Commit Graph

18766 Commits

Author SHA1 Message Date
JosJuice
8292d378ea Merge pull request #5824 from lioncash/include-guard
ListProxyModel: Add missing include guard
2017-07-25 08:23:49 +02:00
Mat M
63f1f122fa Merge pull request #5729 from ligfx/qtremoveoldsyntax
DolphinQt2: update old SLOT/SIGNAL syntax
2017-07-24 18:48:20 -05:00
Lioncash
7373474888 ListProxyModel: Add missing include guard 2017-07-24 19:46:25 -04:00
Christian Murphy
df35a26628 Qt: Implement Show Platforms / Show Regions
Porting the View config logic from WX to Qt.
Adds to the View Menu
2017-07-24 14:36:09 +01:00
Leo Lam
c27dd9dc20 Merge pull request #5785 from leoetlino/sysconf-fix
SysConf: Minor fixes
2017-07-24 14:03:33 +08:00
Leo Lam
a23a38da23 Merge pull request #5821 from JosJuice/qt-builtin-database-placement
DolphinQt2: Change the placement of "Use Built-In Database of Game Names"
2017-07-24 11:06:20 +08:00
Michael Maltese
aafb61c187 DolphinQt2: Remove 'slots:' syntax from headers
With Qt5's new connection syntax, method pointers and functors are
connected directly. There's no need to declare slots.
2017-07-23 15:07:49 -07:00
Michael Maltese
f0fd38698e DolphinQt2: use new connection syntax instead of old syntax 2017-07-23 15:07:49 -07:00
Michael Maltese
a365686956 GameList: fix Decompress slot typo
There is no such `DecompressISO` slot.
2017-07-23 15:07:49 -07:00
Leo Lam
7c70e77c74 Merge pull request #5818 from JosJuice/qt-localization-fixes
DolphinQt2: Fix localization issues
2017-07-23 22:04:17 +08:00
Leo Lam
96a8fb720d Merge pull request #5819 from JosJuice/qt-analytics-message
DolphinQt2: Reword the analytics message
2017-07-23 22:02:02 +08:00
JosJuice
bb3bbb2887 DolphinQt2: Fix saving "Use Built-In Database of Game Names"
This one is my fault too
2017-07-23 15:29:43 +02:00
JosJuice
22fbd65d47 DolphinQt2: Change the placement of "Use Built-In Database of Game Names"
When I added this setting, I didn't notice that the interface
pane in DolphinQt2 was split into two different sections.
2017-07-23 15:28:34 +02:00
JosJuice
34cacd4944 DolphinQt2: Reword the analytics message
"this" made sense when "Do you authorize..." was on the bottom,
but it doesn't make sense when it's at the top.

Also removing unnecessary newlines.
2017-07-23 15:18:12 +02:00
JosJuice
20172196f5 DolphinQt2: Let game properties show names for WADs 2017-07-23 15:11:18 +02:00
JosJuice
5938c58f99 DolphinQt2: Fix localization issues 2017-07-23 10:50:20 +02:00
Léo Lam
02f32a9b26 Handle BT.DINF properly
The section is 0x461 bytes long, not 0x460. The config data is also now
initialised to zero to avoid garbage being written to the SYSCONF.

Because our handling has been wrong forever, we discard older BT.DINF
section backups as using them would result in the section being the
wrong size / incomplete again.
2017-07-23 15:58:04 +08:00
Léo Lam
c759739ee9 SysConf: Handle array entries properly
It turns out that the last byte of array entries isn't unused (as we
thought); instead, it looks like it's actually part of the main data,
and the length stored next to the name is in fact the length minus one.

Getting it wrong and always storing a null byte in there won't affect
most entries (since the last byte is zeroed most of the time), except:

