- Oct 16, 2018
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bunnei authored
- This will be used as a catch-all for slow-but-accurate GPU emulation paths.
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- Oct 07, 2018
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Zach Hilman authored
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- Oct 06, 2018
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zhupengfei authored
* 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)
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Lioncash authored
These were pointing to a non-existent webpage.
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- Oct 04, 2018
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Lioncash authored
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.
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- Oct 03, 2018
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Lioncash authored
These strings are user-facing, so they should be specified as translatable with tr().
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Lioncash authored
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.
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- Oct 02, 2018
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Lioncash authored
This ensures that the proper codec will always be used no matter what. It also avoids relying on ASCII conversions.
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Lioncash authored
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.
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Lioncash authored
These aren't used outside of this translation unit, so they can be internally linked.
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fearlessTobi authored
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fearlessTobi authored
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fearlessTobi authored
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fearlessTobi authored
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- Sep 15, 2018
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fearlessTobi authored
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- Sep 12, 2018
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Lioncash authored
Given these are shown to the user, they should be translatable. While we're at it, also set up the dialog to automatically retranslate the dialog along with the combo boxes if it receives a LanguageChange event.
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Lioncash authored
We don't need to use an allocating container for these, given we know the fixed amount of strings being used. This is just a waste of memory.
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Lioncash authored
Keeps the individual initialization of the combo boxes logically separate. We also shouldn't be dumping this sort of thing in the constructor directly.
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- Sep 11, 2018
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Tobias authored
* Joystick hotplug support (#4141) * use SDL_PollEvent instead of SDL_JoystickUpdate Register hot plugged controller by GUID if they were configured in a previous session * Move SDL_PollEvent into its own thread * Don't store SDLJoystick pointer in Input Device; Get pointer on each GetStatus call * Fix that joystick_list gets cleared after SDL_Quit * Add VirtualJoystick for InputDevices thats never nullptr * fixup! Add VirtualJoystick for InputDevices thats never nullptr * fixup! fixup! Add VirtualJoystick for InputDevices thats never nullptr * Remove SDL_GameController, make SDL_Joystick* unique_ptr * fixup! Remove SDL_GameController, make SDL_Joystick* unique_ptr * Adressed feedback; fixed handling of same guid reconnects * fixup! Adressed feedback; fixed handling of same guid reconnects * merge the two joystick_lists into one * make SDLJoystick a member of VirtualJoystick * fixup! make SDLJoystick a member of VirtualJoystick * fixup! make SDLJoystick a member of VirtualJoystick * fixup! fixup! make SDLJoystick a member of VirtualJoystick * SDLJoystick: Addressed review comments * Address one missed review comment
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- Sep 10, 2018
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MysticExile authored
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MysticExile authored
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- Sep 09, 2018
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tech4me authored
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- Sep 08, 2018
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fearlessTobi authored
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- Sep 03, 2018
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Zach Hilman authored
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- Aug 27, 2018
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fearlessTobi authored
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- Aug 23, 2018
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Zach Hilman authored
Helps with installed games by making the title not a hexadecimal id string, instead the name.
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literalmente-game authored
* Swap "Plus" with "Minus" on the controller GUI Major fix /s
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- Aug 22, 2018
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tech4me authored
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- Aug 20, 2018
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fearlessTobi authored
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- Aug 07, 2018
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Zach Hilman authored
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Lioncash authored
Instead, we make a proper registry class and house it within the main window, then pass it to whatever needs access to the loaded hotkeys. This way, we avoid a global variable, and don't need to initialize a std::map instance before the program can do anything.
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Zach Hilman authored
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Zach Hilman authored
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Hedges authored
* GDBStub works with both Unicorn and Dynarmic now * Tidy up
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- Aug 06, 2018
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Lioncash authored
Makes code consistent with our style of defaulting special member functions where applicable.
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- Aug 03, 2018
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David authored
Added ability to change username & language code in the settings ui. Added IProfile::Get and SET::GetLanguageCode for libnx tests (#851)
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- Aug 01, 2018
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Zach Hilman authored
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bunnei authored
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- Jul 29, 2018
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fearlessTobi authored
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- Jul 21, 2018
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Lioncash authored
Instead of using an unsigned int as a parameter and expecting a user to always pass in the correct values, we can just convert the enum into an enum class and use that type as the parameter type instead, which makes the interface more type safe. We also get rid of the bookkeeping "NUM_" element in the enum by just using an unordered map. This function is generally low-frequency in terms of calls (and I'd hope so, considering otherwise would mean we're slamming the disk with IO all the time) so I'd consider this acceptable in this case.
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