In our error console, when loading a game, the strings:
QString::arg: Argument missing: "Loading...", 0
QString::arg: Argument missing: "Launching...", 0
would occasionally pop up when the loading screen was running. This was
due to the strings being assumed to have formatting indicators in them,
however only two out of the four strings actually have them.
This only applies the arguments to the strings that have formatting
specifiers provided, which avoids these warnings from occurring.
This doesn't actually work anymore, and given how long it's been left in
that state, it's unlikely anyone actually seriously used it.
Generally it's preferable to use RenderDoc or Nsight to view surfaces.
- Use QStringLiteral where applicable.
- Use const where applicable
- Remove unnecessary precondition check (we already assert the pixbuf
being non null)
Fills in the missing surface types that were marked as unknown. The
order corresponds with the TextureFormat enum within
video_core/texture.h.
We also don't need to all of these strings as translatable (only the
first string, as it's an English word).
Rather than scream that the file doesn't exist, we can clearly state
what specifically doesn't exist, to avoid ambiguity, and make it easier
to understand for non-primary English speakers/readers.
Moves includes into the cpp file where necessary. This way,
microprofile-related stuff isn't dumped into other UI-related code when
the dialog header gets included.
Since C++17, the introduction of deduction guides for locking facilities
means that we no longer need to hardcode the mutex type into the locks
themselves, making it easier to switch mutex types, should it ever be
necessary in the future.
This was initially added to prevent problems from stubbed/not implemented NFC services, but as we never encountered such and as it's only used in a deprecated function anyway, I guess we can just remove it to prevent more clutter of the settings.
We already have the thread instance that was created under the current
process, so we can just pass the handle table of it along to retrieve
the owner of the mutex.
In these cases the system object is nearby, and in the other, the
long-form of accessing the telemetry instance is already used, so we can
get rid of the use of the global accessor.
Changes the interface as well to remove any unique methods that
frontends needed to call such as StartJoystickEventHandler by
conditionally starting the polling thread only if the frontend hasn't
started it already. Additionally, moves all global state into a single
SDLState class in order to guarantee that the destructors are called in
the proper order
MSVC does not seem to like using constexpr values in a lambda that were declared outside of it.
Previously on MSVC build the hotkeys to inc-/decrease the speed limit were not working correctly because in the lambda the SPEED_LIMIT_STEP had garbage values.
After googling around a bit I found: https://github.com/codeplaysoftware/computecpp-sdk/issues/95 which seems to be a similar issue.
Trying the suggested fix to make the variable static constexpr also fixes the bug here.
A holdover from citra, the Horizon kernel on the switch has no
prominent kernel object that functions as a timer. At least not
to the degree of sophistication that this class provided.
As such, this can be removed entirely. This class also wasn't used at
all in any meaningful way within the core, so this was just code sitting
around doing nothing. This also allows removing a few things from the
main KernelCore class that allows it to use slightly less resources
overall (though very minor and not anything really noticeable).
With the loading screen merged, we don't want to actually show at this
point, but it still needs to be shown to actually create the context.
Turns out you can just show and hide it immediately and it'll work.
With shader caches on the horizon, one requirement is to provide visible
feedback for the progress. The shader cache reportedly takes several
minutes to load for large caches that were invalidated, and as such we
should provide a loading screen with progress.
Adds a loading screen widget that will be shown until the first frame of
the game is swapped. This was chosen in case shader caches are not being
used, several games still take more than a few seconds to launch and
could benefit from a loading screen.
This is a function that definitely doesn't always have a non-modifying
behavior across all implementations, so this should be made non-const.
This gets rid of the need to mark data members as mutable to work around
the fact mutating data members needs to occur.
This makes the naming more closely match its meaning. It's just a
preferred core, not a required default core. This also makes the usages
of this term consistent across the thread and process implementations.
Calling tr() from a file-scope array isn't advisable, since it can be
executed before the Qt libraries are even fully initialized, which can
lead to crashes.
Instead, the translatable strings should be annotated, and the tr()
function should be called at the string's usage site.
