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2020-07-10Merge pull request #4221 from jbeich/unused-qt-openglbunnei
cmake: drop dependency on QtOpenGL
2020-07-10Add support for batch install to NANDMorph
This adds support to batch install files to NAND
2020-07-09configuration: implement per-game configurations (#4098)lat9nq
* 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>
2020-07-01cmake: stop linking against QGL after c6a0ab979239Jan Beich
2020-06-18bootmanager: Remove references to OpenGL for macOSMerryMage
OpenGL macOS headers definitions clash heavily with each other
2020-04-07yuzu: Drop SDL2 and Qt frontend Vulkan requirementsReinUsesLisp
Create Vulkan instances and surfaces from the Vulkan backend.
2020-02-27Create an "Advanced" tab in the graphics configuration tab and add ↵Morph
anisotropic filtering levels.
2020-01-29yuzu: Implement Vulkan frontendReinUsesLisp
Adds a Qt and SDL2 frontend for Vulkan. It also finishes the missing bits on Vulkan initialization.
2020-01-24yuzu/configuration: create UI tab and move gamelist settings thereFearlessTobi
2020-01-02yuzu: Remove Maxwell debuggerReinUsesLisp
This was carried from Citra and wasn't really used on yuzu. It also adds some runtime overhead. This commit removes it from yuzu's codebase.
2019-10-02qt: Add service dialogZach Hilman
2019-09-30yuzu: Add UI tab to configure BCAT servicesZach Hilman
Also displays current events if boxcat is selected.
2019-09-21configure_debug: Move reporting option to loggingZach Hilman
2019-09-21yuzu: Add UI to manage filesystem paths and sizesZach Hilman
2019-08-09yuzu/CMakeLists: Remove qt5_wrap_ui macro usageLioncash
We can simply enable CMAKE_AUTOUIC and let CMake take care of handling the UI code generation for targets. As part of letting CMake automatically handle the header file parsing, we must not name includes with "ui_*" unless they're related to the output of the Qt UIC compiler. Because of this, we need to rename ui_settings, given it would conflict with this restriction.
2019-06-05yuzu/CMakeLists: Disable implicit QString->QUrl conversionsLioncash
Enforces the use of the proper URL resolution functions. e.g. url = some_local_path_string; should actually be: url = QUrl::fromLocalPath(some_local_path_string); etc. This makes it harder to cause bugs when operating with both strings and URLs at the same time.
2019-06-05yuzu/CMakeLists: Disable unsafe overloads of QProcess' start() functionLioncash
Other overloads of start() are considerably much safer to use if we ever need this in the future and need to pass arguments to the program, given it contains separate parameters for the program path and the arguments themselves, whereas this unsafe overload contains both as a single string. Given the alternatives are much safer, we can disable this.
2019-06-05yuzu/CMakeLists: Disable implicit type narrowing in connect() callsLioncash
Prevents hard-to-diagnose bugs from potentially occurring and requires any type narrowing to be explicitly performed by our code.
2019-05-24yuzu/CMakeLists: Disable implicit QString conversionsLioncash
Now that all of our code is compilable with implicit QString conversions, we can enforce it at compile-time by disabling them.
2019-05-19yuzu/util: Remove unused spinbox.cpp/.hLioncash
This has been left unused since the removal of the vestigial surface viewer. Given it has no uses left, this can be removed as well.
2019-04-17qt: Add dialog implementation of Error appletZach Hilman
2019-04-15CMakeLists: Define QT_USE_QSTRINGBUILDER for the Qt targetLioncash
This is a compile definition introduced in Qt 4.8 for reducing the total potential number of strings created when performing string concatenation. This allows for less memory churn. This can be read about here: https://blog.qt.io/blog/2011/06/13/string-concatenation-with-qstringbuilder/ For a change that isn't source-compatible, we only had one occurrence that actually need to have its type clarified, which is pretty good, as far as transitioning goes.
2019-04-09Merge pull request #2353 from lioncash/surfacebunnei
yuzu/debugger: Remove graphics surface viewer
2019-04-05yuzu/debugger: Remove graphics surface viewerLioncash
This doesn't actually work anymore, and given how long it's been left in that state, it's unlikely anyone actually seriously used it. Generally it's preferable to use RenderDoc or Nsight to view surfaces.
2019-03-16yuzu: Make hotkeys configurable via the GUIAdityarup Laha
* Adds a new Hotkeys tab in the Controls group. * Double-click a Hotkey to rebind it.
