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configure_motion_touch: Fix unescaped backslash in regex
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Disable analog joystick from buttons by default
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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.
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InputCommon: Add multiple udp server support
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InputCommon: Implement full mouse support
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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
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logging/settings: Increase maximum log size to 100 MB and add extended logging option
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patch_manager: Remove usages of the global system instance
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This will reduce the likelihood of an invalid controller type to be set within a game
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With this, only 19 usages of the global system instance remain within
the core library.
We're almost there.
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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).
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Co-authored-by: Its-Rei <kupfel@gmail.com>
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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.
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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.
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Allows for enabling and modifying vibration and vibration strength per player.
Also adds a toggle for enabling/disabling accurate vibrations.
Co-authored-by: Its-Rei <kupfel@gmail.com>
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This will be replaced in favor of per-player vibration strength modifiers.
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This allows setting the vibration strength percentage anywhere from 1% to 100%.
Also hooks up the remaining motion button and checkbox in the Controller Applet.
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RestoreDefaults() now restores the selected devices' mappings using UpdateMappingWithDefaults().
This allows us to move the keyboard mapping from RestoreDefaults() to UpdateMappingWithDefaults().
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Co-authored-by: lat9nq <lat9nq@virginia.edu>
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With this, the "Input Devices" combobox should accurately reflect the input device being used and disallows inputs from other input devices unless the input device is set to "Any".
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Rather than have directly modified global state here, we can make it an
implementation detail and have an interface that changes are queried
through.
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- In general, this is now the preferred settings for most games.
# Conflicts:
# src/yuzu/configuration/config.cpp
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This commit aims to implement the NVDEC (Nvidia Decoder) functionality, with video frame decoding being handled by the FFmpeg library.
The process begins with Ioctl commands being sent to the NVDEC and VIC (Video Image Composer) emulated devices. These allocate the necessary GPU buffers for the frame data, along with providing information on the incoming video data. A Submit command then signals the GPU to process and decode the frame data.
To decode the frame, the respective codec's header must be manually composed from the information provided by NVDEC, then sent with the raw frame data to the ffmpeg library.
Currently, H264 and VP9 are supported, with VP9 having some minor artifacting issues related mainly to the reference frame composition in its uncompressed header.
Async GPU is not properly implemented at the moment.
Co-Authored-By: David <25727384+ogniK5377@users.noreply.github.com>
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service: time: Update current time with changes to RTC setting.
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Fix them for real this time, now they finally work.
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Makes the input_common code warnings consistent with the rest of the
codebase.
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- This can be used to advance time, e.g. for Pokemon Sword/Shield pokejobs.
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The context menu was removed in Mjölnir Part 1 as part of the input rewrite as we were unaware of it's usage statistics.
However, as this was the only way to clear the inputs of individual buttons, this PR will re-add it back in.
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hid/configuration: Implement motion controls to HID
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Project Mjölnir: Part 2 - Controller Applet
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configure_input_player: Resolve sign conversion warnings in UpdateMappingWithDefaults()
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This allows toggling motion on or off, and allows access to the motion configuration.
Also changes the [waiting] text for motion buttons to Shake! as this is how motion is connected to a player.
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Co-authored-by: Its-Rei <kupfel@gmail.com>
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