aboutsummaryrefslogtreecommitdiff
path: root/src/core/hle/service/am
AgeCommit message (Collapse)Author
2020-10-27service: Update function tablesLioncash
Updates function tables according to info on SwitchBrew.
2020-10-20Revert "core: Fix clang build"bunnei
2020-10-17core: Fix clang buildLioncash
Recent changes to the build system that made more warnings be flagged as errors caused building via clang to break. Fixes #4795
2020-09-25frontend/controller: Eliminate dependency on the global system instanceLioncash
2020-09-17am: Stub GetPreviousProgramIndexMorph
- Used in Super Mario 3D All-Stars
2020-09-04Address feedbackMorph
2020-09-04applets/controller: Set min_players to have a minimum value of 1.Morph
- Some games like Shipped have a minimum requirement of 0 connected players and is undesired behavior. We must require a minimum of 1 player connected regardless of what games may ask.
2020-09-04applets/controller: Implement "Explain Text"Morph
"Explain Text" is additional text that is shown for each player in the controller applet.
2020-09-04Project Mjölnir: Part 2 - Controller AppletMorph
Co-authored-by: Its-Rei <kupfel@gmail.com>
2020-08-16common/fileutil: Convert namespace to Common::FSLioncash
Migrates a remaining common file over to the Common namespace, making it consistent with the rest of common files. This also allows for high-traffic FS related code to alias the filesystem function namespace as namespace FS = Common::FS; for more concise typing.
2020-08-14software_keyboard: Resolve a pessimizing move warningLioncash
A std::vector created in place like this is already an rvalue and doesn't need to be moved.
2020-08-13General: Tidy up clang-format warnings part 2Lioncash
2020-08-07Merge pull request #4457 from ogniK5377/SetScreenShotPermissionbunnei
am: Unstub SetScreenShotPermission
2020-08-01am: Unstub SetScreenShotPermissionDavid Marcec
2020-07-30fs: Rename SaveDataDescriptor to SaveDataAttributeMorph
2020-07-27remove unused variable;CrazyMax
2020-07-20Address issuesDavid Marcec
2020-07-19swkbd: Return result for Calc request for inlined swkbdDavid Marcec
Fixes random swkbd popups in monster hunter
2020-07-12Merge pull request #4275 from CrazyMax/desired_languagebunnei
AM: fix GetDesiredLanguage:
2020-07-09configuration: implement per-game configurations (#4098)lat9nq
* Switch game settings to use a pointer In order to add full per-game settings, we need to be able to tell yuzu to switch to using either the global or game configuration. Using a pointer makes it easier to switch. * configuration: add new UI without changing existing funcitonality The new UI also adds General, System, Graphics, Advanced Graphics, and Audio tabs, but as yet they do nothing. This commit keeps yuzu to the same functionality as originally branched. * configuration: Rename files These weren't included in the last commit. Now they are. * configuration: setup global configuration checkbox Global config checkbox now enables/disables the appropriate tabs in the game properties dialog. The use global configuration setting is now saved to the config, defaulting to true. This also addresses some changes requested in the PR. * configuration: swap to per-game config memory for properties dialog Does not set memory going in-game. Swaps to game values when opening the properties dialog, then swaps back when closing it. Uses a `memcpy` to swap. Also implements saving config files, limited to certain groups of configurations so as to not risk setting unsafe configurations. * configuration: change config interfaces to use config-specific pointers When a game is booted, we need to be able to open the configuration dialogs without changing the settings pointer in the game's emualtion. A new pointer specific to just the configuration dialogs can be used to separate changes to just those config dialogs without affecting the emulation. * configuration: boot a game using per-game settings Swaps values where needed to boot a game. * configuration: user correct config during emulation Creates a new pointer specifically for modifying the configuration while emulation is in progress. Both the regular configuration dialog and the game properties dialog now use the pointer Settings::config_values to focus edits to the correct struct. * settings: split Settings::values into two different structs By splitting the settings into two mutually exclusive structs, it becomes easier, as a developer, to determine how to use the Settings structs after per-game configurations is merged. Other benefits include only duplicating the required settings in memory. * settings: move use_docked_mode to Controls group `use_docked_mode` is set in the input settings and cannot be accessed from the system settings. Grouping it with system settings causes it to be saved with per-game settings, which may make transferring configs more difficult later on, especially since docked mode cannot be set from within the game properties dialog. * configuration: Fix the other yuzu executables and a regression In main.cpp, we have to get the title ID before the ROM is loaded, else the renderer will reflect only the global settings and now the user's game specific settings. * settings: use a template to duplicate memory for each setting Replaces the type of each variable in the Settings::Values struct with a new class that allows basic data reading and writing. The new struct Settings::Setting duplicates the data in memory and can manage global overrides per each setting. * configuration: correct add-ons config and swap settings when apropriate Any add-ons interaction happens directly through the global values struct. Swapping bewteen structs now also includes copying the necessary global