summaryrefslogtreecommitdiff
path: root/src/yuzu/main.h
AgeCommit message (Collapse)Author
2021-06-29Merge pull request #6471 from lat9nq/dump-as-modMorph
yuzu qt, core: Support LayeredFS mods from SDMC directory
2021-06-28yuzu qt: Add option to dump to SDMC directorylat9nq
Enables dumping the RomFS to SDMC directory, specifically '[yuzu data directory]/sdmc/atmosphere/contents/[title_id]/romfs'.
2021-06-20video_core: Add GPU vendor name to window title barameerj
2021-06-07yuzu qt: Start games from context menulat9nq
This connects the BootGame function to the context menu. In addition, there is an option to boot without using the custom configuration.
2021-06-02yuzu qt: Revert some usages of string_viewlat9nq
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.
2021-05-25yuzu qt: Handle per-game configs for title id 0lat9nq
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.
2021-05-16main: Prevent installing base titles into NANDMorph
Many users have been installing their base titles into NAND instead of adding them into the games list. This prevents users from installing any base titles and warns the user about the action.
2021-04-28applets/web: Fix a use-after-free when passing in the URL stringMorph
The URL string was being deleted before being used, leading to a use-after-free occurring when it is used afterwards. Fix this by taking the string by const ref to extend its lifetime, ensuring it doesn't get deleted before use.
2021-04-15applets/swkbd: Implement the Qt Software Keyboard frontendMorph
The Qt Software Keyboard frontend attempts to mimic the software keyboard rendered by the Nintendo Switch. This frontend implements multiple keyboard types, such as the normal software keyboard, the numeric pad software keyboard and the inline software keyboard. Keyboard and controller input is also supported in this frontend. Keyboard input is handled as native keyboard input, and so the on-screen keyboard cannot be navigated with the keyboard arrow keys as the arrow keys are used to move the text cursor. Controller input is translated into mouse hover movements on the onscreen keyboard or their respective button actions (B for backspace, A for entering the selected button, L/R for moving the text cursor, etc). The text check dialogs can also be confirmed with controller input through the use of the OverlayDialog Massive thanks to Rei for creating all the UI for the various keyboards and OverlayDialog. This would not have been possible without his excellent work. Co-authored-by: Its-Rei <kupfel@gmail.com>
2021-04-15error: Make the error code as the title text of the OverlayDialogMorph
Co-authored-by: Its-Rei <kupfel@gmail.com>
2021-04-15main: Move meta type registration into its own functionMorph
Moves the existing meta type registration into its own function and adds registration of common integral, floating point and string types. This function is also now called in the constructor of the GMainWindow instead of on starting a game.
2021-04-15applets: Remove the previous software keyboard applet implementationMorph
2021-02-06Refresh debug controller settingsgerman
2021-02-06Add controller window and single joycon top viewgerman
2020-12-31yuzu/main: fix mouse not showing on move and port citra-emu/citra#5476gal20
2020-12-23Merge pull request #5217 from lat9nq/save-on-bootbunnei
yuzu/main: Save settings when starting guest
2020-12-22Add option to reset window size to 1080pgerman
2020-12-22yuzu/main: Save settings when starting guestlat9nq
Saves UISettings and Settings when booting a guest. Moves updating UISettings::values from GMainWindow::closeEvent into its own function, then reuses it in GMainWindow::BootGame.
2020-12-18applets/web: Implement the online web browser appletMorph
2020-12-18main: Add the ability to disable the web appletMorph
This should only be used for Super Mario 3D All-Stars. This is a temporary solution until it can be implemented properly.
2020-12-18main, applets/web: Re-add progress dialog for RomFS extractionMorph
2020-12-18applets/web: Implement the Qt web browser applet frontendMorph
2020-12-18applets: Remove the previous web browser applet implementationMorph
2020-11-24frontend: yuzu (qt): Register a callback for ExecuteProgram.bunnei
2020-11-15config: Migrate config files into config/customMorph
Co-authored-by: lat9nq <lat9nq@virginia.edu>
2020-09-04Project Mjölnir: Part 2 - Controller AppletMorph
Co-authored-by: Its-Rei <kupfel@gmail.com>
2020-08-29yuzu/main: Amend lifetime issues with InputSubsystemLioncash
Due to the way Qt performs destruction of parent/child widgets, we need to make the lifetime of the input subsystem shared across the main window and the render window.
2020-08-27input_common: Eliminate most global stateLioncash
Abstracts most of the input mechanisms under an InputSubsystem class that is managed by the frontends, eliminating any static constructors and destructors. This gets rid of global accessor functions and also allows the frontends to have a more fine-grained control over the lifecycle of the input subsystem. This also makes it explicit which interfaces rely on the input subsystem instead of making it opaque in the interface functions. All that remains to migrate over is the factories, which can be done in a separate change.