- IPL.NIK: the length is stored in the last byte, and it must be kept.
- BT.DINF: u8 unknown[0x45] should be another Bluetooth device entry.
- Possibly other unknown affected entries.
2017-07-23 15:57:29 +08:00
Léo Lam
1c33dfc787 Wiimote: Remove useless disconnections
ChangeWiimoteSource does not need to disconnect a Wiimote if it isn't
connected.
2017-07-23 15:52:15 +08:00
Léo Lam
ee868e2362 Move the Wiimote connect code out of Host
I don't know who thought it would be a good idea to put the Wiimote
connect code as part of the Host interface, and have that called
from both the UI code and the core. And then hack around it by having
"force connect" events whenever Host_ConnectWiimote is called
from the core...
2017-07-23 15:47:32 +08:00
Léo Lam
9357fa3514 Qt/AboutDialog: Fix the copyright string 2017-07-23 14:58:01 +08:00
Leo Lam
673210afea Merge pull request #5814 from ligfx/macremovecfbundlelocalizations
Remove CFBundleLocalizations from Info.plist
2017-07-23 14:48:38 +08:00
Leo Lam
2c35983126 Merge pull request #5787 from ligfx/wxsortfallbacktotitle
Wx: make GameListCtrl fallback to sorting by title
2017-07-23 14:47:31 +08:00
Leo Lam
81abecbf46 Merge pull request #5739 from leoetlino/correct-key
IOS/ES: Use the correct import/export key (fix DLC)
2017-07-23 14:47:10 +08:00
Leo Lam
3cbf56a9ad Merge pull request #5797 from ligfx/qtoptionsmenu
Qt: implement remainder of 'Options' menu
2017-07-23 14:46:48 +08:00
Leo Lam
55fb6efea3 Merge pull request #5812 from ligfx/gettexttizeqt
gettextize: extract arguments to Qt's `tr`
2017-07-23 14:35:44 +08:00
Leo Lam
a7c3d035c8 Merge pull request #5806 from Starsam80/qt-movable-headers
Qt: Allow the game list headers to be rearranged
2017-07-23 14:19:46 +08:00
Leo Lam
68e00b3ee6 Merge pull request #5808 from leoetlino/hci-array
BT: Use a std::array for all Bluetooth addresses
2017-07-23 14:19:24 +08:00
Michael Maltese
03f26ec5b3 Remove CFBundleLocalizations from Info.plist
It's only needed for apps that don't use .lproj folders.
2017-07-22 23:15:14 -07:00
Michael Maltese
4776fdc130 Qt/AboutDialog: remove literal UTF-8 characters 2017-07-22 22:35:25 -07:00
Lioncash
5859914da5 TraversalClient: Fix memory leaks in ReleaseTraversalClient()
release() relinquishes ownership of a pointer, it doesn't actually free
it.
2017-07-22 18:19:25 -04:00
Léo Lam
b6ae70ac7e BT: Use a std::array for all Bluetooth addresses
BluetoothEmu had its own bdaddr_t type which is a old style C struct
and typedef, which makes comparisons and copies a bit ugly.
On the other hand, BTReal had its own btaddr_t type using std::array.

To make things very slightly nicer, this commit changes the Bluetooth
code to use a single type (std::array<u8, 6>) for all BT addresses.
2017-07-23 02:07:02 +08:00
Leo Lam
efd318df64 Merge pull request #5791 from leoetlino/wiimote-indicator
Remove Wii Remote connection status from status bar
2017-07-22 22:03:25 +08:00
Starsam80
d9a09cff14
Qt: Allow the game list headers to be rearranged 2017-07-22 00:38:09 -06:00
Léo Lam
fbcc6bbd57 IOS/ES: Use the correct key for imports/exports
Imports/exports don't always use the title key. Exporting a title and
importing it back uses the PRNG key (aka backup key handle or key #5),
not the title key (at all).

To make things even more fun, some versions of IOS have a bug that
causes it to use a zeroed key instead of the PRNG key. When Nintendo
decided to fix it, they added checks to keep using the zeroed key only
in affected titles to avoid making existing exports useless.
(Thanks to tueidj for drawing my attention to this.
I missed this edge case during the initial implementation.)

This commit implements these checks so we are using the correct key
in all of these cases.

We now also use IOSC for decryption/encryption since built-in key
handles are used. And we now reject any invalid common key index,
just like ES.
2017-07-21 17:42:59 +08:00
Léo Lam
e608d79f42 IOSC: Load the backup/PRNG key 2017-07-21 17:42:59 +08:00
Léo Lam
05016e8dca EcWii: Add function to get the backup key 2017-07-21 17:42:59 +08:00
Léo Lam
5b09657a1f ESFormats: Add entry for unknown title flag 2017-07-21 17:42:59 +08:00
Léo Lam
5cbbe2dda2 IOSC: Add support for importing decrypted keys directly 2017-07-21 17:42:59 +08:00
Léo Lam
5729ac0fc6 Core: Replace recursive locking from PauseAndLock
PauseAndLock cannot be called recursively anymore.
2017-07-21 16:45:59 +08:00
Léo Lam
f106a9637d Replace balanced Core::PauseAndLock calls with RunAsCPUThread
Core::PauseAndLock requires all calls to it to be balanced, like this:

    const bool was_unpaused = Core::PauseAndLock(true);
    // do stuff on the CPU thread
    Core::PauseAndLock(false, was_unpaused);

Aside from being a bit cumbersome, it turns out all callers really
don't need to know about was_unpaused at all. They just need to do
something on the CPU thread safely, including locking/unlocking.

