- 19 Apr, 2021 1 commit
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Lioncash authored
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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- 18 Apr, 2021 3 commits
- 17 Apr, 2021 6 commits
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lat9nq authored
Co-authored-by: Morph <39850852+Morph1984@users.noreply.github.com>
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bunnei authored
applets: Send focus state change message on applet state change
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Morph authored
Fixes the softlock after the controller applet exits in Mario Kart 8 Deluxe.
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Morph authored
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bunnei authored
nvdrv: Cleanup CDMA Processor on device closure
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bunnei authored
Project Eleuthia - On-Screen Keyboard and Error Applet Overlays
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- 16 Apr, 2021 5 commits
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lat9nq authored
Since Bintray is (soon to be) no more, there needs to be a way to acquire SDL2. Since 20.04's version is older than our minimum required version (2.0.12), add it as an external.
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bunnei authored
cmake: Remove use of bintray for externals.
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bunnei authored
- Bintray will be deprecated on May 1st 2021 (https://bintray.com/) - We were previously using this for Qt (non-Windows) and SDL. - I've moved to bundled SDL on Windows.
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bunnei authored
InputCommon: Address mapping and naming issues with SDL2
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Chloe Marcec authored
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- 15 Apr, 2021 18 commits
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Morph authored
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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Morph authored
Co-authored-by: Its-Rei <kupfel@gmail.com>
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Morph authored
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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Morph authored
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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Morph authored
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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Its-Rei authored
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Its-Rei authored
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Morph authored
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Morph authored
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Morph authored
Used by Monster Hunter Generations Ultimate
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Morph authored
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Morph authored
Avoids unnecessary console spam when the inline software keyboard is used.
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Morph authored
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Morph authored
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bunnei authored
common/log: Move Log namespace into the Common namespace
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Lioncash authored
Follows our predominant coding style. Also explicitly specifies the move constructor/assignment operator as well.
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Lioncash authored
Forgot to move this over when I moved the rest of the source files with lacking namespaces over.
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bunnei authored
core: settings: Add setting for debug assertions and disable by default.
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- 14 Apr, 2021 7 commits
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bunnei authored
- Removes a dependency on core and input_common from common.
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bunnei authored
- 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.
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bunnei authored
k_resource_limit: Cleanup of member variables/headers
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bunnei authored
applets/controller: Hook up the "Motion" button functionality
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ameerj authored
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bunnei authored
kernel/process: Replace process resource limit instance with the kernel's resource limit
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bunnei authored
engine_interface: Add missing virtual destructor
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