This allows us to present a much nicer UI to the user over a simple combo box and is made easy with the modular nature of the profile-selection applet frontend.
Using the QtProfileSelectorDialog, this implementation is trivial. This mimics the real switch behavior of asking which user on every game boot, but it is default disabled as that might get inconvenient.
Allows capturing screenshot at the current internal resolution (native for software renderer), but a setting is available to capture it in other resolutions. The screenshot is saved to a single PNG in the current layout.
We can hide the direct array from external view and instead provide
functions to retrieve the necessary info. This has the benefit of
completely hiding the makeup of the SinkDetails structure from the rest
of the code.
Given that this makes the array hidden, we can also make the array
constexpr by altering the members slightly. This gets rid of several
static constructor calls related to std::vector and std::function.
Now we don't have heap allocations here that need to occur before the
program can even enter main(). It also has the benefit of saving a
little bit of heap space, but this doesn't matter too much, since the
savings in that regard are pretty tiny.
Similarly, here we can avoid doing unnecessary work twice by retrieving
the file type only once and comparing it against relevant operands,
avoiding potential unnecessary object construction/destruction.
While GetFileType() is indeed a getter function, that doesn't mean it's
a trivial function, given some case require reading from the data or
constructing other objects in the background. Instead, only do necessary
work once.
Greatly simplifies the current input UI, while still allowing power users to tweak advanced settings. Adds 'input profiles', which are easy autoconfigurations to make getting started easy and fast. Also has a custom option which brings up the current, full UI.
Two kernel object should absolutely never have the same handle ID type.
This can cause incorrect behavior when it comes to retrieving object
types from the handle table. In this case it allows converting a
WritableEvent into a ReadableEvent and vice-versa, which is undefined
behavior, since the object types are not the same.
This also corrects ClearEvent() to check both kernel types like the
kernel itself does.
These slots are only ever attached to event handling mechanisms within
the class itself, they're never used externally. Because of this, we can
make the functions private.
This also removes redundant usages of the private access specifier.
The previous code could potentially be a compilation issue waiting to
occur, given we forward declare the type for a std::unique_ptr. If the
complete definition of the forward declared type isn't visible in a
translation unit that the class is used in, then it would fail to
compile.
Defaulting the destructor in a cpp file ensures the std::unique_ptr's
destructor is only invoked where its complete type is known.
We can just return a new instance of this when it's requested. This only
ever holds pointers to the existing registed caches, so it's not a large
object. Plus, this also gets rid of the need to keep around a separate
member function just to properly clear out the union.
Gets rid of one of five globals in the filesystem code.
We don't need to call out to our own file handling functions when we're
going to construct a QFileInfo instance right after it. We also don't
need to convert to a std::string again just to compare the file
extension.
Prevents compiler warnings related to truncation when invoking the
dialog. It's also extremely suspect to use a u8 value here instead of a
more general type to begin with.
These parameters don't need to utilize a shared lifecycle directly in
the interface. Instead, the caller should provide a regular reference
for the function to use. This also allows the type system to flag
attempts to pass nullptr and makes it more generic, since it can now be
used in contexts where a shared_ptr isn't being used (in other words, we
don't constrain the usage of the interface to a particular mode of
memory management).
The decision was made to name them LayeredExeFS instead of just LayeredFS to differentiate from normal RomFS-based mods. The name may be long/unweildy, but conveys the meaning well.
Uses Qt's built-in interface instead of rolling our own separate one on
top of it. This also fixes a bug in reject() where we were calling
accept() instead of reject().
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.
Started implementation of the AM message queue mainly used in state getters. Added the ability to switch docked mode whilst in game without stopping emulation. Also removed some things which shouldn't be labelled as stubs as they're implemented correctly
As the add-ons column takes the most processing time out of any (as it needs to search registration for updates/dlc, patch control NCAs, search for mods, etc.), an option was added to disable it. This does not affect the application of add-ons. In large game collections, this decreases game list refresh time by as much as 70%.
