summaryrefslogtreecommitdiff
path: root/src/yuzu/main.h
AgeCommit message (Collapse)Author
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
2020-05-15frontend: Set minimum window size to 640x360 instead of 1280x720 (#3413)Morph
2020-05-11yuzu: game_list: Fix 'Open Save Data Location' for device saves.bunnei
2020-04-20yuzu: Option to hide mouse on inactivityFearlessTobi
Co-Authored-By: Vitor K <vitor-k@users.noreply.github.com>
2020-04-14yuzu/main: Add better popup texts and remove duplicated actionsFearlessTobi
Makes popup texts more compact and clear and also links our quickstart guide now. Also removes OnMenuSelectEmulatedDirectory from the File dropdown, as the action already exists in the Filesystem tab and provides better visual feedback there.
2020-02-25frontent: qt: main: Various updates/refactoring for separate presentation ↵bunnei
thread.
2020-02-03Merge pull request #3360 from CJBok/statusbar-buttonsbunnei
GUI: Togglable graphics settings buttons in status bar
2020-01-29yuzu: Implement Vulkan frontendReinUsesLisp
Adds a Qt and SDL2 frontend for Vulkan. It also finishes the missing bits on Vulkan initialization.
2020-01-28GUI: Togglable graphics settings buttons in status barCJBok
2020-01-02yuzu: Remove Maxwell debuggerReinUsesLisp
This was carried from Citra and wasn't really used on yuzu. It also adds some runtime overhead. This commit removes it from yuzu's codebase.
2019-11-03citra_qt: add amiibo drag and drop supportFearlessTobi
Co-Authored-By: Valentin Vanelslande <vvanelslandedev@gmail.com>
2019-09-26yuzu: Pause when in backgroundFearlessTobi
Co-Authored-By: Vitor K <vitor-k@users.noreply.github.com>
2019-09-21qt: Prompt user for confirmation if exit lock is activeZach Hilman
2019-09-04Address trivial review commentsfearlessTobi
2019-09-04yuzu: Add support for multiple game directoriesfearlessTobi
Ported from https://github.com/citra-emu/citra/pull/3617.
2019-09-03Fix to Windows sleep issuesfearlessTobi
Co-Authored-By: Vitor K <vitor-k@users.noreply.github.com>
2019-05-30Merge pull request #1931 from DarkLordZach/mii-database-1bunnei
mii: Implement MiiManager backend and several mii service commands
2019-05-09yuzu/main: Move window title updating logic to its own functionLioncash
For similar reasons to the previous change, we move this to a single function, so we don't need to duplicate the conversion logic in several places within main.cpp.
2019-04-25profile_select: Port Service::Account::UUID to Common::UUIDZach Hilman
2019-04-17main: Add GMainWindow hooks for Error displayZach Hilman
2019-04-13Merge pull request #2017 from jroweboy/glwidgetbunnei
Frontend: Migrate to QOpenGLWindow and support shared contexts
2019-04-09Merge pull request #2353 from lioncash/surfacebunnei
yuzu/debugger: Remove graphics surface viewer
2019-04-09Merge pull request #1957 from DarkLordZach/title-providerbunnei
file_sys: Provide generic interface for accessing game data
2019-04-09Merge pull request #2132 from FearlessTobi/port-4437bunnei
Port citra-emu/citra#4437: "citra-qt: Make hotkeys configurable via the GUI (Attempt 2)"
2019-04-05yuzu/debugger: Remove graphics surface viewerLioncash
This doesn't actually work anymore, and given how long it's been left in that state, it's unlikely anyone actually seriously used it. Generally it's preferable to use RenderDoc or Nsight to view surfaces.
2019-03-26game_list: Register content with ContentProviderZach Hilman
2019-03-25bootmanager: Bypass input focus issuesReinUsesLisp
2019-03-16yuzu: Make hotkeys configurable via the GUIAdityarup Laha
* Adds a new Hotkeys tab in the Controls group. * Double-click a Hotkey to rebind it.
2019-02-08frontend: Open transferable shader cache for a selected game in the gamelistunknown
2019-01-19QT Frontend: Add a Loading screen with progressbarJames Rowe
With shader caches on the horizon, one requirement is to provide visible feedback for the progress. The shader cache reportedly takes several minutes to load for large caches that were invalidated, and as such we should provide a loading screen with progress. Adds a loading screen widget that will be shown until the first frame of the game is swapped. This was chosen in case shader caches are not being used, several games still take more than a few seconds to launch and could benefit from a loading screen.
2019-01-10Merge pull request #1939 from DarkLordZach/web-appletbunnei
applets: Implement HLE web browser applet (LibAppletOff)