340 Commits

Author SHA1 Message Date
34will
10ea9e5f5b Added an actual implementation for yes/no dialogs on Android using Object.wait and Object.notify.
Modified NativeLibrary to display alerts in AlertDialogs rather than Toast notifications, and allow yes/no options.
Modified MainAndroid to use the new displayAlertMsg, and to return its output.
2018-01-10 13:41:57 +00:00
Markus Wick
e705d43312
Merge pull request #6270 from mahdihijazi/suppport_restore_state
[Android] Support restore emulator state
2018-01-05 13:45:36 +01:00
mahdihijazi
136e835fb4 [Android] Support restore emulator state after the emulation screen is killed
1) Most of the times the native heap is kept around even after the activity
is killed, we can ask the native code if it is still running and resume
the emulation if that is the case.

2) In case the native heap is freed and the emulation can't resume we used
a temporary state to load on the game boot.

I couldn't find a way to test this, if you want to test this schnario,
add this block to EmulationFragment.

public void onDestroy()
{
	stopEmulation();
	super.onDestroy();
}

onDestroy is only called if the acivity killed by the OS and not be rotation
change whihch in this case will make sure to kill the emulation and start
again when the activiy is re-created.
2017-12-28 23:50:25 +01:00
JosJuice
82a6701f79 Optionally delete savestate that gets loaded at boot 2017-12-28 23:15:48 +01:00
JosJuice
3e6e66b0d9 Android: Don't return anything from HandleInit
It only ever returned false.
2017-12-28 12:51:45 +01:00
JosJuice
d8f10ba177 Android: Always run HandleInit logic on app start
Note: By "HandleInit" in this commit message, I mean the code that is
in HandleInit in master except the part that launches EmulationActivity.
In other words, I mean the call to SetUserDirectory and the call to
DirectoryInitializationService.startService. Couldn't think of
something more accurate to call that than "HandleInit"...

In master, HandleInit only runs when the main activity is launched.
This is a problem if the app ends up being launched in some other way,
such as resuming EmulationActivity after the app has been killed in
order to reclaim memory. It's important that we run HandleInit, because
otherwise the native code won't know where the User and Sys folders are.

In order to implement this, I'm dropping the ability to set a custom
User folder in an intent. I don't think anyone is using that anyway.
It's not impossible to support it, but I can't see a way to support
it that doesn't involve something ugly like having code for calling
HandleInit in every activity (or at least MainActivity + TvMainActivity
+ EmulationActivity, with more activities potentially needing it in
the future if we expand the usage of native code for e.g. settings).
If we want to support setting a custom user directory, we should
consider another way to do it, such as a setting that's stored in
getFilesDir() or getExternalStorageDirectory(). Intents are intended
to control the behavior of a specific activity, not the whole app.
2017-12-28 12:51:00 +01:00
JosJuice
f9a0511937 MainAndroid: Optionally wait for savestate to finish writing 2017-12-27 21:53:14 +01:00
JosJuice
87957faddd MainAndroid: Allow specifying savestate to load at boot 2017-12-27 21:53:13 +01:00
JosJuice
a81cbf60fb MainAndroid: Add wrapper for Core::IsRunning 2017-12-27 21:53:13 +01:00
JosJuice
d9dd210739 MainAndroid: Allow specifying path for savestates 2017-12-27 21:53:07 +01:00
JosJuice
152f7fa35c Android: Fix race condition with writing files before setting User path 2017-12-26 09:53:44 +01:00
JosJuice
3262314435 Android: Don't extract Sys if it already is extracted 2017-12-26 09:53:43 +01:00
JosJuice
b3b7aef09a Android: Extract Sys to a different folder than the User folder 2017-12-26 09:53:32 +01:00
JosJuice
bfa7c14fef
Merge pull request #6258 from mahdihijazi/extract_service
[Android] Refactor AssetCopyService and the way we extract resources …
2017-12-24 14:59:14 +01:00
mahdihijazi
58ee9d2a78 Fix a bug when you open the gc pad settings after fresh install of Dolphin
You will see an empty gc pad settings screen until you open any other
settings screen and change something, at that moment the Dolphin.ini will
be created and the gc pad settings will be loaded successfully the next
time you open the screen.

