| Commit message (Collapse) | Author | Age | Files | Lines |
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StartLrAssignmentMode and StopLrAssignmentMode don't require any implementation as it's just used for showing the screen of changing the controller orientation if the user wishes to do so. Ever since #1634 this has not been needed as users can specify the controller orientation from the config and swap at any time. We store a private member just in case this gets used for anything extra in the future
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Renames the members to more accurately indicate what they signify.
"OneShot" and "Sticky" are kind of ambiguous identifiers for the reset
types, and can be kind of misleading. Automatic and Manual communicate
the kind of reset type in a clearer manner. Either the event is
automatically reset, or it isn't and must be manually cleared.
The "OneShot" and "Sticky" terminology is just a hold-over from Citra
where the kernel had a third type of event reset type known as "Pulse".
Given the Switch kernel only has two forms of event reset types, we
don't need to keep the old terminology around anymore.
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Gets rid of the largest set of mutable global state within the core.
This also paves a way for eliminating usages of GetInstance() on the
System class as a follow-up.
Note that no behavioral changes have been made, and this simply extracts
the functionality into a class. This also has the benefit of making
dependencies on the core timing functionality explicit within the
relevant interfaces.
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Places all of the timing-related functionality under the existing Core
namespace to keep things consistent, rather than having the timing
utilities sitting in its own completely separate namespace.
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- This was incorrect, the game appears to handle this for us.
- Fixes horizontal mode with Puyo Puyo Tetris and Super Mario Odyssey.
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kernel: Divide Event into ReadableEvent and WritableEvent
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fixed crash due to handheld
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Changed logging to be "Log before execution", Added more error logging, all services/svc should now log on some level
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* Fixed priority switching edge case for handheld
We accidently used controller index instead of npad id
* Moved NPadIdToIndex
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Fixes input for megaman
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This should fix crashes when launching multiple games in yuzu
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This also gets rid of variable shadowing related to the lambda parameter
a little bit below this code as well.
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This is a subset of the better-hid-2 changes, this fixes input in various games which don't support dual joycons. This pr will search for the next best controller which is supported by the current game
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swap.h only needs to be present in the header for the type aliases and
definitions, it's not actually needed in the cpp files though. input.h
is just unused entirely in xpad.h
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This is only useful in headers.
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This is just a lookup table, and since it's private, there's nothing
really stateful about it, so we can just move it into the cpp file.
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This literally does nothing.
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These classes are non-trivial and are definitely going to be changed in
the future, so we default these to prevent issues with forward
declarations, and to keep the compiler from inlining tear-down code.
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Reason for the change is to allow both docked and undocked mode to work
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Kirby input still doesn't work, should fix a lot of other games
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Used by Mario Party
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HandheldVariant is for specific games which expect handheld controllers to be at position 8(kirby), however this doesn't fix all games as some games require handhelds to be at position 0(snipperclips)
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Fixes arms
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