2020-08-18Merge pull request #4381 from Morph1984/fix-open-folder-installed-titlebunnei
main: Fix Open Save/Mod Locations for installed titles
2020-08-15main: Add an option to modify the currrent game's configurationlat9nq
Creates a new entry in the Emulation menu called "Configure Current Game..." that is only available if a game is currently being executed in yuzu. When selected, it opens the game properties dialog for the current game. Thanks to @BSoDGamingYT for reminding me to do this.
2020-08-04main: Fix Open Save/Mod Locations for installed titlesMorph
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.
2020-07-29main: Split removal cases into their individual functions and address feedbackMorph
2020-07-29main: Connect game list remove signals to removal functionsMorph
2020-07-18yuzu: Port translation support from CitraFearlessTobi
Co-Authored-By: Weiyi Wang <wwylele@gmail.com>
2020-07-17async shadersDavid Marcec
2020-07-10Update the install and progress dialogsMorph
- Remove the overwrite files checkbox, it will always overwrite - The progressbar now reflects the progress in terms of data transferred.
2020-07-10Refactor batch installing filesMorph
Key issues fixed: - Progress dialog showing up as white/hanging/getting stuck/unresponsive. Key changes: - Progress dialog now shows progress as a function of all files instead of per nca within a file. - Overwrite existing files will overwrite all files in the selection.
2020-07-10Add support for batch install to NANDMorph
This adds support to batch install files to NAND
2020-07-09configuration: implement per-game configurations (#4098)lat9nq
* Switch game settings to use a pointer In order to add full per-game settings, we need to be able to tell yuzu to switch to using either the global or game configuration. Using a pointer makes it easier to switch. * configuration: add new UI without changing existing funcitonality The new UI also adds General, System, Graphics, Advanced Graphics, and Audio tabs, but as yet they do nothing. This commit keeps yuzu to the same functionality as originally branched. * configuration: Rename files These weren't included in the last commit. Now they are. * configuration: setup global configuration checkbox Global config checkbox now enables/disables the appropriate tabs in the game properties dialog. The use global configuration setting is now saved to the config, defaulting to true. This also addresses some changes requested in the PR. * configuration: swap to per-game config memory for properties dialog Does not set memory going in-game. Swaps to game values when opening the properties dialog, then swaps back when closing it. Uses a `memcpy` to swap. Also implements saving config files, limited to certain groups of configurations so as to not risk setting unsafe configurations. * configuration: change config interfaces to use config-specific pointers When a game is booted, we need to be able to open the configuration dialogs without changing the settings pointer in the game's emualtion. A new pointer specific to just the configuration dialogs can be used to separate changes to just those config dialogs without affecting the emulation. * configuration: boot a game using per-game settings Swaps values where needed to boot a game. * configuration: user correct config during emulation Creates a new pointer specifically for modifying the configuration while emulation is in progress. Both the regular configuration dialog and the game properties dialog now use the pointer Settings::config_values to focus edits to the correct struct. * settings: split Settings::values into two different structs By splitting the settings into two mutually exclusive structs, it becomes easier, as a developer, to determine how to use the Settings structs after per-game configurations is merged. Other benefits include only duplicating the required settings in memory. * settings: move use_docked_mode to Controls group `use_docked_mode` is set in the input settings and cannot be accessed from the system settings. Grouping it with system settings causes it to be saved with per-game settings, which may make transferring configs more difficult later on, especially since docked mode cannot be set from within the game properties dialog. * configuration: Fix the other yuzu executables and a regression In main.cpp, we have to get the title ID before the ROM is loaded, else the renderer will reflect only the global settings and now the user's game specific settings. * settings: use a template to duplicate memory for each setting Replaces the type of each variable in the Settings::Values struct with a new class that allows basic data reading and writing. The new struct Settings::Setting duplicates the data in memory and can manage global overrides per each setting. * configuration: correct add-ons config and swap settings when apropriate Any add-ons interaction happens directly through the global values struct. Swapping bewteen structs now also includes copying the necessary global configs that cannot be changed nor saved in per-game settings. General and System config menus now update based on whether it is viewing the global or per-game settings. * settings: restore old values struct No longer needed with the Settings::Setting class template. * configuration: implement hierarchical game properties dialog This sets the apropriate global or local data in each setting. * clang format * clang format take 2 can the docker container save this? * address comments and style issues * config: read and write settings with