This fixes the bug by putting the default gc pad settings section even if
the Dolphin.ini file doesn't exist
2017-12-23 16:39:26 +01:00
mahdihijazi
2cecb64e4c Don't override the WiimoteNew.ini so the user don't loose the selected source 2017-12-23 00:03:02 +01:00
JosJuice
06e25d1b4a Fix default value for Show FPS in Android GUI
https://bugs.dolphin-emu.org/issues/10728
2017-12-20 10:45:45 +01:00
Markus Wick
f547703660
Merge pull request #6224 from hackbar/input-fix-moga
Android: Handle missing mappings for the Moga Pro 2 HID controller.
2017-12-19 09:55:57 +01:00
JosJuice
acee8b1e23 Update Android GUI settings for Hybrid XFB 2017-12-18 21:53:06 +01:00
mahdihijazi
1190afef51 [Android] Refactor AssetCopyService and the way we extract resources from the assets
This solves the following issues:
1. If user uninstall Dolphin and install it again the resources will
not be copied unless the user manually clear the app cache because we
are enabling the allowBackup flag in the manifest which will make the app
restore the settings saved in the shared prefernces including the flag
assetsCopied. This PR always copy the files everytime you open Dolphin.

2. If the AssetCopyService took long time and you tried to open the settings
screen or start a game the behaviour was not expected or the emulator will
crash, this PR make sure that whatever we add to the DirectoryInitializationService
or how long it will take will still work as expected by blocking both
the settings screen and the emulaion screen to wait untill all resources
needed are copied.

3. Better communication between the DirectoryInitializationService and the
UI screens using brocast messages.
2017-12-18 14:32:39 +01:00
mahdihijazi
e61e4d4b3c Replace all Anonymouse class with lambdas or method refernce where applicable 2017-12-18 13:19:57 +01:00
mahdihijazi
c6bc25a189 Enable Java 8 features in Dolphin 2017-12-17 16:52:19 +01:00
taylor
6f6cdd206b [Android] Add support for true analog triggers.
This only works if GCPadNew.ini and Dolphin.ini files are not already in the dolphin config folder. Any advice would be helpful. I'd really like to tackle the UI and wiring for deadzones, radius, etc.
2017-12-06 16:46:10 -08:00
Mike
0067bf1b3e Android: Handle missing mappings for the Moga Pro 2 HID controller.
It seems to report the GENERIC_1 axis stuck at 1.
2017-11-28 19:57:50 -08:00
Mike
74ae2522fe Android: Handle a database downgrade.
This has no effect now, as we've never bumped the database version.
Instead, it adds future proofing, and makes moving between a future
version with a bump and master clean.
2017-11-09 18:54:04 -08:00
Mike
1f81e13d81 Android: Ignore joystick axis movements in the flat area.
Now that all inputs are corrected to zero-centered, we can use getFlat()
to ignore movements that are just noise.

This eliminates a lot of drift when the controller is at rest, notably
on the character select screen in Melee.
2017-11-07 17:39:56 -08:00
Mike
6787fcb712 Android: Handle duplicate axis, and fix known bad axis.
Android reports the same physical axis multiple times for analog
triggers, and this handles this case.

There are also some controllers with broken mappings (eg the analog
triggers on a PS4 DualShock 4). These axis don't center correctly.

There are also some controllers (again, the PS4) that send both a button
press and an axis movement. This ignores the buttons so we can use the
analog axis. Otherwise, since the button comes before the axis moves
far we would always take the button.
2017-11-07 17:39:56 -08:00
Leo Lam
c8710d0861
Merge pull request #6142 from gwicks/android-settings
Android: Add Slot A and B Device settings to the settings UI
2017-11-03 14:25:40 +01:00
Leo Lam
a58df9fe3d
Merge pull request #6163 from JosJuice/simple-ini-ir
Revert "Convert to/from old EFB scale numbering"
2017-11-03 13:46:40 +01:00
JosJuice
2d3dd5ede7 Revert "Convert to/from old EFB scale numbering"
This reverts commit 1fc910b3ea9eafcc3cc5132bdfc51731ba5fa9fd,
replacing the old INI setting EFBScale with a new INI setting
called InternalResolution, which has a simpler mapping:

                  | EFBScale             | InternalResolution
----------------- | -------------------- | --------------------
Auto (fractional) | 0                    |
Auto (integral)   | 1                    | 0
1x                | 2                    | 1
1.5x              | 3                    |
2x                | 4                    | 2
2.5x              | 5                    |
3x                | 6                    | 3
4x                | 7                    | 4
5x                | 8                    | 5
6x                | 9                    | 6

All the fractional IRs were removed in f090a943.
2017-11-02 21:39:05 +01:00
Anthony
ad8d885c1d
Merge pull request #6140 from hackbar/cleanup2
Android: minor UI changes
2017-11-02 11:53:54 -07:00
Mike
18cb68eb3c Android: Destroy the surface in EmulationFragment onStop.
Emulation needs to be running when the surface is destroyed, but we want
to pause in onStop. So call the surfaceDestroyed callback, as this
accomplished both.
2017-11-01 23:39:56 -07:00
Mike
987d24fe87 Android: Use the newInstance pattern for EmulationFragment. 2017-11-01 22:39:48 -07:00
Mike
5cb1a08b13 Android: Only specify the transition name for the target Activity.
The source Views don't need the transition name. We could get the name
from the sharedView via getTransitionName, but since the TV
ImageCardView isn't inflated in XML it would be to be manually set.

