| Commit message (Collapse) | Author | Age | Files | Lines |
| |
|
| |
|
| |
|
|
|
|
|
|
| |
The InputInterpreter class interfaces with HID to retrieve button press states. Input is intended to be polled every 50ms so that a button is considered to be held down after 400ms has elapsed since the initial button press and subsequent repeated presses occur every 50ms.
Co-authored-by: Chloe <25727384+ogniK5377@users.noreply.github.com>
|
| |
|
| |
|
|
|
|
|
| |
Follows the video core PR. fmt doesn't require casts for enum classes
anymore, so we can remove quite a few casts.
|
|\
| |
| | |
InputCommon: Implement full mouse support
|
| | |
|
|\ \
| | |
| | | |
Overhaul EmuWindow::PollEvents to fix yuzu-cmd calling SDL_PollEvents off main thread
|
| |/
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| | |
EmuWindow::PollEvents was called from the GPU thread (or the CPU thread
in sync-GPU mode) when swapping buffers. It had three implementations:
- In GRenderWindow, it didn't actually poll events, just set a flag and
emit a signal to indicate that a frame was displayed.
- In EmuWindow_SDL2_Hide, it did nothing.
- In EmuWindow_SDL2, it did call SDL_PollEvents, but this is wrong
because SDL_PollEvents is supposed to be called on the thread that set
up video - in this case, the main thread, which was sleeping in a
busyloop (regardless of whether sync-GPU was enabled). On macOS this
causes a crash.
To fix this:
- Rename EmuWindow::PollEvents to OnFrameDisplayed, and give it a
default implementation that does nothing.
- In EmuWindow_SDL2, do not override OnFrameDisplayed, but instead have
the main thread call SDL_WaitEvent in a loop.
|
| |
| |
| | |
Fixes build break due to #4927
|
|/
|
|
|
| |
Migrates over warnings as errors for input common to match how the
common library treats warnings as errors.
|
|
|
|
|
|
| |
A vibration device is an input device that returns an unsigned byte as status.
It represents whether the vibration device supports vibration or not.
If the status returns 1, it supports vibration. Otherwise, it does not support vibration.
|
|
|
|
|
| |
Sending too many state changes in a short period of time can cause massive performance issues.
As a result, we have to use several heuristics to reduce the number of state changes to minimize/eliminate this performance impact while maintaining the quality of these vibrations as much as possible.
|
|
|
|
| |
Reorders all HID commands in command id order.
|
| |
|
|
|
|
| |
Prevents unnecessary copies and heap reallocations from occurring.
|
| |
|
|
|
|
|
|
|
| |
Recent changes to the build system that made more warnings be flagged as
errors caused building via clang to break.
Fixes #4795
|
|
|
|
|
|
|
|
|
| |
Makes our error coverage a little more consistent across the board by
applying it to Linux side of things as well. This also makes it more
consistent with the warning settings in other libraries in the project.
This also updates httplib to 0.7.9, as there are several warning
cleanups made that allow us to enable several warnings as errors.
|
|\
| |
| | |
input_common: First implementation of controller rumble
|
| | |
|
|/ |
|
|\
| |
| | |
hid/configuration: Implement motion controls to HID
|
| | |
|
| | |
|
| |
| |
| |
| | |
Resolves -Wsign-compare and -Wunused-variable
|
| | |
|
| |
| |
| |
| |
| |
| |
| |
| | |
Now left and right joycons have the same priority (meaning both needs to be supported by the game).
Explanation of the new heuristic:
Assign left joycons to even player indices and right joycons to odd player indices.
We do this since Captain Toad Treasure Tracker expects a left joycon for Player 1 and a right Joycon for Player 2 in 2 Player Assist mode.
|
| |
| |
| |
| | |
Implement the fallback applet for the SDL frontend, connecting only the minimum amount of players required.
|
| |
| |
| |
| | |
"Explain Text" is additional text that is shown for each player in the controller applet.
|
|/
|
|
| |
Co-authored-by: Its-Rei <kupfel@gmail.com>
|
| |
|
|
|
|
|
| |
Ensures that callers make use of the constructor, preventing bugs from
silently occurring.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
* Switch game settings to use a pointer
In order to add full per-game settings, we need to be able to tell yuzu to switch
to using either the global or game configuration. Using a pointer makes it easier
to switch.
* configuration: add new UI without changing existing funcitonality
The new UI also adds General, System, Graphics, Advanced Graphics,
and Audio tabs, but as yet they do nothing. This commit keeps yuzu
to the same functionality as originally branched.
