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* Make settings controller image change with controller inputGravatar german2021-02-061-0/+11
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* Merge pull request #5270 from german77/multiTouchGravatar bunnei2021-01-203-26/+37
|\ | | | | HID: Add multitouch support
| * Always initialize keyboard inputGravatar german2021-01-152-7/+7
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| * Add mutitouch support for touch screensGravatar german2021-01-152-23/+31
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| * Allow to return up to 16 touch inputs per engineGravatar german2021-01-152-6/+9
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* | input_interpreter: Mark two member functions as constGravatar Lioncash2021-01-161-4/+4
| | | | | | | | | | | | These aren't stateful functions, so we can make use of const. While we're at, we can resolve some -Wdocumentation warnings.
* | input_interpreter: Add method to check for a button press stateGravatar Morph2021-01-162-0/+25
|/ | | | This allows to check for continuous input for the duration of a button press/hold
* applets/web: Implement the online web browser appletGravatar Morph2020-12-182-0/+17
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* main, applets/web: Re-add progress dialog for RomFS extractionGravatar Morph2020-12-182-8/+8
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* frontend/input_interpreter: Add InputInterpreter APIGravatar Morph2020-12-182-0/+165
| | | | | | The InputInterpreter class interfaces with HID to retrieve button press states. Input is intended to be polled every 50ms so that a button is considered to be held down after 400ms has elapsed since the initial button press and subsequent repeated presses occur every 50ms. Co-authored-by: Chloe <25727384+ogniK5377@users.noreply.github.com>
* applets/web: Implement the default web browser applet frontendGravatar Morph2020-12-182-0/+20
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* applets: Remove the previous web browser applet implementationGravatar Morph2020-12-184-136/+0
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* core: Remove unnecessary enum casts in log callsGravatar Lioncash2020-12-071-3/+4
| | | | | Follows the video core PR. fmt doesn't require casts for enum classes anymore, so we can remove quite a few casts.
* Merge pull request #4939 from german77/MouseInputGravatar bunnei2020-11-291-2/+7
|\ | | | | InputCommon: Implement full mouse support
| * Implement full mouse supportGravatar german2020-11-251-2/+7
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* | Merge pull request #4976 from comex/poll-eventsGravatar Rodrigo Locatti2020-11-251-2/+2
|\ \ | | | | | | Overhaul EmuWindow::PollEvents to fix yuzu-cmd calling SDL_PollEvents off main thread
| * | Overhaul EmuWindow::PollEvents to fix yuzu-cmd calling SDL_PollEvents off ↵Gravatar comex2020-11-231-2/+2
| |/ | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | main thread EmuWindow::PollEvents was called from the GPU thread (or the CPU thread in sync-GPU mode) when swapping buffers. It had three implementations: - In GRenderWindow, it didn't actually poll events, just set a flag and emit a signal to indicate that a frame was displayed. - In EmuWindow_SDL2_Hide, it did nothing. - In EmuWindow_SDL2, it did call SDL_PollEvents, but this is wrong because SDL_PollEvents is supposed to be called on the thread that set up video - in this case, the main thread, which was sleeping in a busyloop (regardless of whether sync-GPU was enabled). On macOS this causes a crash. To fix this: - Rename EmuWindow::PollEvents to OnFrameDisplayed, and give it a default implementation that does nothing. - In EmuWindow_SDL2, do not override OnFrameDisplayed, but instead have the main thread call SDL_WaitEvent in a loop.
* | Fix warnings in core/frontend/input.h with [[maybe_unused]]Gravatar bunnei2020-11-231-1/+3
| | | | | | Fixes build break due to #4927
* | input_common: Treat warnings as errorsGravatar Lioncash2020-11-221-1/+1
|/ | | | | Migrates over warnings as errors for input common to match how the common library treats warnings as errors.
* input_common: Add VibrationDevice and VibrationDeviceFactoryGravatar Morph2020-11-151-0/+7
| | | | | | A vibration device is an input device that returns an unsigned byte as status. It represents whether the vibration device supports vibration or not. If the status returns 1, it supports vibration. Otherwise, it does not support vibration.
