle of a frame. This is done by copying g_Config to g_ActiveConfig
// at the start of every frame. Noone should ever change members of g_ActiveConfig
// directly.
#pragma once
#include <string>
#include <vector>
#include "Common/CommonTypes.h"
enum class APIType;
// Log in two categories, and save three other options in the same byte
#define CONF_LOG 1
#define CONF_PRIMLOG 2
#define CONF_SAVETARGETS 8
#define CONF_SAVESHADERS 16
constexpr int EFB_SCALE_AUTO_INTEGRAL = 0;
enum class AspectMode : int
{
Auto,
AnalogWide,
Analog,
Stretch,
};
enum class StereoMode : int
{
Off,
SBS,
TAB,
Anaglyph,
QuadBuffer,
Passive
};
enum class ShaderCompilationMode : int
{
Synchronous,
SynchronousUberShaders,
AsynchronousUberShaders,
AsynchronousSkipRendering
};
// NEVER inherit from this class.
struct VideoConfig final
{
VideoConfig();
void Refresh();
void VerifyValidity();
// General
bool bVSync;
bool bVSyncActive;
bool bWidescreenHack;
AspectMode aspect_mode;
AspectMode suggested_aspect_mode;
bool bCrop; // Aspect ratio controls.
bool bShaderCache;
// Enhancements
u32 iMultisamples;
bool bSSAA;
int iEFBScale;
bool bForceFiltering;
int iMaxAnisotropy;
std::string sPostProcessingShader;
bool bForceTrueColor;
bool bDisableCopyFilter;
bool bArbitraryMipmapDetection;
float fArbitraryMipmapDetectionThreshold;
// Information
bool bShowFPS;
bool bShowNetPlayPing;
bool bShowNetPlayMessages;
bool bOverlayStats;
bool bOverlayProjStats;
bool bTexFmtOverlayEnable;
bool bTexFmtOverlayCenter;
bool bLogRenderTimeToFile;
// Render
bool bWireFrame;
bool bDisableFog;
// OpenEmu render buffer
int iRenderFBO = 0;
// Utility
bool bDumpTextures;
bool bDumpMipmapTextures;
bool bDumpBaseTextures;
bool bHiresTextures;
bool bCacheHiresTextures;
bool bDumpEFBTarget;
bool bDumpXFBTarget;
bool bDumpFramesAsImages;
bool bUseFFV1;
std::string sDumpCodec;
std::string sDumpEncoder;
std::string sDumpFormat;
std::string sDumpPath;
bool bInternalResolutionFrameDumps;
bool bBorderlessFullscreen;
bool bEnableGPUTextureDecoding;
int iBitrateKbps;
// Hacks
bool bEFBAccessEnable;
bool bEFBAccessDeferInvalidation;
bool bPerfQueriesEnable;
bool bBBoxEnable;
bool bForceProgressive;
bool bEFBEmulateFormatChanges;
bool bSkipEFBCopyToRam;
bool bSkipXFBCopyToRam;
bool bDisableCopyToVRAM;
bool bDeferEFBCopies;
bool bImmediateXFB;
bool bSkipPresentingDuplicateXFBs;
bool bCopyEFBScaled;
int iSafeTextureCache_ColorSamples;
float fAspectRatioHackW, fAspectRatioHackH;
bool bEnablePixelLighting;
bool bFastDepthCalc;
bool bVertexRounding;
int iEFBAccessTileSize;
int iLog; // CONF_ bits
int iSaveTargetId; // TODO: Should be dropped
// Stereoscopy
StereoMode stereo_mode;
int iStereoDepth;
int iStereoConvergence;
int iStereoConvergencePercentage;
bool bStereoSwapEyes;
bool bStereoEFBMonoDepth;
int iStereoDepthPercentage;
// D3D only config, mostly to be merged into the above
int iAdapter;
// VideoSW Debugging
int drawStart;
int drawEnd;
bool bZComploc;
bool bZFreeze;
bool bDumpObjects;
bool bDumpTevStages;
bool bDumpTevTextureFetches;
// Enable API validation layers, currently only supported with Vulkan.
bool bEnableValidationLayer;
// Multithreaded submission, currently only supported with Vulkan.
bool bBackendMultithreading;
// Early command buffer execution interval in number of draws.
// Currently only supported with Vulkan.
int iCommandBufferExecuteInterval;
// Shader compilation settings.
bool bWaitForShadersBeforeStarting;
ShaderCompilationMode iShaderCompilationMode;
// Number of shader compiler threads.
// 0 disables background compilation.
// -1 uses an automatic number based on the CPU threads.
int iShaderCompilerThreads;
int iShaderPrecompilerThreads;
// Static config per API
// TODO: Move this out of VideoConfig
struct
{
APIType api_type;
std::vector<std::string> Adapters; // for D3D
std::vector<u32> AAModes;
// TODO: merge AdapterName and Adapters array
std::string AdapterName; // for OpenGL
u32 MaxTextureSize;
bool bUsesLowerLeftOrigin;
bool bSupportsExclusiveFullscreen;
bool bSupportsDualSourceBlend;
bool bSupportsPrimitiveRestart;
bool bSupportsOversizedViewports;
bool bSupportsGeometryShaders;
bool bSupportsComputeShaders;
bool bSupports3DVision;
bool bSupportsEarlyZ; // needed by PixelShaderGen, so must stay in VideoCommon
bool bSupportsBindingLayout; // Needed by ShaderGen, so must stay in VideoCommon
bool bSupportsBBox;
bool bSupportsGSInstancing; // Needed by GeometryShaderGen, so must stay in VideoCommon
bool bSupportsPostProcessing;
bool bSupportsPaletteConversion;
bool bSupportsClipControl; // Needed by VertexShaderGen, so must stay in VideoCommon
bool bSupportsSSAA;
bool bSupportsFragmentStoresAndAtomics; // a.k.a. OpenGL SSBOs a.k.a. Direct3D UAVs
bool bSupportsDepthClamp; // Needed by VertexShaderGen, so must stay in VideoCommon
bool bSupportsReversedDepthRange;
bool bSupportsLogicOp;
bool bSupportsMultithreading;
bool bSupportsGPUTextureDecoding;
bool bSupportsST3CTextures;
bool bSupportsCopyToVram;
bool bSupportsBitfield; // Needed by UberShaders, so must stay in VideoCommon
bool bSupportsDynamicSamplerIndexing; // Needed by UberShaders, so must stay in VideoCommon
bool bSupportsBPTCTextures;
bool bSupportsFramebufferFetch; // Used as an alternative to dual-source blend on GLES
bool bSupportsBackgroundCompiling;
bool bSupportsLargePoints;
bool bSupportsPartialDepthCopies;
bool bSupportsDepthReadback;
bool bSupportsShaderBinaries;
bool bSupportsPipelineCacheData;
} backend_info;
// Utility
bool MultisamplingEnabled() const { return iMultisamples > 1; }
bool ExclusiveFullscreenEnabled() const
{
return backend_info.bSupportsExclusiveFullscreen && !bBorderlessFullscreen;
}
bool UseGPUTextureDecoding() const
{
return backend_info.bSupportsGPUTextureDecoding && bEnableGPUTextureDecoding;
}
bool UseVertexRounding() const { return bVertexRounding && iEFBScale != 1; }
bool UsingUberShaders() const;
u32 GetShaderCompilerThreads() const;
u32 GetShaderPrecompilerThreads() const;
};
extern VideoConfig g_Config;
extern VideoConfig g_ActiveConfig;
// Called every frame.
