dolphin/Source/Core/DolphinWX/Src
2010-07-24 07:31:48 +00:00
..
MemoryCards
AboutDolphin.cpp Copy the version string obtained from svnversion at runtime instead of 2010-07-08 15:25:01 +00:00
AboutDolphin.h
ARCodeAddEdit.cpp
ARCodeAddEdit.h
BootManager.cpp Debugger enhancements: 2010-07-05 02:05:47 +00:00
BootManager.h
CheatsWindow.cpp Added a button to the "Gecko Codes" panel to download/parse codes from geckocodes.org. Codes that require modifiers (the XXXX business) will still not work properly, though they should load/save fine. A few more code types should work now. (All non-ASM type codes should at least attempt to run :p) Hacked a param into IniFile::GetLines to disable removal of text after # chars, so codes with # in the name/notes should load fine. 2010-07-23 05:22:12 +00:00
CheatsWindow.h Double warning fix! Thanks to Nakeeeee and BhaaL! :p 2010-07-22 05:39:57 +00:00
cmdline.c
cmdline.h
cocoaApp.h
cocoaApp.m Remove NSAutoreleasePools that are no longer necessary now that pools 2010-07-09 22:31:04 +00:00
ConfigMain.cpp Prevent double inclusion of CommonPaths.h as pointed out by Glenn. 2010-07-20 03:23:25 +00:00
ConfigMain.h Add a toggle option for OpenCL in Config (in Advanced Settings). Default is off. 2010-06-22 13:17:01 +00:00
Frame.cpp More FrameAui work. Some more segmentation faults resolved. And a little more code clean up. 2010-07-24 02:36:22 +00:00
Frame.h More FrameAui work. Some more segmentation faults resolved. And a little more code clean up. 2010-07-24 02:36:22 +00:00
FrameAui.cpp More FrameAui work. Some more segmentation faults resolved. And a little more code clean up. 2010-07-24 02:36:22 +00:00
FrameTools.cpp More FrameAui work. Some more segmentation faults resolved. And a little more code clean up. 2010-07-24 02:36:22 +00:00
GameListCtrl.cpp
GameListCtrl.h
GeckoCodeDiag.cpp Added a button to the "Gecko Codes" panel to download/parse codes from geckocodes.org. Codes that require modifiers (the XXXX business) will still not work properly, though they should load/save fine. A few more code types should work now. (All non-ASM type codes should at least attempt to run :p) Hacked a param into IniFile::GetLines to disable removal of text after # chars, so codes with # in the name/notes should load fine. 2010-07-23 05:22:12 +00:00
GeckoCodeDiag.h Added a button to the "Gecko Codes" panel to download/parse codes from geckocodes.org. Codes that require modifiers (the XXXX business) will still not work properly, though they should load/save fine. A few more code types should work now. (All non-ASM type codes should at least attempt to run :p) Hacked a param into IniFile::GetLines to disable removal of text after # chars, so codes with # in the name/notes should load fine. 2010-07-23 05:22:12 +00:00
Globals.h Lots more work on making the frame aui stuff functional. 2010-07-22 02:05:28 +00:00
HotkeyDlg.cpp
HotkeyDlg.h Config.h should never be included directly, but rather through Common.h 2010-06-26 13:11:34 +00:00
ISOFile.cpp Prevent double inclusion of CommonPaths.h as pointed out by Glenn. 2010-07-20 03:23:25 +00:00
ISOFile.h
ISOProperties.cpp Added a button to the "Gecko Codes" panel to download/parse codes from geckocodes.org. Codes that require modifiers (the XXXX business) will still not work properly, though they should load/save fine. A few more code types should work now. (All non-ASM type codes should at least attempt to run :p) Hacked a param into IniFile::GetLines to disable removal of text after # chars, so codes with # in the name/notes should load fine. 2010-07-23 05:22:12 +00:00
ISOProperties.h WIP Gecko(ocarina) code support: There are a bunch code types that need coding/fixing/cleanup, but many codes should be functional. The game properties and "Cheats Manager"(formally Action Replay Manager) dialogs now have a "Gecko Codes" tab to view/enable/disable codes. Currently, you must click "Edit Config" and manually add your codes to the [Gecko] inifile section of your gameinis for them to be displayed.(same format as the AR codes) I'm going to add Add/Edit dialogs similar to the AR codes and support codes with modifiers. I added the new files to scons as best as I could without testing :p. 2010-07-22 01:48:48 +00:00
LockingQueue.h
LogWindow.cpp More FrameAui work. Some more segmentation faults resolved. And a little more code clean up. 2010-07-24 02:36:22 +00:00
LogWindow.h Lots more work on making the frame aui stuff functional. 2010-07-22 02:05:28 +00:00
LuaWindow.cpp
LuaWindow.h
Main.cpp Hopefully fix Windows build. 2010-07-22 08:58:23 +00:00
Main.h Fix a segfault when the debugger is used and dolphin exits. 2010-07-08 23:27:51 +00:00
MainNoGUI.cpp Further *BSD portability. 2010-07-23 23:51:34 +00:00
MemcardManager.cpp Hopefully fix string concatenation on unicode builds. 2010-07-24 07:31:48 +00:00
MemcardManager.h
NetPlay.cpp GCPad/New Wiimote: Fixed issue 2848 (profiles not saving). Renamed DInput mouse axes to "Axis [XYZ][-+]" from "Mouse XYZ...". Minor cleanup/warning removal. 2010-06-22 08:30:33 +00:00
NetPlay.h Copy the version string obtained from svnversion at runtime instead of 2010-07-08 15:25:01 +00:00
NetPlayClient.cpp Copy the version string obtained from svnversion at runtime instead of 2010-07-08 15:25:01 +00:00
NetPlayServer.cpp Copy the version string obtained from svnversion at runtime instead of 2010-07-08 15:25:01 +00:00
NetWindow.cpp
NetWindow.h
Params.ggo
PatchAddEdit.cpp
PatchAddEdit.h
SConscript Port to *BSD. It runs but isn't terribly useful without Cg. 2010-07-22 03:29:35 +00:00
stdafx.cpp
stdafx.h
WxUtils.cpp
WxUtils.h
X11Utils.cpp This is basicall linux code cleanup. We don not need to pass the X display handle from the video plugin anymore. The wiimote plugins now open their own display handles, and the GUI uses the display handle of the main window frame. Only the window handle from the video plugin is needed. The pWindowHandle variable now passes this instead of the display handle. 2010-07-16 14:14:57 +00:00
X11Utils.h This is basicall linux code cleanup. We don not need to pass the X display handle from the video plugin anymore. The wiimote plugins now open their own display handles, and the GUI uses the display handle of the main window frame. Only the window handle from the video plugin is needed. The pWindowHandle variable now passes this instead of the display handle. 2010-07-16 14:14:57 +00:00