- Feb 07, 2019
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ReinUsesLisp authored
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- Jan 26, 2019
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xperia64 authored
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- Jan 22, 2019
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zhupengfei authored
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- Jan 17, 2019
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Lioncash authored
Allows removing the inclusion of the main input common header from the UI config header.
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Lioncash authored
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Lioncash authored
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Lioncash authored
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Lioncash authored
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Lioncash authored
'this' isn't actually used within the lambda, since what we need from the class is already assigned within the capture section of the lambda.
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Lioncash authored
It's a common UI pattern to use an ellipsis to indicate an ongoing action, rather than just specifying the word by itself.
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- Jan 08, 2019
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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
Stored as signed seconds since epoch.
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- Jan 04, 2019
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Zach Hilman authored
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- Jan 01, 2019
- Dec 28, 2018
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spycrab authored
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- Dec 27, 2018
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Zach Hilman authored
These functions come in a pair and are needed by Smash Ultimate, Minecraft, and Skyrim, amongst others.
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- Dec 26, 2018
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Lioncash authored
These are user-facing strings, so they should be translatable.
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Lioncash authored
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.
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- Dec 25, 2018
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Zach Hilman authored
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.
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- Dec 18, 2018
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zhupengfei authored
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.
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- Dec 13, 2018
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Lioncash authored
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.
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- Dec 05, 2018
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Zach Hilman authored
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Zach Hilman authored
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.
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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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Lioncash authored
Avoids typing the same long accessor just to retrieve player attributes.
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- Dec 04, 2018
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Zach Hilman authored
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- Dec 03, 2018
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Zach Hilman authored
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Zach Hilman authored
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- Dec 02, 2018
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Lioncash authored
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.
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Lioncash authored
Resolves trivial compiler warnings.
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Lioncash authored
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.
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- Nov 30, 2018
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Lioncash authored
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- Nov 27, 2018
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Lioncash authored
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.
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Lioncash authored
This doesn't depend on any part of the private interface, so it can be made a non-member internal function.
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Lioncash authored
std::bind is the pre-C++11 way of doing this.
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