Age | Commit message (Collapse) | Author |
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Swaps the Red and Blue channels of the A1B5G5R5_UNORM texture format, which was being incorrectly rendered.
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ICommonStateGetter: Stub SetRequestExitToLibraryAppletAtExecuteNextProgramEnabled
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glue: Add ectx:aw service placeholder
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program_metadata: Set a default resource size when a NPDM is not present
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program_metadata: Explicitly specify copy/move operators/functions
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SetRequestExitToLibraryAppletAtExecuteNextProgramEnabled
- Used by Pixel Game Maker Series Werewolf Princess Kaguya
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lm: Resolve -Wextra-semi warning
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acc/lbl: Remove unused variables
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aes_util: Make use of std::span
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Sets a default size of 0x1FE00000 bytes (510 MiB) for the system_resource_size when a NPDM is not present.
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emu_window: unsigned -> u32
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This is only a 2-tuple, so it can be converted over to the std::pair
class.
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This is more concise and consistent with the rest of the codebase.
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Allows us to simplify the interface quite a bit as it will handle
contiguous sequences for us.
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Avoids unnecessary default construction of an entry in cases where no
entry exists before overwriting the created entry.
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We can perform the lookup and then do the contains check by checking the
end iterator. The benefit of this is that if we *do* find an entry, then
we aren't hashing into the map again to find it.
We can also get rid of an unused std::vector temporary while we're at
it.
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Resolves a trivial warning with clang.
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The generation of the copy assignment operators are deprecated on being
generated when a user-provided destructor is present.
We can explicitly specify that we desire this behavior to keep the class
forward compatible with future standards.
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time: Fix GetClockSnapshotFromSystemClockContext
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log/backend: Make use of erase_if
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texture_cache/util: Fix src being used instead of dst within DeduceBlitImages case
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cmake: Use SDL 2.0.14 and fix scope issue
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We can also avoid redundant constructions of the same string repeatedly.
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Same behavior, but less verbose.
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general: Write buffers before pushing raw arguments
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npad: Remove duplicated class member variable
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This line can only ever be reached if src is null, so dereferencing it
here is a logic bug that slipped through.
Instead, we dereference dst instead which is guaranteed to be valid.
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For consistency with the rest of the service implementations
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Reduces some verbosity and centralizes the function details in one spot.
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If anything happened to call arp functions in the wrong order and called
IRegistrar's Issue function before SetApplicationLaunchProperty, we'd
read from an uninitialized ApplicationLaunchProperty instance.
Instead, we can always initialize it so if this does happen, then the
outcome of doing such a thing is at least consistently reproducible.
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ControllerBase already has a System reference that can be accessed from
this class, so we can get rid of this to make the class layout a little
more straightforward.
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This removes an incorrect alignment usage and corrects the positions of the popped parameters.
- Fixes Super Kirby Clash crashing on boot
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SDL 2.0.14 introduces an incompatibility with Clang, causing it to
trigger -Wimplicit-fallthrough even though it is marked. Ignore it for
now, with a comment mentioning why this is needed.
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Forces using SDL 2.0.14. Upgrades the SDL external to that version. Adds
a message when switching to the external.
Fixes an error where input_common only links to SDL when SDL2_FOUND is
set, but externals/CMakeLists cannot set that variable to the required
scope. Switch to using ENABLE_SDL2, which we can use since we now
include the SDL source.
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Fixes the softlock after the controller applet exits in Mario Kart 8 Deluxe.
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nvdrv: Cleanup CDMA Processor on device closure
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Project Eleuthia - On-Screen Keyboard and Error Applet Overlays
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InputCommon: Address mapping and naming issues with SDL2
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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>
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Co-authored-by: Its-Rei <kupfel@gmail.com>
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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>
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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.
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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.
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