* Controller bugfixes in profile select, closes#8265
2 fixes for using a controller in profile select dialog.
Pressing 'B' cancels the launch of the game
Using controller to select a profile now correctly sets the index to use for the launch
* Added brackets to if statements as requested.
yuzu's default theme doesn't specify everything, which is fine for
windows, but in linux anything unspecified is set to the users theme.
Symptoms of this are that a linux user with a dark theme won't think
to change the theme to a dark theme when first using yuzu
Idea here is to try and support arbitrary themes on linux.
preliminary work on a "default_dark" theme, used only as overlay
for any themes that are measured to be dark mode.
Other work done:
FreeDesktop standard icon names:
plus -> list-add
delete refresh, we use view-refresh
remove duplicated icons for qdarkstyle_midnight_blue
referencing icon aliases in the qrc files is the way to go
Note:
Dynamic style changing doesn't appear to work with AppImage
When windows is told to display Standard digits as suzhou, it is showing
incorrect information in yuzu, file sizes and the CPU speed limiter are
effected by this. See #8698 for some screenshots.
Setting number format to Chinese (Simplified, Hong Kong SAR) is one
way to see this issue in action.
Fixes#8698
Turns out that for Qt to properly handle plurals in English a
translation needs to be provided, otherwise the user is left with
messages such as "Building: 2 shader(s)"
Plurals for other all other languages are handled on transifex.
I wrote the README.md to just refer to it as a translation
collaboration site just in case we ever switch.
These translations being out of date won't pose any technical problems
so I believe it is fine to handle them manually on a "best effort"
basis.
The files are generated into the source directory so that the
relative filenames are correct. The generated file is added to
.gitignore
[REUSE] is a specification that aims at making file copyright
information consistent, so that it can be both human and machine
readable. It basically requires that all files have a header containing
copyright and licensing information. When this isn't possible, like
when dealing with binary assets, generated files or embedded third-party
dependencies, it is permitted to insert copyright information in the
`.reuse/dep5` file.
Oh, and it also requires that all the licenses used in the project are
present in the `LICENSES` folder, that's why the diff is so huge.
This can be done automatically with `reuse download --all`.
The `reuse` tool also contains a handy subcommand that analyzes the
project and tells whether or not the project is (still) compliant,
`reuse lint`.
Following REUSE has a few advantages over the current approach:
- Copyright information is easy to access for users / downstream
- Files like `dist/license.md` do not need to exist anymore, as
`.reuse/dep5` is used instead
- `reuse lint` makes it easy to ensure that copyright information of
files like binary assets / images is always accurate and up to date
To add copyright information of files that didn't have it I looked up
who committed what and when, for each file. As yuzu contributors do not
have to sign a CLA or similar I couldn't assume that copyright ownership
was of the "yuzu Emulator Project", so I used the name and/or email of
the commit author instead.
[REUSE]: https://reuse.software
Follow-up to 01cf05bc75
Idea works as follows, while going fullscreen we compare the current window geometry with
available screens and ask for an intersection rectangle, we go fullscreen where most of
the window is located
GuessCurrentScreen could also potentially be used to see which screen
the window is on for dynamic DPI handling
For people not used to the Yuzu UI it's not always clear if the emulated
console is docked or not. The other items update their text when clicked,
this PR brings the DOCK button in line with this.
DOCK -> DOCKED or HANDHELD
Sometimes when yuzu crashes, it restarts with the games list in fullscreen,
which would be fine, except there isn't an easy way to exit this.
It also doesn't occur often enough for qt-config.ini files to be in good supply.
UILayout\geometry value in qt-config.ini is the culprit,
at least for the one provided.
Proposed fix is to simply check isFullScreen when yuzu is starting up,
and take it out of full screen immediately
This does a few things in order to make the default setting Vulkan
workable.
- When yuzu boots, it just opens the Vulkan library.
- If it works, all good and we continue with Vulkan as the default.
- If something breaks, a new file in the config directory will be left
behind (this is deleted normally).
- If Vulkan is not working, has_broken_vulkan is set to true.
- The first time this happens, a warning is displayed to notify the
user.
- This forces use of OpenGL, and Vulkan cannot be selected.
- The Shader Backend selector is made accessible for use in custom
configurations.