void UpdateActiveConfig();
-86
View File
@@ -1,86 +0,0 @@
/* Default visibility */
#define DEFAULT_VISIBILITY __attribute__((visibility("default")))
/* Start with debug message logging enabled */
#undef ENABLE_DEBUG_LOGGING
/* Message logging */
#undef ENABLE_LOGGING
/* Define to 1 if you have the <asm/types.h> header file. */
/* #undef HAVE_ASM_TYPES_H */
/* Define to 1 if you have the `gettimeofday' function. */
#define HAVE_GETTIMEOFDAY 1
/* Define to 1 if you have the `udev' library (-ludev). */
/* #undef HAVE_LIBUDEV */
/* Define to 1 if you have the <linux/filter.h> header file. */
/* #undef HAVE_LINUX_FILTER_H */
/* Define to 1 if you have the <linux/netlink.h> header file. */
/* #undef HAVE_LINUX_NETLINK_H */
/* Define to 1 if you have the <poll.h> header file. */
#define HAVE_POLL_H 1
/* Define to 1 if you have the <signal.h> header file. */
#define HAVE_SIGNAL_H 1
/* Define to 1 if you have the <strings.h> header file. */
#define HAVE_STRINGS_H 1
/* Define to 1 if the system has the type `struct timespec'. */
/* #undef HAVE_STRUCT_TIMESPEC */
/* syslog() function available */
#define HAVE_SYSLOG_FUNC 1
/* Define to 1 if you have the <syslog.h> header file. */
#define HAVE_SYSLOG_H 1
/* Define to 1 if you have the <sys/socket.h> header file. */
#define HAVE_SYS_SOCKET_H 1
/* Define to 1 if you have the <sys/time.h> header file. */
#define HAVE_SYS_TIME_H 1
/* Define to 1 if you have the <sys/types.h> header file. */
#define HAVE_SYS_TYPES_H 1
/* Darwin backend */
#define OS_DARWIN 1
/* Linux backend */
/* #undef OS_LINUX */
/* NetBSD backend */
/* #undef OS_NETBSD */
/* OpenBSD backend */
/* #undef OS_OPENBSD */
/* Windows backend */
/* #undef OS_WINDOWS */
/* type of second poll() argument */
#define POLL_NFDS_TYPE unsigned int
/* Use POSIX Threads */
#define THREADS_POSIX
/* timerfd headers available */
/* #undef USBI_TIMERFD_AVAILABLE */
/* Enable output to system log */
#define USE_SYSTEM_LOGGING_FACILITY 1
/* Use udev for device enumeration/hotplug */
/* #undef USE_UDEV */
/* Use GNU extensions */
#define _GNU_SOURCE
/* Oldest Windows version supported */
#define WINVER 0x0501
-505
View File
@@ -1,505 +0,0 @@
/* Define if building universal (internal helper macro) */
/* #undef AC_APPLE_UNIVERSAL_BUILD */
/* How many MiB of RAM to assume if the real amount cannot be determined. */
#define ASSUME_RAM 128
/* Define to 1 if translation of program messages to the user's native
language is requested. */
/* #undef #define ENABLE_NLS 1 */
/* Define to 1 if bswap_16 is available. */
#define HAVE_BSWAP_16 1
/* Define to 1 if bswap_32 is available. */
#define HAVE_BSWAP_32 1
/* Define to 1 if bswap_64 is available. */
#define HAVE_BSWAP_64 1
/* Define to 1 if you have the <byteswap.h> header file. */
/* #undef HAVE_BYTESWAP_H 1 */
/* Define to 1 if Capsicum is available. */
/* #undef HAVE_CAPSICUM */
/* Define to 1 if the system has the type `CC_SHA256_CTX'. */
/* #undef HAVE_CC_SHA256_CTX */
/* Define to 1 if you have the `CC_SHA256_Init' function. */
/* #undef HAVE_CC_SHA256_INIT */
/* Define to 1 if you have the Mac OS X function CFLocaleCopyCurrent in the
CoreFoundation framework. */
/* #undef HAVE_CFLOCALECOPYCURRENT */
/* Define to 1 if you have the Mac OS X function CFPreferencesCopyAppValue in
the CoreFoundation framework. */
/* #undef HAVE_CFPREFERENCESCOPYAPPVALUE */
/* Define to 1 if crc32 integrity check is enabled. */
#define HAVE_CHECK_CRC32 1
/* Define to 1 if crc64 integrity check is enabled. */
#define HAVE_CHECK_CRC64 1
/* Define to 1 if sha256 integrity check is enabled. */
#define HAVE_CHECK_SHA256 1
/* Define to 1 if you have the `clock_gettime' function. */
#define HAVE_CLOCK_GETTIME 1
/* Define to 1 if you have the <CommonCrypto/CommonDigest.h> header file. */
/* #undef HAVE_COMMONCRYPTO_COMMONDIGEST_H */
/* Define if the GNU dcgettext() function is already present or preinstalled.
