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root/EmuXPortal/branches/uienhancements/EmuXPortal/Form1.Designer.cs
Revision: 217
Committed: Tue Aug 5 03:45:27 2014 UTC (8 years, 7 months ago) by william
File size: 4964 byte(s)
Log Message:
Sync with trunk - since re-integration of uienhancements branch
Merged revision(s) 85-210 from trunk:
reintegrate pctitlelaunching branch:
+ add support for launching standalone games categorized under a specific platform (ie. PC) that does not need to have an emulator launched
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commit 1.0.0.3
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update: config-dbg.ini

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add EmuXPortal_MemoryProfiler.psess (Memory profiler)
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+ include performance profiler files (.psess files)

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+ update profile settings

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move EmuXPortal_MemoryProfiler
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+ update profiler file location

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+ update report file location

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svn:ignore: *.vsp
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use IComparable<IEmuConfig> instead of IComparable (saves memory, due to unboxing)

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**** memory optimization (bulk WIP)

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+ ensure we only read files that have the correct rom file pattern: ie .iso, .rom,.bin, etc)

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increase version from 1.0.0.3 to 1.0.0.4

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PERFORMANCE: PROFILING
When update Controls: only call this.Upate() don't call this.Refresh() and this.Update
This increases performance slightly

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PERFORMANCE OPTIMIZATION:
** only get defaultimage resource once (don't duplicate the resource)

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PERFORMANCE: log timestamp

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OPTIMIZE LOGGING

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commit v1.0.0.4 (memory optimized and faster)
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turn off #define CONFIGURATION_TESTING

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turn off #define CONFIGURATION_TESTING
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+ BUGFIX (1.0.0.4): properly send roms to emulator

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+ BUGFIX (1.0.0.4): properly send roms to emulator
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stupid: #define CONFIGURATION_TESTING (forgot to turn off again!!)

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stupid: #define CONFIGURATION_TESTING (forgot to turn off again!!)
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update config-dgi.ini: change ROMPATH

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+ thread locking

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+ fix object in-use execeptions (this will now cause a memory usage to increase)

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+ dispose graphics when finished loading

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set version to: 1.0.0.5

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update to version 1.0.0.5:
fixes in 1.0.0.5:
+ correct object in-use exceptions (memory usage will slightly increase)
+ dispose graphics when finished loading controls
+ use thread-locking techniques
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set form TopMost

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set version: 1.0.0.6

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1.0.0.6
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revert changes from r146, r147, and r148:
* don't make form TopMost (because no other window can be above it; which will cause issues with launching games)
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re-integrate branch: fullscreen-fix
** the application will be top-most (this reverts r153)
   -revert changes from r146, r147, and r148:
   -* don't make form TopMost (because no other window can be above it; which will cause issues with launching games)
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re-compile after merge
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config-dbg.ini: * update rompath

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+ add support for loading favorites -- this feature is a WIP (work in progress)

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+ add initial back-end support for removing/adding favorite roms

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+ fix an issue where pressing PAGE_UP would actually act like PAGE_DOWN was pressed when viewing game roms

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ignore favorites ini file
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1.0.0.7

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1.0.0.7
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+ enable cursor hiding
+ disable config testing
** this will be re-released at v1.0.0.7

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+ enable cursor hiding
+ disable config testing
** this will be re-released at v1.0.0.7
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+ fix an issue when no games have been favorited

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+ fix another issue with the application exiting, if no games have been favorited, and you press backspace to go back to the last/root menu

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** fix issues with games, that have been favorited
** a favorited game, with an image, cannot be displayed more than once
** also, the platform name was not generated properly for external configs

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1.0.0.8

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** disable config testing

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1.0.0.8
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1.0.0.8 - rebuild
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File Contents

