614 Commits

Author SHA1 Message Date
aed420c95d ScmRevGen: Bump version to 2506 2025-06-04 00:10:41 -04:00
1c9389a1fb Translation resources sync with Transifex 2025-06-03 09:05:37 +02:00
58a70db588 Merge pull request #13718 from jordan-woyak/hardcore-deadlock
Config: Make s_callbacks_lock recursive to fix hardcore mode deadlock.
2025-06-02 11:55:40 +02:00
88122ae956 Merge pull request #13715 from icup321/master
GameINI: Disable Dual Core for more games
2025-06-01 02:57:17 -04:00
e2d8e39489 Merge pull request #13722 from Tilka/dokapon
GameSettings: auto-disable immediate XFB for Dokapon Kingdom
2025-06-01 02:39:19 -04:00
2849173984 GameSettings: auto-disable immediate XFB for Dokapon Kingdom
This avoids flickering throughout the game.
2025-06-01 03:06:35 +01:00
31d0756808 Config: Make s_callbacks_lock recursive to fix hardcore mode deadlock. 2025-05-30 17:33:01 -05:00
2604d73733 GameINI: Disable Dual Core for more games
Disable Dual Core for more games that are known to crash/freeze.
2025-05-28 06:14:35 -04:00
53b54406bd Merge pull request #13690 from icup321/master
GameINI: Disable icache for The Ant Bully [Wii]
2025-05-26 21:12:17 -04:00
f5d7b1fb4c Merge pull request #13644 from dreamsyntax/gup-disable-dualcore
GameINI: Disable Dual Core for Shadow the Hedgehog
2025-05-26 13:58:54 -04:00
4e8a863d8b Merge pull request #13709 from JosJuice/hide-header-bin
Hide DirectoryBlob header.bin files from game list
2025-05-26 19:41:07 +02:00
66f181a621 Hide DirectoryBlob header.bin files from game list
This is a continuation of 552b6da. That commit hid sys/boot.bin, but not
disc/header.bin, which is only present for Wii games.

Fixes https://bugs.dolphin-emu.org/issues/13810.
2025-05-25 20:37:52 +02:00
18a78a9bab Merge pull request #13647 from jordan-woyak/sha1-avoid-memcpy
Crypto/SHA1: Re-add memcpy avoiding optimization to BlockContext::Update.
2025-05-25 12:40:43 +02:00
776086fa1c Merge pull request #13692 from jordan-woyak/work-queue-thread-command-queue
WorkQueueThread: Fix Cancel() race with internal command queue.
2025-05-24 16:26:10 +02:00
66b8fa03cb Merge pull request #13705 from noahpistilli/fix-corrupt-msg
IOS/KD: Set Checksum when flushing NWC24Config
2025-05-23 22:45:11 -04:00
35d70fd531 IOS/KD: Set Checksum when flushing NWC24Config 2025-05-23 18:01:06 -04:00
da8610e76f Translation resources sync with Transifex 2025-05-22 23:25:50 +02:00
7c8d53a51d Merge pull request #13699 from JosJuice/force-typo
DolphinQt: Fix verb agreement in Immediate XFB description
2025-05-22 23:22:53 +02:00
97d27130ed Merge pull request #13700 from JosJuice/tr-wii-speak-osd
DolphinQt: Don't translate Wii Speak OSD string
2025-05-22 12:40:09 -05:00
260f0225a4 DolphinQt: Don't translate Wii Speak OSD string
We have a general policy of not translating OSD strings due to the OSD
font not having good enough support for languages other than English.
2025-05-22 16:51:28 +02:00
98b0d1db05 DolphinQt: Fix verb agreement in Immediate XFB description 2025-05-22 16:48:10 +02:00
69af10ef86 Merge pull request #13663 from dreamsyntax/spiderman-heuristic
GameINI: Spider-Man SuggestedAspectRatio to 4:3
2025-05-21 17:34:09 -04:00
f96e667a5f GameINI: Spider-Man SuggestedAspectRatio to 4:3 2025-05-21 14:05:19 -07:00
f90508ff99 Merge pull request #13661 from jordan-woyak/info-first
DolphinQt: Make the Info tab first in the game properties dialog.
2025-05-21 20:43:51 +02:00
a6bc251677 Merge pull request #13693 from jordan-woyak/focus-render-window-on-click
DolphinQt/RenderWidget: Grab focus on mouse button press.
2025-05-21 20:28:58 +02:00
a62449711f Merge pull request #12769 from sepalani/wii-speak
IOS/USB: Emulate Wii Speak using cubeb
2025-05-21 13:54:56 -04:00
9ba71448cc WorkQueueThread: Fix Cancel() race with internal command queue. 2025-05-20 21:51:25 -05:00
f1b7f8a72e DolphinQt/RenderWidget: Grab focus on mouse button press. 2025-05-20 21:06:32 -05:00
1dc4dc6b6d Merge pull request #13675 from LillyJadeKatrin/retroachievements-close-deadlock
AchievementManager - LoadGameCallback
2025-05-20 11:54:31 -04:00
d22702a16f Disable icache for The Ant Bully [Wii]
This fixes an invalid read error that would happen specifically in the Wii version.
2025-05-20 03:36:00 -04:00
faaf13eaad Merge pull request #13562 from sanjay900/santroller-support
LibusbDevice: Send wakeup command to Santroller devices
2025-05-20 01:13:39 -05:00
dac023af15 Resolve clang-tidy violation 2025-05-18 05:16:17 -04:00
2e22a3cf42 Merge pull request #13672 from tygyh/UnitTests/Remove-redundant-template-type-specifiers
UnitTests: Remove redundant template type specifers
2025-05-18 02:12:45 -05:00
88005deaeb Merge pull request #13668 from tygyh/UnitTests/Core/Make-parameters-constant
UnitTests/Core: Make parameters constant
2025-05-18 02:12:32 -05:00
f59708a26c Merge pull request #13656 from icup321/master
GameINI: Disable Dual Core for several games
2025-05-18 02:13:18 -04:00
62a926a0f5 Merge pull request #13515 from tygyh/Remove-redundant-parentheses
Tools/symbolicate-ppc: Remove redundant parentheses
2025-05-17 18:01:17 -05:00
94888d250e Merge pull request #13527 from tygyh/Replace-msg-with-structured-binding-VideoCommon/NetPlayChatUI
VideoCommon/NetPlayChatUI: Replace msg with structured binding
2025-05-17 17:09:13 -05:00
dacb004516 Merge pull request #13190 from tygyh/Move-to-inner-scope-DolphinQT
DolphinQT: Move variables to inner scope
2025-05-17 16:52:25 -05:00
b6803d00fe Revert "RetroAchievements: Fix potential deadlock on shutdown."
This reverts commit 826f04d06c.
2025-05-17 08:29:50 -04:00
137e50dc25 AchievementManager: Remove CloseGame from LoadGameCallback
This was causing deadlocks when a game didn't load (including if RetroAchievements does not yet support it) because it was attempting to close the queue the the callback was currently running on, forcing LoadGameCallback to wait for LoadGameCallback to finish. However, it appears that recent changes to the queue have independently resolved the reason CloseGame was being called here in the first place.
2025-05-17 08:29:34 -04:00
88389146d3 Merge pull request #13662 from Dentomologist/wiimotecontrollerswidget_scan_for_bluetooth_adapters_on_separate_thread
WiimoteControllersWidget: Fix UI hang when opening Controllers window
2025-05-16 19:43:35 -05:00
6c5b35f92c Merge pull request #13554 from tygyh/DSPSpy-Apply-style-alignment-refactorings
DSPSpy: Apply style-alignment refactorings
2025-05-16 14:55:11 -05:00
7804c16dbb Merge pull request #13531 from tygyh/DiscIO-Make-functions-constant
DiscIO: Make functions constant
2025-05-16 14:49:05 -05:00
3b3bf6a04c Merge pull request #13459 from tygyh/Make-parameters-constants-DolphinQt-Netplay
DolphinQt/NetPlay: Make variables constant
2025-05-16 14:29:44 -05:00
2102108b1a UnitTests: Remove redundant template type specifers 2025-05-16 21:09:52 +02:00
f1ffcf2b00 Merge pull request #13654 from JosJuice/android-clear-without-dismiss
Android: Don't dismiss AdvancedMappingDialog when pressing Clear
2025-05-16 14:33:49 -04:00
404a7c75b2 Merge pull request #13666 from tygyh/UnitTests/PowerPC-Use-constant-functions-variables-parameters
UnitTests/PowerPC: Use constant functions, variables and parameters
2025-05-16 13:01:07 -05:00
3fecce8723 Merge pull request #13669 from tygyh/UnitTests/Common/Use-std-size-for-size-calculation
UnitTests/Common: Use `std::size` for size calculation
2025-05-16 12:59:52 -05:00
e4f71d2513 Merge pull request #13670 from tygyh/UnitTests/Core/Remove-unused-includes
UnitTests/Core: Remove unused includes
2025-05-16 12:58:47 -05:00
9dfcbcecff DiscIO: Make functions constant 2025-05-16 19:11:39 +02:00
bc1af564e2 UnitTests/Core: Remove unused includes 2025-05-16 15:31:31 +02:00
7de18efc93 UnitTests/Core: Make parameters constant 2025-05-16 15:29:31 +02:00
762555c984 UnitTests/Common: Use std::size for size calculation 2025-05-16 14:59:55 +02:00
58c79bc5ed UnitTests/PowerPC: Use constant functions, variables and parameters 2025-05-16 08:28:06 +02:00
ffd46cd10c WiimoteControllersWidget: Fix UI hang on opening
Fix the UI hanging for several seconds when opening the Controllers
window.