*/
#define HAVE_DCGETTEXT 1
/* Define to 1 if you have the declaration of `CLOCK_MONOTONIC', and to 0 if
you don't. */
#define HAVE_DECL_CLOCK_MONOTONIC 1
/* Define to 1 if you have the declaration of `program_invocation_name', and
to 0 if you don't. */
/* undef HAVE_DECL_PROGRAM_INVOCATION_NAME 1 */
/* Define to 1 if any of HAVE_DECODER_foo have been defined. */
#define HAVE_DECODERS 1
/* Define to 1 if arm decoder is enabled. */
// #define HAVE_DECODER_ARM 1
/* Define to 1 if armthumb decoder is enabled. */
// #define HAVE_DECODER_ARMTHUMB 1
/* Define to 1 if delta decoder is enabled. */
#define HAVE_DECODER_DELTA 1
/* Define to 1 if ia64 decoder is enabled. */
// #define HAVE_DECODER_IA64 1
/* Define to 1 if lzma1 decoder is enabled. */
#define HAVE_DECODER_LZMA1 1
/* Define to 1 if lzma2 decoder is enabled. */
#define HAVE_DECODER_LZMA2 1
/* Define to 1 if powerpc decoder is enabled. */
// #define HAVE_DECODER_POWERPC 1
/* Define to 1 if sparc decoder is enabled. */
// #define HAVE_DECODER_SPARC 1
/* Define to 1 if x86 decoder is enabled. */
// #define HAVE_DECODER_X86 1
/* Define to 1 if you have the <dlfcn.h> header file. */
#define HAVE_DLFCN_H 1
/* Define to 1 if any of HAVE_ENCODER_foo have been defined. */
#define HAVE_ENCODERS 1
/* Define to 1 if arm encoder is enabled. */
// #define HAVE_ENCODER_ARM 1
/* Define to 1 if armthumb encoder is enabled. */
// #define HAVE_ENCODER_ARMTHUMB 1
/* Define to 1 if delta encoder is enabled. */
#define HAVE_ENCODER_DELTA 1
/* Define to 1 if ia64 encoder is enabled. */
// #define HAVE_ENCODER_IA64 1
/* Define to 1 if lzma1 encoder is enabled. */
#define HAVE_ENCODER_LZMA1 1
/* Define to 1 if lzma2 encoder is enabled. */
#define HAVE_ENCODER_LZMA2 1
/* Define to 1 if powerpc encoder is enabled. */
// #define HAVE_ENCODER_POWERPC 1
/* Define to 1 if sparc encoder is enabled. */
// #define HAVE_ENCODER_SPARC 1
/* Define to 1 if x86 encoder is enabled. */
// #define HAVE_ENCODER_X86 1
/* Define to 1 if you have the <fcntl.h> header file. */
#define HAVE_FCNTL_H 1
/* Define to 1 if you have the `futimens' function. */
#define HAVE_FUTIMENS 1
/* Define to 1 if you have the `futimes' function. */
/* #undef HAVE_FUTIMES */
/* Define to 1 if you have the `futimesat' function. */
/* #undef HAVE_FUTIMESAT */
/* Define to 1 if you have the <getopt.h> header file. */
#define HAVE_GETOPT_H 1
/* Define to 1 if you have the `getopt_long' function. */
#define HAVE_GETOPT_LONG 1
/* Define if the GNU gettext() function is already present or preinstalled. */
/* #undef HAVE_GETTEXT 1 */
/* Define if you have the iconv() function and it works. */
/* #undef HAVE_ICONV */
#ifdef _M_X86
/* Define to 1 if you have the <immintrin.h> header file. */
#define HAVE_IMMINTRIN_H 1
#endif
/* Define to 1 if you have the <inttypes.h> header file. */
#define HAVE_INTTYPES_H 1
/* Define to 1 if you have the <limits.h> header file. */
#define HAVE_LIMITS_H 1
/* Define to 1 if mbrtowc and mbstate_t are properly declared. */
#define HAVE_MBRTOWC 1
/* Define to 1 if you have the <memory.h> header file. */
#define HAVE_MEMORY_H 1
/* Define to 1 to enable bt2 match finder. */
#define HAVE_MF_BT2 1
/* Define to 1 to enable bt3 match finder. */
#define HAVE_MF_BT3 1
/* Define to 1 to enable bt4 match finder. */
#define HAVE_MF_BT4 1
/* Define to 1 to enable hc3 match finder. */
#define HAVE_MF_HC3 1
/* Define to 1 to enable hc4 match finder. */
#define HAVE_MF_HC4 1
/* Define to 1 if getopt.h declares extern int optreset. */
/* #undef HAVE_OPTRESET */
/* Define to 1 if you have the `posix_fadvise' function. */
#define HAVE_POSIX_FADVISE 1
/* Define to 1 if you have the `pthread_condattr_setclock' function. */
//#define HAVE_PTHREAD_CONDATTR_SETCLOCK 1
/* Have PTHREAD_PRIO_INHERIT. */
#define HAVE_PTHREAD_PRIO_INHERIT 1
/* Define to 1 if you have the `SHA256Init' function. */
/* #undef HAVE_SHA256INIT */
/* Define to 1 if the system has the type `SHA256_CTX'. */
/* #undef HAVE_SHA256_CTX */
/* Define to 1 if you have the <sha256.h> header file. */
/* #undef HAVE_SHA256_H */
/* Define to 1 if you have the `SHA256_Init' function. */
/* #undef HAVE_SHA256_INIT */
/* Define to 1 if the system has the type `SHA2_CTX'. */
/* #undef HAVE_SHA2_CTX */
/* Define to 1 if you have the <sha2.h> header file. */
/* #undef HAVE_SHA2_H */
/* Define to 1 if optimizing for size. */
/* #undef HAVE_SMALL */
/* Define to 1 if stdbool.h conforms to C99. */
#define HAVE_STDBOOL_H 1
/* Define to 1 if you have the <stdint.h> header file. */
#define HAVE_STDINT_H 1
/* Define to 1 if you have the <stdlib.h> header file. */
#define HAVE_STDLIB_H 1
/* Define to 1 if you have the <strings.h> header file. */
/* #undef HAVE_STRINGS_H 1 */
/* Define to 1 if you have the <string.h> header file. */
#define HAVE_STRING_H 1
/* Define to 1 if `st_atimensec' is a member of `struct stat'. */
/* #undef HAVE_STRUCT_STAT_ST_ATIMENSEC */
/* Define to 1 if `st_atimespec.tv_nsec' is a member of `struct stat'. */
/* #undef HAVE_STRUCT_STAT_ST_ATIMESPEC_TV_NSEC */
/* Define to 1 if `st_atim.st__tim.tv_nsec' is a member of `struct stat'. */
/* #undef HAVE_STRUCT_STAT_ST_ATIM_ST__TIM_TV_NSEC */
/* Define to 1 if `st_atim.tv_nsec' is a member of `struct stat'. */
#define HAVE_STRUCT_STAT_ST_ATIM_TV_NSEC 1
/* Define to 1 if `st_uatime' is a member of `struct stat'. */
/* #undef HAVE_STRUCT_STAT_ST_UATIME */
/* Define to 1 if you have the <sys/byteorder.h> header file. */
/* #undef HAVE_SYS_BYTEORDER_H */
/* Define to 1 if you have the <sys/capsicum.h> header file. */
/* #undef HAVE_SYS_CAPSICUM_H */
/* Define to 1 if you have the <sys/endian.h> header file. */
/* #undef HAVE_SYS_ENDIAN_H */
/* Define to 1 if you have the <sys/param.h> header file. */
#define HAVE_SYS_PARAM_H 1
/* Define to 1 if you have the <sys/stat.h> header file. */
#define HAVE_SYS_STAT_H 1
/* Define to 1 if you have the <sys/time.h> header file. */
/* #undef HAVE_SYS_TIME_H 1 */
/* Define to 1 if you have the <sys/types.h> header file. */
#define HAVE_SYS_TYPES_H 1
/* Define to 1 if the system has the type `uintptr_t'. */
#define HAVE_UINTPTR_T 1
/* Define to 1 if you have the <unistd.h> header file. */
#define HAVE_UNISTD_H 1
/* Define to 1 if you have the `utime' function. */
/* #undef HAVE_UTIME */
/* Define to 1 if you have the `utimes' function. */
/* #undef HAVE_UTIMES */