# Content
1 namespace EmuXPortal
2 {
3 partial class Form1
4 {
5 /// <summary>
6 /// Required designer variable.
7 /// </summary>
8 private System.ComponentModel.IContainer components = null;
9
10 /// <summary>
11 /// Clean up any resources being used.
12 /// </summary>
13 /// <param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
14 protected override void Dispose(bool disposing)
15 {
16 if (disposing && (components != null))
17 {
18 components.Dispose();
19 }
20 base.Dispose(disposing);
21 }
22
23 #region Windows Form Designer generated code
24
25 /// <summary>
26 /// Required method for Designer support - do not modify
27 /// the contents of this method with the code editor.
28 /// </summary>
29 private void InitializeComponent()
30 {
31 this.platform_flow = new Utilities.TransparentControls.FlickerFreeControls.FlowLayoutPanel();
32 this.rom_flow = new Utilities.TransparentControls.FlickerFreeControls.FlowLayoutPanel();
33 this.platformWorker = new System.ComponentModel.BackgroundWorker();
34 this.gameWorker = new System.ComponentModel.BackgroundWorker();
35 this.SuspendLayout();
36 //
37 // platform_flow
38 //
39 this.platform_flow.AutoScroll = true;
40 this.platform_flow.Location = new System.Drawing.Point(12, 12);
41 this.platform_flow.Name = "platform_flow";
42 this.platform_flow.Size = new System.Drawing.Size(191, 160);
43 this.platform_flow.TabIndex = 0;
44 this.platform_flow.Visible = false;
45 this.platform_flow.VisibleChanged += new System.EventHandler(this.platform_flow_VisibleChanged);
46 //
47 // rom_flow
48 //
49 this.rom_flow.AutoScroll = true;
50 this.rom_flow.Location = new System.Drawing.Point(209, 12);
51 this.rom_flow.Name = "rom_flow";
52 this.rom_flow.Size = new System.Drawing.Size(191, 160);
53 this.rom_flow.TabIndex = 1;
54 this.rom_flow.Visible = false;
55 this.rom_flow.VisibleChanged += new System.EventHandler(this.rom_flow_VisibleChanged);
56 //
57 // platformWorker
58 //
59 this.platformWorker.WorkerReportsProgress = true;
60 this.platformWorker.DoWork += new System.ComponentModel.DoWorkEventHandler(this.platformWorker_DoWork);
61 this.platformWorker.ProgressChanged += new System.ComponentModel.ProgressChangedEventHandler(this.platformWorker_ProgressChanged);
62 this.platformWorker.RunWorkerCompleted += new System.ComponentModel.RunWorkerCompletedEventHandler(this.platformWorker_RunWorkerCompleted);
63 //
64 // gameWorker
65 //
66 this.gameWorker.WorkerReportsProgress = true;
67 this.gameWorker.DoWork += new System.ComponentModel.DoWorkEventHandler(this.gameWorker_DoWork);
68 this.gameWorker.ProgressChanged += new System.ComponentModel.ProgressChangedEventHandler(this.gameWorker_ProgressChanged);
69 this.gameWorker.RunWorkerCompleted += new System.ComponentModel.RunWorkerCompletedEventHandler(this.gameWorker_RunWorkerCompleted);
70 //
71 // Form1
72 //
73 this.AutoScaleDimensions = new System.Drawing.SizeF(6F, 13F);
74 this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font;
75 this.AutoSizeMode = System.Windows.Forms.AutoSizeMode.GrowAndShrink;
76 this.BackColor = System.Drawing.Color.Black;
77 this.ClientSize = new System.Drawing.Size(421, 193);
78 this.Controls.Add(this.rom_flow);
79 this.Controls.Add(this.platform_flow);
80 this.Font = new System.Drawing.Font("Microsoft Sans Serif", 8.25F, System.Drawing.FontStyle.Regular, System.Drawing.GraphicsUnit.Point, ((byte)(0)));
81 this.FormBorderStyle = System.Windows.Forms.FormBorderStyle.None;
82 this.KeyPreview = true;
83 this.Name = "Form1";
84 this.Text = "Form1";
85 this.TopMost = true;
86 this.FormClosed += new System.Windows.Forms.FormClosedEventHandler(this.Form1_FormClosed);
87 this.Load += new System.EventHandler(this.Form1_Load);
88 this.Shown += new System.EventHandler(this.Form1_Shown);
89 this.ResumeLayout(false);
90
91 }
92
93 #endregion
94
95 private System.ComponentModel.BackgroundWorker platformWorker;
96 private System.ComponentModel.BackgroundWorker gameWorker;
97 private Utilities.TransparentControls.FlickerFreeControls.FlowLayoutPanel platform_flow;
98 private Utilities.TransparentControls.FlickerFreeControls.FlowLayoutPanel rom_flow;
99
100 }
101 }
102