* controllers/npad: Add heuristics to reduce rumble state changesGravatar Morph2020-11-151-1/+1
| | | | | Sending too many state changes in a short period of time can cause massive performance issues. As a result, we have to use several heuristics to reduce the number of state changes to minimize/eliminate this performance impact while maintaining the quality of these vibrations as much as possible.
* hid: Reorder all HID commandsGravatar Morph2020-11-151-2/+2
| | | | Reorders all HID commands in command id order.
* settings: Preparation for per-game input settingsGravatar Morph2020-11-152-3/+3
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* controller: Pass ControllerParameters by reference in ReconfigureControllers()Gravatar Lioncash2020-10-262-3/+3
| | | | Prevents unnecessary copies and heap reallocations from occurring.
* Revert "core: Fix clang build"Gravatar bunnei2020-10-202-3/+2
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* core: Fix clang buildGravatar Lioncash2020-10-172-2/+3
| | | | | | | Recent changes to the build system that made more warnings be flagged as errors caused building via clang to break. Fixes #4795
* core/CMakeLists: Make some warnings errorsGravatar Lioncash2020-10-132-7/+9
| | | | | | | | | Makes our error coverage a little more consistent across the board by applying it to Linux side of things as well. This also makes it more consistent with the warning settings in other libraries in the project. This also updates httplib to 0.7.9, as there are several warning cleanups made that allow us to enable several warnings as errors.
* Merge pull request #4291 from german77/ImplementControllerRumbleGravatar David2020-09-301-0/+3
|\ | | | | input_common: First implementation of controller rumble
| * First implementation of controller rumbleGravatar german2020-09-291-0/+3
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* | frontend/controller: Eliminate dependency on the global system instanceGravatar Lioncash2020-09-252-4/+12
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* Merge pull request #4594 from german77/MotionHIDGravatar bunnei2020-09-171-4/+18
|\ | | | | hid/configuration: Implement motion controls to HID
| * Remove RealMotionDeviceGravatar german2020-09-041-21/+8
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| * Include HID and configuration changes related to motionGravatar german2020-09-041-0/+27
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* | applets/controller: Resolve several compiler warningsGravatar Morph2020-09-041-1/+2
| | | | | | | | Resolves -Wsign-compare and -Wunused-variable
* | Address feedbackGravatar Morph2020-09-041-0/+2
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* | applets/controller: Modify heuristic to account for certain gamesGravatar Morph2020-09-041-7/+12
| | | | | | | | | | | | | | | | 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.
* | applets/controller: Implement fallback applet for the SDL frontendGravatar Morph2020-09-041-1/+34
| | | | | | | | Implement the fallback applet for the SDL frontend, connecting only the minimum amount of players required.
* | applets/controller: Implement "Explain Text"Gravatar Morph2020-09-041-0/+3
| | | | | | | | "Explain Text" is additional text that is shown for each player in the controller applet.
* | Project Mjölnir: Part 2 - Controller AppletGravatar Morph2020-09-042-0/+85
|/ | | | Co-authored-by: Its-Rei <kupfel@gmail.com>
* Address second batch of reviewsGravatar FearlessTobi2020-08-301-0/+1
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* emu_window: Mark Scoped constructor and Acquire() as nodiscardGravatar Lioncash2020-08-141-2/+2
| | | | | Ensures that callers make use of the constructor, preventing bugs from silently occurring.
