* 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
* Add sceNpScoreGetFriendsRanking and sceNpScoreGetFriendsRankingAsync functions
* Add sceNpSnsFbGetLongAccessToken function
* Add new functions for the sceNpTus module
* Add new functions for the cellSailRec module
* Stub cellCrossControllerInitialize
* Add sceNpAuth* functions for the sceNp2 module
* Remove unnecessary call to c_str()
* Add missing module id "CELL_SYSMODULE_ADEC_AT3MULTI"
* Add Turkish keyboard mapping constant
* Add cellOskDialogExtRegisterKeyboardEventHookCallbackEx function
* Update cellSubDisplay
* Update cotire version to 1.7.10
* Replace cellSubdisplay by cellSubDisplay
* Update cellSysutil.cpp with new functions stubbed
* use one central unified log with channels/priorities ad-hoc listener registration and de-registration
* disable buffering by default
* add multi-threaded ringbuffer implementation
* use buffered listener for the gui (using the ringbuffer)
move module initialization into a module manager, still has some issues like stopping not working and debug crashing
add #idef 0 to modules that aren't in the windows project
don't double initialize and don't de-initialize for now, since many modules don't expect it and it leads to many errors
remove duplicate module lists for empty modules and implemented ones, make Module non-copyable but movable
add secondary project, no real use for it now
add some memleak config to the emucore and add asmjit path to rpcs3
small rebase error fixed to get it to compile again
add filters for emucore
re-add the module manager and static file
WIP commit, linker errors abound
some more abstraction layer stuff
fix the remaining linker errors, re-enable platform specific mouse, pad and keyboard handlers
rebasing
fix memset undefined and re() usage of se_t before declaration
Add wxGUI define by default for cmake builds
fix copy constructors of Datetime header
fix copy constructors of other wx interface classes
remove static declarations of global variables
make wxGLCanvas constructor non-ambiguous even with wx2.8. compat mode, fix wrong std::exception constructor calls
remove duplicate definition for FromUTF8 and ToUTF8
temp changes
make precompiled header slimmer under Linux to increase CI and dev-machine build-times
make sure unused modules don't compile
add unused modules to the VS project to easier keep track of them