Move the scan for Bluetooth adapters onto a separate thread so the Host
thread doesn't have to wait for it.

Only automatically scan for adapters once, when opening the Controllers
window for the first time. Add a Refresh button to let the user refresh
the adapter list afterward.
2025-05-15 20:36:21 -07:00
e83f9fb721 Merge pull request #13664 from Tilka/cabela
GameSettings: disable efb2tex for two Cabela's games
2025-05-15 18:15:09 -04:00
6315527d21 GameSettings: disable efb2tex for two Cabela's games 2025-05-15 22:45:36 +01:00
fc833f845c Merge pull request #13660 from jordan-woyak/consistent-icon-text
DolphinQt: Add utility function for creating label text with a standard icon.
2025-05-15 13:24:18 -05:00
17eb1b1a34 DolphinQt/Mapping: Replace Motion Input "WARNING: " text with a warning icon. 2025-05-15 10:58:43 -05:00
afb27952ee DolphinQt: Make the Info tab first in the game properties dialog. 2025-05-15 02:13:48 -05:00
a45d00d84d DolphinQt: Add utility function for creating label text with a standard icon. 2025-05-15 01:49:38 -05:00
c211efd84a Merge pull request #13603 from tygyh/FifoPlayer-Make-functions-static
FifoPlayer: Make functions static
2025-05-14 23:01:34 -05:00
5a355083b4 Merge pull request #13659 from jordan-woyak/ra-deadlock-fix
RetroAchievements: Fix potential deadlock on shutdown.
2025-05-14 17:14:47 -04:00
826f04d06c RetroAchievements: Fix potential deadlock on shutdown. 2025-05-14 01:10:53 -05:00
059282df6f Merge pull request #13657 from SuperSamus/jimmy-neutron-boy-genius-efb-access
GameINI: Enable EFB Access for Jimmy Neutron Boy Genius
2025-05-13 16:36:57 -05:00
a19b1070a0 Disable Dual Core for several games
Disable Dual Core for several games with known FIFO errors

fix formatting
2025-05-13 17:34:35 -04:00
79a90b1f42 GameINI: Enable EFB Access for Jimmy Neutron Boy Genius 2025-05-13 22:57:11 +02:00
57dce8bd7c Merge pull request #13650 from JosJuice/stswx-uncached
PowerPC: Correctly handle stswi/stswx to uncached memory
2025-05-12 19:19:52 -04:00
c260082cd6 Merge pull request #13636 from icup321/master
GameINI: Disable Dual Core for Piglet's Big Game
2025-05-12 17:54:39 -04:00
eeae30e2bb Android: Don't dismiss AdvancedMappingDialog when pressing Clear
If you already have a mapping set in the advanced mapping dialog and
want to change it, the easiest way to do it is to press Clear and then
select the new mapping from the list. But pressing Clear causes the
dialog to close, forcing you to open it again, which is inconvenient.
This commit makes it so the Clear button doesn't close the dialog.
2025-05-12 21:40:55 +02:00
cf3702cbc8 Merge pull request #13046 from SuperSamus/vi-overclock
Add VBI Frequency Override
2025-05-12 13:36:55 -04:00
c720211542 VideoCommon: Limit maximum denominator for MPEG4
It happened to be under the limit normally, but now that the VBI rate can be changed, that's no longer the case.
2025-05-12 18:54:42 +02:00
832570c658 Core: Add VBI Frequency Override
This feature allows overriding the frequency of the Vertical Blank Interrupt. For many games, this means that their gameplay speed will change without affecting audio, which would be useful by itself (e.g. grinding in RPGs).

However, there are games that use delta time for their game logic, which allows them to be played at >60 FPS at the same gameplay speed!

Some games aren't dynamic though, and require a patch to adjust their game speed variable.
2025-05-12 18:54:36 +02:00
f19a33340a Merge pull request #13631 from LillyJadeKatrin/retroachievements-mem2
AchievementManager: MEM2 Support
2025-05-10 14:56:14 -04:00
2b376a92ae PowerPC: Correctly handle stswi/stswx to uncached memory
On real hardware, stswi and stswx don't trigger any of the special
behavior for uncached unaligned writes that was implemented in 543ed8a.
This is confirmed by a hwtest (a new commit in
https://github.com/dolphin-emu/hwtests/pull/42).