/* Define to 1 or 0, depending whether the compiler supports simple visibility
declarations. */
#define HAVE_VISIBILITY 1
/* Define to 1 if you have the `wcwidth' function. */
#define HAVE_WCWIDTH 1
/* Define to 1 if the system has the type `_Bool'. */
#define HAVE__BOOL 1
/* Define to 1 if you have the `_futime' function. */
/* #undef HAVE__FUTIME */
/* Define to 1 if _mm_movemask_epi8 is available. */
#define HAVE__MM_MOVEMASK_EPI8 1
/* Define to the sub-directory where libtool stores uninstalled libraries. */
#define LT_OBJDIR ".libs/"
#ifndef _WIN32
/* Define to 1 when using POSIX threads (pthreads). */
#define MYTHREAD_POSIX 1
#else
/* Define to 1 when using Windows Vista compatible threads. This uses features
that are not available on Windows XP. */
#define MYTHREAD_VISTA
#endif
/* Define to 1 when using Windows 95 (and thus XP) compatible threads. This
avoids use of features that were added in Windows Vista. */
/* #undef MYTHREAD_WIN95 */
/* Define to 1 to disable debugging code. */
#define NDEBUG 1
/* Name of package */
#define PACKAGE "xz"
/* Define to the address where bug reports for this package should be sent. */
#define PACKAGE_BUGREPORT "lasse.collin@tukaani.org"
/* Define to the full name of this package. */
#define PACKAGE_NAME "XZ Utils"
/* Define to the full name and version of this package. */
#define PACKAGE_STRING "XZ Utils 5.2.4"
/* Define to the one symbol short name of this package. */
#define PACKAGE_TARNAME "xz"
/* Define to the home page for this package. */
#define PACKAGE_URL "https://tukaani.org/xz/"
/* Define to the version of this package. */
#define PACKAGE_VERSION "5.2.4"
/* Define to necessary symbol if this constant uses a non-standard name on
your system. */
/* #undef PTHREAD_CREATE_JOINABLE */
/* The size of `size_t', as computed by sizeof. */
#define SIZEOF_SIZE_T 8
/* Define to 1 if you have the ANSI C header files. */
#define STDC_HEADERS 1
/* Define to 1 if the number of available CPU cores can be detected with
cpuset(2). */
/* #undef TUKLIB_CPUCORES_CPUSET */
/* Define to 1 if the number of available CPU cores can be detected with
pstat_getdynamic(). */
/* #undef TUKLIB_CPUCORES_PSTAT_GETDYNAMIC */
/* Define to 1 if the number of available CPU cores can be detected with
sched_getaffinity() */
/* #undef TUKLIB_CPUCORES_SCHED_GETAFFINITY */
/* Define to 1 if the number of available CPU cores can be detected with
sysconf(_SC_NPROCESSORS_ONLN) or sysconf(_SC_NPROC_ONLN). */
/* #undef TUKLIB_CPUCORES_SYSCONF */
/* Define to 1 if the number of available CPU cores can be detected with
sysctl(). */
/* #undef TUKLIB_CPUCORES_SYSCTL */
#ifdef _M_X86
/* Define to 1 if the system supports fast unaligned access to 16-bit and
32-bit integers. */
#define TUKLIB_FAST_UNALIGNED_ACCESS 1
#endif
/* Define to 1 if the amount of physical memory can be detected with
_system_configuration.physmem. */
/* #undef TUKLIB_PHYSMEM_AIX */
/* Define to 1 if the amount of physical memory can be detected with
getinvent_r(). */
/* #undef TUKLIB_PHYSMEM_GETINVENT_R */
/* Define to 1 if the amount of physical memory can be detected with
getsysinfo(). */
/* #undef TUKLIB_PHYSMEM_GETSYSINFO */
/* Define to 1 if the amount of physical memory can be detected with
pstat_getstatic(). */
/* #undef TUKLIB_PHYSMEM_PSTAT_GETSTATIC */
/* Define to 1 if the amount of physical memory can be detected with
sysconf(_SC_PAGESIZE) and sysconf(_SC_PHYS_PAGES). */
#define TUKLIB_PHYSMEM_SYSCONF 1
/* Define to 1 if the amount of physical memory can be detected with sysctl().
*/
/* #undef TUKLIB_PHYSMEM_SYSCTL */
/* Define to 1 if the amount of physical memory can be detected with Linux
sysinfo(). */
/* #undef TUKLIB_PHYSMEM_SYSINFO */
/* Enable extensions on AIX 3, Interix. */
#ifndef _ALL_SOURCE
# define _ALL_SOURCE 1
#endif
/* Enable GNU extensions on systems that have them. */
#ifndef _GNU_SOURCE
# define _GNU_SOURCE 1
#endif
/* Enable threading extensions on Solaris. */
#ifndef _POSIX_PTHREAD_SEMANTICS
# define _POSIX_PTHREAD_SEMANTICS 1
#endif
/* Enable extensions on HP NonStop. */
#ifndef _TANDEM_SOURCE
# define _TANDEM_SOURCE 1
#endif
/* Enable general extensions on Solaris. */
#ifndef __EXTENSIONS__
# define __EXTENSIONS__ 1
#endif
/* Version number of package */
#define VERSION "5.2.4"
/* Define WORDS_BIGENDIAN to 1 if your processor stores words with the most
significant byte first (like Motorola and SPARC, unlike Intel). */
#if defined AC_APPLE_UNIVERSAL_BUILD
# if defined __BIG_ENDIAN__
# define WORDS_BIGENDIAN 1
# endif
#else
# ifndef WORDS_BIGENDIAN
/* # undef WORDS_BIGENDIAN */
# endif
#endif
/* Enable large inode numbers on Mac OS X 10.5. */
#ifndef _DARWIN_USE_64_BIT_INODE
# define _DARWIN_USE_64_BIT_INODE 1
#endif
/* Number of bits in a file offset, on hosts where this is settable. */
/* #undef _FILE_OFFSET_BITS */
/* Define for large files, on AIX-style hosts. */
/* #undef _LARGE_FILES */
/* Define to 1 if on MINIX. */
/* #undef _MINIX */
/* Define to 2 if the system does not provide POSIX.1 features except with
this defined. */
/* #undef _POSIX_1_SOURCE */
/* Define to 1 if you need to in order for `stat' and other things to work. */
/* #undef _POSIX_SOURCE */
/* Define for Solaris 2.5.1 so the uint32_t typedef from <sys/synch.h>,
<pthread.h>, or <semaphore.h> is not used. If the typedef were allowed, the
#define below would cause a syntax error. */
/* #undef _UINT32_T */
/* Define for Solaris 2.5.1 so the uint64_t typedef from <sys/synch.h>,
<pthread.h>, or <semaphore.h> is not used. If the typedef were allowed, the
#define below would cause a syntax error. */
/* #undef _UINT64_T */
/* Define for Solaris 2.5.1 so the uint8_t typedef from <sys/synch.h>,
<pthread.h>, or <semaphore.h> is not used. If the typedef were allowed, the
#define below would cause a syntax error. */
/* #undef _UINT8_T */
/* Define to rpl_ if the getopt replacement functions and variables should be
used. */
/* #undef __GETOPT_PREFIX */
/* Define to the type of a signed integer type of width exactly 32 bits if
such a type exists and the standard includes do not define it. */
/* #undef int32_t */
/* Define to the type of a signed integer type of width exactly 64 bits if
such a type exists and the standard includes do not define it. */
/* #undef int64_t */
/* Define to the type of an unsigned integer type of width exactly 16 bits if
such a type exists and the standard includes do not define it. */
