Otherwise, valid control names like "Cursor X+" would be incorrectly
tokenized as "`Cursor` `X` +", causing the parser to first abort trying to
find a control named `Cursor` rather than aborting with invalid syntax on
the bad binop.
We could also do this by resolving devices lazily, but since simple
control name bindings are going to be 90% of usecases, just look for these
first.
Yeah, yeah, it's possible that some guy would try to build DInput
without XInput, but they're crazy, and I doubt it would have worked
since the header file mess was so fragile anyway. Always exclude
DInput devices when we don't have XInput.
This reverts commit 54e1b58199e9f11e9d8015777ebfcd53c86d485d.
We now support barewords control names, so use those instead.
Conflicts:
Source/Core/Core/Src/HW/WiimoteEmu/WiimoteEmu.cpp
If an expression can't be parsed normally, we then look to see if it's a
simple device name. This keeps backwards compatibility with simple input
ocnfigurations, where people just used the Detect button.
Modify the buttons and editor interface for the new expression
language, like the new op name for add, the new device name syntax,
and add new editing features, like simple selection behavior on
unary ops.
This contains a new, hand-written expression parser to replace the old
hack language based on string munging. The new approach is a simple
AST-based evaluation approach, instead of the "list of operations"
infix-based hack that there was before.
The new language for configuration has support for parentheses, and
counts "!" as a unary operator instead of the binary "NOT OR" operator
it was before. A simple example:
(X & Y) | !B
Explicit device references, and complex device names ("Right Y+") are
handled with backticks and colons:
(`SDL/0/6 axis joystick:Right X+` & `DInput/0/Keyboard Mouse:A`)
The basic editor UI that inserts tokens has not been updated to reflect
the new language.
- rewrite loops to not use divisions and multiplications
- remove warnings as the current implementations seems to be correct (ignore additional vertices)
This reverts commit 7aae9ccbc0494cd468a37413d7199061bd1981d2.
Reasons:
- no test results have been provided to prove the usefulness of the patch
- broken coding style
- the author hasn't replied to any criticism
Replaces the old, hardcoded shader ID generator with a semi-automatic mechanism that generates IDs from hints in the code generator.
Also introduces a flexible framework to do all kinds of funky stuff with the shader code generation logic. As an example, a uniform usage profile generation class is added (unused for now, though).
Functionality can still be tested by setting the EnableShaderDebugging field in the gfx config to True. Any two shaders which are identified with the same ID will be written to a file and an error message will be written to the Dolphin log.