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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>
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Co-authored-by: Its-Rei <kupfel@gmail.com>
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An OverlayDialog is an interactive dialog that accepts controller input (while a game is running)
This dialog attempts to replicate the look and feel of the Nintendo Switch's overlay dialogs and
provide some extra features such as embedding HTML/Rich Text content in a QTextBrowser.
The OverlayDialog provides 2 modes: one to embed regular text into a QLabel and another to embed
HTML/Rich Text content into a QTextBrowser.
Co-authored-by: Its-Rei <kupfel@gmail.com>
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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.
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Icons are from Icons8.
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common/log: Move Log namespace into the Common namespace
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Forgot to move this over when I moved the rest of the source files with
lacking namespaces over.
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core: settings: Add setting for debug assertions and disable by default.
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- Removes a dependency on core and input_common from common.
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- This is a developer-only setting and no longer needs to be enabled by default.
- Also adds "use_auto_stub" setting to SDL frontend while we are here.
- Supersedes #1340.
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I forgot to hook this up during the development of the controller applet, this PR amends that.
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configure_graphics: Add Borderless Windowed fullscreen mode
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service: Add a toggle for auto stub fallback
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Several issues have been reported with the borderless windowed fullscreen mode on *nix platforms. Default to exclusive fullscreen mode on these platforms for now.
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The borderless windowed fullscreen mode solves several issues with the presentation of the overlay dialogs and on-screen keyboard in exclusive fullscreen mode, and also has other benefits such as smoother gameplay, lower latency and a significant reduction in screen tearing.
Co-authored-by: Its-Rei <kupfel@gmail.com>
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Address Sanitizer reports stack-use-after-scope on line 231
`vulkan_devices.push_back(QString::fromStdString(name));`. Instead of
using a pointer, copy the string into a std::string and use that,
instead.
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check all pads instead of only the first one
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Auto-stub is an experimental debugging feature that may cause unforseen bugs. This adds a toggle to only allow auto-stubbing unimplemented functions when explicitly enabled when yuzu is launched.
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qt: Set DISPLAY env var when not present
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Enable toggle buttons for keyboard and mouse
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InputCommon: Mouse fixes
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Fixes web browser opening (Help > Open Mods Page, Help > Open Quickstart
Guide)
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InputCommon: Use an unique client id for each udp socket instance
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yuzu/configure_filesystem: Remove "Select Cache Directory" option
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HID: Implement GC controller in game
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Adds the access key to the Controller P1 selection at View -> Debugger
-> Controller P1. Avoids using the windowTitle as that would add a
literal & to the beginning of the window title.
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on Linux.
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yuzu: Create screenshot path before capture
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This is a better default for most games, yielding better performance and
less graphical issues.
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Due to BindBufferRangeNV limitations and poor quality code emission from
our side, assembly shaders are currently slower than GLSL. Their build
time and feature advantages are still relevant, but they are outweighted
by their runtime performance.
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Instead of using a two step initialization to report errors, initialize
the GPU renderer and rasterizer on the constructor and report errors
through std::runtime_error.
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Allows screenshots in cases where the screenshots path doesn't already
exist.
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input_common: Add mouse panning
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configure_input_player_widget: Minor cleanup
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Prevents clang 11 from throwing an error since these variables are
unused.
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applicable
Reduces the amount of code to read in expressions a little bit by
separating constituents out a little.
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Previously a function was copying an array of 20 std::string instances
by value.
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* Add some depth to ProJoysticks
* address comments
* clang
* address nits
* fix wrong inner_offset when offset.x was 0
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