Age | Commit message (Collapse) | Author |
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yuzu qt: Add settings reset button to general configuration
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yuzu-cmd: Add touch_from_button in config file
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settings: Disable controller preview if controller is not active
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input_common: Analog button, use time based position
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Correct light theme loading
The setLayout call in game list instantiation will call resizing signals with default values in light theme, which was then being erroneously saved. setLayout doesn't seem to call resizing for any other theme, so I'm not sure why that happens.
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game_list: Stop the columns resizing on NAND install
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yuzu qt: Revert some usages of string_view
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- Used by Mii Edit
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Causes a heap-use-after free reported by AddressSanitizer. This makes
use of std::filesystem::path, but due to that we have to use their
string() function which may not work for all characters.
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general: Replace RESULT_NAME with ResultName
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game_list: Minor for loop optimizations
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There's no need to check the first and last rows since they'll always be the Favorites and AddDir rows.
Also change the name of the clear_all variable for consistency.
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Transition to PascalCase for result names.
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Transition to PascalCase for result names.
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common_funcs: Move R_ macros to result.h
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yuzu qt: Handle per-game configs for title id 0
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Also makes use of std::move, and performs a clang-format cleanup.
This addresses review comments.
Co-authored-by: LC <mathew1800@gmail.com>
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Builds on german77's work to reset all settings back to their defaults.
This include UISettings and Settings values structs, but does not affect
save profiles, input profiles, and game directories.
This works from a button input in configure_general. When activated, it
calls a callback to close the whole configure dialog, then GMainWindow
deletes the old configuration, both on disk and in memory, and
reinitalizes a new one. It also resets a portion of the UI and calls the
telemetry window prompt.
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This commit does not compile.
Initial work to add and connect a Reset to Defaults button to the
configure_general tab.
Co-authored-by: german77 <juangerman-13@hotmail.com>
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input_common: Add dual joycon support
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vulkan_memory_allocator: Allow textures to be allocated in host memory
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These macros all interact with the result code type, so they should
ideally be within this file as well, so all the common_funcs machinery
doesn't need to be pulled in just to use them.
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core/memory: Check our memory fallbacks for out-of-bound behavior.
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common: Extract Point struct into common
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k_class_token: Use variable templates where applicable
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video_core: gpu: WaitFence: Do not block threads during shutdown.
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applets/swkbd: Only read the text check message on Failure/Confirm
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ldn: Add and stub lp2p:sys lp2p:app INetworkServiceMonitor INetworkService
Mario Kart Live: Home Circuit needs lp2p:sys lp2p:app INetworkServiceMonitor INetworkService to be able to progress.
Note: The game still fails to boot from unimplemented LDN and BSD services.
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externals: Update dynarmic.
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Same behavior, less code.
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kernel: Add missing override specifiers
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k_thread: Move dereference after null check in Initialize()
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- Fixes a hang on shutdown when NVFlinger thread is waiting on a syncpoint that will never occur.
- Commonly observed when stopping emulation in Super Mario Odyssey.
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This makes it by far harder to crash yuzu.
Also implement the 48bit masking of AARCH64 while touching this code.
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hle: kernel: KSlabHeap: Allow host or guest allocations.
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We just create one memory subsystem. This is a constant all the time.
So there is no need to call the non-inlined parent.Memory() helper on every callback.
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Over the course of the kernel refactoring a tiny bit of missing
overrides slipped through review, so we can add these.
While we're at it, we can remove redundant virtual keywords where
applicable as well.
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std::move created an unneeded copy.
iterating without reference also created copies.
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The new version supports fastmem on a64.
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Prevents a -Wnonnull warning on GCC.
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core/arm_interface: Call SVC after end of dynarmic block.
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- Use host allocations for kernel memory, as this is not properly emulated yet.
- Use guest allocations for TLS, as this needs to be backed by DeviceMemory.
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hid: ApplyNpadSystemCommonPolicy
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