This change fixes Dolphin's stswi and stswx implementations so they stop
triggering the special behavior, bringing them back to the behavior they
had before 543ed8a. No games are known to be affected, but Extrems has
reported that it affects homebrew they've made.
2025-05-10 19:47:15 +02:00
cb30862cfb DolphinQT/Netplay: Make variables constant 2025-05-10 13:05:54 +02:00
c5f01902de DSPSpy: Make RealDSP final and make overide explicit 2025-05-10 13:02:55 +02:00
b2e5d6df25 Merge pull request #13350 from iwubcode/custom_shader_overhaul_vertex_pos
VideoCommon: move transform matrices to accessible functions in VertexShaderGen
2025-05-10 01:20:28 -04:00
bb77d61967 Crypto/SHA1: Re-add memcpy avoiding optimization to BlockContext::Update. 2025-05-09 20:59:17 -05:00
0351fd56b1 Merge pull request #10766 from xperia64/dsp_format_fun
DSP accelerator improvements
2025-05-09 19:04:23 -04:00
463bd86145 Merge pull request #13641 from jordan-woyak/sha1-fix
Crypto/SHA1: Fix past-the-last-element std::array access and modernize code.
2025-05-09 18:56:20 -04:00
7113bafd94 Merge pull request #13586 from Tilka/spr_disasm
GekkoDisassembler: standardize SPR names and add missing ones
2025-05-09 18:55:53 -04:00
b18bca11e8 Merge pull request #13440 from jordan-woyak/si-dev-change-tweak
HW/SI: Don't require waiting a second before disconnecting an SIDevice.
2025-05-09 18:55:18 -04:00
7f44509a70 Merge pull request #13646 from OatmealDome/flatpak-flags
Flatpak: Don't use CFLAGS and CXXFLAGS provided by the SDK
2025-05-09 12:42:53 -04:00
463686b766 Flatpak: Don't use CFLAGS and CXXFLAGS provided by the SDK 2025-05-09 00:49:00 -04:00
4a35a8c516 GameINI: Disable Dual Core for Shadow the Hedgehog 2025-05-08 12:50:39 -07:00
37f97cabb4 Merge pull request #13639 from Tilka/move
AchievementManager: fix -Wpessimizing-move warning
2025-05-08 21:40:06 +02:00
083ffd5fdb Merge pull request #13643 from parona-source/no-retroachievments-buildfix
Remove filename option from stubbed AchievementManager::LoadGame
2025-05-08 21:37:11 +02:00
721175b0d2 Merge pull request #13642 from sepalani/hid-log
IOS/USB: Change HIDv4.cpp LogLevel to avoid INTRMSG killing performance
2025-05-08 15:19:51 -04:00
85bbaf6563 Remove filename option from stubbed AchievementManager::LoadGame
Fixes: c796691d00
Signed-off-by: Alfred Wingate <parona@protonmail.com>
2025-05-08 22:05:42 +03:00
17e57f550c IOS/USB: Change HIDv4.cpp LogLevel to avoid INTRMSG killing performance
This message can be sent a lot when polling inputs from a keyboard. HIDv5.cpp doesn't log INTRMSG in such a way. If needed, log messages can be added into specific devices instead.
2025-05-08 22:14:01 +04:00
27d0e0c8fe Merge pull request #13640 from jordan-woyak/info-tab-triforce-widget-fix
DolphinQt: Fix unnecessarily created Triforce widget in game properties.
2025-05-08 19:37:10 +02:00
a9ab0e979e Crypto/SHA1: Fix past-the-last-element std::array access and modernize code. 2025-05-08 03:03:59 -05:00
d922ba31f7 DolphinQt: Fix unnecessarily created Triforce widget in game properties Info tab. 2025-05-08 01:58:20 -05:00
a8fb4153d7 AchievementManager: fix -Wpessimizing-move warning 2025-05-08 00:15:17 +01:00
8a9a082c69 Merge pull request #13551 from tygyh/Clang-format-Fix-invalid-settings
Clang-format: Fix invalid settings
2025-05-07 16:18:11 -05:00
8822479477 Merge pull request #13572 from tygyh/UnitTests-Remove-redundant-virtual-specifier
UnitTests: Remove redundant `virtual` specifier
2025-05-07 16:06:25 -05:00
01bb9d1f8c Merge pull request #13584 from tygyh/Core/HW/SI-Make-variables-constant
Core/HW/SI: Make variables constant
2025-05-07 16:06:00 -05:00
a52e8ff9bd Merge pull request #13585 from tygyh/Core/HW/GCMemcard-Make-variables-constant
Core/HW/GCMemcard: Make variables constant
2025-05-07 16:04:44 -05:00
d74d1d42d6 Merge pull request #13511 from tygyh/Use-range-based-loops-Core-VideoBackends
Core/VideoBackends: Use range-based loops
2025-05-07 15:53:18 -05:00
921ffe153d Merge pull request #13542 from tygyh/DiscIO-Pass-parameters-by-constant-reference
DiscIO: Pass parameters by constant reference
2025-05-07 15:50:11 -05:00
1c54583ae7 Merge pull request #13569 from tygyh/UnitTests-Use-constexpr
UnitTests: Use `constexpr`
2025-05-07 15:48:26 -05:00
b8ca3c8d15 Merge pull request #13575 from tygyh/DolphinTool-Make-variables-constant
DolphinTool: Make variables constant
2025-05-07 15:47:14 -05:00
c4616226ab Merge pull request #13589 from tygyh/Core/HW/EXI-Remove-redundant-inline-specifiers
Core/HW/EXI: Remove redundant `inline` specifiers
2025-05-07 15:44:53 -05:00
3e09d10123 Merge pull request #13571 from tygyh/VertexLoaderTest-Replace-std-tie-with-structured-bindings
VertexLoaderTest: Replace `std::tie` with structured bindings
2025-05-07 15:42:33 -05:00
5af5c83428 Merge pull request #13559 from tygyh/Android-Apply-style-alignment-refactorings
Android: Apply style alignment refactorings
2025-05-07 22:37:09 +02:00
684db094c6 Merge pull request #13638 from fireworksordie/patch-1
GameINI: fix screen tearing in PoP:SoT FMVs
2025-05-07 13:59:26 -04:00
eff334524a HotkeyManager: Add HK_TOGGLE_WII_SPEAK_MUTE 2025-05-07 21:27:50 +04:00
7bb78a1d6e GameINI: fix screen tearing in PoP:SoT FMVs
Prince of Persia: Sands of Time exhibits screen tearing on FMVs in Dolphin. Tested the setting (suggested by Amphitryon) on PC and Android and can confirm the tearing previously seen is gone with EarlyXFBOutput disabled.
2025-05-07 12:08:19 -05:00
4efbd35a5e IOS/USB: Implement Wii Speak SAMPLER_FREQ register properly
Fix the default sampling rate which should be 16KHz
2025-05-07 20:33:22 +04:00
74a875e9d6 IOS/USB: Implement a bare-bones Wii Speak loudness level
Add a volume modifier to the UI which relies on gain.
2025-05-07 20:33:22 +04:00
1f0ff42aa0 IOS/USB: Implement Wii Speak REQUEST_SET_INTERFACE command
Based on LibusbDevice::SubmitTransfer code
2025-05-07 20:33:22 +04:00
61ab0faab8 Config: Rename MAIN_WII_SPEAK_CONNECTED to MAIN_WII_SPEAK_MUTED 2025-05-07 20:33:22 +04:00
aea5054509 CubebUtils: Add COM helper class 2025-05-07 20:33:22 +04:00
407218a8b4 IOS/USB: Report Wii Speak packet size properly 2025-05-07 20:33:22 +04:00
dbc09bfb0d Android: Add emulated Wii Speak 2025-05-07 20:33:22 +04:00
a85ffc116e IOS/USB: Only sample Wii Speak data when necessary
Skip data when HLE Wii Speak is not connected

Lock microphone buffer less frequently
2025-05-07 20:33:22 +04:00
f5dd80bb5b IOS/USB: Try to fix the Wii Speak Channel record/playback feature
1. Fix Wii Speak SAMPLER_MUTE register:
The register should be 12 (i.e. 0x0c) instead of 0xc0.

2. Fix Wii Speak buffer memcpy size parameter:
It seems to fix random echoes and reduce noises when nobody is speaking.

3. Change the isochronous transfer timing:
It is based on empirical testing.
2025-05-07 20:33:22 +04:00
6a36930c74 IOS/USB: Add more logs to the Wii Speak code 2025-05-07 20:33:22 +04:00
1ac40f25a2 IOS/USB: Emulate Wii Speak using cubeb
Based on @noahpistilli (Sketch) PR:
https://github.com/dolphin-emu/dolphin/pull/12567

Fixed the Windows support and the heisenbug caused by uninitialized
members.