- To disable has_broken_vulkan, the user needs to press a button in
Graphics Configuration to manually run the Vulkan device
enumeration.
There was some discussion about updating to Qt6 and I figured I would
work on some smaller parts. For Windows platform the WinMain function has moved
from the Qt5::WinMain to a new one called Qt6::EntryPointPrivate
Also Qt5 supports versionless CMake targets
https://www.qt.io/blog/versionless-cmake-targets-qt-5.15
These other changes in this commit are to support Qt6, but in ways that don't mess with Qt5.
src/yuzu/bootmanager.cpp: Qt6 complains about not being able to know to use QPoint or QPointF, picking QPoint
src/yuzu/bootmanager.h: Qt6 prefers that QStringList.h be included rather than an empty class definition
src/yuzu/configuration/configure_system.cpp: toULongLong intends to return unsigned 64 bit integer, but
Settings::values.rng_seed is only 32 bits wide
src/yuzu/game_list.cpp: Qt6 returns a different datatype for QStringList.length than Qt5,
it used to be int, but in Qt6 its now qsizetype
src/yuzu/loading_screen.cpp: Qt5's for QStyleOption.init say to switch to initFrom.
The QStyleOption.init doesn't exist in Qt6
src/yuzu/main.cpp: Another QPointer and QStringList.size, lets standardize on size()
Qt5 and Qt6 don't really do a good job of reporting Windows versions past the 2004 version.
Current: Windows 10 Version 2009
This Patch: Windows 10 Version 21H1 (Build 19043.1706)
Also: Windows 11 Version 21H2 (Build 22000.675)
Fixes: #8362
Long story short, QT doesn't allow the link colors to be set via their stylesheets.
There are two ways to work with this, specify the color manually for every link (See the About dialog) The other way is to change the default palette.
IsDarkTheme is copy/pasted from src/yuzu/debugger/wait_tree.cpp
The web applet causes multiple issues with the rest of the application.
Disable it by default and add a debug option to re-enable it until a
proper solution can be found.
Adds detection of additional CPU flags to cpu_detect and additions to telemetry output.
This is not exhaustive but guided by features that [dynarmic utilizes](bcfe377aaa/src/dynarmic/backend/x64/host_feature.h (L12-L33)) as well as features that are currently utilized but not reported to telemetry(invariant_tsc). This is intended to guide future optimizations.
AVX512 in particular is broken up into its individual subsets and some other processor features such as [sha](https://en.wikipedia.org/wiki/Intel_SHA_extensions) and [gfni](https://en.wikipedia.org/wiki/AVX-512#GFNI) are added to have some forward-facing data-points.
What used to be a single `CPU_Extension_x64_AVX512` telemetry field
is also broken up into individual `CPU_Extension_x64_AVX512{F,VL,CD,...}` fields.
For unknown reasons, this flag may persist after the application has been closed.
Removing this flag when restoring the UI state ensures that a frameless window will not be shown on startup.
Toggling borderless fullscreen on the separate render window made it fullscreen on the monitor which the main yuzu window resided in.
This change allows the render window to go fullscreen on the monitor it resides in, independent of the main window location.
I have `134850146304` bytes of ram and Yuzu was saying that I had `125.59 GB`
of ram. But `125.59` is actually the amount of gi**bi**bytes I have. In
gi**ga**bytes I would have `134.9`.
Additionally, I changed the `1024 / 1024 / 1024` here into the `_GiB`
user-literals that I added a while ago(#6519).
https://www.wolframalpha.com/input/?i=134850146304+bytes
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.
This reflects the current behavior: Light = System default. If your
system is set to dark theme, then Light = Dark, which is a bit confusing
for the end user.
In this PR, I propose to change "Light" with "Default". This way, the
user has "Default" and "Default Colorful", which will apply the system
theme. Now that the Flatpak respects the system theme, I think this
makes much more sense.
I also simplified the theme update. Before the code was branching
between the default theme and the others, but I think we can have
something simpler by forcing the default theme if no theme is defined in
the settings, or if the selected theme doesn't exist. And if there's an
error, tell the theme name in the error message.
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
Loop on stop_token and remove final_entry in Entry.
Move Backend thread out of Impl Constructor to its own function.
Add Start function for backend thread.
Use stop token in PopWait and check if entry filename is nullptr before logging.
