see folders: bearer, imageformats, styles and platforms.
This will stay compatible with the old builds too, unless someone wisely put their plugin folders into a 'plugin' subdirectory
* Improve debugger
* Added 'Step Over' functionality
* Added special SPU pause functionality that pauses the SPU thread when the tag mask is at 0x80000000 by holding ctrl while pausing
* Go to address dialog now evaluates expressions, including defined variables such as pc, r1, r2, etc
* Requires QtScript to be linked with the project
* Made the option to center shown addresses (Go to addr/pc) optional by making it an entry in the GUI ini config
* Shown addresses now appear 'selected'
* New keyboard shortcuts!
- Ctrl+G -> Go to address
- F10 -> Step Over
- F11 -> Step (Into)
- Adds support for abstract implementations
- Adds native windowing implementations for WIN32 and X11 as fallbacks
when present support is lacking (headless configs)
* Fix gs_frame spawning on a screen other than the one the RPCS3 window is on for multi-monitor setups
* Cleaned up code & refactored it into a utility function for reuse
* Qt: take gs_frame's framemargins into account by using showEvent
* Input: further work on remapping Xinput and begin work on remapping DS4
* Input: Improve pad_settings_dialog a bit and begin Remapping for XInput
* Input: begin evdev remapping and change all handlers to use cfg::string
* Input: finish work on remapping evdev
and some more crap
* Input: finish work on remapping Xinput and DS4
* Input: add DS4 Colors to DS4 config
* Input: Improve DS4 deadzone scaling
Jarves made some mistakes, so I'll fix them in the follow up commit
* Input: fix Jarves fixes on DS4 deadzone
and remove unnecessary usage of toUtf8
* Input: add primitive batterychecks to XInput and DS4
* Input: add mmjoystick remapping
* Input: Fix evdev and some Vibration issues
* Input: adjust capabilities to fix stick input for games like LoS 2
also fix threshold slider minimum
also add ps button to all the handlers
* Input: Further evdev work
based on danilaml code review and own debugging:
Fixed path issue, <= 0 issue, some captures, const, axis with same codes.
Adds a map to each device that differentiates negative and positive axis mappings.
adjusted rest of the file to tabs (ListDevices and beginning of threadProc)
* Input: use 20ms vibration update time for xbox one elite controllers.
* Input: Fix return type of Clamp()
* Input: Evdev Fix
* Input: Evdev Optional GetNextButtonPress
presumably better than the other
* Input: review changes
* Input: evdev: fix wrong index in axis handling
move bindpadtodevice down to keep consistency between handlers and not get crazy
* Input: evdev: fix expensive add_device in GetNextButtonPress
* cleanup
* Input: mmjoy: fix type
* Input: evdev: final fixes
* Input: evdev: exclude unnecessary buttons while mapping Xbox 360 or DS4
* Input: add deadzone preview by passing necessary values in callback
use 0.5 of max value for threshold in pad dialog
* Input: get rid of all-uppercase variables
* Qt: Add syntax highlighter
* Qt: add syntax highlighter to cg_disasm
The glsl part is pretty much finished.
The asm is still missing a few rules.
Colors are not yet fully decided
* Qt: add filter for syntax highlighter
* Deploy QT DLLs using windeployqt tool
Replace the old mechanism that manually copy the DLLs using either CMake
or VS built-in functions. The new approach uses the windeployqt tool
provided by the QT project that automatically detect the needed DLLs and
perform the necessary copying.
This approach should be more robust if there's an upstream change on QT
project regarding DLLs usage.
* QT DLLs: do not ship RPCS3 with ANGLE and software-OpenGL
According to https://doc.qt.io/qt-5/windows-requirements.html ANGLE is
useful for applications that use OpenGL ES by removing the need to
install OpenGL drivers, redirecting OpenGL calls to DirectX instead.
RPCS does not uses OpenGL ES so it's better to just remove it from the
binary distribution.
opengl32sw.dll is a fallback mechanism when ANGLE libraries are not
available that uses a software backend for OpenGL. It's unlikely that
RPCS3 will work using software-OpenGL, so there's little point into
shipping them.
* QT DLLs: do not ship with SVG and translation files
Like the other removed QT libraries: they are not needed right now. We
can deploy them if they become useful someday.
When building RPCS3 on Visual Studio, there's some DLLs that are copied
from the local QT installation to the RPCS3's output directory using a
post-build script. However, one of these DLL was missing, which is
required for running the program on debug mode (for release versions,
the file is already present on git).
This commit just add the additional command that is needed to copy the
file.