So this commit replaces Core::PauseAndLock with a function that
makes both the purpose and the scope of what is being run on the
CPU thread visually clear. This makes it harder to accidentally run
something on the wrong thread, or forget the second call to
PauseAndLock to unpause, or forget that it needs to be passed
was_unpaused at the end.

We also don't need comments to indicate code X is being run on the
CPU thread anymore, as the function name makes it obvious.
2017-07-21 16:45:59 +08:00
JosJuice
1fc5830d0c Remove region mismatch check for GCI folders
The region mismatch check that we used can give false positives.
Skipping the check won't lead to any harm - games will ignore
save files that have a non-matching fourth game ID character.
2017-07-20 15:24:07 +02:00
Stenzek
3ea9d86faa ShaderGen: Pass host config to shader generation functions
Also moves the host config checks to common.
2017-07-20 17:54:33 +10:00
Stenzek
d01b0bf60f VideoCommon: Move shader cache filename generation to common 2017-07-20 17:46:59 +10:00
Stenzek
7c5bbafdd1 Vulkan: Don't save/load pipeline UID cache when shader cache is disabled 2017-07-20 17:46:59 +10:00
Stenzek
b380f292b4 Vulkan: Reload pipeline cache when relevant host config changes 2017-07-20 17:46:59 +10:00
Stenzek
a8343cc19a Vulkan: Don't save pipeline cache if shader cache is disabled
We still create a pipeline cache object, since that speeds up driver's
creation of pipelines at runtime. However, we should not save it.
2017-07-20 17:46:59 +10:00
Stenzek
d9a3b29a07 Vulkan: Emit input/output locations for EFB poke geometry shader 2017-07-20 17:46:59 +10:00
Stenzek
228ddb8aba D3D11: Reload shader cache when relevant config changes 2017-07-20 17:46:59 +10:00
Stenzek
62a901508b OGL: Reload shader cache when relevant video config changes 2017-07-20 17:46:59 +10:00
Stenzek
d1381f5021 VideoConfig: Add host config union
Contains all host state that can affect shadergen.
2017-07-20 17:46:59 +10:00
Stenzek
82c27182a8 ShaderGen: Remove host state from shader uids 2017-07-20 17:46:59 +10:00
Leo Lam
c207a1072d Merge pull request #5795 from JosJuice/gc-region-detection
Improve GameCube region detection
2017-07-20 14:13:11 +08:00
Anthony
39e17ccc41 Merge pull request #5793 from spycrab/qt_fullscreen_fix
Qt: Fix missing window border after exiting fullscreen under Windows
2017-07-19 08:52:22 -07:00
Leo Lam
baf950c417 Merge pull request #5796 from JosJuice/findfileinfo-find
Use find_first_not_of in FileSystemGCWii::FindFileInfo
2017-07-19 21:52:13 +08:00
Michael Maltese
e1554c04a1 Qt: implement remainder of 'Options' menu 2017-07-16 18:23:59 -07:00
Michael Maltese
2b712bdbaa ListTabWidget: disallow deselecting items 2017-07-16 18:23:59 -07:00
Michael Maltese
19dc580a4e Qt: extract ListTabWidget from SettingsWindow 2017-07-16 18:23:59 -07:00
Starsam80
c6478cac2f
Qt: Shrink settings window and make widgets stretch 2017-07-16 14:50:52 -06:00
JosJuice
c83cac7cca Fix the handling of NTSC-K for GCI folders 2017-07-16 16:31:12 +02:00
JosJuice
be8e93f472 Ensure that Volume::GetRegion doesn't return invalid enum values 2017-07-16 14:52:17 +02:00
JosJuice
db1c534b3e Add warning comments to RegionSwitch and code that uses it 2017-07-16 14:49:28 +02:00
JosJuice
cd60810d9d Improve Japanese check in TitleDatabase
We should check the language of a game rather than the region.
RegionSwitchGC counts W as NTSC-J, and W games aren't in Japanese.
2017-07-16 14:33:14 +02:00
JosJuice
c8b4645039 Detect Korean GC releases as Korean when possible
According to http://scanlines16.com/en/blog-3/retro-gaming/game-cube/gamecube-korean-master-list/,
Korean GC releases use the following country codes:
- E or W for games in English
- K for games in Korean
- Unknown value for games in Japanese (my guess is that they might
  have made the discs bit-for-bit identical to Japanese releases
  because the regions of these games are already set to NTSC-J)

As far as I know, the GC has no Taiwanese releases, which is what
the W country code is used for on the Wii. But I could be wrong.

