Previously, these were sitting outside of the Kernel namespace, which
doesn't really make sense, given they're related to the Thread class
which is within the Kernel namespace.
"value" is already a used variable name within the outermost ranged-for
loop, so this variable was shadowing the outer one. This isn't a bug,
but it will get rid of a -Wshadow warning.
* 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
* 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)
* Fix the issue that icons for owned games do not appear
* Fix the issue where you would double click on a room and connect to another
* Fix the issue that room name and nickname does not have size limitation
Shared fonts is no different from any other system archives, and there is not really any point to make a separate status for it. This also fixes the incorrect error message that was introduced when I made the UI text improvements.
* Add setting to switch between a fixed start time and the system time
Add clock settings to SDL
Make clock configureable in qt
Add a SharedPage handler class
Init shared_page_handler for tests
…class
Makes the global a member of the RendererBase class. We also change this
to be a reference. Passing any form of null pointer to these functions
is incorrect entirely, especially given the code itself assumes that the
pointer would always be in a valid state.
This also makes it easier to follow the lifecycle of instances being
used, as we explicitly interact the renderer with the rasterizer, rather
than it just operating on a global pointer.
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.
* kernel/event: Make data members private
Instead we can simply provide accessors to the required data instead of
giving external read/write access to the variables directly.
* fix compile error
General moving to keep kernel object types separate from the direct
kernel code. Also essentially a preliminary cleanup before eliminating
global kernel state in the kernel code.
* Initial Discord RPC support
Build with Discord Presence ON
Fix RPC detection
Fix Time elapsed on pause; will now continue to count.
* Fix CI builds with compile flag
Addressed reviews
Fix silly mistakes
Fix 'Not in-game' display
class instead of namespace
Fix
Revamped
remove redundant code
Using Pimpl pattern
* Implement Null class
* Fix config updation
* Addressed All Reviews
* externals/discord-rpc : Updated to latest commit
- Can be used in either DynCom or Dynarmic mode
- Added support for threads
- Proper support for FPU registers
- Fix for NibbleToHex conversion that used to produce false error codes
- Fix for clang-format failing under Windows
* qt_themes: add two colorful themes
These two colorful themes are based on the Default and Dark themes, and contain icons that are colored rather than black and white. These icons come from https://icons8.com and they have been slightly revised by me. I'm pretty sure I was licensed to use them for Citra.
* Add license for icons
An implementation of the cemuhook motion/touch protocol, this adds the
ability for users to connect several different devices to citra to send
direct motion and touch data to citra.
This got rid of a warning of CMake Policy CMP0071 not set. In fact, setting it to either OLD or NEW is same for Citra (I tested on MSVC and MinGW), and the OLD option is deprecated, so I am using NEW here.
In dark theme, it is very hard to see the connected/disconnected icons because they are dark too. So I added two white-coloured icons for the dark theme. This also fixed an issue where theme update does not change the icon on the status bar.
When you change the language when a game is running, the "Continue" action in the "Emulation" menu would become "Start". This commit fixes the issue by checking and setting it if it should be "Continue". It seems that this is the only place with this issue.
The hotkey widget has a separate class defined for it, and qt cannot automatically retranslate it when retranslateUi is called. This commit explicitly calls the function to retranslate the hotkey dialog.
Previously, once you change language, the texts in the buttons in the Input tab will disappear. It is because the default text in the buttons are empty, and we did not update the text after translations are reloaded, aka texts are reset. This commit fixed the issue.
Due to a bug of Qt Linguist, the spliters in numbers cannot be parsed correctly and will cause strange issues. As far as I know, this caused 4 texts to be untranslated (translation source for them are not generated). Before the Qt bug is fixed (and we move to that version), I think we can temporarily remove the spliters from the numbers.
This doesn't depend on class state at all, so this can be made internal.
While we're at it, amend the function to take its arguments by const reference.
QString initializes to an empty string by default, so this does nothing
meaningful. While we're at it, use a constructor initializer list for
initializing the gamelist member variable.
* Addressed comments and removed the applet interface
* swkbd: address @lioncash's comments
* core: more fixes
** Moved registered_swkbd to System
** Removed an usused virtual
** Removed functionality of DrawScreenKeyboard
** Removed src/core/settings.h change
* swkbd: address @lioncash's 2nd review
* swkbd: update logging macro
* QtKeyboard: Make dialog modal and hide help