2019-01-19QT Frontend: Add a Loading screen with progressbarJames Rowe
With shader caches on the horizon, one requirement is to provide visible feedback for the progress. The shader cache reportedly takes several minutes to load for large caches that were invalidated, and as such we should provide a loading screen with progress. Adds a loading screen widget that will be shown until the first frame of the game is swapped. This was chosen in case shader caches are not being used, several games still take more than a few seconds to launch and could benefit from a loading screen.
2019-01-10Merge pull request #1939 from DarkLordZach/web-appletbunnei
applets: Implement HLE web browser applet (LibAppletOff)
2019-01-04qt: Move profile manager to own UI tabZach Hilman
2018-12-28main: Add main window integrations for QtWebBrowserAppletZach Hilman
2018-12-23Merge pull request #1781 from DarkLordZach/applet-profile-selectbunnei
am: Implement HLE profile selector applet
2018-12-23Merge pull request #1780 from DarkLordZach/controller-profilesbunnei
configure_input: Add Controller Setup Profiles and simplify input UI
2018-12-05configure_input: Add ConfigureInputSimple as default input UI configZach Hilman
Greatly simplifies the current input UI, while still allowing power users to tweak advanced settings. Adds 'input profiles', which are easy autoconfigurations to make getting started easy and fast. Also has a custom option which brings up the current, full UI.
2018-12-03qt: Implement GUI dialog frontend for ProfileSelectorZach Hilman
Presents profiles in a list, similar to switch.
2018-12-03qt: Add UI to display game properties and disable add-onsZach Hilman
2018-11-20Merge pull request #1667 from DarkLordZach/swkbdbunnei
am: Implement HLE software keyboard applet
2018-11-18qt: Move controller button config to separate dialogZach Hilman
Handles button configuration for all controller layouts and debug pads. Configurable at construction.
2018-11-18qt: Add UI to configure touchscreen parametersZach Hilman
This allows adjusting the finger, diameter, and angle of the emulated touchscreen. It also provides a warning to the user about what changing these parameters can do.
2018-11-18qt: Add UI to configure mouse buttonsZach Hilman
Supports setting the five mouse buttons to any valid controller button/keyboard key (Left, Right, Middle, Foward, Back)
2018-11-18qt/applets: Provide Qt frontend implementation of software keyboardZach Hilman
Implements all of the features of the keyboard, including length, default text, character validation, and UTF-16 character support.
2018-10-31configure_system: Contrain profile usernames to 32 charactersLioncash
Previously, we would let a user enter an unbounded name and then silently truncate away characters that went over the 32-character limit. This is kind of bad from the UX point of view, because we're essentially not doing what the user intended in certain scenarios. Instead, we clamp it to 32 characters and make that visually apparent in the dialog box to provide a name for a user.
2018-10-23Merge pull request #1542 from lioncash/projectbunnei
CMakeLists: Use PROJECT_SOURCE_DIR instead of CMAKE_SOURCE_DIR
2018-10-20CMakeLists: Use PROJECT_SOURCE_DIR instead of CMAKE_SOURCE_DIRLioncash
This is more localized to what we want to enforce directory-wise with the project. CMAKE_SOURCE_DIR indicates the root of the source tree, but this would cause the wrong behavior if someone included yuzu as part of a larger buildsystem (for whatever reason). Instead, we want to use the directory where the "project(yuzu)" command was declared as the root path reference.
2018-10-20CMakeLists: Use target_compile_definitions instead of add_definitions to ↵Lioncash
define YUZU_ENABLE_COMPATIBILITY_REPORTING Keeps the definition constrained to the yuzu target and prevents polluting anything else in the same directory (should that ever happen). It also keeps it consistent with how the USE_DISCORD_PRESENCE definition is introduced below it.
2018-10-02Review comments -part 4fearlessTobi
2018-10-02Port web_service from CitrafearlessTobi
2018-09-09yuzu: Move compatibility list specifics to their own source filesLioncash
Lets us keep the generic portions of the compatibility list code together, and allows us to introduce a type alias that makes it so we don't need to type out a very long type declaration anymore, making the immediate readability of some code better.
2018-09-07yuzu: Move GameListWorker to its own source filesLioncash
This has gotten sufficiently large enough to warrant moving it to its own source files. Especially given it dumps the file_sys headers around code that doesn't use it for the most part. This'll also make it easier to introduce a type alias for the compatibility list, so a large unordered_map type declaration doesn't need to be specified all the time (we don't want to propagate the game_list_p.h include via the main game_list.h header).
2018-08-29Show game compatibility within yuzufearlessTobi
2018-08-06Avoid parsing RomFS to directory in NCAZach Hilman
2018-07-31audio_core: Add configuration settings.bunnei