/* #undef uint16_t */
/* Define to the type of an unsigned integer type of width exactly 32 bits if
such a type exists and the standard includes do not define it. */
/* #undef uint32_t */
/* Define to the type of an unsigned integer type of width exactly 64 bits if
such a type exists and the standard includes do not define it. */
/* #undef uint64_t */
/* Define to the type of an unsigned integer type of width exactly 8 bits if
such a type exists and the standard includes do not define it. */
/* #undef uint8_t */
/* Define to the type of an unsigned integer type wide enough to hold a
pointer, if such a type exists, and if the system does not define it. */
/* #undef uintptr_t */
+224
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@@ -0,0 +1,224 @@
# Dolphin Coding Style & Licensing
If you make any contributions to Dolphin after December 1st, 2014, you are agreeing that any code you have contributed will be licensed under the GNU GPL version 2 (or any later version).
## Coding Style
---
- [Introduction] (#introduction)
- [Styling and formatting] (#styling-and-formatting)
- [General] (#general)
- [Naming] (#naming)
- [Conditionals] (#conditionals)
- [Classes and Structs] (#classes-and-structs)
- [Code specific] (#code-specific)
- [General] (#general-1)
- [Headers] (#headers)
- [Loops] (#loops)
- [Functions] (#functions)
- [Classes and Structs] (#classes-and-structs-1)
## Introduction
---
This guide is for developers who wish to contribute to the Dolphin codebase. It will detail how to properly style and format code to fit this project. This guide also offers suggestions on specific functions and other varia that may be used in code.
Following this guide and formatting your code as detailed will likely get your pull request merged much faster than if you don't (assuming the written code has no mistakes in itself).
## Styling and formatting
---
### General
- Try to limit lines of code to a maximum of 100 characters.
- Note that this does not mean you should try and use all 100 characters every time you have the chance. Typically with well formatted code, you normally shouldn't hit a line count of anything over 80 or 90 characters.
- The indentation style we use is tabs for initial indentation and then, if vertical alignment is needed, spaces are to be used.
- The opening brace for namespaces, classes, functions, enums, structs, unions, conditionals, and loops go on the next line.
- With array initializer lists and lambda expressions it is OK to keep the brace on the same line.
- References and pointers have the ampersand or asterisk against the type name, not the variable name. Example: `int* var`, not `int *var`.
- Don't use multi-line comments (`/* Comment text */`), use single-line comments (`// Comment text`) instead.
- Don't collapse single line conditional or loop bodies onto the same line as its header. Put it on the next line.
- Yes:
```c++
if (condition)
return 0;
while (var != 0)
var--;
```
- No:
```c++
if (condition) return 0;
while (var != 0) var--;
```
### Naming
- All class, enum, function, and struct names should be in upper CamelCase. If the name contains an abbreviation uppercase it.
- `class SomeClassName`
- `enum IPCCommandType`
- All compile time constants should be fully uppercased. With constants that have more than one word in them, use an underscore to separate them.
- `const int PI = 3.14159;`
- `const int MAX_PATH = 260;`
- All variables should be lowercase with underscores separating the individual words in the name.
- `int this_variable_name;`
- Please do not use [Hungarian notation](http://en.wikipedia.org/wiki/Hungarian_notation) prefixes with variables. The only exceptions to this are the variable prefixes below.
- Global variables `g_`
- Class variables `m_`
- Static variables `s_`
### Conditionals
- Do not leave `else` or `else if` conditions dangling unless the `if` condition lacks braces.
- Yes:
```c++
if (condition)
{
// code
}
else
{
// code
}
```
- Acceptable:
```c++
if (condition)
// code line
else
// code line
```
- No:
```c++
if (condition)
{
// code
}
else
// code line
```
### Classes and Structs
- If making a [POD](http://en.wikipedia.org/wiki/Plain_Old_Data_Structures) type, use a `struct` for this. Use a `class` otherwise.
- Class layout should be in the order, `public`, `protected`, and then `private`.
- If one or more of these sections are not needed, then simply don't include them.
- For each of the above specified access levels, the contents of each should follow this given order: constructor, destructor, operator overloads, functions, then variables.
- When defining the variables, define `static` variables before the non-static ones.
```c++
class ExampleClass : public SomeParent
{
public:
ExampleClass(int x, int y);
int GetX() const;
int GetY() const;
protected:
virtual void SomeProtectedFunction() = 0;
static float s_some_variable;
private:
int m_x;
int m_y;
};
```
## Code Specific
---
### General
- Using C++11 features is OK and recommended.
- Use the [nullptr](http://en.cppreference.com/w/cpp/language/nullptr) type over the macro `NULL`.
- If a [range-based for loop](http://en.cppreference.com/w/cpp/language/range-for) can be used instead of container iterators, use it.
- Obviously, try not to use `goto` unless you have a *really* good reason for it.
- If a compiler warning is found, please try and fix it.
- Try to avoid using raw pointers (pointers allocated with `new`) as much as possible. There are cases where using a raw pointer is unavoidable, and in these situations it is OK to use them. An example of this is functions from a C library that require them. In cases where it is avoidable, the STL usually has a means to solve this (`vector`, `unique_ptr`, etc).
- Do not use the `auto` keyword everywhere. While it's nice that the type can be determined by the compiler, it cannot be resolved at 'readtime' by the developer as easily. Use auto only in cases where it is obvious what the type being assigned is (note: 'obvious' means not having to open other files or reading the header file). Some situations where it is appropriate to use `auto` is when iterating over a `std::map` container in a foreach loop, or to shorten the length of container iterator variable declarations.
- Do not use `using namespace [x];` in headers. Try not to use it at all if you can.