I'm not sure if that would be any cleaner than this.
2017-11-01 18:54:54 -07:00
Mike
0fb3cb2f56 Android: Use the system "immersive" mode for fullscreen, and simplify how it's
called.

The user will get a brief system popup tutorial the first time it's
used, so we don't need to show them the menu every time. Once they
enable it by pulling down, hide again after 3s.
2017-11-01 18:54:54 -07:00
Greg Wicks
0625cfc34b Android: Add Slot A and B device settings to UI 2017-10-30 15:07:29 -04:00
Greg Wicks
cf57e90986 Android: Update dependencies to use new format 2017-10-27 13:06:48 -04:00
Mike Harris
fb6274f7bc Android: Refactor onMotionEvent.
This works the same, but only looks for the initial event and ignores
the keyup / return to home. It handles joystick diagonals smarter, in
that it ignore diagonals until the stick moves in a more cardinal
direction.

This fixes an odd bug where the dpad up/down were switched (thread post
I think found it -
https://forums.dolphin-emu.org/Thread-arm64-version-on-shield-tv-x1-local-multiplayer-not-working-d-pad-mappings?pid=379918#pid379918)
2017-10-21 13:01:13 -07:00
Mike Harris
b8d45ad4be Android: Refactor the saveInput function.
In its prior state, it had xor parameters, which is confusing.
2017-10-21 13:01:12 -07:00
Mike Harris
0d78545255 Rename the param to setGamePath. 2017-10-16 20:36:13 -07:00
Mike Harris
d73100f0e4 Minor cleanup in EmulationActivity.
Move the parameter extraction earlier on in onCreate. Mostly this moves
setting sIsGameCubeGame to before setContentView, which means
EmulationFragment will always see it in a consistent state. Previously,
there was a race, which mean the controller overlay would randomly be
Wii controls for a GameCube game (since the default is false).

Use the correct support version of things, ActivityOptionsCompat and
transitions

Rename static var mIsGameCubeGame to sIsGameCubeGame. s is static, m is
member.
2017-10-16 20:36:12 -07:00
Mike Harris
94ed30b055 Use the fragment backstack properly, and use fragment animations.
Make the MenuFragment added and removed by fragment transactions only,
instead of being initially present in the XML. This fixes a glitch where
it doesn't animate correctly the first time it's used.
2017-10-16 20:36:12 -07:00
Mike Harris
c4d7814afa Collapse layouts with a framelayout root then another viewgroup.
There's no point to this, and it just slow things down (technically).
2017-10-15 16:44:56 -07:00
Mike Harris
4cab718065 Move emulation lifecycle handling into EmulationFragment.
The Activity is responsible for just its views and menus and such. It
signals the Fragment via setGamePath, StartEmulation and StopEmulation.

The Fragment manages the actual emulation lifecycle. It is solely
responsible for calling the NativeLibrary lifecycle methods.

With this lifecycle simplification, the NativeLibrary no longer needs to
kill the Activity. It happens normally now.

This simplifies a lot of things, live handling rotation.
2017-10-15 16:44:56 -07:00
Mike Harris
d48c64457a Start the postponed activity transition as soon as Picasso loads the
image.

Doing it on the preDraw for the View is too complicated. This works just
as well.
2017-10-15 16:44:56 -07:00
Mike Harris
25a08fc5cc Only postpone transistions on Activity creation.
This is causing bugs (no UI is rendered) when the Activity is rotated.
2017-10-15 16:44:56 -07:00
Mike Harris
80e1cc56b3 Use weak references for the static Activity in NativeLibrary.
Add in null checks as well.
2017-10-15 16:44:56 -07:00
Mike Harris
cde003c5cc Remove EmulationActivity.MenuType. This should have been removed when
SaveLoadStateFragment was refactored.
2017-10-15 16:44:56 -07:00
Mike Harris
80d51c97ab Add dummy View that works around a bug with the nVidia Shield.
Without this View, the emulation SurfaceView acts like it has the
highest Z-value, blocking any other View. This includes the menu
fragments and the screenshot ImageView.
2017-10-15 16:44:56 -07:00
Mike Harris
bb3f61296e Add a clearEmulation method.
This makes it clear that the Activity is being cleared and removes null as
a valid param. This improves readability (and logging slightly).

Fix spacing between [Tag] and message. This matches the rest of the log
messages.
2017-10-15 16:44:56 -07:00