Some titles, such as homebrew, do not have any version string. Because
yuzu hard codes the title bar string assuming a version string is
preset, booting homebrew causes yuzu to add an extra separator with no
content between.
This uses a lambda expression to prevent that from happening.
To keep the TAS inputs synced to the game speed even through lag spikes and loading zones, deeper access is required.
First, the `TAS::UpdateThread` has to be executed exactly once per frame. This is done by connecting it to the service method the game calls to pass parameters to the GPU: `Service::VI::QueueBuffer`.
Second, the loading time of new subareas and/or kingdoms (SMO) can vary. To counteract that, the `CPU_BOOST_MODE` can be detected: In the `APM`-interface, the call to enabling/disabling the boost mode can be caught and forwarded to the TASing system, which can pause the script execution if neccessary and enabled in the settings.
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.
First of all, TASing requires a script to play back. The user can select the parent directory at `System -> Filesystem`, next to an option to pause TAS during loads: This requires a "hacky" setup deeper in the code and will be added in the last commit.
Also, Hotkeys are being introduced: CTRL+F5 for playback start/stop, CTRL+F6 for re-reading the script and CTRL+F7 for recording a new script.
The base playback system supports up to 8 controllers (specified by `PLAYER_NUMBER` in `tas_input.h`), which all change their inputs simulataneously when `TAS::UpdateThread` is called.
The recording system uses the controller debugger to read the state of the first controller and forwards that data to the TASing system for recording. Currently, this process sadly is not frame-perfect and pixel-accurate.
Co-authored-by: Naii-the-Baf <sfabian200@gmail.com>
Co-authored-by: Narr-the-Reg <juangerman-13@hotmail.com>
Some titles set an exit lock through HLE, which prompts an exit confirmation when stopping emulation if the system is locked.
This change allows bypassing this confirmation if the setting to confirm exits has been disabled by the user.
The log filter was being ignored on initialization due to the logging instance being initialized before the config instance, so the log filter was set to its default value.
This fixes that oversight, along with using descriptive exceptions instead of abort() calls.
This simplifies the logging system.
This also fixes some lost messages on startup.
The simplification is simple. I removed unused functions and moved most things in the .h to the .cpp. I replaced the unnecessary linked list with its contents laid out as three member variables. Anything that went through the linked list now directly accesses the backends. Generic functions are replaced with those for each specific use case and there aren't many. This change increases coupling but we gain back more KISS and encapsulation.
With those changes it was easy to make it thread-safe. I just removed the mutex and turned a boolean atomic. I was planning to use this thread-safety in my next PR about stacktraces. It was actually async-signal-safety at first but I ended up using a different approach. Anyway getting rid of the linked list is important for that because have the list of backends constantly changing complicates things.
The screenshot directory path returned does not have a trailing directory separator character. This caused screenshots to be saved in the parent directory of the configured screenshot directory.
This fixes that behavior
This setting is best referred to as a speed limit, as it involves the limits of all timing based aspects of the emulator, not only framerate.
This allows us to differentiate it from the fps unlocker setting.
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.
Some titles crash if the FPS limit is disabled when launching. This change ensures that titles launch with the limit in-place to avoid issues.
In order to simplify the change, the UI toggle was removed as it will always be overridden at launch to be disabled.
The setting can still be toggled during gameplay with the hotkey, and indicated by the fps label in the status bar.
Currently, whether or not the title is 32-bit or 64-bit was being
appended as a suffix to the title, which is fine for left-to-right
languages, but may not always fly so smoothly with some right-to-left
languages.
We also weren't marking that portion of the string as translatable,
which prevents translators from translating part of the title string.
Creates a new BasicSettings class in common/settings, and forces setting
a default and label for each setting that uses it in common/settings.
Moves defaults and labels from both frontends into common settings.
Creates a helper function in each frontend to facillitate reading the
settings now with the new default and label properties.
Settings::Setting is also now a subclass of Settings::BasicSetting. Also
adds documentation for both Setting and BasicSetting.
There are a lot of scenarios where we don't particularly care whether or not the removal operation and just simply attempt a removal.
As such, removing the [[nodiscard]] attribute is best for these functions.
This warns the user if there isn't enough free space to dump the entire RomFS to disk. It requires at least the size of the extracted RomFS + 1 GiB as a buffer of free space.
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.