Config system integration finalized.
2025-05-07 20:33:22 +04:00
451e36defc IOS/USB: Emulate Wii Speak (OpenAL)
Credits to @degasus and shuffle2 (godisgovernment):
https://github.com/degasus/dolphin/tree/wiispeak
2025-05-07 17:45:59 +04:00
69f561e76c GameINI: Disable Dual Core for Piglet's Big Game
Disable Dual Core for Piglet's Big Game and Winnie's Rumbly Tumbly Adventure to prevent game freezes.
2025-05-07 03:33:36 -04:00
85bb066cb0 AchievementManager: update dev memory clone for Wii
The clone of system memory used by AchievementManager during achievement development for the sake of thread decoupling was only copying MEM1; this grabs MEM2 as well if it exists.
2025-05-06 16:59:27 -04:00
599f28045e AchievementManager: verify MEM2 if it exists
Adds MEM2 to MemoryVerifier.
2025-05-06 16:59:27 -04:00
c9bdda63dc Merge pull request #13342 from Tilka/fifo_reset
VideoCommon: reset some CP registers during PI_FIFO_RESET
2025-05-05 20:20:40 -04:00
210b5cbf66 Merge pull request #13633 from jordan-woyak/libstdcpp-buildfix
DolphinQt/TAS: Use non-default std::atomic struct constructor to fix build with libstdc++ 15.
2025-05-05 18:31:28 -05:00
2f1d8272a8 DolphinQt/TAS: Use non-default std::atomic struct constructor to fix build with libstdc++ 15. 2025-05-05 16:29:15 -05:00
6f25e20c6a VideoCommon: reset some CP registers during PI_FIFO_RESET
This fixes the shutdown error in SpongeBob Globs of Doom.
2025-05-05 21:18:37 +01:00
6e22e145a0 HW/SI: Don't require waiting a second before disconnecting an SIDevice. 2025-05-04 15:00:48 -05:00
d2db9d9590 Merge pull request #13608 from jordan-woyak/async-work-thread
Common: Add AsyncWorkThread.
2025-05-04 18:45:14 +02:00
2a3580fda5 Merge pull request #13482 from jordan-woyak/string-util-concepts
StringUtil: Use concepts instead of enable_if.
2025-05-04 17:47:37 +02:00
380a9291ad Merge pull request #13602 from jordan-woyak/move-only-function
Common: Add MoveOnlyFunction.
2025-05-04 17:28:06 +02:00
15ad6e0426 Merge pull request #13380 from JoshuaVandaele/system-zlib
CMake: Allow shared zlib
2025-05-04 17:27:50 +02:00
72fd344dca Allow shared zlib
This is a followup to #13089
2025-05-04 16:50:25 +02:00
3a27646263 Merge pull request #13473 from Tilka/moki_moki
GameSettings: fix startup hang in Moki Moki
2025-05-04 16:44:21 +02:00
fc0601e55f Merge pull request #13628 from jordan-woyak/unique-buffer-texture-data
Common and VideoCommon: Change texture data from std::vector to Common::UniqueBuffer.
2025-05-04 14:03:10 +02:00
1f5abfe365 Merge pull request #13630 from LillyJadeKatrin/retroachievements-wii-deadlock-fix
AchievementManager: Fix unknown hash achievements deadlock
2025-05-03 23:40:52 -04:00
6b52336bf7 AchievementManager: Fix unknown hash achievements deadlock
Within AchievementManager, CloseGame being called when LoadGame fails was causing m_queue.Cancel to be called within a lock when Cancel itself locks until it is empty, causing a deadlock. This is resolved by cancelling the queues outside of the lock when they are safe to wait for resolutions.
2025-05-03 22:51:07 -04:00
5a80105555 Common and VideoCommon: Change texture data from std::vector to Common::UniqueBuffer. 2025-05-03 18:32:30 -05:00
e80ed595ac VideoCommon: move position/normal matrices to be gettable by function in VertexShaderGen 2025-05-03 16:51:34 -05:00
95ab6925b1 Merge pull request #13032 from parona-source/missing-cmake-include
Add missing cmake includes and remove unused cmake includes
2025-05-03 22:16:00 +02:00
a3c7423273 Remove unused cmake includes
Signed-off-by: Alfred Wingate <parona@protonmail.com>
2025-05-03 22:34:07 +03:00
e0d6ab73b8 Merge pull request #13508 from cristian64/non-autodismissable_menus
DolphinQt: Use non-autodismissable menus in menu bar.
2025-05-03 21:24:09 +02:00
2eeb2fd2b9 DolphinQt: Use non-autodismissable menus in menu bar.
A new class that derives from `QMenu` has been introduced. Menus of this
`NonAutodismissibleMenu` type will stay visible when a _checkable_
action is triggered.

This is convenient in menus that feature a series of check boxes that
toggle visibility of third components (e.g. the **List Columns** menu),
allowing the user to toggle several actions at once.

For now, the new type is used in the top menu bar.
2025-05-03 20:29:21 +02:00
db425ef3a1 Merge pull request #13445 from icup321/master
GameSettings: Various Nick games fixes
2025-05-03 20:16:13 +02:00
7774dccc9d Merge pull request #13509 from Dentomologist/gamelist_fix_right_doubleclick_starting_games
GameList: Ignore non-left double-clicks
2025-05-03 20:15:11 +02:00
78465693ad Merge pull request #13607 from LillyJadeKatrin/retroachievements-wiiware
RetroAchievements - Wii and WiiWare Support
2025-05-03 13:21:00 -04:00
c574b651aa Merge pull request #13621 from JosJuice/android-remove-loaddefaultsettings
Android: Remove unused onSettingsFileNotFound and friends
2025-05-03 18:37:51 +02:00
dcc09906e5 Merge pull request #13622 from TryTwo/Settings_Bugfix
Settings: Bugfix. GFX settings getting set without user input
2025-05-03 18:36:36 +02:00
ffd78711be Merge pull request #13618 from jordan-woyak/cubeb-logging
AudioCommon/CubebUtils: Fix logged file name.
2025-05-03 18:33:06 +02:00
a736d2ed5f Merge pull request #13625 from Dentomologist/sdl_verify_touchpad_present_before_getting_input
SDL: Check if touchpad exists before getting input
2025-05-02 21:08:49 -05:00
c1d0a49f35 Settings: Bugfix. Fix some combo boxes setting a value without user input. Prevents initial Load from calling the connection to save value. 2025-05-02 18:21:45 -07:00
1aabae49ed Settings: Bugfix. Remove Aspect Ratio combobox signal so it doesn't trigger a settings changed save. 2025-05-02 18:21:18 -07:00
77744169be SDL: Check if touchpad exists before getting input
Verify a touchpad is present before polling it for input. Without this
check the Debug log is spammed with the message "error: Parameter
'touchpad' is invalid" if you have a controller without a touchpad.

One would think every touchpad supports at least 1 finger, but in case
there's some weird edge case check the finger count to be sure.
2025-05-02 17:21:42 -07:00
63572f15fc Merge pull request #13620 from JosJuice/logmanager-cleanup
LogManager: Stop using manual memory management
2025-05-02 15:24:34 -05:00
c8be819711 LogManager: Stop using manual memory management
This fixes a memory leak that would occur when the Android frontend
calls LogManager::Init more than once in order to reload settings.

Note that the log window listener is now owned by LogManager instead of
by the frontend, making it consistent with the other log listeners.
2025-05-02 21:14:32 +02:00
6515807685 Merge pull request #13278 from JoshuaVandaele/saves-import
Implement importing multiple saves from an export folder
2025-05-02 15:40:27 +02:00
6129953666 Android: Remove unused onSettingsFileNotFound and friends
Old cruft from when the Android code was loading INI files manually.
We don't have any handling for failing to load settings anymore.

This change also updates related comments to reflect how things actually
work nowadays.
2025-05-02 14:25:01 +02:00
06826319c7 AudioCommon/CubebUtils: Fix logged file name. 2025-05-02 02:54:15 -05:00
b566e81644 Merge pull request #13596 from JosJuice/config-callback-locking
Config: Add locking for config changed callbacks
2025-05-02 08:49:22 +02:00
58d305f75c Merge pull request #13616 from parona-source/musl-cstdint
UICommon: Include implicit header
2025-05-02 08:03:01 +02:00
4e736d60db Core and AudioCommon: Use AsyncWorkThread. 2025-05-01 22:55:23 -05:00
be4b0af971 Common: Add AsyncWorkThread. 2025-05-01 22:54:40 -05:00
0066119e41 Merge pull request #13617 from OatmealDome/coretiming-include
CoreTiming: Add missing SystemTimers.h include
2025-05-01 21:33:22 -04:00
fcb4b04168 Merge pull request #13613 from JosJuice/android-ldrtl-list-item-mapping-id
Android: Fix incorrect ID in layout-ldrtl/list_item_mapping.xml
2025-05-01 21:33:09 -04:00
da4f643b9f Merge pull request #13611 from jordan-woyak/work-queue-thread-sp
Core and Vulkan: Change WorkQueueThread to WorkQueueThreadSP in a few places.
2025-05-01 21:32:16 -04:00
1963305bea Merge pull request #13605 from JosJuice/android-cinit-native
Android: Don't call NativeLibrary methods during class init
2025-05-01 21:31:21 -04:00
757e6aba46 Merge pull request #13597 from JosJuice/hide-boot-bin
Hide DirectoryBlob boot.bin files from game list
2025-05-01 21:30:10 -04:00
42f656bf0f Merge pull request #13595 from JosJuice/android-analytics-non-main
Android: Allow reporting start to analytics for non-main activity
2025-05-01 21:29:50 -04:00
2b568566ac Merge pull request #13535 from m-brodschi/mihaib/fix-shutdown-crash
Core, VideoCommon: Fix crash at shutdown due to destructor order
2025-05-01 21:29:02 -04:00
539a3ed021 Merge pull request #13464 from jordan-woyak/dont-toggle-skip-frames
DolphinQt: Don't auto toggle GFX_HACK_SKIP_DUPLICATE_XFBS.
2025-05-01 21:28:13 -04:00
7222779e21 Merge pull request #13448 from Dentomologist/fix_unresponsive_hotkeys_when_moving_overlay_during_framestep
DolphinQt: Fix unresponsive hotkeys when clicking overlay during a framestep
2025-05-01 21:27:30 -04:00
1bd2570d97 Merge pull request #13239 from JosJuice/jitarm64-rlwimix-imm-mask
JitArm64: Use AArch64 imm masks in rlwimix slow case
2025-05-01 21:26:27 -04:00
0bd7cc64c9 CoreTiming: Add missing SystemTimers.h include 2025-05-01 19:13:02 -04:00
fbb54604b6 UICommon: Include implicit header
The header isn't implicitly included on musl.