* configuration: Rename files
These weren't included in the last commit. Now they are.
* configuration: setup global configuration checkbox
Global config checkbox now enables/disables the appropriate tabs in the game
properties dialog. The use global configuration setting is now saved to the
config, defaulting to true. This also addresses some changes requested in the PR.
* configuration: swap to per-game config memory for properties dialog
Does not set memory going in-game. Swaps to game values when opening the
properties dialog, then swaps back when closing it. Uses a `memcpy` to swap.
Also implements saving config files, limited to certain groups of configurations
so as to not risk setting unsafe configurations.
* configuration: change config interfaces to use config-specific pointers
When a game is booted, we need to be able to open the configuration dialogs
without changing the settings pointer in the game's emualtion. A new pointer
specific to just the configuration dialogs can be used to separate changes
to just those config dialogs without affecting the emulation.
* configuration: boot a game using per-game settings
Swaps values where needed to boot a game.
* configuration: user correct config during emulation
Creates a new pointer specifically for modifying the configuration while
emulation is in progress. Both the regular configuration dialog and the game
properties dialog now use the pointer Settings::config_values to focus edits to
the correct struct.
* settings: split Settings::values into two different structs
By splitting the settings into two mutually exclusive structs, it becomes easier,
as a developer, to determine how to use the Settings structs after per-game
configurations is merged. Other benefits include only duplicating the required
settings in memory.
* settings: move use_docked_mode to Controls group
`use_docked_mode` is set in the input settings and cannot be accessed from the
system settings. Grouping it with system settings causes it to be saved with
per-game settings, which may make transferring configs more difficult later on,
especially since docked mode cannot be set from within the game properties
dialog.
* configuration: Fix the other yuzu executables and a regression
In main.cpp, we have to get the title ID before the ROM is loaded, else the
renderer will reflect only the global settings and now the user's game specific
settings.
* settings: use a template to duplicate memory for each setting
Replaces the type of each variable in the Settings::Values struct with a new
class that allows basic data reading and writing. The new struct
Settings::Setting duplicates the data in memory and can manage global overrides
per each setting.
* configuration: correct add-ons config and swap settings when apropriate
Any add-ons interaction happens directly through the global values struct.
Swapping bewteen structs now also includes copying the necessary global configs
that cannot be changed nor saved in per-game settings. General and System config
menus now update based on whether it is viewing the global or per-game settings.
* settings: restore old values struct
No longer needed with the Settings::Setting class template.
* configuration: implement hierarchical game properties dialog
This sets the apropriate global or local data in each setting.
* clang format
* clang format take 2
can the docker container save this?
* address comments and style issues
* config: read and write settings with global awareness
Adds new functions to read and write settings while keeping the global state in
focus. Files now generated per-game are much smaller since often they only need
address the global state.
* settings: restore global state when necessary
Upon closing a game or the game properties dialog, we need to restore all global
settings to the original global state so that we can properly open the
configuration dialog or boot a different game.
* configuration: guard setting values incorrectly
This disables setting values while a game is running if the setting is
overwritten by a per game setting.
* config: don't write local settings in the global config
Simple guards to prevent writing the wrong settings in the wrong files.
* configuration: add comments, assume less, and clang format
No longer assumes that a disabled UI element means the global state is turned
off, instead opting to directly answer that question. Still however assumes a
game is running if it is in that state.
* configuration: fix a logic error
Should not be negated
* restore settings' global state regardless of accept/cancel
Fixes loading a properties dialog and causing the global config dialog to show
local settings.
* fix more logic errors
Fixed the frame limit would set the global setting from the game properties
dialog. Also strengthened the Settings::Setting member variables and simplified
the logic in config reading (ReadSettingGlobal).
* fix another logic error
In my efforts to guard RestoreGlobalState, I accidentally negated the IsPowered
condition.
* configure_audio: set toggle_stretched_audio to tristate
* fixed custom rtc and rng seed overwriting the global value
* clang format
* rebased
* clang format take 4
* address my own review
Basically revert unintended changes
* settings: literal instead of casting
"No need to cast, use 1U instead"
Thanks, Morph!
Co-authored-by: Morph <39850852+Morph1984@users.noreply.github.com>
* Revert "settings: literal instead of casting
"
This reverts commit 95e992a87c898f3e882ffdb415bb0ef9f80f613f.
* main: fix status buttons reporting wrong settings after stop emulation
* settings: Log UseDockedMode in the Controls group
This should have happened when use_docked_mode was moved over to the controls group
internally. This just reflects this in the log.