A small note: The country_byte == 'K' check in the code isn't
actually necessary as long as RegionSwitchGC returns NTSC_J
for 'K', but I thought it would be better to not rely on that.
2017-07-16 14:30:41 +02:00
JosJuice
ebf0f64a01 Detect GC region based on the actual region value
The county code isn't 100% reliable for detecting the region.
For instance, some games released in Korea have the country
code E even though they're region-locked to NTSC-J consoles.

This commit makes the GC disc region detection match the Wii
disc region detection (apart from the region value being in
a different place on the disc).
2017-07-16 14:29:43 +02:00
JosJuice
fe10e8aa6c Fix RegionSwitchGC for the value 'K'
Korean GameCube releases have their region set to NTSC-J.
2017-07-16 13:52:53 +02:00
JosJuice
c64d668c3c Use find_first_not_of in FileSystemGCWii::FindFileInfo 2017-07-16 13:19:18 +02:00
spycrab
e3cf1e4f37 Qt: Fix missing window border after exiting fullscreen under Windows 2017-07-16 01:09:36 +02:00
Jules Blok
ba356f78d1 Merge pull request #5774 from Armada651/d3d-fs-fixes
D3DBase: Set the fullscreen state in Create()
2017-07-15 15:01:46 +02:00
Léo Lam
91f8283a1d Remove Wii Remote connection status from status bar
Showing the Wii remote connection status leads to inconsistent UX,
because we don't do anything like that for GameCube controllers
or with Bluetooth passthrough.

It's also questionable how useful it is given that:

* it doesn't print the number of connected remotes, just that one
  remote is connected, connecting or not connected, so the only info
  it provides is actually wrong when using multiple remotes;

* this user-facing feature is actually broken in master and no one has
  complained AFAIK, which means people don't really rely on it;

* the status bar isn't visible most of the time unless the user is
  using render to main or deliberately keeping the main window's
  status bar visible by moving the render window and they're not too
  far away from their screen;

* emulated Wii remotes now reconnect on input, which means that there
  is less of a need to actually know at all times whether a remote
  is connected, since pressing any button will reconnect it and provide
  immediate, visible feedback via OSD messages and the Wii remote
  pointer appearing.
2017-07-15 13:01:56 +08:00
Michael Maltese
41917cb43c Wx: make GameListCtrl fallback to sorting by title
Fixes an issue with game items moving around randomly when resorted.
2017-07-14 15:29:48 -07:00
Leo Lam
bacc35d99e Merge pull request #5733 from leoetlino/import-context
IOS/ES: Merge the title import and export contexts
2017-07-14 23:34:37 +08:00
Léo Lam
777d150f83 Movie: Get rid of the manual buffer management
Tracking a buffer's size manually and storing it under a name that
does not make it obvious it is related to the buffer is really... meh.

Also gets rid of the need to manually manage its capacity and
new/delete an array.
2017-07-14 16:15:05 +08:00
Léo Lam
1ba1b51606 IOS/ES: Rename context.title_import
This makes it obvious that the same context is used for both
title imports and exports.
2017-07-14 13:23:21 +08:00
Léo Lam
dc1707faa8 IOS/ES: Merge the title import and export contexts
This commit merges the import and export contexts into a single context
because this is what IOS does, which means we can only reproduce its
behaviour correctly if we use a single context for both operations.

The other reason is that having two separate and very similar structs
is not really a good idea.