Bug: https://bugs.gentoo.org/952952
Signed-off-by: Alfred Wingate <parona@protonmail.com>
2025-05-02 02:03:41 +03:00
20874124c2 StringUtil: Use concepts instead of enable_if. 2025-05-01 16:30:37 -05:00
e4525ca7ee Merge pull request #13499 from jordan-woyak/frame-pacing-better-math
CoreTiming: Cleanups to avoid drift from cumulative rounding errors.
2025-05-01 15:58:33 -05:00
5ee520133d Clang-format: Fix invalid settings 2025-05-01 22:05:07 +02:00
6c9138e5a6 Merge pull request #13592 from SuperSamus/kfp-single-core
GameINI: Enable Single Core for Kung Fu Panda and Shrek Forever After
2025-05-01 15:30:15 -04:00
5cfe3760a5 Include missing cmake includes
Otherwise it depends on other externals getting used and including them
before.

Signed-off-by: Alfred Wingate <parona@protonmail.com>
2025-05-01 19:52:53 +03:00
5c0cf0788f VideoCommon/NetPlayChatUI: Replace msg with structured binding 2025-05-01 14:11:55 +02:00
1633011d2a Add achievement support for Wii and WiiWare
Add a method to detect console ID from an input file and instruct rcheevos to load as Gamecube or Wii accordingly. Also, hash .wads upon loading, to support achievements on WiiWare titles.
2025-05-01 07:54:12 -04:00
c796691d00 Remove filename option from achievement manager load
The only option that was currently using this was a pass-by-executable that wouldn't hash correctly anyways.
2025-05-01 07:54:12 -04:00
d64c20a67c Android: Fix incorrect ID in layout-ldrtl/list_item_mapping.xml
Probably a copy-paste error from layout-ldrtl/list_item_setting.xml.
This error made it so a long setting name could overlap with the
checkbox next to it if Dolphin was running with right-to-left layout.

The incorrect ID was apparently also causing the app:lintVitalRelease
build task to fail. I guess we're not running that build task, because I
only heard of this from someone building Dolphin locally.
2025-05-01 11:57:07 +02:00
0ce929220d Merge pull request #13553 from tygyh/Core/PowerPC/JitArm64-Replace-zeroes-in-boolean-context-with-false
JitArm64: Replace zeroes in boolean context with `false`
2025-05-01 10:11:44 +02:00
999c7aed98 Don't close achievements on games that don't hash
Minor bugfix necessary for future development; issue brought on by a conflict resolving wrong.
2025-05-01 00:17:20 -04:00
0987c03693 Merge pull request #13453 from tygyh/Use-underlying-method
DolphinQt/FIFO/FIFOAnalyzer: Use Common::ToUnderlying
2025-04-30 22:18:02 -05:00
e3f7486ca7 Merge pull request #13567 from tygyh/UnitTests-Rename-lambda-parameters-which-hide-previous-declarations
UnitTests: Rename lambda parameters which hide previous declarations
2025-04-30 22:07:35 -05:00
2e20e24136 Merge pull request #13587 from jordan-woyak/manual-value
Common: Move some duplicate container element construction logic into a ManuallyConstructedValue template.
2025-04-30 23:45:33 +02:00
cae82b62f8 Merge pull request #13610 from AdmiralCurtiss/zstd-asm-fix
Externals/zstd: Disable ASM for MSVC compiler in CMake
2025-04-30 23:31:55 +02:00
ec940e6a2e VideoBackends/Vulkan: Use WorkQueueThreadSP for swap commands. 2025-04-30 16:29:35 -05:00
753fe5bed1 Core: Use WorkQueueThreadSP in NetKDRequestDevice. 2025-04-30 16:29:21 -05:00
c14101534f Core: Use WorkQueueThreadSP in NetIPTopDevice. 2025-04-30 16:28:57 -05:00
bdb4fd8376 Core: Use WorkQueueThreadSP in DVDThread. 2025-04-30 16:17:21 -05:00
8e64a02a42 Merge pull request #13579 from jordan-woyak/work-queue-thread-cleanup
WorkQueueThread: Implement in terms of WaitableSPSCQueue. Add unit tests.
2025-04-30 16:10:28 -05:00
43e4e8f182 Merge pull request #13581 from jordan-woyak/dvd-WorkQueueThread
DVDThread: Implement with WorkQueueThread and WaitableSPSCQueue.
2025-04-30 16:09:36 -05:00
b5dd545b8e Merge pull request #13504 from Filoppi/patch-23
Improve gamma corrected resampling by acknowledging the perceptual luminance
2025-04-30 16:09:08 -05:00
2049896cab Improve gamma corrected resampling by acknowledging the perceptual luminance 2025-04-30 15:22:06 -05:00
4899913446 Common: Move some duplicate container element construction logic into a ManuallyConstructedValue template. 2025-04-30 14:56:07 -05:00
e8b63fe090 UnitTests: Add tests for WorkQueueThread. 2025-04-30 14:31:51 -05:00
a149b9d62d WorkQueueThread: Cleanups. Implement in terms of WaitableSPSCQueue. Add single producer WorkQueueThreadSP. 2025-04-30 14:31:51 -05:00
2d9a61bd0e Externals/zstd: Disable ASM for MSVC compiler in CMake
Results in a "MSVC_RUNTIME_LIBRARY value 'MultiThreadedDLL' not known for this ASM compiler" otherwise, and zstd doesn't support the relevant ASM code for MSVC anyway.
2025-04-30 20:32:01 +02:00
852bd6df1a Merge pull request #13598 from AdmiralCurtiss/zstd157
Externals: Update zstd from 1.4.4 to 1.5.7
2025-04-30 19:06:52 +02:00
7e2565ae49 Update rcheevos submodule 2025-04-30 08:16:06 -04:00
0b0151770a Merge pull request #13436 from JoshuaVandaele/clang-format-19
Update clang-format to version 19
2025-04-30 01:17:31 -04:00
23a5ea3504 Merge pull request #13604 from fox8091/nstrike
GameINI: Disable Dual Core for NERF N-Strike
2025-04-29 14:56:32 -04:00
b49711fefb Merge pull request #13600 from JoshuaVandaele/nixfix
CMake: Explicitely link udev if LIBUDEV_FOUND is set
2025-04-29 14:55:50 -04:00
d591e3b4e3 GameINI: Enable Single Core for Kung Fu Panda and Shrek Forever After
These games (both are made with the Lux Engine) randomly freeze with Dual Core.
2025-04-29 11:35:09 +02:00
7fa92160a2 Android: Don't call NativeLibrary methods during class init
There's no guarantee that directory initialization has completed by this
point, so we can't safely use NativeLibrary.