* main: load settings if the file has a title id
In other words, don't exit if the loader has trouble getting a title id.
* use a zero
* settings: initalize resolution factor with constructor instead of casting
* Revert "settings: initalize resolution factor with constructor instead of casting"
This reverts commit 54c35ecb46a29953842614620f9b7de1aa9d5dc8.
* configure_graphics: guard device selector when Vulkan is global
Prevents the user from editing the device selector if Vulkan is the global
renderer backend. Also resets the vulkan_device variable when the users
switches back-and-forth between global and Vulkan.
* address reviewer concerns
Changes function variables to const wherever they don't need to be changed. Sets Settings::Setting to final as it should not be inherited from. Sets ConfigurationShared::use_global_text to static.
Co-Authored-By: VolcaEM <volcaem@users.noreply.github.com>
* main: load per-game settings after LoadROM
This prevents `Restart Emulation` from restoring the global settings *after* the per-game settings were applied. Thanks to BSoDGamingYT for finding this bug.
* Revert "main: load per-game settings after LoadROM"
This reverts commit 9d0d48c52d2dcf3bfb1806cc8fa7d5a271a8a804.
* main: only restore global settings when necessary
Loading the per-game settings cannot happen after the ROM is loaded, so we have to specify when to restore the global state. Again thanks to BSoD for finding the bug.
* configuration_shared: address reviewer concerns except operator overrides
Dropping operator override usage in next commit.
Co-Authored-By: LC <lioncash@users.noreply.github.com>
* settings: Drop operator overrides from Setting template
Requires using GetValue and SetValue explicitly. Also reverts a change that broke title ID formatting in the game properties dialog.
* complete rebase
* configuration_shared: translate "Use global configuration"
Uses ConfigurePerGame to do so, since its usage, at least as of now, corresponds with ConfigurationShared.
* configure_per_game: address reviewer concern
As far as I understand, it prevents the program from unnecessarily copying strings.
Co-Authored-By: LC <lioncash@users.noreply.github.com>
Co-authored-by: Morph <39850852+Morph1984@users.noreply.github.com>
Co-authored-by: VolcaEM <volcaem@users.noreply.github.com>
Co-authored-by: LC <lioncash@users.noreply.github.com>
|
| |
|
|
|
|
|
|
|
|
|
|
|
| |
Allows reporting more cases where logic errors may exist, such as
implicit fallthrough cases, etc.
We currently ignore unused parameters, since we currently have many
cases where this is intentional (virtual interfaces).
While we're at it, we can also tidy up any existing code that causes
warnings. This also uncovered a few bugs as well.
|
|
|
|
| |
Create Vulkan instances and surfaces from the Vulkan backend.
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Changes the GraphicsContext to be managed by the GPU core. This
eliminates the need for the frontends to fool around with tricky
MakeCurrent/DoneCurrent calls that are dependent on the settings (such
as async gpu option).
This also refactors out the need to use QWidget::fromWindowContainer as
that caused issues with focus and input handling. Now we use a regular
QWidget and just access the native windowHandle() directly.
Another change is removing the debug tool setting in FrameMailbox.
Instead of trying to block the frontend until a new frame is ready, the
core will now take over presentation and draw directly to the window if
the renderer detects that its hooked by NSight or RenderDoc
Lastly, since it was in the way, I removed ScopeAcquireWindowContext and
replaced it with a simple subclass in GraphicsContext that achieves the
same result
|
|
|
|
| |
+clang format
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
|
|
|
| |
Available as a drop down within the configure graphics tab.
|
|\
| |
| | |
yuzu: Implement Vulkan frontend
|
| |
| |
| |
| |
| | |
Adds a Qt and SDL2 frontend for Vulkan. It also finishes the missing
bits on Vulkan initialization.
|
|/ |
|
| |
|
| |
|
|
|
| |
This is more representative of what actually occurs, as web does support remote URLs which wouldn't need a romfs callback. This paves for easy future support of this with a call like 'OpenPageRemote' or similar.
|
| |
|
|
|
|
|
|
|
|
|
| |
Treating it as a u16 can result in a sign-conversion warning when
performing arithmetic with it, as u16 promotes to an int when aritmetic
is performed on it, not unsigned int.
