Age | Commit message (Collapse) | Author |
|
yuzu/configuration/configure_graphics: Eliminate type narrowing in a connect call
|
|
yuzu: Remove unused birthday setting
|
|
mii: Implement MiiManager backend and several mii service commands
|
|
|
|
|
|
Fixes #2522.
|
|
|
|
|
|
|
|
Also cleanup of general stuff
|
|
Reports are unnecessary for normal users and this is to prevent 'power' users from enabling the feature by accident.
|
|
Full enable/disable for all reports.
|
|
Nothing from the hotkeys dialog relies on this call occurring, and is
already called from the dialog that calls applyConfiguration().
|
|
Avoids mentioning the user and formalizes the error itself.
|
|
critical() is intended for critical/fatal errors that threaten the
overall stability of an application. A user entering a conflicting key
sequence is neither of those.
|
|
We don't need to extract the entire set of hotkeys into a list and then
iterate through it. We can traverse the list and early-exit if we're
able to.
|
|
1. This is something that should be solely emitted by the hotkey dialog
itself
2. This is functionally unused, given there's nothing listening for the
signal.
|
|
call
A checkbox is able to be tri-state, giving it three possible activity
types, so in the connect call here, it would actually be truncating an
int into a bool.
Instead, we can just listen on the toggled() signal, which passes along
a bool, not an int.
|
|
in the cpp file
Given the array is a private static array, we can just make it
internally linked to hide it from external code. This also allows us to
remove an inclusion within the header.
|
|
Allows the configuration code to build successfully with implicit string
conversions disabled.
|
|
configuration/config: Move config loading and saving to functions based off groups
|
|
Allows the web config code to compile with implicit string conversions
disabled. We can also deduplicate the calls to create the pixmap.
|
|
Allows the system config code to build successfully with implicit string
conversions disabled.
|
|
This is a user-facing string, so it should be marked as translatable.
|
|
Allows the per-game configuration to be successfully built with implicit
string conversions disabled.
|
|
Deduplicates array accesses and uses a named variable where appropriate.
|
|
explicitly
Allows the advanced mouse configuration code to build with implicit
string conversions disabled.
|
|
Rather than repeatedly index arrays that have quite a large array index,
we can just use a named variable instead.
|
|
Allows the player input configuration code to compile with implicit
string conversions disabled.
|
|
These are user-facing strings, so they should be localizable.
|
|
Allows the general configuration code to successfully compile with
implicit string conversions disabled.
|
|
Allows the gamelist configuration code to compile with implicit string
conversions disabled.
|
|
Avoids using the system accessor more than necessary, and ensures that
both dialog boxes see the same power on state.
|
|
We can just use qOverload here to tidy up the function cast.
|
|
Allows the audio configuration code to build with implicit string
conversions disabled.
|
|
Compatibility profile and the disk shader cache settings shouldn't
be changed at runtime. This aims to address that shadowing those
options.
|
|
|
|
groups
Over time our config values have grown quite numerous in size.
Unfortunately it also makes the single functions we have for loading and
saving values more error prone.
For example, we were loading the core settings twice when they only
should have been loaded once. In another section, a variable was
shadowing another variable used to load settings from a completely
different section.
Finally, in one other case, there was an extraneous endGroup() call used
that didn't need to be done. This was essentially dead code and also a
bug waiting to happen.
This separates the section loading code into its own separate functions.
This keeps variables only visible to the code that actually needs it,
and makes it much easier to visually see the end of each individual
configuration group. It also makes it much easier to visually catch bugs
during code review.
While we're at it, this also uses QStringLiteral instead of raw string
literals, which both avoids constructing a lot of QString instances, but
also makes it much easier to disable implicit ASCII to QString and
vice-versa in the future via setting QT_NO_CAST_FROM_ASCII and
QT_NO_CAST_TO_ASCII as compilation flags.
|
|
|
|
This option allows picking the compatibility profile since a lot of bugs
are fixed in it. We devs will use this option to easierly debug current
problems in our Core implementation.:wq
|
|
yuzu/configure_hotkey: Minor changes
|
|
Add a toggle to force 30FPS mode
|
|
|
|
Without passing in a parent, this can result in focus being stolen from
the dialog in certain cases.
Example:
On Windows, if the logging window is left open, the logging Window will
potentially get focus over the hotkey dialog itself, since it brings all
open windows for the application into view. By specifying a parent, we
only bring windows for the parent into view (of which there are none,
aside from the hotkey dialog).
|
|
Without a parent, this dialog won't have its memory freed when it
happens to get destroyed.
|
|
Configure()
|
|
This is checking if an index is valid or not and returning early if it
isn't.
|
|
Avoids a -Wreorder compiler warning.
|
|
Avoids dumping all of the core settings machinery into whatever files
include this header. Nothing inside the header itself actually made use
of anything in settings.h anyways.
|
|
This doesn't actually modify instance state of the dialog, so this can
be made const.
|