* Support for Swift, added emulator keyboard
* fixed toggle key handling using magic number hack for now
* fixed keyboard transparency slider for now with suboptimal fix; add gesture recognizer to hide/show keyboard
* Support CocoaView extensions in Swift; move keyboard delegate impl and setup to swift extension
* moved keyboard view model creation out of EmulatorKeyboard
* implement key pressed delegate in swift extension
* added input method for directly sending RETROK_* codes to support a touchscreen keyboard; assign keyboard model delegates; updated keyboard layout (added F1-F12 keys); change shift, control and alt keys to be modifiers
* enable focus mode when custom keyboard is shown; enable/disable overlay when custom keyboard is toggled
* Specify -DHAVE_OPENGLES2 instead of -DHAVE_OPENGLES3 since glsym_es3.h does not compile in iOS 14.5
Fix tvOS build using compiler flags
* Create new project for iOS 13 deploy target; add check for deploy target to conditionally compile for new iOS 13 specific feature (custom keyboard)
* force disable core info caching for iOS, use opengl es2 for debug
* Add flag for iOS custom keyboard - 3-finger swipe up to show, 3-finger swipe down to hide
* use OpenGLES2 instead; using ES3 results in compile time errors on iOS 14.5
* code cleanup
* Updated references to -DDONT_WANT_ARM_ASM_OPTIMIZATIONS flag
* Add JIT support for non-jailbroken devices
* iOS: Add support for touch mouse handler
* Added a HAVE_IOS_TOUCHMOUSE preprocessor macro so that it builds under the iOS11_Metal xcode project
* Changed click-and-drag behavior to double tap hold and drag
* Visual improvements to the emulator keyboard: updated colors, improved key-press effect
* Added newlib changes
* Add action to launch PPSSPP simulator
* Remove legacy config for the stack and heap
* Add pthread
* Simplify kernel_functions and improve references to HAVE_KERNEL_PRX
* Add some flags
* Improve audio init/deinit
* Improve exit by clicking home
* Add CI for PSP1
* Update PSP.yml
* Fixes mouse-grab toggling in Wayland.
Fixes#13536
* Indicate that input_wl_grab_mouse is a necessary function.
It might prevent it from being removed again in future cleanups.
* convert abs mouse from screen to viewport coordinates; fix relative mouse code to work in screen mode
* C89 compatibility
* revert accidental include
* Any pad can control the menu
== DETAILS
I am not sure I've quite got it so that any pad can *open* the
menu, but I do have it so any pad can control it.
- split out the input processing into a separate method
- track down and squish some hairy bugs that boiled down to
bad pointer math
- it looks like `menu_driver.c` has a mix of line endings, so I
ran it through `dos2unix` so it has consistent line endings
again.
- verified that this change did not impact actual cores
* optimize out cumulative_bits
* Incorporate PR feedback
Many thanks to @jdgleaver for providing these optimizations.
* apply one more optimization
* re add this after failed rebase
* update
* temp fix for device friendly naming as it is for testing
* add device friendly names in the appropiate place
* add/remove hotplug dev to ra input mouse port list
Co-authored-by: grant2258 <you@example.com>
This fixes programs using /dev/uinput to create a virtual keyboard failing
to be detected on startup. Usual symptom is some sort of GPIO-based
controller that looks like a keyboard to the OS and can control
EmulationStation, but fails to work in-game unless you restart the program
while the game is running (in which case udev_input.c's hotplug code, which
was using the correct key, would pick it up).
This change makes the call to 'udev_enumerate_scan_devices' much faster.
In particular, for some bluetooth devices, this function may implicitly
read its battery's virtual file 'uevent', e.g.
/sys/devices/*/usb1/1-1/*/bluetooth/hci0/*/power_supply/hid-*-battery/uevent
Reading this file may (for unknown reasons) block up to 10 seconds.
Since udev_enumerate_scan_devices is called 4 times (for keyboard,
mouse, touchpad, and joypad) during startup this may cause a
considerable delay.
Limiting the scan to subsystem 'input' yields the same devices but makes
the scan faster and does not read 'uevent' of the input controller's
power_supply.