- The preferred form of the increment and decrement operator in for-loops is prefix-form (e.g. `++var`).
### Headers
- If a header is not necessary in a certain source file, remove them.
- If you find duplicate includes of a certain header, remove it.
- When declaring includes in a source file, make sure they follow the given pattern:
- Standard library headers
- System-specific headers (these should also likely be in an `#ifdef` block unless the source file itself is system-specific).
- Dolphin source file headers
- Each of the above header sections should also be in alphabetical order
- Project source file headers should be included in a way that is relative to the `[Dolphin Root]/Source/Core` directory.
- This project uses `#pragma once` as header guards.
### Loops
- If an infinite loop is required, do not use `for (;;)`, use `while (true)`.
- Empty-bodied loops should use braces after their header, not a semicolon.
- Yes: `while (condition) {}`
- No: `while (condition);`
### Functions
- If a function parameter is a pointer or reference and its value or data isn't intended to be changed, please mark that parameter as `const`.
- Functions that specifically modify their parameters should have the respective parameter(s) marked as a pointer so that the variables being modified are syntaxically obvious.
- What not to do:
```c++
template<class T>
inline void Clamp(T& val, const T& min, const T& max)
{
if (val < min)
val = min;
else if (val > max)
val = max;
}
```
Example call: `Clamp(var, 1000, 5000);`
- What to do:
```c++
template<class T>
inline void Clamp(T* val, const T& min, const T& max)
{
if (*val < min)
*val = min;
else if (*val > max)
*val = max;
}
```
Example call: `Clamp(&var, 1000, 5000);`
- Class member functions that you do not want to be overridden in inheriting classes should be marked with the `final` specifier.
```c++
class ClassName : ParentClass
{
public:
void Update() final;
};
```
- Overridden member functions that can also be inherited should be marked with the `override` specifier to make it easier to see which functions belong to the parent class.
```c++
class ClassName : ParentClass
{
public:
void Update() override;
};
```
### Classes and Structs
- Classes and structs that are not intended to be extended through inheritance should be marked with the `final` specifier.
```c++
class ClassName final : ParentClass
{
// Class definitions
};
```
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# 301E01 - GameCube Service Disc
[Core]
# Values set here will override the main dolphin settings.
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 3
EmulationIssues = Certain tests may soft-lock
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
+27
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@@ -0,0 +1,27 @@
# D43E01 - ZELDA OCARINA MULTI PACK
[Core]
# Values set here will override the main dolphin settings.
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues = Minor video glitches when pausing
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
PH_SZNear = 0
PH_SZFar = 0
PH_ExtraParam = 0
PH_ZNear =
PH_ZFar =
+21
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@@ -0,0 +1,21 @@
# D43J01 - ZELDA OCARINA MULTI PACK
[Core]
# Values set here will override the main dolphin settings.
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues =
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
$loophack
0x806866E4:word:0x60000000
[ActionReplay]
# Add action replay cheats here.
+22
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@@ -0,0 +1,22 @@
# D43P01 - The Legend of Zelda: Ocarina of Time
[Core]
# Values set here will override the main dolphin settings.
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues =
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
+22
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@@ -0,0 +1,22 @@
# D43U01 - ZELDA OCARINA MULTI PACK
[Core]
# Values set here will override the main dolphin settings.
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues =
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
+23
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@@ -0,0 +1,23 @@
# D85E01 - Multi Game Demo Disk 12
[Core]
# Values set here will override the main dolphin settings.
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues = Videos run at low FPS
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
+30
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# DLSE64 - Star Wars: Rogue Squadron III: Rebel Strike: Limited Edition Bonus Disc (Demo)
[Core]
# Values set here will override the main dolphin settings.
MMU = 1
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 3
EmulationIssues =
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
[Video_Settings]
UseXFB = True
UseRealXFB = False
SafeTextureCacheColorSamples = 512
[Video_Hacks]
EFBToTextureEnable = False
EFBCopyEnable = True
+30
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@@ -0,0 +1,30 @@
# DLSP64 - Star Wars: Rogue Squadron III: Rebel Strike: Limited Edition Bonus Disc (Demo)
[Core]
# Values set here will override the main dolphin settings.
MMU = 1
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 3
EmulationIssues =
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
[Video_Settings]
UseXFB = True
UseRealXFB = False
SafeTextureCacheColorSamples = 512
[Video_Hacks]
EFBToTextureEnable = False
EFBCopyEnable = True
+19
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@@ -0,0 +1,19 @@
# DTLX01 - ACTION REPLAY
[Core]
# Values set here will override the main dolphin settings.
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 3
EmulationIssues =
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
+19
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@@ -0,0 +1,19 @@
# DVDXDV - Unknown
[Core]
# Values set here will override the main dolphin settings.
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 0
EmulationIssues =
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
+33
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@@ -0,0 +1,33 @@
# FA6E01 - Donkey Kong Jr. Math
[Core]
# Values set here will override the main dolphin settings.
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues = Texture filtering will cause glitches.
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 0
EFBScale = 2
[Video_Hacks]
EFBToTextureEnable = False
EFBCopyEnable = True
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
+33
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@@ -0,0 +1,33 @@
# FA6P01 - Donkey Kong Jr. Math
[Core]
# Values set here will override the main dolphin settings.
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues = Texture filtering will cause glitches.
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 0
EFBScale = 2
[Video_Hacks]
EFBToTextureEnable = False
EFBCopyEnable = True
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
+33
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# FA7E01 - Yoshi
[Core]
# Values set here will override the main dolphin settings.
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues = Texture filtering will cause glitches.
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 0
EFBScale = 2
[Video_Hacks]
EFBToTextureEnable = False
EFBCopyEnable = True
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
+33
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@@ -0,0 +1,33 @@
# FA7P01 - Mario & Yoshi
[Core]
# Values set here will override the main dolphin settings.
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues = Texture filtering will cause glitches.
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 0
EFBScale = 2
[Video_Hacks]
EFBToTextureEnable = False
EFBCopyEnable = True
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
+33
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@@ -0,0 +1,33 @@
# FA8E01 - Kirby's Adventure [NES]
[Core]
# Values set here will override the main dolphin settings.
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues = Texture filtering will cause glitches.
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 0
EFBScale = 2
[Video_Hacks]
EFBToTextureEnable = False
EFBCopyEnable = True
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
+33
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# FA8F01 - Kirby's Adventure
[Core]
# Values set here will override the main dolphin settings.
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues = Texture filtering will cause glitches.
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 0
EFBScale = 2
[Video_Hacks]
EFBToTextureEnable = False
EFBCopyEnable = True
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
+33
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@@ -0,0 +1,33 @@
# FA8P01 - Kirby's Adventure
[Core]
# Values set here will override the main dolphin settings.
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues = Texture filtering will cause glitches.