I'm making this change because of a crash being reported in Google Play
Console. The exact way it's crashing is mysterious to me, so I'm not
sure if this commit fixes the crash, but I think this commit is
a reasonable change to make even if it doesn't fix the crash. Backtrace
from Google Play Console:

  #00  pc 0x0000000000469074  /data/app/~~m0kqybFNfeqnDenQFc53XQ==/org.dolphinemu.dolphinemu-Mtaw0lU8DVUQbte2ZjBp3w==/lib/arm64/libmain.so (std::__ndk1::pair<std::__ndk1::basic_string<char, std::__ndk1::char_traits<char>, std::__ndk1::allocator<char>> const, std::__ndk1::basic_string<char, std::__ndk1::char_traits<char>, std::__ndk1::allocator<char>>>::pair[abi:nn180000]<char const* const&, char const* const&, 0>(char const* const&, char const* const&)) (BuildId: 64cfebf5b574b6729ebc51799aa94ccc3238cbcc)
  #01  pc 0x0000000000468e9c  /data/app/~~m0kqybFNfeqnDenQFc53XQ==/org.dolphinemu.dolphinemu-Mtaw0lU8DVUQbte2ZjBp3w==/lib/arm64/libmain.so (std::__ndk1::pair<std::__ndk1::__tree_iterator<std::__ndk1::__value_type<std::__ndk1::basic_string<char, std::__ndk1::char_traits<char>, std::__ndk1::allocator<char>>, std::__ndk1::basic_string<char, std::__ndk1::char_traits<char>, std::__ndk1::allocator<char>>>, std::__ndk1::__tree_node<std::__ndk1::__value_type<std::__ndk1::basic_string<char, std::__ndk1::char_traits<char>, std::__ndk1::allocator<char>>, std::__ndk1::basic_string<char, std::__ndk1::char_traits<char>, std::__ndk1::allocator<char>>>, void*>*, long>, bool> std::__ndk1::__tree<std::__ndk1::__value_type<std::__ndk1::basic_string<char, std::__ndk1::char_traits<char>, std::__ndk1::allocator<char>>, std::__ndk1::basic_string<char, std::__ndk1::char_traits<char>, std::__ndk1::allocator<char>>>, std::__ndk1::__map_value_compare<std::__ndk1::basic_string<char, std::__ndk1::char_traits<char>, std::__ndk1::allocator<char>>, std::__ndk1::__value_type<std::__ndk1::basic_string<char, std::__ndk1::char_traits<char>, std::__ndk1::allocator<char>>, std::__ndk1::basic_string<char, std::__ndk1::char_traits<char>, std::__ndk1::allocator<char>>>, std::__ndk1::less<std::__ndk1::basic_string<char, std::__ndk1::char_traits<char>, std::__ndk1::allocator<char>>>, true>, std::__ndk1::allocator<std::__ndk1::__value_type<std::__ndk1::basic_string<char, std::__ndk1::char_traits<char>, std::__ndk1::allocator<char>>, std::__ndk1::basic_string<char, std::__ndk1::char_traits<char>, std::__ndk1::allocator<char>>>>>::__emplace_unique_impl<char const* const&, char const* const&>(char const* const&, char const* const&)) (BuildId: 64cfebf5b574b6729ebc51799aa94ccc3238cbcc)
  #02  pc 0x0000000000462f08  /data/app/~~m0kqybFNfeqnDenQFc53XQ==/org.dolphinemu.dolphinemu-Mtaw0lU8DVUQbte2ZjBp3w==/lib/arm64/libmain.so (Common::Log::LogManager::GetLogTypes()) (BuildId: 64cfebf5b574b6729ebc51799aa94ccc3238cbcc)
  #03  pc 0x000000000044339c  /data/app/~~m0kqybFNfeqnDenQFc53XQ==/org.dolphinemu.dolphinemu-Mtaw0lU8DVUQbte2ZjBp3w==/lib/arm64/libmain.so (Java_org_dolphinemu_dolphinemu_NativeLibrary_GetLogTypeNames+56) (BuildId: 64cfebf5b574b6729ebc51799aa94ccc3238cbcc)
  #04  pc 0x000000000031456c  /data/misc/apexdata/com.android.art/dalvik-cache/arm64/boot.oat (art_jni_trampoline+108)
  #05  pc 0x0000000000781508  /apex/com.android.art/lib64/libart.so (nterp_helper+152)
  #06  pc 0x00000000002d94d4  /data/app/~~m0kqybFNfeqnDenQFc53XQ==/org.dolphinemu.dolphinemu-Mtaw0lU8DVUQbte2ZjBp3w==/base.apk (org.dolphinemu.dolphinemu.features.settings.ui.SettingsFragmentPresenter.<clinit>+16)
[...]
2025-04-28 21:37:03 +02:00
26ae66297d GameINI: Disable Dual Core for NERF N-Strike 2025-04-28 13:11:50 -05:00
c32ca0696e FifoPlayer: Make functions static 2025-04-28 20:09:14 +02:00
bad78cfed4 Core, VideoCommon: Fix crash at shutdown due to destructor ordering
Previously, PerformanceTracker registered a callback to be updated on
emulation state changes. PerformanceTrackers live in a global variable
(g_perf_metrics) within libvideocommon. The callback was stored in a
global variable in libcore. This created a race condition at shutdown
between these libraries, when the PerfTracker's destructor tried to
unregister the callback.
Notify the PerfTracker directly from libcore, without callbacks, since
Core.cpp already references g_perf_metrics explicitly. Also rename
Core::CallOnStateChangedCallbacks to NotifyStateChanged to better
reflect what it's doing.
2025-04-28 07:11:53 +03:00
4ec2072beb Core: Use MoveOnlyFunction for RunOnCPUThread. 2025-04-27 20:07:13 -05:00
37aa65afc4 VideoCommon: Use MoveOnlyFunction for AsyncRequests. 2025-04-27 20:07:13 -05:00
e403dee3da Common: Add MoveOnlyFunction. 2025-04-27 20:07:13 -05:00
97e696e524 CMake: Explicitely link udev if LIBUDEV_FOUND is set 2025-04-27 22:03:15 +02:00
2e6e7eddd1 DVDThread: Implement with WorkQueueThread and WaitableSPSCQueue. 2025-04-27 04:16:27 -05:00
891833d1a1 Externals: Update zstd from 1.4.4 to 1.5.7 and convert to submodule 2025-04-26 22:07:59 +02:00
552b6da9c4 Hide DirectoryBlob boot.bin files from game list
Extracted games contain a boot.bin file that contains the disc header.
These boot.bin files are considered valid volumes by Dolphin, since
Dolphin only checks the disc header to determine if something is a valid
GC/Wii disc. Running them doesn't make any sense, though.

boot.bin files used to not be scanned by Dolphin due to their file
extension, but .bin was added to the list of file extensions to scan for
in 494e2c0. To stop them from showing up in the game list, let's update
the ShouldHideFromGameList mechanism.
2025-04-26 20:54:32 +02:00
8ee64a84c7 Merge pull request #13590 from tygyh/UCodes-Remove-redundant-qualifiers
UCodes: Remove redundant qualifiers
2025-04-26 16:23:27 +01:00
f060baa257 Config: Add locking for config changed callbacks
Different threads are adding and calling callbacks, so this should have
some locking. This is both to ensure thread safety when accessing
`s_callbacks` and to ensure that there won't be situations where a
callback gets called after it's removed.

`s_callback_guards` is also accessed from multiple threads and has
therefore been made atomic.
2025-04-26 12:56:37 +02:00
3ed3fb05af Android: Allow reporting start to analytics for non-main activity
a1691a4 made it so analytics start events can only be generated when
starting the main activity. However, some users launch Dolphin's
emulation activity from a separate frontend application, bypassing
Dolphin's main activity. This change adjusts the logic so that start
events can be generated if any activity is started after 6 hours of
inactivity. This more closely matches the behavior we had before
a1691a4, while still ensuring duplicate start events aren't generated.