* configuration: implement per-game configurations (#4098)Gravatar lat9nq2020-07-091-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * Switch game settings to use a pointer In order to add full per-game settings, we need to be able to tell yuzu to switch to using either the global or game configuration. Using a pointer makes it easier to switch. * configuration: add new UI without changing existing funcitonality The new UI also adds General, System, Graphics, Advanced Graphics, and Audio tabs, but as yet they do nothing. This commit keeps yuzu to the same functionality as originally branched. * configuration: Rename files These weren't included in the last commit. Now they are. * configuration: setup global configuration checkbox Global config checkbox now enables/disables the appropriate tabs in the game properties dialog. The use global configuration setting is now saved to the config, defaulting to true. This also addresses some changes requested in the PR. * configuration: swap to per-game config memory for properties dialog Does not set memory going in-game. Swaps to game values when opening the properties dialog, then swaps back when closing it. Uses a `memcpy` to swap. Also implements saving config files, limited to certain groups of configurations so as to not risk setting unsafe configurations. * configuration: change config interfaces to use config-specific pointers When a game is booted, we need to be able to open the configuration dialogs without changing the settings pointer in the game's emualtion. A new pointer specific to just the configuration dialogs can be used to separate changes to just those config dialogs without affecting the emulation. * configuration: boot a game using per-game settings Swaps values where needed to boot a game. * configuration: user correct config during emulation Creates a new pointer specifically for modifying the configuration while emulation is in progress. Both the regular configuration dialog and the game properties dialog now use the pointer Settings::config_values to focus edits to the correct struct. * settings: split Settings::values into two different structs By splitting the settings into two mutually exclusive structs, it becomes easier, as a developer, to determine how to use the Settings structs after per-game configurations is merged. Other benefits include only duplicating the required settings in memory. * settings: move use_docked_mode to Controls group `use_docked_mode` is set in the input settings and cannot be accessed from the system settings. Grouping it with system settings causes it to be saved with per-game settings, which may make transferring configs more difficult later on, especially since docked mode cannot be set from within the game properties dialog. * configuration: Fix the other yuzu executables and a regression In main.cpp, we have to get the title ID before the ROM is loaded, else the renderer will reflect only the global settings and now the user's game specific settings. * settings: use a template to duplicate memory for each setting Replaces the type of each variable in the Settings::Values struct with a new class that allows basic data reading and writing. The new struct Settings::Setting duplicates the data in memory and can manage global overrides per each setting. * configuration: correct add-ons config and swap settings when apropriate Any add-ons interaction happens directly through the global values struct. Swapping bewteen structs now also includes copying the necessary global configs that cannot be changed nor saved in per-game settings. General and System config menus now update based on whether it is viewing the global or per-game settings. * settings: restore old values struct No longer needed with the Settings::Setting class template. * configuration: implement hierarchical game properties dialog This sets the apropriate global or local data in each setting. * clang format * clang format take 2 can the docker container save this? * address comments and style issues * config: read and write settings with global awareness Adds new functions to read and write settings while keeping the global state in focus. Files now generated per-game are much smaller since often they only need address the global state. * settings: restore global state when necessary Upon closing a game or the game properties dialog, we need to restore all global settings to the original global state so that we can properly open the configuration dialog or boot a different game. * configuration: guard setting values incorrectly This disables setting values while a game is running if the setting is overwritten by a per game setting. * config: don't write local settings in the global config Simple guards to prevent writing the wrong settings in the wrong files. * configuration: add comments, assume less, and clang format No longer assumes that a disabled UI element means the global state is turned off, instead opting to directly answer that question. Still however assumes a game is running if it is in that state. * configuration: fix a logic error Should not be negated * restore settings' global state regardless of accept/cancel Fixes loading a properties dialog and causing the global config dialog to show local settings. * fix more logic errors Fixed the frame limit would set the global setting from the game properties dialog. Also strengthened the Settings::Setting member variables and simplified the logic in config reading (ReadSettingGlobal). * fix another logic