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 0
EFBScale = 2
[Video_Hacks]
EFBToTextureEnable = False
EFBCopyEnable = True
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
+33
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@@ -0,0 +1,33 @@
# FA9E01 - Zelda II: The Adventure of Link
[Core]
# Values set here will override the main dolphin settings.
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues = Texture filtering will cause glitches.
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 0
EFBScale = 2
[Video_Hacks]
EFBToTextureEnable = False
EFBCopyEnable = True
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
+33
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@@ -0,0 +1,33 @@
# FA9P01 - Zelda II: The Adventure of Link
[Core]
# Values set here will override the main dolphin settings.
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationIssues = Texture filtering will cause glitches.
EmulationStateId = 4
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 0
EFBScale = 2
[Video_Hacks]
EFBToTextureEnable = False
EFBCopyEnable = True
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
+29
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@@ -0,0 +1,29 @@
# FAAE01 - Donkey Kong
[Core]
# Values set here will override the main dolphin settings.
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues = Texture filtering will cause glitches.
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 512
EFBScale = 2
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
+29
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@@ -0,0 +1,29 @@
# FAAP01 - Donkey Kong
[Core]
# Values set here will override the main dolphin settings.
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues = Texture filtering will cause glitches.
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 512
EFBScale = 2
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
+29
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@@ -0,0 +1,29 @@
# FABE01 - Donkey Kong Jr.
[Core]
# Values set here will override the main dolphin settings.
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationIssues = Texture filtering will cause glitches.
EmulationStateId = 4
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 512
EFBScale = 2
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
+29
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@@ -0,0 +1,29 @@
# FABP01 - Donkey Kong Jr.
[Core]
# Values set here will override the main dolphin settings.
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationIssues = Texture filtering will cause glitches.
EmulationStateId = 4
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 512
EFBScale = 2
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
+29
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@@ -0,0 +1,29 @@
# FAGE01 - Super Mario Bros.
[Core]
# Values set here will override the main dolphin settings.
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues = Texture filtering will cause glitches.
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 512
EFBScale = 2
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
+29
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@@ -0,0 +1,29 @@
# FAGP01 - Super Mario Bros.
[Core]
# Values set here will override the main dolphin settings.
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues = Texture filtering will cause glitches.
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 512
EFBScale = 2
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
+29
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@@ -0,0 +1,29 @@
# FAHE01 - Tennis
[Core]
# Values set here will override the main dolphin settings.
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues = Texture filtering will cause glitches.
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 512
EFBScale = 2
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
+29
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@@ -0,0 +1,29 @@
# FAHP01 - Tennis
[Core]
# Values set here will override the main dolphin settings.
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationIssues = Texture filtering will cause glitches.
EmulationStateId = 4
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 512
EFBScale = 2
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
+29
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@@ -0,0 +1,29 @@
# FAKE01 - The Legend of Zelda
[Core]
# Values set here will override the main dolphin settings.
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationIssues = Texture filtering will cause glitches.
EmulationStateId = 4
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 0
EFBScale = 2
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
+29
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@@ -0,0 +1,29 @@
# FAKP01 - The Legend of Zelda
[Core]
# Values set here will override the main dolphin settings.
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationIssues = Texture filtering will cause glitches.
EmulationStateId = 4
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 0
EFBScale = 2
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
+29
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# FALE01 - Baseball
[Core]
# Values set here will override the main dolphin settings.
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationIssues = Texture filtering will cause glitches.
EmulationStateId = 4
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 512
EFBScale = 2
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
+29
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# FALP01 - Baseball
[Core]
# Values set here will override the main dolphin settings.
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationIssues = Texture filtering will cause glitches.
EmulationStateId = 4
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 512
EFBScale = 2
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
+29
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# FANE01 - Urban Champion
[Core]
# Values set here will override the main dolphin settings.
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues = Texture filtering will cause glitches.
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 512
EFBScale = 2
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
+29
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# FANP01 - Urban Champion
[Core]
# Values set here will override the main dolphin settings.
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationIssues = Texture filtering will cause glitches.
EmulationStateId = 4
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 512
EFBScale = 2
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
+29
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# FAOE01 - Solomon's Key
[Core]
# Values set here will override the main dolphin settings.
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationIssues = Texture filtering will cause glitches.
EmulationStateId = 4
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 512
EFBScale = 2
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
+29
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# FAOP01 - Solomon's Key
[Core]
# Values set here will override the main dolphin settings.
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationIssues = Texture filtering will cause glitches.
EmulationStateId = 4
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 512
EFBScale = 2
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
+33
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# FAPE01 - NES Open Tour. Golf
[Core]
# Values set here will override the main dolphin settings.
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationIssues = Texture filtering will cause glitches.
EmulationStateId = 4
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 0
EFBScale = 2
[Video_Hacks]
EFBToTextureEnable = False
EFBCopyEnable = True
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
+33
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# FAPP01 - NES Open Tour. Golf
[Core]
# Values set here will override the main dolphin settings.
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationIssues = Texture filtering will cause glitches.
EmulationStateId = 4
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 0
EFBScale = 2
[Video_Hacks]
EFBToTextureEnable = False
EFBCopyEnable = True
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
+33
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# FAQL01 - Ninja JaJaMaru-kun
[Core]
# Values set here will override the main dolphin settings.
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationIssues = Texture filtering will cause glitches.
EmulationStateId = 4
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 0
EFBScale = 2
[Video_Hacks]
EFBToTextureEnable = False
EFBCopyEnable = True
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
+33
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# FAQN01 - Ninja JaJaMaru-kun
[Core]
# Values set here will override the main dolphin settings.
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues = Texture filtering will cause glitches.
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 0
EFBScale = 2
[Video_Hacks]
EFBToTextureEnable = False
EFBCopyEnable = True
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
+29
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# FASE01 - Xevious
[Core]
# Values set here will override the main dolphin settings.
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationIssues = Texture filtering will cause glitches.
EmulationStateId = 4
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 0
EFBScale = 2
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
+29
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# FASP01 - Xevious
[Core]
# Values set here will override the main dolphin settings.
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationIssues = Texture filtering will cause glitches.
EmulationStateId = 4
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 0
EFBScale = 2
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
+33
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# FATE01 - THE LEGEND OF KAGE
[Core]
# Values set here will override the main dolphin settings.
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationIssues = Texture filtering will cause glitches.
EmulationStateId = 4
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 0
EFBScale = 2
[Video_Hacks]
EFBToTextureEnable = False
EFBCopyEnable = True
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
+33
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# FAVE01 - TECMO BOWL
[Core]
# Values set here will override the main dolphin settings.
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationIssues = Texture filtering will cause glitches.