I've also fixed the inconsistent indentation in ActivityTracker.kt.
2025-04-26 10:45:56 +02:00
741ffc3114 Merge pull request #13514 from LillyJadeKatrin/retroachievements-failed-load-bug
Call AchievementManager CloseGame on load failures
2025-04-26 10:36:09 +02:00
3e5286c1a4 Merge pull request #13593 from Dentomologist/mainwindow_fix_use_after_free_during_dolphin_shutdown
MainWindow: Fix use-after-free during Dolphin shutdown
2025-04-26 09:06:06 +02:00
3a883f28d6 Config: Add [[nodiscard]] to AddConfigChangedCallback
Require callers of Config::AddConfigChangedCallback and
CPUThreadConfigCallback::AddConfigChangedCallback to handle the returned
ConfigChangedCallbackIDs to hopefully prevent future issues with
callbacks getting called after their associated objects have been
destroyed.
2025-04-25 16:04:12 -07:00
45b9def42c VideoConfig: Remove ConfigChangedCallback on shutdown 2025-04-25 16:00:43 -07:00
d0dc8ae5e1 FreeLook: Remove ConfigChangedCallback on shutdown 2025-04-25 16:00:43 -07:00
9db4067957 UICommon: Merge ConfigChangedCallbacks
Use a single lambda as a callback which calls InitCustomPaths and
RefreshConfig instead of having separate callbacks for each of them.

This fixes the callback for InitCustomPaths not being removed on
shutdown; the callback for the lambda (previously for RefreshConfig) is
already removed in Shutdown().
2025-04-25 16:00:43 -07:00
8724daf44e Settings: Remove ConfigChangedCallback on shutdown 2025-04-25 16:00:19 -07:00
9c40a7976b AchievementManager: Remove ConfigChangedCallback on shutdown
Prevent SetHardcoreMode from being called after m_client is set to
nullptr. rc_client_set_hardcore_enabled() checks for nullptr so this
didn't cause any problems, but better not to rely on that.

Also prevents multiple SetHardcoreMode callbacks from piling up when
repeatedly toggling Config::RA_ENABLED.
2025-04-25 15:29:29 -07:00
e37a195192 MainWindow: Fix use-after-free during shutdown
Remove ConfigChangedCallback in MainWindow's destructor to prevent the
callback from accessing the destroyed MainWindow afterward.

After MainWindow is destroyed UICommon::Shutdown calls
LogManager::Shutdown which ultimately triggers any remaining callbacks.
This resulted in calling MainWindow::OnHardcoreChanged, which crashed in
debug builds and didn't have any obvious effect in release builds.
2025-04-25 15:29:29 -07:00
9868138c22 UCodes: Remove redundant qualifiers 2025-04-25 13:18:56 +02:00
066408326c Core/HW/EXI: Remove redundant inline specifiers 2025-04-25 12:03:52 +02:00
50ca32352f Core/HW/GCMemcard: Make variables constant 2025-04-25 11:35:59 +02:00
805307f432 Merge pull request #13451 from vyuuui/numeric_labels
Add numeric label support to assembler
2025-04-25 01:56:43 +01:00
fe307a06c6 Merge pull request #13476 from jordan-woyak/sdl-header
InputCommon: Move SDL Device class into its own cpp/h files.
2025-04-25 01:49:52 +01:00
a95779add0 Merge pull request #13506 from JosJuice/android-time-played
Android: Show time played in game details
2025-04-25 01:43:53 +01:00
5523b9a01b Merge pull request #13487 from Dentomologist/performancemetrics_fix_window_arrangement
PerformanceMetrics: Fix window arrangement
2025-04-25 01:40:58 +01:00
50026ab795 Merge pull request #13497 from hoogmin/modernize_fs_path
Core/Common/FileUtil.cpp: Use std path utility for automatic path separator handling.
2025-04-25 01:38:35 +01:00
a6290caa2e DSPHLE: set accelerator gain 2025-04-25 01:09:15 +01:00
80adfc606d docs/DSP: Rename SCALE to PRED_SCALE 2025-04-25 01:09:15 +01:00
8412a7c336 DSPAccelerator: update comment (NFC) 2025-04-25 01:09:15 +01:00
f0bacb826a DSPAccelerator: rename MMIOPCMHalt to MMIOPCMNoInc 2025-04-25 01:09:15 +01:00
7c7c179b44 DSP tests: update DSP MMIO labels 2025-04-25 00:51:46 +01:00
6c870860ea DSP tests: clean up unused code 2025-04-25 00:51:46 +01:00
05381c5b6d Address Pokechu22's feedback 2025-04-25 00:51:46 +01:00
21d5e3182d Fix DSP loop test init order, add DSP pcm test 2025-04-25 00:51:46 +01:00
cd77e682ca Name gain shift/scaling better 2025-04-25 00:51:46 +01:00
512da86b1a Update DSP docs with accelerator info, fix ANDC/ORC instruction description typos 2025-04-25 00:51:46 +01:00
c460cafecf Update ACDRAW/ACDSAMP reg names in DSPTables and DSPSpy tests 2025-04-25 00:51:46 +01:00
d517fe25f1 Add accelerator input MMIO register, fix MMIO PCM modes 2025-04-25 00:51:45 +01:00
14fadbbe56 ADPCM mode doesn't entirely die with larger accesses, gain is PCM only 2025-04-25 00:51:45 +01:00
c7d8afc5a7 Use correct exceptions for d3 reads/writes 2025-04-25 00:51:45 +01:00
c9bb258e88 Add accelerator raw d3 test 2025-04-25 00:51:45 +01:00
0dd282f626 Fix DSPAcceleratorTest 2025-04-25 00:51:45 +01:00
ac2fdefcb4 Refactor accelerator format as a bitfield, use gain/yn1/yn2 in PCM mode 2025-04-25 00:51:45 +01:00
04c7c1a4a1 Rename accelerator accesses to 'raw' and 'sample' 2025-04-25 00:51:45 +01:00
256d9f8702 Improve ReadD3 emulation 2025-04-25 00:51:45 +01:00
bbc11edd7d Rework WriteD3 based on hardware testing 2025-04-25 00:51:45 +01:00
4d9dc1e1cd GekkoDisassembler: standardize SPR names and add missing ones 2025-04-25 00:24:12 +01:00
908094714b Translation resources sync with Transifex 2025-04-24 23:38:09 +02:00
ef8b9a0dcd Core/HW/SI: Make variables constant 2025-04-24 17:01:12 +02:00
8fa725d5e4 Merge pull request #13573 from tygyh/DolphinTool-Make-parameter-constant
DolphinTool: Make parameter constant
2025-04-24 00:49:10 -04:00
fc0aafca3b Merge pull request #13577 from tygyh/UCodes-Make-functions-static
UCodes: Make functions static
2025-04-24 00:48:46 -04:00
f675048768 Merge pull request #13578 from tygyh/Core/HW-Remove-redundant-empty-lambda-parameter-lists
Core/HW: Remove redundant empty lambda parameter lists
2025-04-24 00:48:28 -04:00
1cea31c75a Merge pull request #13580 from LillyJadeKatrin/retroachievements-de-bug-debug
Fix debugger disabled bug
2025-04-23 23:28:19 -05:00
3025cd472c Merge pull request #13491 from JosJuice/oh0-removed-opened
IOS: Remove from m_opened_devices in OH0::OnDeviceChange
2025-04-23 23:25:34 -05:00
022bc3bf8d Fix debugger disabled bug
Fixing an oversight: this was causing the debugger to be disabled if achievements were disabled but hardcore mode was still enabled in the .ini. This fix properly checks for hardcore state via AchievementManager which takes both settings into account.
2025-04-23 22:57:35 -04:00
8bb07bf3c4 LibusbDevice: Send wakeup command to Santroller devices 2025-04-24 12:09:41 +12:00
879a8889aa Merge pull request #13431 from jordan-woyak/spsc-waiting
Common: SPSCQueue cleanups and improvements.
2025-04-23 22:19:15 +02:00
564e7c3320 UCodes: Make functions static 2025-04-23 21:36:13 +02:00
467a568f60 Core/HW: Remove redundant empty lambda parameter lists 2025-04-23 21:32:09 +02:00
6c751fb722 Merge pull request #13570 from SuperSamus/advanced-panel-unused
DolphinQt: Remove unused variables from `AdvancedPane.h`
2025-04-23 13:30:39 -05:00
03a6fdcd85 DolphinTool: Make variables constant 2025-04-23 20:24:50 +02:00
bda1f379b7 IOS: Remove from m_opened_devices in OH0::OnDeviceChange
I've been playing Rock Band 3 recently and have experienced a bug where
sometimes if you disconnect and reconnect a USB microphone, the game
won't pick up on it connecting, not even it you disconnect and reconnect
it again. An investigation into what's going on inside Dolphin shows
that when the game triggers a call to OH0::DeviceOpen after the device
has been reinserted, Dolphin doesn't open the device because it's
already present in m_opened_devices.

