| Commit message (Collapse) | Author | Age | Files | Lines |
| | |
|
| |\
| |
| | |
time: Fix GetClockSnapshotFromSystemClockContext
|
| | | |
|
| | |
| |
| |
| |
| |
| | |
This removes an incorrect alignment usage and corrects the positions of the popped parameters.
- Fixes Super Kirby Clash crashing on boot
|
| |\ \
| | |
| | | |
log/backend: Make use of erase_if
|
| | | |
| | |
| | |
| | | |
We can also avoid redundant constructions of the same string repeatedly.
|
| | |/
| |
| |
| | |
Same behavior, but less verbose.
|
| |\ \
| | |
| | | |
texture_cache/util: Fix src being used instead of dst within DeduceBlitImages case
|
| | |/
| |
| |
| |
| |
| |
| | |
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.
|
| |\ \
| | |
| | | |
cmake: Use SDL 2.0.14 and fix scope issue
|
| | | |
| | |
| | |
| | |
| | |
| | | |
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.
|
| | |/
| |
| |
| |
| |
| |
| |
| |
| |
| | |
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.
|
| |\ \
| | |
| | | |
general: Write buffers before pushing raw arguments
|
| | |/
| |
| |
| | |
For consistency with the rest of the service implementations
|
| |\ \
| | |
| | | |
npad: Remove duplicated class member variable
|
| | |/
| |
| |
| |
| |
| | |
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.
|
| | |
| |
| |
| | |
Reduces some verbosity and centralizes the function details in one spot.
|
| |/
|
|
|
|
|
|
|
| |
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.
|
| |
|
|
| |
Fixes the softlock after the controller applet exits in Mario Kart 8 Deluxe.
|
| | |
|
| |\
| |
| | |
nvdrv: Cleanup CDMA Processor on device closure
|
| | | |
|
| | |
| |
| |
| | |
Brings us a step closer to unifying all channels to share a common interface.
|
| |\ \
| | |
| | | |
Project Eleuthia - On-Screen Keyboard and Error Applet Overlays
|
| | | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
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.
|
| | | | |
|
| | | | |
|
| |\ \ \
| |/ /
|/| | |
InputCommon: Address mapping and naming issues with SDL2
|
| | | |
| | |
| | |
| | | |
Nintendo Pro controllers
|
| |\ \ \
| | | |
| | | | |
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
|
| | | | | | |
| | | | | |
| | | | | |
| | | | | | |
I forgot to hook this up during the development of the controller applet, this PR amends that.
|
| |\ \ \ \ \ \
| | | | | | |
| | | | | | | |
kernel/process: Replace process resource limit instance with the kernel's resource limit
|
| | | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
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.
|