Previously, we would let a user enter an unbounded name and then
silently truncate away characters that went over the 32-character limit.
This is kind of bad from the UX point of view, because we're essentially
not doing what the user intended in certain scenarios.
Instead, we clamp it to 32 characters and make that visually apparent in
the dialog box to provide a name for a user.
* get rid of boost::optional
* Remove optional references
* Use std::reference_wrapper for optional references
* Fix clang format
* Fix clang format part 2
* Adressed feedback
* Fix clang format and MacOS build
Also adds UI option in Debug > Dump section, with the idea later things to be dumped (i.e. other game data or textures, etc) will use the same group box.
Avoids the need to put the scaling parameters all over the place for the
common case. The only other time scaling is done is to generate the
smaller 48x48 image, so this is fine.
We can just make the function accept an arbitrary ProfileManager
reference and operate on that instead of tying the function to the class
itself. This allows us to keep the function internal to the cpp file and
removes the need to forward declare the UUID struct.
These should be initialized to deterministic values so it's easier to
catch improper behavior, as it'll always be reproducable, instead of
performing uninitialized reads.
These are only used within this class, so we can make them private to
keep their use contained. This also gets rid of the pre-Qt5 'slot'
identifier, since Qt 5's connection syntax doesn't require a function to
be declared a slot anymore.
Using fmt here requires unnecessary string conversions back into
QString. Instead, we can just use QString's formatting and get the end
result of the formatting operation in the proper type.
tr() will not function properly on static/global data like this, as the
object is only ever constructed once, so the strings won't translate if
the language is changed without restarting the program, which is
undesirable. Instead we can just turn the map into a plain old function
that maps the values to their equivalent strings. This is also lessens
the memory allocated, since it's only allocating memory for the strings
themselves, and not an encompassing map as well.
We can just use the facilities that Qt provides instead of pulling in
stuff from common. While we're at it, we can also simplify the nearby
logging statement's argument by just calling .toStdString()
This gets rid of an unnecessary type conversion. We can just use the
regular QStringLiteral to already format the string as the type
setWindowTitle accepts instead of converting from a std::string
instance.
* Fixed conflict with nfp
* Few fixups for nfc
* Conflict 2
* Fixed AttachAvailabilityChangeEvent
* Conflict 3
* Fixed byte padding
* Refactored amiibo to not reside in "System"
* Removed remaining references of nfc from system
* used enum for Nfc GetStateOld
* Added missing newline
* Moved file operations to front end
* Conflict 4
* Amiibos now use structs and added mutexes
* Removed amiibo_path
This is more localized to what we want to enforce directory-wise with
the project. CMAKE_SOURCE_DIR indicates the root of the source tree, but
this would cause the wrong behavior if someone included yuzu as part of
a larger buildsystem (for whatever reason). Instead, we want to use the
directory where the "project(yuzu)" command was declared as the root
path reference.
Keeps the definition constrained to the yuzu target and prevents
polluting anything else in the same directory (should that ever happen).
It also keeps it consistent with how the USE_DISCORD_PRESENCE definition
is introduced below it.
In the kernel, there isn't a singular handle table that everything gets
tossed into or used, rather, each process gets its own handle table that
it uses. This currently isn't an issue for us, since we only execute one
process at the moment, but we may as well get this out of the way so
it's not a headache later on.
The data retrieved in these cases are ultimately chiefly owned by either
the RegisteredCache instance itself, or the filesystem factories. Both
these should live throughout the use of their contained data. If they
don't, it should be considered an interface/design issue, and using
shared_ptr instances here would mask that, as the data would always be
prolonged after the main owner's lifetime ended.
This makes the lifetime of the data explicit and makes it harder to
accidentally create cyclic references. It also makes the interface
slightly more flexible than the previous API, as a shared_ptr can be
created from a unique_ptr, but not the other way around, so this allows
for that use-case if it ever becomes necessary in some form.
Neither of these functions alter the ownership of the provided pointer,
so we can simply make the parameters a reference rather than a direct
shared pointer alias. This way we also disallow passing incorrect memory values like
nullptr.
