Age | Commit message (Collapse) | Author |
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Port citra-emu/citra#4437: "citra-qt: Make hotkeys configurable via the GUI (Attempt 2)"
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This was initially added to prevent problems from stubbed/not implemented NFC services, but as we never encountered such and as it's only used in a deprecated function anyway, I guess we can just remove it to prevent more clutter of the settings.
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* Adds a new Hotkeys tab in the Controls group.
* Double-click a Hotkey to rebind it.
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yuzu/configuration: Remove unnecessary inclusions where applicable
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applicable
Allows removing the inclusion of the main input common header from the
UI config header.
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inclusions
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'this' isn't actually used within the lambda, since what we need
from the class is already assigned within the capture section of
the lambda.
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It's a common UI pattern to use an ellipsis to indicate an ongoing
action, rather than just specifying the word by itself.
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Stored as signed seconds since epoch.
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qt: Add setting to prompt for user on game boot
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Port citra-emu/citra#4187: "Qt/Configure: Use sidebar to divide tabs into smaller groups"
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The QPixmap API expects an unsigned int.
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These functions come in a pair and are needed by Smash Ultimate, Minecraft, and Skyrim, amongst others.
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configure_per_general: Mark UI strings as translatable in the constructor
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These are user-facing strings, so they should be translatable.
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Calling tr() from a file-scope array isn't advisable, since it can be
executed before the Qt libraries are even fully initialized, which can
lead to crashes.
Instead, the translatable strings should be annotated, and the tr()
function should be called at the string's usage site.
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Using the QtProfileSelectorDialog, this implementation is trivial. This mimics the real switch behavior of asking which user on every game boot, but it is default disabled as that might get inconvenient.
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Port citra-emu/citra#4164: "citra_qt, video_core: Screenshot functionality"
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configure_input: Add Controller Setup Profiles and simplify input UI
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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.
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We can hide the direct array from external view and instead provide
functions to retrieve the necessary info. This has the benefit of
completely hiding the makeup of the SinkDetails structure from the rest
of the code.
Given that this makes the array hidden, we can also make the array
constexpr by altering the members slightly. This gets rid of several
static constructor calls related to std::vector and std::function.
Now we don't have heap allocations here that need to occur before the
program can even enter main(). It also has the benefit of saving a
little bit of heap space, but this doesn't matter too much, since the
savings in that regard are pretty tiny.
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patch_manager: Add support for disabling patches
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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.
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Avoids typing the same long accessor just to retrieve player attributes.
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These slots are only ever attached to event handling mechanisms within
the class itself, they're never used externally. Because of this, we can
make the functions private.
This also removes redundant usages of the private access specifier.
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classes
Resolves trivial compiler warnings.
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The previous code could potentially be a compilation issue waiting to
occur, given we forward declare the type for a std::unique_ptr. If the
complete definition of the forward declared type isn't visible in a
translation unit that the class is used in, then it would fail to
compile.
Defaulting the destructor in a cpp file ensures the std::unique_ptr's
destructor is only invoked where its complete type is known.
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