This also makes the interface more uniform, as the layout interface now
operates on u32 across the board.
|
|\
| |
| | |
mii: Implement MiiManager backend and several mii service commands
|
| | |
|
| |
| |
| |
| |
| | |
There's no performance improvement in passing an unsigned pair by
reference.
|
|/
|
|
|
| |
This class is used in a polymorphic context, so destruction of the
context will lead to undefined behavior if the destructor isn't virtual.
|
| |
|
| |
|
| |
|
| |
|
| |
|
|\
| |
| | |
Frontend: Migrate to QOpenGLWindow and support shared contexts
|
| | |
|
| |
| |
| |
| |
| |
| |
| | |
Since C++17, the introduction of deduction guides for locking facilities
means that we no longer need to hardcode the mutex type into the locks
themselves, making it easier to switch mutex types, should it ever be
necessary in the future.
|
|\ \
| | |
| | | |
core/frontend/emu_window: Make ClipToTouchScreen a const member function
|
| | |
| | |
| | |
| | |
| | | |
This member function doesn't modify instance state, so it can have the
const specifier applied to it.
|
| | |
| | |
| | |
| | |
| | | |
These types are within the common library, so they should be within the
Common namespace.
|
|/ /
| |
| |
| |
| | |
These types are within the common library, so they should be using the
Common namespace.
|
|/ |
|
|
|
|
|
|
|
|
| |
This is a function that definitely doesn't always have a non-modifying
behavior across all implementations, so this should be made non-const.
This gets rid of the need to mark data members as mutable to work around
the fact mutating data members needs to occur.
|
| |
|
|\
| |
| | |
Port citra-emu/citra#4164: "citra_qt, video_core: Screenshot functionality"
|
| |
| |
| |
| | |
Allows capturing screenshot at the current internal resolution (native for software renderer), but a setting is available to capture it in other resolutions. The screenshot is saved to a single PNG in the current layout.
|
|/
|
| |
Responsible for selecting a profile and firing callback upon completion.
|
|\
| |
| | |
am: Implement HLE software keyboard applet
|
| | |
|
| |
| |
| |
| | |
a
|
| | |
|
| | |
|
| |
| |
| |
| | |
Allows the game to verify and send a message to the frontend.
|
| | |
|
| |
| |
| |
| | |
Allows using Qt provider over default.
|
| |
| |
| | |
Default implementation will return "yuzu" for any string. GUI clients (or CLI) can implement the Frontend::SoftwareKeyboardApplet class and register an instance to provide functionality.
|
|/ |
|
|
|
|
|
| |
Previously we weren't always initializing all members of the struct.
Prevents potentially wonky behavior from occurring.
|
|
|
|
| |
Gets the class out of the global namespace.
|
| |
|
|
|
|
|
|
| |
LOG_GENERIC usages will be amended in a follow-up to keep API changes separate from
interface changes, as it will require removing a parameter from the relevant function
in the VMManager class.
|
| |
|
| |
|
| |
|
| |
|
|\
| |
| | |
Refactor touch input into a TouchDevice
|
| | |
|
| | |
|
|/
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
* added a SidebySide Layout
* Reworked, so both screen have the same height and cleaned up screen translates.
* added the option in the UI, hope this is the right way to do it. formated framebuffer_layout.cpp
* delete the x64 files
* deleted ui_configure_graphics.h
* added Option for the Layout in the xml
* got rid of SIDE_BY_SIDE_ASPECT_RATIO because it was useless. pulled translate into variables
* changed shift variables to u32 and moved them in their respective branch. remove notr="true" for the Screen layout drop down
* reworked intends :). changed function description for SideFrameLayout
* some description reworking
|
| |
|
| |
|
|
|
|
|
| |
video_core didn't even properly use them, and they were the source of
many otherwise-unnecessary dependencies from core to video_core.
|
|
|
|
|
|
| |
This removes a dependency inversion between core and common. It's also
the proper place for the file since it makes screen layout decisions
specific to the 3DS.
|
|\
| |
| | |
Add custom layout settings.
|
| | |
|
| |
| |
| |
| |
| |
| |
| | |
1. removed zl, zr and c-stick from HID::PadState. They are handled by IR, not HID
2. removed button handling in EmuWindow
3. removed key_map
4. cleanup #include
|
| | |
|
| | |
|
| | |
|
| | |
|
| |
| |
| |
| |
| |
| |
| |
| |
| | |
Corrects a few issues with regards to Doxygen documentation, for example:
- Incorrect parameter referencing.
- Missing @param tags.
- Typos in @param tags.
and a few minor other issues.
|
| |
| |
| |
| | |
More ergonomic to use and will be required for upcoming changes.
|
| | |
|
| | |
|
|\ \
| | |
| | | |
CAM: build the service framework with a dummy implementation
|
| | | |
|
| |/
|/| |
|
| | |
|
|/ |
|
|
* Removes circular dependences (common should not depend on core)
|