Probably a copy-paste error from layout-ldrtl/list_item_setting.xml.
This error made it so a long setting name could overlap with the
checkbox next to it if Dolphin was running with right-to-left layout.
The incorrect ID was apparently also causing the app:lintVitalRelease
build task to fail. I guess we're not running that build task, because I
only heard of this from someone building Dolphin locally.
71f654c added a new platform in the middle of the C++ platform enum
without updating the corresponding Android code, making the Android code
incorrectly treat Wii discs as WAD files, WAD files as DOL/ELF files,
and so on. This commit fixes the problem.
To be able to add the new Triforce entry into the Platform enum without
it leading to the UI getting an additional tab, I'm splitting the enum
into Platform and PlatformTab. Platform now exactly matches the C++
enum (previously it excluded ELFOrDOL), and PlatformTab has the same
content as the old Platform.
dolphin-start event was being generated twice for the normal
end-user case, as can be seen in analytics data for some years.
The problem occured when:
* Android reaped the process hosting the dolphin activity
(e.g. for power/memory saving).
and
* Dolphin activity was in "stopped" state for > 6 hours before
being switched back to.
Under above conditions, both calls to ReportStartToAnalytics
would be performed, as dolphin thought it was being launched anew,
and also thought it had been asleep for > 6 hours.
fixes https://bugs.dolphin-emu.org/issues/13675
This is an Android continuation of bc95c00. We now call
InputDetector::Update immediately after receiving an input event from
Android instead of periodically calling it in a sleep loop. This
improves detection of very short inputs, which are especially likely to
occur for volume buttons on phones (or at least on my phone) if you
don't intentionally keep them held down.
Instead of having UserDataImportWarningDialog set an
`onResultDismiss` callback that examines `mustRestartApp`, and having
UserDataActivity set `mustRestartApp`, just have UserDataActivity set
the callback directly.
This approach is no more data-race-y than the previous approach, and it
simplifies the code. (The behavior of restarting the app when the task
finishes is specific to the user data import flow, and there is no
reason for TaskViewModel to be directly aware of it.)
Makes Graphics -> Hacks -> Skip EFB Access from CPU enabled by default. Some GPU drivers stall when EFB access occurs in games where EFB is not used. Most games that require this setting set to 'true' already have this defined in their game inis.
Recently we have been getting some requests to make the existing vsync
setting available in the Android GUI:
https://bugs.dolphin-emu.org/issues/13650https://forums.dolphin-emu.org/Thread-vsync-toggle-for-android
I don't quite understand why enabling the vsync setting is helpful when
Android already enforces vsync, but I guess having the option available
doesn't hurt. I'm putting the setting under Advanced, unlike in
DolphinQt, since there's no clear reason why the typical user would want
to use this setting.
This reverts the revert commit bc67fc97c3,
except for the changes in BaseConfigLoader.cpp, which caused the bug
that made us revert 72cf2bdb87. PR 12917
contains an improved change to BaseConfigLoader.cpp, which can be merged
(or rejected) independently.
A few changes have also been made based on review comments.
Dolphin has been using edge-to-edge rendering for a little while now,
but it has required a bit of manual work. Now that edge-to-edge is
becoming something expected of apps in Android 15, there's a nicer API
we can use.
Tested on Android 8, 11 and 13, with no changes in behavior noted.
So far, Dolphin hasn't been able to run on Android devices that use a
16 KiB page size. 16 KiB page sizes are a very new Android feature that
no phones have shipped with so far, so we're still compatible with the
phones that exist out there, but let's get this fixed before phones
start shipping with 16 KiB page sizes.
Because I couldn't get Android Studio's emulator to work, I haven't been
able to confirm that this change actually makes Dolphin fully compatible
with devices that use a 16 KiB page size. But I have confirmed that this
doesn't break anything on a regular 4 KiB page size device.
To fix the crash in input device sensor handling, we should look up
Sensors using structural equality. Unfortunately, Sensor.equals
implements referential equality, and HashMap doesn't let us provide a
custom comparator. Because the number of sensors is relatively small,
and because we have a reason to keep a sorted list of sensors around
anyway, let's switch from HashMap to ArrayList.
This reverts commit 72cf2bdb87.
SYSCONF settings are getting cleared when they shouldn't be. Let's
revert the change until I get proper time to figure out why it's broken.
Some pieces of code are calling IsRunning because there's some
particular action that only makes sense when emulation is running, for
instance showing the state of the emulated CPU. IsRunning is appropriate
to use for this. Then there are pieces of code that are calling
IsRunning because there's some particular thing they must avoid doing
e.g. when the CPU thread is running or IOS is running. IsRunning isn't
quite appropriate for this. Such code should also be checking for the
states Starting and Stopping. Keep in mind that:
* When the state is Starting, the state can asynchronously change to
Running at any time.
* When we try to stop the core, the state gets set to Stopping before we
take any action to actually stop things.
This commit adds a new method Core::IsUninitialized, and changes all
callers of IsRunning and GetState that look to me like they should be
changed.
Storing the log type names in a map results in them getting re-sorted by
their keys, which doesn't quite give us the sorting we want. In
particular, the Achievements category ended up being sorted at R (for
RetroAchivements) instead of at A. Every use of the map is just
iterating through it, so there's no real reason why it has to be a map
anyway.