We can utilize QStringList's join() function to perform all of the
appending in a single function call.
While we're at it, make the extension list a single translatable string
and add a disambiguation comment to explain to translators what %1
actually is.
Depending on whether or not USE_DISCORD_PRESENCE is defined, the "state"
parameter can be used or unused. If USE_DISCORD_PRESENCE is not defined,
the parameter will be considered unused, which can lead to compiler
warnings. So, we can explicitly mark it with [[maybe_unused]] to inform
the compiler that this is intentional.
Neither of these functions require the use of shared ownership of the
returned pointer. This makes it more difficult to create reference
cycles with, and makes the interface more generic, as std::shared_ptr
instances can be created from a std::unique_ptr, but the vice-versa
isn't possible. This also alters relevant functions to take NCA
arguments by const reference rather than a const reference to a
std::shared_ptr. These functions don't alter the ownership of the memory
used by the NCA instance, so we can make the interface more generic by
not assuming anything about the type of smart pointer the NCA is
contained within and make it the caller's responsibility to ensure the
supplied NCA is valid.
change TouchToPixelPos to return std::pair<int, int>
static_cast (SDL)
various minor style and code improvements
style - PascalCase for function names
made touch events private
const pointer arg in touch events
make TouchToPixelPos a const member function
did I do this right?
braces on barely-multiline if
remove question comment (confirmed in Discord)
fixed consts
remove unused parameter from TouchEndEvent
DRY - High-DPI scaled touch put in separate function
also fixes a bug where if you start touching (with either mouse or touchscreen) and drag the mouse to the LEFT of the emulator window, the touch point jumps to the RIGHT side of the touchscreen; draggin to above the window would make it jump to the bottom.
implicit conversion from QPoint to QPointF, apparently
I have no idea what const even means but I'll put it here anyway
remove unused or used-once variables
make touch scaling functions const, and put their implementations together
removed unused FingerID parameters
QTouchEvent forward declaration; add comment to TouchBegin that was lost in an edit
better DRY in SDL
To do -> TODO(NeatNit)
remove unused include
* Added a context menu on the buttons including Clear & Restore Default
* Allow clearing (unsetting) inputs. Added a Clear All button
* Allow restoring a single input to default (instead of all)
Placing the array wholesale into the header places a copy of the whole
array into every translation unit that uses the data, which is wasteful.
Particularly given that this array is referenced from three different
translation units.
This also changes the array to contain pairs of const char*, rather than
QString instances. This way, the string data is able to be fixed into
the read-only segment of the program, as well as eliminate static
constructors/heap allocation immediately on program start.
Many of the member variables of the thread class aren't even used
outside of the class itself, so there's no need to make those variables
public. This change follows in the steps of the previous changes that
made other kernel types' members private.
The main motivation behind this is that the Thread class will likely
change in the future as emulation becomes more accurate, and letting
random bits of the emulator access data members of the Thread class
directly makes it a pain to shuffle around and/or modify internals.
Having all data members public like this also makes it difficult to
reason about certain bits of behavior without first verifying what parts
of the core actually use them.
Everything being public also generally follows the tendency for changes
to be introduced in completely different translation units that would
otherwise be better introduced as an addition to the Thread class'
public interface.
Keeps the individual behaviors in their own functions, and cleanly
separate. We can also do a little better by converting the relevant IDs
within the core to a QString only once, instead of converting every
string into a std::string.
Disambiguates what the string represents to help translators more easily
understand what it is that they're translating. While we're at it, we
can move the code to its own function, so that we don't need to specify
the same string twice.
Makes the public interface consistent in terms of how accesses are done
on a process object. It also makes it slightly nicer to reason about the
logic of the process class, as we don't want to expose everything to
external code.
Ternary operators have a lower precedence than arithmetic operators, so
what was actually occurring here is "return (out + full) ? x : y" which most
definitely isn't intended, given we calculate out recursively above. We
were essentially doing a lot of work for nothing.