Age | Commit message (Collapse) | Author |
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We don't need to create two separate instantiations of the same code, we
can simply make the character template argument a regular function
parameter.
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This isn't used within the function at all in any implementations, so we
can remove it entirely.
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We make it explicit that we're truncating arithmetic here to resolve
compiler warnings (even if the sizes weren't u32/u64 arithmetic
generally promotes to int :<)
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We can use these to avoid typing the same type redundantly. This way, if
these ever change, only a single location needs to be modified.
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These functions are only used within this translation unit, so we can
make them internally linked.
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We can supply the content provider as an argument instead of hardcoding
a global accessor in the implementation.
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With this, the kernel finally doesn't depend directly on the global
system instance anymore.
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service: Remove two usages of the global system accessor
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kernel/scheduler: Use std::mutex instead of spin lock
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bsd: Resolve a few warnings
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audio_core: Apollo Part 1, AudioRenderer refactor
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Project Mjölnir: Part 2 - Controller Applet
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configure_input_player: Resolve sign conversion warnings in UpdateMappingWithDefaults()
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video_core: Remove all Core::System references in renderer
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Removes more instances of reliance on global state.
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This doesn't modify instance state, so it can be made const.
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Previously the address provided to SendToImpl would never be propagated
to SendTo(). This fixes that.
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Same behavior, less typing.
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We can simplify this a little by explicitly specifying the typename for
the lambda function.
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game_list_p: Mark some constants as constexpr
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Now that the GPU is initialized when video backends are initialized,
it's no longer needed to query components once the game is running: it
can be done when yuzu is booting.
This allows us to pass components between constructors and in the
process remove all Core::System references in the video backend.
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services: Implement most of bsd:s and GetCurrentIpAddress from nifm
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- Used in multiple games such as Super Mario Odyssey.
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Resolves -Wsign-compare and -Wunused-variable
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- Some games like Shipped have a minimum requirement of 0 connected players and is undesired behavior. We must require a minimum of 1 player connected regardless of what games may ask.
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Now left and right joycons have the same priority (meaning both needs to be supported by the game).
Explanation of the new heuristic:
Assign left joycons to even player indices and right joycons to odd player indices.
We do this since Captain Toad Treasure Tracker expects a left joycon for Player 1 and a right Joycon for Player 2 in 2 Player Assist mode.
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Implement the fallback applet for the SDL frontend, connecting only the minimum amount of players required.
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This avoids unintentionally changing the states of elements while loading them in.
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Avoids repetitive usages of the int literal '8' or calls to player_widgets.size()
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"Explain Text" is additional text that is shown for each player in the controller applet.
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Co-authored-by: Its-Rei <kupfel@gmail.com>
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externals: Update Xbyak to 5.96
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gc_poller: Resolve compilation warnings on MSVC
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common_funcs: Add missing XOR operators to DECLARE_ENUM_FLAG_OPERATORS
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hle/scheduler: Fix data race in is_context_switch_pending
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async_shaders: Mark getters as const member functions
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Fixes build issues
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fsp_srv: Resolve -Wmaybe_uninitialized warning in OpenSaveDataFileSystem()
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file_sys: Replace inclusions with forward declarations where applicable
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Fixes a typo in the UI file. An ellipsis has 3 dots.
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Also amend the copyright notice to yuzu's instead of Dolphin's, which was mistakenly copy-pasted from another file.
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input_common: Add a basic class for motion devices
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yuzu: Add motion and touch configuration from Citra
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common/thread: Fix data race in is_set
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hle/kernel: Fix data race in GetCurrentHostThreadID
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