- 21 Apr, 2021 1 commit
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bunnei authored
time: Fix GetClockSnapshotFromSystemClockContext
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- 20 Apr, 2021 7 commits
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bunnei authored
log/backend: Make use of erase_if
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bunnei authored
texture_cache/util: Fix src being used instead of dst within DeduceBlitImages case
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bunnei authored
cmake: Use SDL 2.0.14 and fix scope issue
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Lioncash authored
We can also avoid redundant constructions of the same string repeatedly.
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Lioncash authored
Same behavior, but less verbose.
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bunnei authored
general: Write buffers before pushing raw arguments
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bunnei authored
npad: Remove duplicated class member variable
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- 19 Apr, 2021 8 commits
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bunnei authored
arp: Prevent potential uninitialized read of launch member variable
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Lioncash authored
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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Morph authored
For consistency with the rest of the service implementations
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Lioncash authored
Reduces some verbosity and centralizes the function details in one spot.
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Lioncash authored
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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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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Morph authored
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Morph authored
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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- 18 Apr, 2021 5 commits
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bunnei authored
ci: linux: Link Boost statically
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lat9nq authored
Only affects the AppImage and the raw binaries. Enables running the executable alone on Linux systems when all other libraries are compatible.
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lat9nq authored
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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lat9nq authored
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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Morph authored
externals: Add SDL 2.0.12
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- 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 8 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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