This adds a Game List configuration group box which is similar to yuzu's, with features including icon size setting, row 1/2 text, and ability to hide invalid titles (those without a valid SMDH). I also added a UI tab and moved the language and theme settings there.
Frame advancing is a commonly used TAS feature which basically means running the game frame by frame. TASers use this feature to press exact buttons at the exact frames. This commit added frame advancing to the framelimiter and two actions to the Movie menu. The default hotkey is `\` for advancing frames, and `Ctrl+A` for toggling frame advancing. The `Advance Frame` hotkey would automatically enable frame advancing if not already enabled.
This adds a clock init time field to the CTM header. The clock settings would be overridden when playing a movie. And when recording a movie, if the clock is set to System Time, it would be set to fixed init time at the current moment as well. In this way this keeps consistency with the RNG even if the user does just no setting.
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.
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.
…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.
* 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
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.
* 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
* Change the logging backend to support multiple sinks through the
Backend Interface
* Add a new set of logging macros to use fmtlib instead.
* Qt: Compile as GUI application on windows to make the console hidden by
default. Add filter configuration and a button to open log location.
* SDL: Migrate to the new logging macros
* Remove borders from status bar items
On Ubuntu the status bar didn't look as good as on Windows due to some border being drawn around each status bar cell.
* Revert "Remove borders from status bar items"
This reverts commit 15fd32bf2b.
* Remove borders from status bar items
On Ubuntu the status bar didn't look as good as on Windows due to some border being drawn around each status bar cell.
* More accessible screen layout settings.
Depending on the game I'm playing I find myself needing to switch screen layouts very often and it's currently a hassle to have to open the settings dialog in order to do that so I've added shortcuts for the screen layout options and swap screen option on the main menu plus I added a keyboard shortcut to quickly toggle between the available layouts during game play (F10). I've also updated the swap screen shortcut (F9 now, used to be Ctrl + Tab) so it's next to the layout toggle shortcut by default (F9 and F10).
* Clean up.
* Add Context Menu Options to Open Application and Update Location
* address jroweboy's feedback
move enum definition to game list header
declare sdmc_dir in SAVE_DATA case
fix log formatting
* Address Merry's feedback
remove redundant line
format program ID as 16 digit hex in log|
change case of open_target to look better in title bar
add whitespace for readability
citra-qt: Add customizable speed limit target
* Update SDL config for the new frame_limit option
* Made max lag time a function of target speed percent.
* Added a checkbox to enable/disable frame limiter
* UI: Prevent frame_limit from under/overflowing
* UI: Hide target speed percent when frame limiter is off
* Disable frame limit spin box when framelimit isn't enabled