| Age | Commit message (Collapse) | Author |
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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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Updates function tables based off information from SwitchBrew.
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In some cases, our callbacks were using s64 as a parameter, and in other
cases, they were using an int, which is inconsistent.
To make all callbacks consistent, we can just use an s64 as the type for
late cycles, given it gets rid of the need to cast internally.
While we're at it, also resolve some signed/unsigned conversions that
were occurring related to the callback registration.
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file_sys: Implement parser and interpreter for game memory cheats
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Port citra-emu/citra#4244 and citra-emu/citra#4599: Changes to BitField
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Allows frontend/features to access pressed buttons conveniently as possible
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The SM namespace is within the Service namespace, so this was forward
declaring a type that didn't exist.
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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 commit it automatically generated by command in zsh:
sed -i -- 's/BitField<\(.*\)_le>/BitField<\1>/g' **/*(D.)
BitField is now aware to endianness and default to little endian. It expects a value representation type without storage specification for its template parameter.
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hid: Fix SetNpadJoyHoldType and improve logging.
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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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npad: Use NPadIdToIndex to prevent invalid array access
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services should now log on some level
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Prevents memory exceptions when the debug pad is enabled.
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Including finger ID, diamater x/y, and angle. Additionally, checks if the touchscreen is enabled.
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Used by developers to test games, not present on retail systems. Some games are known to respond to DebugPad input though, for example Kirby Star Allies.
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Currently unclear what these do yet, will be researched at a later time when we want to implement palma.
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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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Controller_NPad::OnUpdate()
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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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Updated based off information provided by Switchbrew.
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button rotation
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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service: Update function tables
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Updated based off information provided by Switchbrew.
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