Age | Commit message (Collapse) | Author |
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Same thing (for platforms we support), less reading.
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This function is defined as taking an int, not a bool.
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We can just pass a pointer to GMainWindow directly and make it a
requirement of the interface. This makes the interface a little safer,
since this would technically otherwise allow any random QWidget to be
the parent of a render window, downcasting it to GMainWindow (which is
undefined behavior).
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We can just invoke these functions by qualifying the object name before
the function.
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Stays consistent in our code with using Qt's provided mechanisms, and
also properly handles Unicode paths (which file streams on Windows don't
do very well).
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This is equivalent to specifying two separate functions, so we can just
do that.
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mii: Implement MiiManager backend and several mii service commands
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yuzu: Implement a caching mechanism for the game list
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Fixes #2522.
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yuzu_cmd: Split emu_window OpenGL implementation into its own file
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Like with the profile selection dialog, we can just use the result of
QDialog's exec() function to determine whether or not a dialog was
accepted.
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This behavior is already provided by the built-in exec() function. We
just need to check the return value of it.
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Qt uses a signed value to represent indices. We should follow this
convention where applicable to avoid unnecessary sign-conversion
warnings, as well as making it easier to interoperate with other aspects
of Qt.
While we're at it, we can also make a sign-conversion explicit.
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This is a hold-over from Citra and doesn't apply to yuzu.
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Preserves list of add ons and the icon, which are the two costliest parts of game list population.
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Also cleanup of general stuff
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There's no performance improvement in passing an unsigned pair by
reference.
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Reports are unnecessary for normal users and this is to prevent 'power' users from enabling the feature by accident.
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Full enable/disable for all reports.
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Nothing from the hotkeys dialog relies on this call occurring, and is
already called from the dialog that calls applyConfiguration().
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Avoids mentioning the user and formalizes the error itself.
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critical() is intended for critical/fatal errors that threaten the
overall stability of an application. A user entering a conflicting key
sequence is neither of those.
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We don't need to extract the entire set of hotkeys into a list and then
iterate through it. We can traverse the list and early-exit if we're
able to.
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1. This is something that should be solely emitted by the hotkey dialog
itself
2. This is functionally unused, given there's nothing listening for the
signal.
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The previous code was all "smushed" together wasn't really grouped
together that well.
This spaces things out and separates them by relation to one another,
making it easier to visually parse the individual sections of code that
make up the constructor.
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QDialogButtonBoxes are horizontal by default.
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yuzu/main: Specify string conversions explicitly
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gl_shader_cache: Use shared contexts to build shaders in parallel at boot
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call
A checkbox is able to be tri-state, giving it three possible activity
types, so in the connect call here, it would actually be truncating an
int into a bool.
Instead, we can just listen on the toggled() signal, which passes along
a bool, not an int.
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Now that all of our code is compilable with implicit QString
conversions, we can enforce it at compile-time by disabling them.
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This isn't actually used anywhere, so it can be removed.
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Given the std::optional can contain an object type that heap allocates,
we can use std::move to avoid an unnecessary copy/allocation from
occurring.
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Qt uses a signed value to represent container sizes, so this was causing
a sign mismatch warning.
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Allows the software keyboard applet code to compile with implicit string
conversions disabled.
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Allows the error applet to build successfully with implicit string
conversions disabled.
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in the cpp file
Given the array is a private static array, we can just make it
internally linked to hide it from external code. This also allows us to
remove an inclusion within the header.
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Allows the configuration code to build successfully with implicit string
conversions disabled.
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configuration/config: Move config loading and saving to functions based off groups
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Allows the game list code to compile successfully with implicit string
conversions disabled.
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Allows the game list worker code to compile successfully with implicit
string conversions disabled.
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SMDH is a metadata format used in some executable formats for the
Nintendo 3DS. Switch executables don't utilize this metadata format, so
this just a holdover from Citra and can be corrected.
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Allows the game list item code to build with implicit string conversions
disabled.
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