Age | Commit message (Collapse) | Author |
|
|
|
|
|
|
|
yuzu-qt: Track play time
|
|
am: Implement UserChannel parameters
|
|
Used by the Super Mairo 3D All-Stars collection.
|
|
|
|
|
|
|
|
|
|
|
|
This creates a Desktop Entry file and a PNG icon for the entry when the
user right-clicks a game and selects "Create Shortcut -> Create
{Application,Desktop} Shortcut". This uses the current executable's path
to create the shortcut.
yuzu qt: Add more error checking and OS gating for shortcuts
main: Remove FreeBSD gating for shortcuts
I'm not going to test FreeBSD, so I don't know if they follow
Freedesktop.org or not. I just have to let someone else verify that it
works there and let them enable it.
main: Move shortcut function to its own function
This function should really be in a common library, at least among
frontends.
main: Remove image manip references
main: Fix difference in MinGW and native GCC versions
main: Fix negation in creat shortcut
Addresses review comment
Co-authored-by: Jan Beich <jbeich@FreeBSD.org>
main: Re-enable freedesktop shorcuts for FreeBSD
|
|
Didn't notice this until I was trying to change the default font
to Comic Sans MS when language is set to English in yuzu.
|
|
[REUSE] is a specification that aims at making file copyright
information consistent, so that it can be both human and machine
readable. It basically requires that all files have a header containing
copyright and licensing information. When this isn't possible, like
when dealing with binary assets, generated files or embedded third-party
dependencies, it is permitted to insert copyright information in the
`.reuse/dep5` file.
Oh, and it also requires that all the licenses used in the project are
present in the `LICENSES` folder, that's why the diff is so huge.
This can be done automatically with `reuse download --all`.
The `reuse` tool also contains a handy subcommand that analyzes the
project and tells whether or not the project is (still) compliant,
`reuse lint`.
Following REUSE has a few advantages over the current approach:
- Copyright information is easy to access for users / downstream
- Files like `dist/license.md` do not need to exist anymore, as
`.reuse/dep5` is used instead
- `reuse lint` makes it easy to ensure that copyright information of
files like binary assets / images is always accurate and up to date
To add copyright information of files that didn't have it I looked up
who committed what and when, for each file. As yuzu contributors do not
have to sign a CLA or similar I couldn't assume that copyright ownership
was of the "yuzu Emulator Project", so I used the name and/or email of
the commit author instead.
[REUSE]: https://reuse.software
Follow-up to 01cf05bc75b1e47beb08937439f3ed9339e7b254
|
|
|
|
|
|
This is the "Double-click to add a new folder to the game list" message
that shows up when users first launch yuzu and is most likely never seen
again. Previously this message was not re-translated.
|
|
|
|
|
|
|
|
This change adds two new context menu items to remove either the OpenGL or the Vulkan shader caches individually, and the provides the option to remove all caches for the selected title.
This also changes the behavior of the open shader cache option. Now it creates the shader cache directory for the title if it does not yet exist.
|
|
Adds support for loading games with multiple programs embedded within such as the Dragon Quest 1+2+3 Collection
|
|
Enables dumping the RomFS to SDMC directory, specifically '[yuzu data
directory]/sdmc/atmosphere/contents/[title_id]/romfs'.
|
|
This connects the BootGame function to the context menu. In addition,
there is an option to boot without using the custom configuration.
|
|
Causes a heap-use-after free reported by AddressSanitizer. This makes
use of std::filesystem::path, but due to that we have to use their
string() function which may not work for all characters.
|
|
Currently with programs that have a 0 title id, yuzu loads the custom
configuration 0000000000000000.ini for per-game configs. This is not
ideal since many homebrews share this id. Instead for these programs, we
load a config that is simply the file name and `.ini` appended to it.
|
|
Icons are from Icons8.
|
|
Makes the naming consistent with the rest of the functions that are
present.
|
|
Several functions can be taken by const reference to avoid copies
|
|
Previously NAND/SDMC installed titles would open device saves when they are supposed to be user saves. This is due to the control nca not being read and thus returns 0 for both GetDefaultNormalSaveSize() and GetDeviceSaveDataSize(). Fix this by utilizing the patch manager to read the control nca.
|
|
Adds the following actions:
- Remove Installed Update
- Remove All Installed DLC
- Remove Shader Cache
- Remove Custom Configuration
- Remove All Installed Contents
|
|
|
|
|
|
|
|
|
|
|
|
Ported from https://github.com/citra-emu/citra/pull/3617.
|
|
Allows the game list code to compile successfully with implicit string
conversions disabled.
|
|
file_sys: Provide generic interface for accessing game data
|
|
|
|
|
|
|
|
Port citra-emu/citra#3979 game_list: move SearchField to game_list_p.h and fix untranslated text
|
|
|
|
I have tested and made sure the text is translatable, but this would require a translation update to take effect.
|
|
NavigateToGamedbEntryRequested() a const reference
The compatibility list isn't modified within any of the slots connected
to this signal, so we can make it const to enforce immutability.
|
|
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.
|
|
|
|
Eliminates the need to rebuild some source files if the file_util header
ever changes. This also uncovered some indirect inclusions, which have
also been fixed.
|
|
The follow-up to e2457418dae19b889b2ad85255bb95d4cd0e4bff, which
replaces most of the includes in the core header with forward declarations.
This makes it so that if any of the headers the core header was
previously including change, then no one will need to rebuild the bulk
of the core, due to core.h being quite a prevalent inclusion.
This should make turnaround for changes much faster for developers.
|