Age | Commit message (Collapse) | Author |
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Allows the loading screen code to compile with implicit string
conversions disabled.
While we're at it remove unnecessary const usages, and add it to nearby
variables where appropriate.
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Allows the bootmanager code to compile with implicit string conversions
disabled.
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Allows the util code to build with implicit string conversions disabled.
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Allows the web config code to compile with implicit string conversions
disabled. We can also deduplicate the calls to create the pixmap.
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Allows the system config code to build successfully with implicit string
conversions disabled.
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This is a user-facing string, so it should be marked as translatable.
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Allows the per-game configuration to be successfully built with implicit
string conversions disabled.
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Deduplicates array accesses and uses a named variable where appropriate.
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explicitly
Allows the advanced mouse configuration code to build with implicit
string conversions disabled.
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Rather than repeatedly index arrays that have quite a large array index,
we can just use a named variable instead.
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Allows the player input configuration code to compile with implicit
string conversions disabled.
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These are user-facing strings, so they should be localizable.
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Allows the general configuration code to successfully compile with
implicit string conversions disabled.
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Allows the gamelist configuration code to compile with implicit string
conversions disabled.
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Avoids using the system accessor more than necessary, and ensures that
both dialog boxes see the same power on state.
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We can just use qOverload here to tidy up the function cast.
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Allows the audio configuration code to build with implicit string
conversions disabled.
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yuzu: Remove explicit types from locks where applicable
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yuzu/debugger: Specify string conversions explicitly
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core/kernel/object: Rename ResetType enum members for clarity
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yuzu/applets/profile_select: Mark header string as translatable
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yuzu/bootmanager: Explicitly enable deprecated OpenGL features on compat
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This has been left unused since the removal of the vestigial surface
viewer. Given it has no uses left, this can be removed as well.
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This is a user-facing string, so it should be marked as translatable.
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explicitly
Allows the graphics breakpoints to compile with implicit string
conversions disabled.
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This allows the microprofile widget to compile with implicit string
conversions disabled.
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Allows compiling the wait tree widget with implicit string conversions
disabled.
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Renames the members to more accurately indicate what they signify.
"OneShot" and "Sticky" are kind of ambiguous identifiers for the reset
types, and can be kind of misleading. Automatic and Manual communicate
the kind of reset type in a clearer manner. Either the event is
automatically reset, or it isn't and must be manually cleared.
The "OneShot" and "Sticky" terminology is just a hold-over from Citra
where the kernel had a third type of event reset type known as "Pulse".
Given the Switch kernel only has two forms of event reset types, we
don't need to keep the old terminology around anymore.
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yuzu/{about_dialog, main}: Specify string conversions explicitly for SCM-related info
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Compatibility profile and the disk shader cache settings shouldn't
be changed at runtime. This aims to address that shadowing those
options.
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Nvidia's proprietary driver creates a real OpenGL compatibility profile
without this option, meanwhile Intel (and probably AMD, I haven't tested
it) require that QSurfaceFormat::FormatOption::DeprecatedFunctions is
explicitly enabled.
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With C++17's deduction guides, the type doesn't need to be explicitly
specified within locking primitives anymore.
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yuzu/hotkeys: Remove unnecessary constructor
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yuzu/compatdb: Remove unnecessary qualifiers
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The behavior of the Hotkey constructor is already accomplished via in-class member
initializers, so the constructor is superfluous here.
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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.
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Specifies the conversions explicitly to avoid implicit conversions from
const char* to QString. This makes it easier to disable implicit QString
conversions in the future.
In this case, the implicit conversion was technically wrong as well. The
implicit conversion treats the input strings as ASCII characters. This
would result in an incorrect conversion being performed in the rare case
a branch name was created with a non-ASCII Unicode character, likely
resulting in junk being displayed.
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Keeps the code consistent in regards to how the buttons are referred to.
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groups
Over time our config values have grown quite numerous in size.
Unfortunately it also makes the single functions we have for loading and
saving values more error prone.
For example, we were loading the core settings twice when they only
should have been loaded once. In another section, a variable was
shadowing another variable used to load settings from a completely
different section.
Finally, in one other case, there was an extraneous endGroup() call used
that didn't need to be done. This was essentially dead code and also a
bug waiting to happen.
This separates the section loading code into its own separate functions.
This keeps variables only visible to the code that actually needs it,
and makes it much easier to visually see the end of each individual
configuration group. It also makes it much easier to visually catch bugs
during code review.
While we're at it, this also uses QStringLiteral instead of raw string
literals, which both avoids constructing a lot of QString instances, but
also makes it much easier to disable implicit ASCII to QString and
vice-versa in the future via setting QT_NO_CAST_FROM_ASCII and
QT_NO_CAST_TO_ASCII as compilation flags.
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kernel/svc: Clean up wait synchronization related functionality
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Allow picking a Compatibility Profile for OpenGL.
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applets: Add AppletManager and implement PhotoViewer and Error applets
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This option allows picking the compatibility profile since a lot of bugs
are fixed in it. We devs will use this option to easierly debug current
problems in our Core implementation.:wq
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