configs that cannot be changed nor saved in per-game settings. General and System config menus now update based on whether it is viewing the global or per-game settings. * settings: restore old values struct No longer needed with the Settings::Setting class template. * configuration: implement hierarchical game properties dialog This sets the apropriate global or local data in each setting. * clang format * clang format take 2 can the docker container save this? * address comments and style issues * config: read and write settings with global awareness Adds new functions to read and write settings while keeping the global state in focus. Files now generated per-game are much smaller since often they only need address the global state. * settings: restore global state when necessary Upon closing a game or the game properties dialog, we need to restore all global settings to the original global state so that we can properly open the configuration dialog or boot a different game. * configuration: guard setting values incorrectly This disables setting values while a game is running if the setting is overwritten by a per game setting. * config: don't write local settings in the global config Simple guards to prevent writing the wrong settings in the wrong files. * configuration: add comments, assume less, and clang format No longer assumes that a disabled UI element means the global state is turned off, instead opting to directly answer that question. Still however assumes a game is running if it is in that state. * configuration: fix a logic error Should not be negated * restore settings' global state regardless of accept/cancel Fixes loading a properties dialog and causing the global config dialog to show local settings. * fix more logic errors Fixed the frame limit would set the global setting from the game properties dialog. Also strengthened the Settings::Setting member variables and simplified the logic in config reading (ReadSettingGlobal). * fix another logic error In my efforts to guard RestoreGlobalState, I accidentally negated the IsPowered condition. * configure_audio: set toggle_stretched_audio to tristate * fixed custom rtc and rng seed overwriting the global value * clang format * rebased * clang format take 4 * address my own review Basically revert unintended changes * settings: literal instead of casting "No need to cast, use 1U instead" Thanks, Morph! Co-authored-by: Morph <39850852+Morph1984@users.noreply.github.com> * Revert "settings: literal instead of casting " This reverts commit 95e992a87c898f3e882ffdb415bb0ef9f80f613f. * main: fix status buttons reporting wrong settings after stop emulation * settings: Log UseDockedMode in the Controls group This should have happened when use_docked_mode was moved over to the controls group internally. This just reflects this in the log. * main: load settings if the file has a title id In other words, don't exit if the loader has trouble getting a title id. * use a zero * settings: initalize resolution factor with constructor instead of casting * Revert "settings: initalize resolution factor with constructor instead of casting" This reverts commit 54c35ecb46a29953842614620f9b7de1aa9d5dc8. * configure_graphics: guard device selector when Vulkan is global Prevents the user from editing the device selector if Vulkan is the global renderer backend. Also resets the vulkan_device variable when the users switches back-and-forth between global and Vulkan. * address reviewer concerns Changes function variables to const wherever they don't need to be changed. Sets Settings::Setting to final as it should not be inherited from. Sets ConfigurationShared::use_global_text to static. Co-Authored-By: VolcaEM <volcaem@users.noreply.github.com> * main: load per-game settings after LoadROM This prevents `Restart Emulation` from restoring the global settings *after* the per-game settings were applied. Thanks to BSoDGamingYT for finding this bug. * Revert "main: load per-game settings after LoadROM" This reverts commit 9d0d48c52d2dcf3bfb1806cc8fa7d5a271a8a804. * main: only restore global settings when necessary Loading the per-game settings cannot happen after the ROM is loaded, so we have to specify when to restore the global state. Again thanks to BSoD for finding the bug. * configuration_shared: address reviewer concerns except operator overrides Dropping operator override usage in next commit. Co-Authored-By: LC <lioncash@users.noreply.github.com> * settings: Drop operator overrides from Setting template Requires using GetValue and SetValue explicitly. Also reverts a change that broke title ID formatting in the game properties dialog. * complete rebase * configuration_shared: translate "Use global configuration" Uses ConfigurePerGame to do so, since its usage, at least as of now, corresponds with ConfigurationShared. * configure_per_game: address reviewer concern As far as I understand, it prevents the program from unnecessarily copying strings. Co-Authored-By: LC <lioncash@users.noreply.github.com> Co-authored-by: Morph <39850852+Morph1984@users.noreply.github.com> Co-authored-by: VolcaEM <volcaem@users.noreply.github.com> Co-authored-by: LC <lioncash@users.noreply.github.com>
2020-07-09Merge pull request #4248 from Morph1984/CreateManagedDisplaySeparableLayerbunnei
AM/ISelfController: Stub CreateManagedDisplaySeparableLayer
2020-07-08AM: fix GetDesiredLanguage:CrazyMax
try to get a control metadata from application update when is failed to get from the basic version. Tested on Kirby Star Allies
2020-07-07GetDisplayVersion should return a null-terminated version string.CrazyMax
also, in case of failed to get of the basic version, we will try get it from application update.