While working on this commit, I was notified that our handling of
ImportTmd/ExportTitleInit is not correct. In particular, we always use
the title key for both importing and exporting, which is wrong. To make
this easier to fix in a follow-up PR, the context now also has a title
key field, just like ES. This also lets us avoid computing it every
single time in ImportContentDone.
2017-07-14 13:23:21 +08:00
Léo Lam
0dff8a3bde IOS/ES: Separate title content functions from IPC handlers
Allows them to be reused easily. Still a bit too much duplicated code
in my opinion (OpenContent/SeekContent/ReadContent should just call
FS code), but this is a start.
2017-07-14 13:23:21 +08:00
Leo Lam
460b81ac06 Merge pull request #5778 from ligfx/fixinputbitmaps
DolphinWX: fix input bitmaps not working when background input is off
2017-07-14 13:08:13 +08:00
Leo Lam
d7efac6ed5 Merge pull request #5780 from spycrab/qt_header_save
Qt: Save sorting order
2017-07-14 13:05:41 +08:00
Michael Maltese
ebeac18472 DolphinQt2/Host: cleanup 2017-07-13 12:58:32 -07:00
Michael Maltese
8e55374662 RenderWidget: watch for activation/deactivation, not focus in/out
"Focus" refers mainly to keyboard focus. "Window focus" is exposed
through the window activation and deactivation events.
2017-07-13 12:58:32 -07:00
Michael Maltese
8d5fe1f1c4 RenderWidget: mark 'event' function as override 2017-07-13 12:58:32 -07:00
JosJuice
100b0a52d3 Merge pull request #5777 from JosJuice/unify-getgameinifilenames
Unify GetGameIniFilenames
2017-07-12 19:24:46 +02:00
spycrab
8ca6814673 Qt: Save sorting order 2017-07-12 18:25:54 +02:00
Michael Maltese
0019c34c73 DolphinWX: fix input bitmaps not working when background input is off 2017-07-12 00:12:07 -07:00
Anthony
ab5a5ee3ea Merge pull request #5726 from mimimi085181/minimal-tmem-cache-emulation
Implement minimal emulation of TMEM caching
2017-07-11 22:49:19 -07:00
JosJuice
d4f5038571 Unify GetGameIniFilenames
This deduplicates code and fixes the new config system's lack of
1-char game ID INI support.
2017-07-11 13:10:11 +02:00
Leo Lam
1de9bf2cca Merge pull request #5743 from spycrab/qt_fix_shutdown
Qt: Fix multiple emulation shutdown bugs
2017-07-11 09:13:07 +02:00
Leo Lam
ce4732dd96 Merge pull request #5776 from sepalani/kd-log
NetKDTime: Log IOCtl
2017-07-11 00:40:37 +02:00
Leo Lam
b6c3479bb4 Merge pull request #5720 from JosJuice/file-metadata
FileUtil: Redesign Exists/IsDirectory/GetSize
2017-07-11 00:28:34 +02:00
Leo Lam
12f6d0b56b Merge pull request #5773 from JosJuice/builtin-titledatabase-optional
Make the built-in wiitdb files optional
2017-07-11 00:20:09 +02:00
Leo Lam
38e32c6324 Merge pull request #5775 from leoetlino/hardcoded-fs-usage
IOS/FS: Remove hardcoded FS usage data
2017-07-11 00:18:55 +02:00
Sepalani
b7ae49c4d2 NetKDTime: Log IOCtl 2017-07-10 23:14:26 +01:00
Léo Lam
1376484f76 IOS/FS: Remove hardcoded FS usage data
I think I do not need to explain why hardcoding space usage for two
random directories when we can calculate it and when IOS doesn't
actually do that is wrong.
2017-07-10 23:08:25 +02:00
Jules Blok
3fc9a48da0 D3DBase: Use the swapchain discard mode when possible. 2017-07-10 14:25:28 +02:00
Jules Blok
65495a1297 D3D: Resize the swapchain when the fullscreen state is changed 2017-07-10 14:24:11 +02:00
Jules Blok
07c5dcd739 D3DBase: Set the fullscreen state in Create() 2017-07-10 14:03:04 +02:00
JosJuice
1d7a57869a Make the built-in wiitdb files optional
There are some cases where overriding the opening.bnr names
isn't desirable, such as when someone has several modded
versions of a game that differ in names but not game IDs.
2017-07-10 10:16:06 +02:00
spycrab
ebe169a218 Qt: Fix multiple emulation shutdown bugs 2017-07-10 08:16:51 +02:00
Michael Maltese
06f1761f9f LogWindow: don't unconfigure logger on destruction
This was causing Dolphin to always save "WriteToWindow = False". Instead
of disabling logging to the window (a config value), tell LogManager
that there's no window to log to (a runtime state).
2017-07-09 18:50:55 -07:00
Michael Maltese
ff83b13344 LogConfigWindow: fix verbosity 2017-07-09 18:50:55 -07:00