global awareness Adds new functions to read and write settings while keeping the global state in focus. Files now generated per-game are much smaller since often they only need address the global state. * settings: restore global state when necessary Upon closing a game or the game properties dialog, we need to restore all global settings to the original global state so that we can properly open the configuration dialog or boot a different game. * configuration: guard setting values incorrectly This disables setting values while a game is running if the setting is overwritten by a per game setting. * config: don't write local settings in the global config Simple guards to prevent writing the wrong settings in the wrong files. * configuration: add comments, assume less, and clang format No longer assumes that a disabled UI element means the global state is turned off, instead opting to directly answer that question. Still however assumes a game is running if it is in that state. * configuration: fix a logic error Should not be negated * restore settings' global state regardless of accept/cancel Fixes loading a properties dialog and causing the global config dialog to show local settings. * fix more logic errors Fixed the frame limit would set the global setting from the game properties dialog. Also strengthened the Settings::Setting member variables and simplified the logic in config reading (ReadSettingGlobal). * fix another logic error In my efforts to guard RestoreGlobalState, I accidentally negated the IsPowered condition. * configure_audio: set toggle_stretched_audio to tristate * fixed custom rtc and rng seed overwriting the global value * clang format * rebased * clang format take 4 * address my own review Basically revert unintended changes * settings: literal instead of casting "No need to cast, use 1U instead" Thanks, Morph! Co-authored-by: Morph <39850852+Morph1984@users.noreply.github.com> * Revert "settings: literal instead of casting " This reverts commit 95e992a87c898f3e882ffdb415bb0ef9f80f613f. * main: fix status buttons reporting wrong settings after stop emulation * settings: Log UseDockedMode in the Controls group This should have happened when use_docked_mode was moved over to the controls group internally. This just reflects this in the log. * main: load settings if the file has a title id In other words, don't exit if the loader has trouble getting a title id. * use a zero * settings: initalize resolution factor with constructor instead of casting * Revert "settings: initalize resolution factor with constructor instead of casting" This reverts commit 54c35ecb46a29953842614620f9b7de1aa9d5dc8. * configure_graphics: guard device selector when Vulkan is global Prevents the user from editing the device selector if Vulkan is the global renderer backend. Also resets the vulkan_device variable when the users switches back-and-forth between global and Vulkan. * address reviewer concerns Changes function variables to const wherever they don't need to be changed. Sets Settings::Setting to final as it should not be inherited from. Sets ConfigurationShared::use_global_text to static. Co-Authored-By: VolcaEM <volcaem@users.noreply.github.com> * main: load per-game settings after LoadROM This prevents `Restart Emulation` from restoring the global settings *after* the per-game settings were applied. Thanks to BSoDGamingYT for finding this bug. * Revert "main: load per-game settings after LoadROM" This reverts commit 9d0d48c52d2dcf3bfb1806cc8fa7d5a271a8a804. * main: only restore global settings when necessary Loading the per-game settings cannot happen after the ROM is loaded, so we have to specify when to restore the global state. Again thanks to BSoD for finding the bug. * configuration_shared: address reviewer concerns except operator overrides Dropping operator override usage in next commit. Co-Authored-By: LC <lioncash@users.noreply.github.com> * settings: Drop operator overrides from Setting template Requires using GetValue and SetValue explicitly. Also reverts a change that broke title ID formatting in the game properties dialog. * complete rebase * configuration_shared: translate "Use global configuration" Uses ConfigurePerGame to do so, since its usage, at least as of now, corresponds with ConfigurationShared. * configure_per_game: address reviewer concern As far as I understand, it prevents the program from unnecessarily copying strings. Co-Authored-By: LC <lioncash@users.noreply.github.com> Co-authored-by: Morph <39850852+Morph1984@users.noreply.github.com> Co-authored-by: VolcaEM <volcaem@users.noreply.github.com> Co-authored-by: LC <lioncash@users.noreply.github.com>
2020-06-30Merge pull request #4063 from FreddyFunk/game-version-in-titlebunnei
Add game version to window title
2020-06-30Merge pull request #4166 from VolcaEM/quickstart-faqbunnei
Add "Open Quickstart Guide" and "FAQ" buttons to the Help menu
2020-06-27GUI: Make multicore only work with Async and add GUI for multicore.Fernando Sahmkow
2020-06-27Update FAQ function name (1/2)VolcaEM
2020-06-26Update function name (1/2)VolcaEM
2020-06-25Use QUrl (1/2)VolcaEM
2020-06-25Add "Open Quickstart Guide" and "FAQ" buttons to the Help menuVolcaEM
While we're at it, also refactor the function used by OnOpenModsPage to be compatible with other URLs
2020-06-21Correct function name (1/2)VolcaEM
2020-06-21Add a "Open Mods Page" button to the GUIVolcaEM
2020-06-08Add game versio to title barunknown
2020-05-16Merge pull request #3665 from bunnei/device-savebunnei
FS: Improve emulation of device saves