2020-07-05AM/ISelfController: Stub CreateManagedDisplaySeparableLayerMorph
Stub this by sending 1 layer id instead of 2 as yuzu does not support multiple layers per display. No adverse side effects have been observed. - Used by Animal Crossing: New Horizons Update 1.3.0
2020-06-28am: Stub GetIndirectLayerConsumerHandleDavid Marcec
Needed by Monster Hunter Generations Ultimate
2020-06-26Merge pull request #4154 from ogniK5377/swkbd-nullptrbunnei
Prevent nullptr dereference on swkbd error case
2020-06-26am: Update function tables and add missing classes (#4169)VolcaEM
* am: Update function tables and add missing classes * Remove comments (1/5) * Remove comments (2/5) * Remove comments (3/5) * Remove comments (4/5) * Remove comments (5/5) * Remove unused classes (1/2) * Remove unused classes (2/2)
2020-06-25Prevent nullptr dereference on swkbd error caseDavid Marcec
2020-06-20software_keyboard: Eliminate trivial redundant copiesLioncash
We can just make use of moves here to get rid of two redundant copies
2020-05-04Merge pull request #3843 from ogniK5377/GetPopFromGeneralChannelEventbunnei
am: IHomeMenuFunctions:GetPopFromGeneralChannelEvent
2020-05-02Merge pull request #3824 from ogniK5377/GetDisplayVersionbunnei
am: Properly implement GetDisplayVersion
2020-05-02Update src/core/hle/service/am/am.cppbunnei
Co-authored-by: Mat M. <mathew1800@gmail.com>
2020-05-01am: IHomeMenuFunctions:GetPopFromGeneralChannelEventDavid Marcec
QLaunch 1.0.0
2020-04-30Merge pull request #3823 from ogniK5377/setvrmodeMat M
am: IsVrModeEnabled & SetVrModeEnabled fixes
2020-04-30am: GetFriendInvitationStorageChannelEventDavid Marcec
Closes #3829
2020-04-29am: Properly implement GetDisplayVersionDavid Marcec
Properly implement IApplicationFunctions::GetDisplayVersion
2020-04-29am: IsVrModeEnabled & SetVrModeEnabled fixesDavid Marcec
Return the proper state of vr mode for IsVrModeEnabled We should not return an error for SetVrModeEnabled. When VR Mode is turned on, it signals to lbl to turn vr mode on, not return an error code
2020-04-29style: Change AMs & Glues error codes to be dec instead of hexDavid Marcec
Consistency for the rest of the error codes in the codebase
2020-04-20service: Update function tablesLioncash
Keeps the service function tables up to date. Updated based off information on SwitchBrew.
2020-04-17am: Resolve ineffective movesLioncash
Previously const objects were being std::moved, which results in no move actually occurring. This resolves that.
2020-03-27am: Implement VR related APIsperillamint
Implement (and stub) VR related APIs in AM sysmodule. This fixes issue #2938
2020-03-22core/web_browser: Allow WebApplet to exit gracefully when an error occursFearlessTobi
Currently, yuzu just freezes when an error occurs while Initializing the WebApplet. From a user perspective, this obviously isn't great as the game just softlocks. With this change, yuzu will call the Finalize method, so to the game it seems like as the user just exited the WebApplet normally. This works around https://github.com/yuzu-emu/yuzu/issues/2852.
2020-02-27AM/ICommonStateGetter: Stub SetLcdBacklighOffEnabled (#3454)Morph
* Stub SetLcdBacklighOffEnabled Used by Super Smash Bros. Ultimate We require backlight services to be implemented to turn on/off the backlight. * Address feedback
2020-02-07hle: services: Use std::shared_ptr instead of copy by value.bunnei
2020-02-05am: Correct IPC object count mismatch.bunnei
2020-02-05services: am: Clear events on PopOutData and PopInteractiveOutData.bunnei
2020-02-05am: Refactor IStorage interface.bunnei
2020-02-05applets: software_keyboard: Signal state change on end of interactive session.bunnei
2020-02-05applets: software_keyboard: Minor cleanup.bunnei
2019-11-24Merge pull request #3094 from lioncash/tablesbunnei
service: Update function tables