- 20 Nov, 2018 4 commits
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Lioncash authored
<random> isn't necesary directly within the header and can be placed in the cpp file where its needed. Avoids propagating random generation utilities via a header file.
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bunnei authored
am: Implement HLE software keyboard applet
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bunnei authored
lm: Implement SetDestination by doing nothing
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bunnei authored
kernel/resource_limit: Clean up interface
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- 19 Nov, 2018 36 commits
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Lioncash authored
Cleans out the citra/3DS-specific implementation details that don't apply to the Switch. Sets the stage for implementing ResourceLimit instances properly. While we're at it, remove the erroneous checks within CreateThread() and SetThreadPriority(). While these are indeed checked in some capacity, they are not checked via a ResourceLimit instance. In the process of moving out Citra-specifics, this also replaces the system ResourceLimit instance's values with ones from the Switch.
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Lioncash authored
This service function was likely intended to be a way to redirect where the output of a log went. e.g. Firing a log over a network, dumping over a tunneling session, etc. Given we always want to see the log and not change its output. It's one of the lucky service functions where the easiest implementation is to just do nothing at all and return success.
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Zach Hilman authored
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Zach Hilman authored
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Zach Hilman authored
This cleans up most of the callbacks and such in the Applets::Applet interface, while also properly implementing all four data channels.
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bunnei authored
hid: Add support for multiplayer and multilayout controllers
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Zach Hilman authored
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Zach Hilman authored
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Zach Hilman authored
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Zach Hilman authored
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Zach Hilman authored
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Zach Hilman authored
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Zach Hilman authored
Handles button configuration for all controller layouts and debug pads. Configurable at construction.
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Zach Hilman authored
This allows adjusting the finger, diameter, and angle of the emulated touchscreen. It also provides a warning to the user about what changing these parameters can do.
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Zach Hilman authored
Supports setting the five mouse buttons to any valid controller button/keyboard key (Left, Right, Middle, Foward, Back)
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Zach Hilman authored
This moves the actual button configuration to a separate dialog and only has the enabled and type controls in the tab.
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Zach Hilman authored
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Zach Hilman authored
Including finger ID, diamater x/y, and angle. Additionally, checks if the touchscreen is enabled.
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Zach Hilman authored
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Zach Hilman authored
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Zach Hilman authored
Used by developers to test games, not present on retail systems. Some games are known to respond to DebugPad input though, for example Kirby Star Allies.
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Zach Hilman authored
Defaults to full keyboard for keyboard -- It did not seem to be necessary to make the keyboard configurable (besides enabled/disabled).
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Zach Hilman authored
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Zach Hilman authored
Uses the PlayerInput struct to represent all of the data that constitutes a player.
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Zach Hilman authored
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Zach Hilman authored
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David Marcec authored
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David Marcec authored
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David Marcec authored
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David Marcec authored
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David Marcec authored
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David Marcec authored
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David Marcec authored
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Zach Hilman authored
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bunnei authored
textures/decoders: Replace magic numbers
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bunnei authored
Missing ogl states
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