Refactor menu states and shortcuts in GMainWindow.
- Removed "Start", since it was always disabled unless it was "Continue"
which has now been moved to "Pause".
- Allow hotkeys to be used while in fullscreen.
- Removed the load amiibo hotkey.
Confirm means that the text has already been checked by the application to be correct, but is asking the user for confirmation.
The confirmation text itself seems to be corrupted though, this needs to be investigated.
Fixes the software keyboard in Famicom Detective Club: The Missing Heir
During script playback/recording, the user has to see what happens currently. For that, a new label has been added to the bottom-left corner, always displaying the current state of the TASing system.
This change adds two new context menu items to remove either the OpenGL or the Vulkan shader caches individually, and the provides the option to remove all caches for the selected title.
This also changes the behavior of the open shader cache option. Now it creates the shader cache directory for the title if it does not yet exist.
Causes a heap-use-after free reported by AddressSanitizer. This makes
use of std::filesystem::path, but due to that we have to use their
string() function which may not work for all characters.
Currently with programs that have a 0 title id, yuzu loads the custom
configuration 0000000000000000.ini for per-game configs. This is not
ideal since many homebrews share this id. Instead for these programs, we
load a config that is simply the file name and `.ini` appended to it.
Many users have been installing their base titles into NAND instead of adding them into the games list. This prevents users from installing any base titles and warns the user about the action.
The URL string was being deleted before being used, leading to a use-after-free occurring when it is used afterwards.
Fix this by taking the string by const ref to extend its lifetime, ensuring it doesn't get deleted before use.
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>
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.
Saves UISettings and Settings when booting a guest. Moves updating
UISettings::values from GMainWindow::closeEvent into its own function,
then reuses it in GMainWindow::BootGame.
Due to the way Qt performs destruction of parent/child widgets, we need
to make the lifetime of the input subsystem shared across the main
window and the render window.