Age | Commit message (Collapse) | Author |
|
Fixes the softlock after the controller applet exits in Mario Kart 8 Deluxe.
|
|
|
|
nvdrv: Cleanup CDMA Processor on device closure
|
|
Project Eleuthia - On-Screen Keyboard and Error Applet Overlays
|
|
InputCommon: Address mapping and naming issues with SDL2
|
|
|
|
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>
|
|
Co-authored-by: Its-Rei <kupfel@gmail.com>
|
|
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>
|
|
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.
|
|
We reset all the button states to 0 except the first index (which has all the buttons as pressed) to prevent a button hold being interpreted as a button that was pressed once on the first poll.
|
|
|
|
|
|
Used by Monster Hunter Generations Ultimate
|
|
|
|
Avoids unnecessary console spam when the inline software keyboard is used.
|
|
|
|
|
|
common/log: Move Log namespace into the Common namespace
|
|
Follows our predominant coding style. Also explicitly specifies the move
constructor/assignment operator as well.
|
|
Forgot to move this over when I moved the rest of the source files with
lacking namespaces over.
|
|
core: settings: Add setting for debug assertions and disable by default.
|
|
- Removes a dependency on core and input_common from common.
|
|
- 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.
|
|
k_resource_limit: Cleanup of member variables/headers
|
|
applets/controller: Hook up the "Motion" button functionality
|
|
|
|
kernel/process: Replace process resource limit instance with the kernel's resource limit
|
|
engine_interface: Add missing virtual destructor
|
|
vk_master_semaphore: Add missing const qualifier for IsFree()
|
|
vk_texture_cache: Make use of bit_cast where applicable
|
|
texure_cache/util: Resolve implicit sign conversions with std::reduce
|
|
I forgot to hook this up during the development of the controller applet, this PR amends that.
|
|
query_cache: Make use of std::erase_if
|
|
Prevents potential inclusion compilation errors.
|
|
resource limit
This commit addresses the inaccurate behavior of kernel processes creating their own resource limit, rather than utilizing the kernel's system-wide resource limit instance.
|
|
This function has a void return value, so this attribute doesn't apply
to it.
|
|
Eliminates a potential bug vector related to inheritance. Plus, we
should generally be specifying the destructor as virtual within purely
virtual interfaces to begin with.
|
|
We can just reuse the already existing KnownGpuTick() to deduplicate the
access.
|
|
This member function doesn't modify class state.
|
|
Also clarify the TODO comment a little more on the lacking
implementations for std::bit_cast.
|
|
Amends implicit sign conversions occurring with usages of std::reduce
and also relocates it to its own utility function to reduce verbosity a
little bit.
|
|
Same behavior, but much more straightforward to read.
|
|
configure_graphics: Add Borderless Windowed fullscreen mode
|
|
vulkan_device: Enable EXT_robustness2 features
|
|
vk_buffer_cache: Fix offset for NULL vertex buffers
|
|
service: time: Setup the network clock with the local clock context
|
|
The Vulkan spec states:
If an element of pBuffers is VK_NULL_HANDLE, then the corresponding element of pOffsets must be zero.
https://www.khronos.org/registry/vulkan/specs/1.2-extensions/man/html/vkCmdBindVertexBuffers2EXT.html#VUID-vkCmdBindVertexBuffers2EXT-pBuffers-04112
|
|
When this was being made mandatory, these enablement of these features was removed, but this is still needed.
Fixes: 757fd1e91716 ("vulkan_device: Require VK_EXT_robustness2")
|
|
We can get into a really bad state by ignoring this
leading to device loss and using incorrect resources.
|