error In my efforts to guard RestoreGlobalState, I accidentally negated the IsPowered condition. * configure_audio: set toggle_stretched_audio to tristate * fixed custom rtc and rng seed overwriting the global value * clang format * rebased * clang format take 4 * address my own review Basically revert unintended changes * settings: literal instead of casting "No need to cast, use 1U instead" Thanks, Morph! Co-authored-by: Morph <39850852+Morph1984@users.noreply.github.com> * Revert "settings: literal instead of casting " This reverts commit 95e992a87c898f3e882ffdb415bb0ef9f80f613f. * main: fix status buttons reporting wrong settings after stop emulation * settings: Log UseDockedMode in the Controls group This should have happened when use_docked_mode was moved over to the controls group internally. This just reflects this in the log. * main: load settings if the file has a title id In other words, don't exit if the loader has trouble getting a title id. * use a zero * settings: initalize resolution factor with constructor instead of casting * Revert "settings: initalize resolution factor with constructor instead of casting" This reverts commit 54c35ecb46a29953842614620f9b7de1aa9d5dc8. * configure_graphics: guard device selector when Vulkan is global Prevents the user from editing the device selector if Vulkan is the global renderer backend. Also resets the vulkan_device variable when the users switches back-and-forth between global and Vulkan. * address reviewer concerns Changes function variables to const wherever they don't need to be changed. Sets Settings::Setting to final as it should not be inherited from. Sets ConfigurationShared::use_global_text to static. Co-Authored-By: VolcaEM <volcaem@users.noreply.github.com> * main: load per-game settings after LoadROM This prevents `Restart Emulation` from restoring the global settings *after* the per-game settings were applied. Thanks to BSoDGamingYT for finding this bug. * Revert "main: load per-game settings after LoadROM" This reverts commit 9d0d48c52d2dcf3bfb1806cc8fa7d5a271a8a804. * main: only restore global settings when necessary Loading the per-game settings cannot happen after the ROM is loaded, so we have to specify when to restore the global state. Again thanks to BSoD for finding the bug. * configuration_shared: address reviewer concerns except operator overrides Dropping operator override usage in next commit. Co-Authored-By: LC <lioncash@users.noreply.github.com> * settings: Drop operator overrides from Setting template Requires using GetValue and SetValue explicitly. Also reverts a change that broke title ID formatting in the game properties dialog. * complete rebase * configuration_shared: translate "Use global configuration" Uses ConfigurePerGame to do so, since its usage, at least as of now, corresponds with ConfigurationShared. * configure_per_game: address reviewer concern As far as I understand, it prevents the program from unnecessarily copying strings. Co-Authored-By: LC <lioncash@users.noreply.github.com> Co-authored-by: Morph <39850852+Morph1984@users.noreply.github.com> Co-authored-by: VolcaEM <volcaem@users.noreply.github.com> Co-authored-by: LC <lioncash@users.noreply.github.com>
* frontend: Set minimum window size to 640x360 instead of 1280x720 (#3413)Gravatar Morph2020-05-152-1/+6
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* CMakeLists: Specify -Wextra on linux buildsGravatar Lioncash2020-04-151-1/+1
| | | | | | | | | | | Allows reporting more cases where logic errors may exist, such as implicit fallthrough cases, etc. We currently ignore unused parameters, since we currently have many cases where this is intentional (virtual interfaces). While we're at it, we can also tidy up any existing code that causes warnings. This also uncovered a few bugs as well.
* yuzu: Drop SDL2 and Qt frontend Vulkan requirementsGravatar ReinUsesLisp2020-04-071-5/+36
| | | | Create Vulkan instances and surfaces from the Vulkan backend.
* Address review and fix broken yuzu-tester buildGravatar James Rowe2020-03-251-1/+1
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* Frontend/GPU: Refactor context managementGravatar James Rowe2020-03-243-57/+28
| | | | | | | | | | | | | | | | | | | | Changes the GraphicsContext to be managed by the GPU core. This eliminates the need for the frontends to fool around with tricky MakeCurrent/DoneCurrent calls that are dependent on the settings (such as async gpu option). This also refactors out the need to use QWidget::fromWindowContainer as that caused issues with focus and input handling. Now we use a regular QWidget and just access the native windowHandle() directly. Another change is removing the debug tool setting in FrameMailbox. Instead of trying to block the frontend until a new frame is ready, the core will now take over presentation and draw directly to the window if the renderer detects that its hooked by NSight or RenderDoc Lastly, since it was in the way, I removed ScopeAcquireWindowContext and replaced it with a simple subclass in GraphicsContext that achieves the same result
* framebuffer_layout.h: drop the use of enum for screen dimensions.Gravatar Vitor Kiguchi2020-03-112-10/+10
| | | | +clang format
* renderer_opengl: Move Frame/FrameMailbox to OpenGL namespace.Gravatar bunnei2020-02-261-41/+0
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* core: frontend: Refactor scope_acquire_window_context to scope_acquire_context.Gravatar bunnei2020-02-253-23/+23
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