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path: root/src/Ryujinx.SDL2.Common/SDL2Driver.cs
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2024-02-10Load custom SDL mappings from application data folder (#6295)jcm
Co-authored-by: jcm <butt@butts.com>
2024-01-29Make config filename changable for releases & Log to Ryujinx directory if ↵TSRBerry
application directory is not writable (#4707) * Remove GetBaseApplicationDirectory() & Move logs directory to user base path We should assume the application directory might be write-protected. * Use Ryujinx.sh in Ryujinx.desktop This desktop file isn't really used right now, so this changes effectively nothing. * Use properties in ReleaseInformation.cs and add ConfigName property * Configure config filename in Github workflows * Add a separate config step for macOS Because they use BSD sed instead of GNU sed * Keep log directory at the old location for dev environments * Add FileSystemUtils since Directory.Move() doesn't work across filesystems Steal CopyDirectory code from https://learn.microsoft.com/en-us/dotnet/standard/io/how-to-copy-directories * Fix "Open Logs folder" button pointing to the wrong directory * Add execute permissions to Ryujinx.sh * Fix missing newlines * AppDataManager: Use FileSystemUtils.MoveDirectory() * Make dotnet format happy * Add a fallback for the logging directory
2023-12-04editorconfig: Set default encoding to UTF-8 (#5793)TSRBerry
* editorconfig: Add default charset * Change file encoding from UTF-8-BOM to UTF-8
2023-07-06Revert "sdl: set `SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS` to 0 (#5433)" ↵Mary
(#5439) This reverts commit 2b5abac809dacb351ec69e322732d45ea01a4d65.
2023-07-06sdl: set `SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS` to 0 (#5433)SuperSamus
Nintendo controllers notoriously have the A/B and X/Y buttons swapped, compared to the standard. In order to combat this, when setting the default controller layout, Ryujinx checks whether the controller name contains "Nintendo", and swaps the mapping accordingly. However, the reason the mapping is inverted in the first place is because SDL has `SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS` set to 1 by default. By setting it to 0, the mapping will be based on the buttons' position instead. So, by doing it (and removing the `isNintendoStyle` variable), we get the following advantages: - The mapping will be the same on all controllers, removing the need to adjust custom mappings depending on what controller is used - Users who already set `SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS` to 0 globally for other games/applications (like me) won't have a wrong default mapping - Checking whether the controller name contains "Nintendo" is ugly Disadvantages: - Breaks the controller configuration for existing users who are using a Nintendo controller
2023-06-26[Ryujinx.SDL2.Common] Address dotnet-format issues (#5387)TSRBerry
* dotnet format style --severity info Some changes were manually reverted. * Address dotnet format CA1816 warnings * Address or silence dotnet format CA1806 and a few CA1854 warnings * Address most dotnet format whitespace warnings * dotnet format whitespace after rebase
2023-06-15Blocks should be synchronized on read-only fields (#5212)Marco Carvalho
* Blocks should be synchronized on read-only fields * more readonlys * fix alignment * more * Update ISelfController.cs * simplify new * simplify new
2023-05-11Stop SDL from inhibiting sleep. (#4842)John
2023-04-27Move solution and projects to srcTSR Berry