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We can supply the content provider as an argument instead of hardcoding
a global accessor in the implementation.
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Project Mjölnir: Part 2 - Controller Applet
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configure_input_player: Resolve sign conversion warnings in UpdateMappingWithDefaults()
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video_core: Remove all Core::System references in renderer
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game_list_p: Mark some constants as constexpr
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Now that the GPU is initialized when video backends are initialized,
it's no longer needed to query components once the game is running: it
can be done when yuzu is booting.
This allows us to pass components between constructors and in the
process remove all Core::System references in the video backend.
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Resolves -Wsign-compare and -Wunused-variable
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This avoids unintentionally changing the states of elements while loading them in.
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Avoids repetitive usages of the int literal '8' or calls to player_widgets.size()
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"Explain Text" is additional text that is shown for each player in the controller applet.
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Co-authored-by: Its-Rei <kupfel@gmail.com>
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Fixes a typo in the UI file. An ellipsis has 3 dots.
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yuzu: Add motion and touch configuration from Citra
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bootmanager: Prevent unnecessary copies in TouchUpdateEvent()
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UpdateMappingWithDefaults()
Prevents sign mismatch warnings in the loop conditionals.
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The list of points is returned by const reference, so we don't need to
make a copy of every element in the list.
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Consistency change with how we mark constants in the rest of the
codebase.
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yuzu/main: Amend lifetime issues with InputSubsystem
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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.
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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.
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Supports the Left, Right, Middle, Backward and Forward mouse buttons.
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Co-authored-by: James Rowe <jroweboy@gmail.com>
Co-authored-by: Its-Rei <kupfel@gmail.com>
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dynarmic: Add unsafe optimizations
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Migrates the Telemetry namespace into the Common namespace to make the
code consistent with the rest of our common code.
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main: Fix Open Save/Mod Locations for installed titles
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configuration_shared: Simplify name lookup in highlighting functions
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common/fileutil: Convert namespace to Common::FS
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configure_hotkeys: Don't translate empty strings
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yuzu: Make use of qOverload where applicable
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vulkan_renderer: Async shader/graphics pipeline compilation
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main: Add an option to modify the currrent game's configuration
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There's no need to translate an empty string. This just gives
translators unnecessary work.
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Migrates a remaining common file over to the Common namespace, making it
consistent with the rest of common files.
This also allows for high-traffic FS related code to alias the
filesystem function namespace as
namespace FS = Common::FS;
for more concise typing.
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While we're in the same area, we can ensure GameDir member variables are
always initialized to consistent values.
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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.
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We can query the given object name directly from the widget itself. This
removes any potential for forgetting to change the name if the widget
gets renamed and makes the API much simpler (just pass in the widget,
and not worry about its name).
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Eliminates a verbose function cast.
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