| Age | Commit message (Collapse) | Author | 
|---|
|  |  | 
|  | Avoid overwriting username | 
|  | Fix connect and disconnect controller events | 
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|  |  | 
|  | HID: Add multitouch support | 
|  | Fix player 1 turning on handheld and not updating handheld settings | 
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|  | YUZU_ENABLE_BOXCAT is enabled
The function is unused if YUZU_ENABLE_BOXCAT is disabled, causing a
-Wunused-funciton error when compiled.
Wrapping it with `#ifdef YUZU_ENABLE_BOXCAT` to prevent compiling the
function when the variable is disabled. Opting to not use [[maybe
unused]] in case the function is totally unused in the future. | 
|  |  | 
|  | This requires making several types trivial and properly initialize
them whenever they are called. | 
|  |  | 
|  | not longer necesary | 
|  | Removes two unused variables in out Qt code. In this case the removal of
these two results in less allocations, given std::map allocates on the
heap. | 
|  | configure_motion_touch: Migrate off QRegExp to QRegularExpression | 
|  | touch_engine was being compared against after being moved into the
setter for the engine, so this comparison wouldn't behave properly. | 
|  | QRegularExpression was introduced in Qt 5 as a better replacement for
QRegExp. In Qt 6.0 QRegExp is removed entirely.
To remain forward compatible with Qt 6.0, we can transition over to
using QRegularExpression. | 
|  | Fix IP validator error | 
|  | was higher than 199 | 
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|  | configure_input: Modify controller connection delay | 
|  | Increases the controller connection delay to 60ms and refactors it to attempt to disconnect all controllers prior to connecting all controllers in HID. | 
|  | - Now that GPU is always threaded, we can support multicore with synchronous GPU. | 
|  |  | 
|  | Removes the unnecesary burden of maintaining separate #ifdef paths and
allows us sharing generic Vulkan code across APIs. | 
|  | The gdbstub itself was removed with https://github.com/yuzu-emu/yuzu/pull/5028.
This PR just removes the remaining gdb configuration code from the emulator and the UI. | 
|  | configure_motion_touch: Fix unescaped backslash in regex | 
|  | Disable analog joystick from buttons by default | 
|  |  | 
|  | Since this is inside a string literal, backslashes that are part of
regex syntax have to be escaped.  But that's ugly, so convert to a raw
string instead. | 
|  | InputCommon: Add multiple udp server support | 
|  | InputCommon: Implement full mouse support | 
|  | Removes all remaining usages of the global system instance. After this,
migration can begin to migrate to being constructed and managed entirely
by the various frontends. | 
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|  |  | 
|  | configure_input_player: Use the NpadStyleSet to limit the available controllers shown | 
|  | logging/settings: Increase maximum log size to 100 MB and add extended logging option | 
|  | patch_manager: Remove usages of the global system instance | 
|  | This will reduce the likelihood of an invalid controller type to be set within a game | 
|  | With this, only 19 usages of the global system instance remain within
the core library.
We're almost there. | 
|  | This is a static member function, so we don't need use an existing
instance to call this function. | 
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|  | Not all controllers have a SDL_GameController binding. This caused controllers not present in the SDL GameController database to have buttons mapped instead of axes.
Furthermore, it was not possible to invert the axes when it could be useful such as emulating a horizontal single joycon or other potential cases. This allows us to invert the axes by reversing the order of mapping (vertical, then horizontal). | 
|  | Co-authored-by: Its-Rei <kupfel@gmail.com> | 
|  | Some games do not respond to a change in controller type if 1) The controller is not disconnected prior to being reconnected and/or 2) The controller is reconnected instantly after being disconnected.
Since it is not possible to change controllers instantly on hardware and requiring a disconnect prior to connecting a new one, we should emulate this as well with a small delay, fixing the aforementioned issue. | 
|  | 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. |