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2016-12-22Do some light multitap cleanupAndrew
After seeing the regressions from multitap I took a quick look at the code, and there's quite a bit of cleanup needed. This fixes the initial really obvious stuff, a useless copy and a duplicate in_keystate that can cause compilation issues, along with bringing styling closer to the pcsx standard so it's a bit more readable. The multitap changeset also seems to have been done with an editor that mangled line endings, I'll address that in a followup commit.
2016-05-13second implementation of multitapalexis-puska
add game/core option to enabled or disabled multitap. Test with micro machine V3 and 5 devices, 2 multitap enabled, all device react good i can’t test the 6 7 8 select player but i can select 8 gamer. The 2 multitap works fine. i detect a bug, when we change the game pad type to analog, the library crash, see it next time
2016-05-13Added multitap core option & style nitscbransden
2016-05-13Initial multitap supportalexis-puska
2015-04-22Poll analog inputs of pad2 when it's an analog pad.Jasper van der Neut - Stulen
2013-02-06attempt to make gles plugin work under RPinotaz
2012-11-28frontend: update caanoo portnotaz
2012-11-18frontend: overlay improvementsnotaz
work directly on psx vram
2012-11-18fix gun handling in enhancement modenotaz
2012-11-11frontend: move text drawing to libpicofenotaz
+ some minor fixes
2012-11-10frontend: improve pandora nub to PSX analog mappingnotaz
2012-11-02move blit to core, allow filtering while blittingnotaz
also adds libpicofe to pull filters from, and filter related UI stuff
2012-10-12start mmap'ing vram, with hugetlb if possiblenotaz
2012-10-12add support for software-enhanced renderingnotaz
2012-04-29gpu plugins: always support 16bpp blitnotaz
use this for generic sdl and maemo
2012-04-29frontend: clean up some hacksnotaz
2012-01-21gpu-gles: refactor for caanoo/wiz supportnotaz
too bad it's unusable there.
2012-01-21frontend: export fps stats to pluginsnotaz
2012-01-19frontend: add gles plugin optionsnotaz
2012-01-05gpu_neon: add some intelace mode handlingnotaz
a bit of refactoring too
2011-12-19gpu_neon: make use of unai's lineskip modenotaz
2011-12-11frontend: make analogs configurablenotaz
2011-12-10add vibration support for Caanoonotaz
2011-12-06export frame count to gpu toonotaz
2011-12-05remove gpu vblank callbacksnotaz
we do it in core now
2011-09-27frontend: few more pollux/caanoo tweaksnotaz
2011-09-25add pollux/caanoo port, refactor thingsnotaz
2011-08-13frontend: add gpu_unai configuration optionsnotaz
2011-08-13frontend: refactor plugin_lib for maemonotaz
should give them proper frame limiter, frameskip and also lightgun support, maybe.
2011-08-13add guncon supportnotaz
a bit basic but works
2011-07-08dfxvideo: decouple from main emunotaz
2011-03-14frontend: add screenshot functionalitynotaz
2011-02-10frontend: support analog controller using nubs; some refactoringnotaz
also enable frameskip by default, it makes the experience a bit better on most games.
2011-01-24add watchdog thread to detect lockupsnotaz
2011-01-16rewrite frame limiternotaz
the peops one is sometimes sleeping when not needed.
2011-01-04try to ensure fbdev buffer is validnotaz
2011-01-03gpu_unai: basic frameskipnotaz
only partially works but oh well
2011-01-02plugin_lib: export more functionsnotaz
2011-01-02add a way for GPU plugin to get layer confignotaz
2010-12-28move layer control to plugin/plugin_libnotaz
2010-12-25menu: add config save/loadnotaz
2010-12-14refactor OSD code and PCNT stuffnotaz
2010-12-14add OMAP layer, also preliminary menu, hud and input supportnotaz
2010-11-19fbdev output for xvideo, basic ARM buildnotaz