EmulationStateId = 4
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 0
EFBScale = 2
[Video_Hacks]
EFBToTextureEnable = False
EFBCopyEnable = True
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
+33
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# FAWE01 - ELEVATOR ACTION
[Core]
# Values set here will override the main dolphin settings.
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationIssues = Texture filtering will cause glitches.
EmulationStateId = 4
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 0
EFBScale = 2
[Video_Hacks]
EFBToTextureEnable = False
EFBCopyEnable = True
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
+33
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# FAXE01 - Pac-Man
[Core]
# Values set here will override the main dolphin settings.
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationIssues = Texture filtering will cause glitches.
EmulationStateId = 4
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 0
EFBScale = 2
[Video_Hacks]
EFBToTextureEnable = False
EFBCopyEnable = True
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
+33
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# FAXP01 - Pac-Man
[Core]
# Values set here will override the main dolphin settings.
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationIssues = Texture filtering will cause glitches.
EmulationStateId = 4
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 0
EFBScale = 2
[Video_Hacks]
EFBToTextureEnable = False
EFBCopyEnable = True
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
+33
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# FB4E01 - Lunar Pool
[Core]
# Values set here will override the main dolphin settings.
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationIssues = Texture filtering will cause glitches.
EmulationStateId = 4
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 0
EFBScale = 2
[Video_Hacks]
EFBToTextureEnable = False
EFBCopyEnable = True
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
+33
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# FB4P01 - Lunar Pool
[Core]
# Values set here will override the main dolphin settings.
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationIssues = Texture filtering will cause glitches.
EmulationStateId = 4
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 0
EFBScale = 2
[Video_Hacks]
EFBToTextureEnable = False
EFBCopyEnable = True
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
+33
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@@ -0,0 +1,33 @@
# FB5E01 - ZANAC
[Core]
# Values set here will override the main dolphin settings.
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationIssues = Texture filtering will cause glitches.
EmulationStateId = 4
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 0
EFBScale = 2
[Video_Hacks]
EFBToTextureEnable = False
EFBCopyEnable = True
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
+33
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# FBBE01 - Mach Rider
[Core]
# Values set here will override the main dolphin settings.
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationIssues = Texture filtering will cause glitches.
EmulationStateId = 4
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 0
EFBScale = 2
[Video_Hacks]
EFBToTextureEnable = False
EFBCopyEnable = True
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
+33
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@@ -0,0 +1,33 @@
# FBBP01 - Mach Rider
[Core]
# Values set here will override the main dolphin settings.
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationIssues = Texture filtering will cause glitches.
EmulationStateId = 4
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 0
EFBScale = 2
[Video_Hacks]
EFBToTextureEnable = False
EFBCopyEnable = True
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
+33
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@@ -0,0 +1,33 @@
# FBCE01 - Excitebike
[Core]
# Values set here will override the main dolphin settings.
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues = Texture filtering will cause glitches.
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 0
EFBScale = 2
[Video_Hacks]
EFBToTextureEnable = False
EFBCopyEnable = True
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
+33
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# FBCP01 - Excitebike
[Core]
# Values set here will override the main dolphin settings.
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationIssues = Texture filtering will cause glitches.
EmulationStateId = 4
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 0
EFBScale = 2
[Video_Hacks]
EFBToTextureEnable = False
EFBCopyEnable = True
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
+33
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@@ -0,0 +1,33 @@
# FBDE01 - Kid Icarus
[Core]
# Values set here will override the main dolphin settings.
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues = Texture filtering will cause glitches.
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 0
EFBScale = 2
[Video_Hacks]
EFBToTextureEnable = False
EFBCopyEnable = True
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
+33
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# FBDP01 - Kid Icarus
[Core]
# Values set here will override the main dolphin settings.
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues = Texture filtering will cause glitches.
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 0
EFBScale = 2
[Video_Hacks]
EFBToTextureEnable = False
EFBCopyEnable = True
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
+33
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# FBEE01 - Ice Climber
[Core]
# Values set here will override the main dolphin settings.
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues = Texture filtering will cause glitches.
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 0
EFBScale = 2
[Video_Hacks]
EFBToTextureEnable = False
EFBCopyEnable = True
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
+33
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@@ -0,0 +1,33 @@
# FBEP01 - Ice Climber
[Core]
# Values set here will override the main dolphin settings.
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues = Texture filtering will cause glitches.
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 0
EFBScale = 2
[Video_Hacks]
EFBToTextureEnable = False
EFBCopyEnable = True
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
+33
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# FBHE01 - Castlevania
[Core]
# Values set here will override the main dolphin settings.
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationIssues = Texture filtering will cause glitches.
EmulationStateId = 4
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 0
EFBScale = 2
[Video_Hacks]
EFBToTextureEnable = False
EFBCopyEnable = True
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
+33
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# FBHJ01 - Castlevania
[Core]
# Values set here will override the main dolphin settings.
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationIssues = Texture filtering will cause glitches.
EmulationStateId = 4
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 0
EFBScale = 2
[Video_Hacks]
EFBToTextureEnable = False
EFBCopyEnable = True
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
+33
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@@ -0,0 +1,33 @@
# FBHP01 - Castlevania
[Core]
# Values set here will override the main dolphin settings.
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationIssues = Texture filtering will cause glitches.
EmulationStateId = 4
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 0
EFBScale = 2
[Video_Hacks]
EFBToTextureEnable = False
EFBCopyEnable = True
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
+33
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# FBIE01 - Punch-Out!!
[Core]
# Values set here will override the main dolphin settings.
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues = Texture filtering will cause glitches.
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 0
EFBScale = 2
[Video_Hacks]
EFBToTextureEnable = False
EFBCopyEnable = True
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
+33
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@@ -0,0 +1,33 @@
# FBIP01 - Punch-Out!!
[Core]
# Values set here will override the main dolphin settings.
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues = Texture filtering will cause glitches.
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 0
EFBScale = 2
[Video_Hacks]
EFBToTextureEnable = False
EFBCopyEnable = True
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
+33
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# FBJE01 - Mighty Bomb Jack
[Core]
# Values set here will override the main dolphin settings.
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues = Texture filtering will cause glitches.
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 0
EFBScale = 2
[Video_Hacks]
EFBToTextureEnable = False
EFBCopyEnable = True
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
+33
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# FBJP01 - Mighty Bomb Jack
[Core]
# Values set here will override the main dolphin settings.
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues = Texture filtering will cause glitches.
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 0
EFBScale = 2
[Video_Hacks]
EFBToTextureEnable = False
EFBCopyEnable = True
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
+33
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# FBLE01 - Lode Runner
[Core]
# Values set here will override the main dolphin settings.
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationIssues = Texture filtering will cause glitches.
EmulationStateId = 4
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 0
EFBScale = 2
[Video_Hacks]
EFBToTextureEnable = False
EFBCopyEnable = True
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False

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