Removing the device from m_opened_devices after calling OH0::TriggerHook
in OH0::OnDeviceChange resolves this specific issue in my testing. Doing
this matches us removing the device from m_opened_devices after calling
OH0::TriggerHook in OH0::DeviceClose, but I haven't looked at exactly
what real IOS does.

I have been able to reproduce a much rarer issue that has the same
symptoms on the surface but where OH0::DeviceOpen gets past its
m_opened_devices check. I'm currently not sure what the cause of this
remaining issue is.
2025-04-23 17:19:14 +02:00
c44418a4d9 Merge pull request #13561 from JosJuice/android-renumbered-platforms
Android: Update platform enum values
2025-04-23 17:08:50 +02:00
fe657b9759 DolphinTool: Make parameter constant 2025-04-23 15:55:48 +02:00
d5314cbf48 UnitTests: Remove redundant virtual specifier 2025-04-23 14:33:14 +02:00
9926a9bd7f VertexLoaderTest: Replace std::tie with structured bindings 2025-04-23 13:11:17 +02:00
947bdea590 UnitTests: Use constexpr 2025-04-23 12:45:08 +02:00
e751235574 DolphinQt: Remove unused variables from AdvancedPane.h
Small oversight from #13422.
2025-04-23 12:32:12 +02:00
bf554edfe0 linter: Add and apply new formatting rules
New rules:
`InsertNewlineAtEOF: true`
`RemoveSemicolon: true`
`RequiresClausePosition: WithPreceding`
2025-04-23 11:19:57 +02:00
2c54ee94c1 linter: Apply clang-format 19.1 formatting
find ./Source/ -name '*.cpp' -o -name '*.h' | xargs clang-format-19 -i
2025-04-23 11:19:20 +02:00
d9d0082018 linter: Bump clang-format version to 19.1 2025-04-23 11:15:52 +02:00
6e6736c89f UnitTests: Rename lambda parameters which hide previous declarations 2025-04-23 08:15:10 +02:00
8f3483fdd4 Merge pull request #13565 from LillyJadeKatrin/retroachievements-end-of-memory-bug
Fix memory bounds error in achievements dev
2025-04-23 01:01:47 -04:00
af960651e8 Common: SPSCQueue cleanups and improvements. 2025-04-22 23:49:32 -05:00
d04e9e79a6 Merge pull request #13566 from OatmealDome/macos-11-fix
BuildMacOSUniversalBinary: Explicitly specify CMAKE_OSX_DEPLOYMENT_TARGET in CMake flags
2025-04-23 00:46:58 -04:00
968b0cff44 BuildMacOSUniversalBinary: Explicitly specify CMAKE_OSX_DEPLOYMENT_TARGET in CMake flags
If the build folder is created from an older commit and this flag is not set, the last value set for this flag will be used instead.
This is currently happening on our macOS build machine, causing macOS 10.15 to still be used as the deployment target.
2025-04-22 23:40:37 -04:00
116bd3a031 Merge pull request #13382 from JoshuaVandaele/btadapterchoice
Add a GUI option to select a bluetooth device
2025-04-22 22:05:30 -05:00
8b610101bc Fix memory bounds error in achievements dev
This particular out of bounds error was causing every memory read at the far end of memory to return all zeroes.
2025-04-22 22:49:55 -04:00
c4f65febf3 Merge pull request #13563 from Tilka/rcheevos
Fix building with USE_RETRO_ACHIEVEMENTS=OFF
2025-04-23 03:27:15 +01:00
871073eee2 Merge pull request #13564 from jordan-woyak/triforce_ipl-warning
Core/Boot: Fix unused variable warning.
2025-04-23 03:26:48 +01:00
31a3de819d Merge pull request #13540 from tygyh/DiscIO-Remove-redundant-qualifiers
DiscIO: Remove redundant qualifiers
2025-04-22 20:00:03 -05:00
0fd090ce19 Merge pull request #13550 from Tilka/top_warnings
IOS/Network: fix some warnings
2025-04-22 19:45:47 -05:00
4773a6f323 Add a GUI option to select a bluetooth device 2025-04-23 02:19:28 +02:00
826625c7be Merge pull request #13422 from jordan-woyak/adv-tooltips
DolphinQt: Use tooltips on Advanced tab.
2025-04-22 19:27:21 -04:00
00544e4dff Core/Boot: Fix unused variable warning. 2025-04-22 18:19:32 -05:00
609165b62b Fix building with USE_RETRO_ACHIEVEMENTS=OFF 2025-04-22 23:45:40 +01:00
f6d3f448d9 IOS/Network: fix -Wmissing-braces warnings 2025-04-22 23:36:01 +01:00
ac76deaef0 Merge pull request #13529 from jordan-woyak/StateBuffer
Core/State: Avoid unnecessarily value-initializing large buffers.
2025-04-22 16:30:51 -05:00
da84a9f605 Merge pull request #13477 from OatmealDome/macos-11
CMakeLists: Bump minimum macOS to 11.0
2025-04-22 17:27:12 -04:00
afee9a56e9 Merge pull request #13474 from JosJuice/rock-band-playstation
IOS: Disguise Rock Band PlayStation USB devices as Wii equivalents
2025-04-22 16:02:16 -05:00
9254a53397 Merge pull request #13490 from JosJuice/one-usb-scanner
IOS: Only have one USB scanning thread
2025-04-22 16:01:18 -05:00
25fdde4204 Android: Update platform enum values
71f654c added a new platform in the middle of the C++ platform enum
without updating the corresponding Android code, making the Android code
incorrectly treat Wii discs as WAD files, WAD files as DOL/ELF files,
and so on. This commit fixes the problem.

To be able to add the new Triforce entry into the Platform enum without
it leading to the UI getting an additional tab, I'm splitting the enum
into Platform and PlatformTab. Platform now exactly matches the C++
enum (previously it excluded ELFOrDOL), and PlatformTab has the same
content as the old Platform.
2025-04-22 20:07:15 +02:00
fd8ce3ce80 Merge pull request #13555 from jordan-woyak/cubeb-default
AudioCommon: Make cubeb sound backend default on Linux.
2025-04-22 12:07:43 -04:00
12010ebf78 Merge pull request #13557 from LillyJadeKatrin/pause-bugfix
AchievementManager: Always allow pausing if game not loaded
2025-04-22 17:55:23 +02:00
ecafd8058f DiscIO: Remove redundant qualifiers 2025-04-22 13:54:10 +02:00
71249dec33 Android: Apply style alignment refactorings 2025-04-22 13:34:21 +02:00
89873d6238 Merge pull request #13472 from tygyh/Use-values-function
Core/NetPlayServer: Use std::views::values and std::views::keys functions
2025-04-22 02:25:46 -05:00
d670c21c8e Always allow pausing if game not loaded
RetroAchievements disables pausing too frequently when running but there's no sense of doing this if RetroAchievements does not currently have a game running.
2025-04-21 22:38:09 -04:00
0f30b59aef Merge pull request #13556 from jordan-woyak/dvd-interface-crash-fix
DVDInterface: Fix crash when playing wiiware.
2025-04-21 22:15:12 -04:00
1e8b668793 DVDInterface: Fix crash when playing wiiware. 2025-04-21 18:38:33 -05:00
1fc6be7f80 AudioCommon: Make cubeb sound backend default on Linux. 2025-04-21 16:25:40 -05:00
de2826d995 Merge branch 'release-prep-2503a' 2025-04-21 17:03:52 -04:00
e468e2359a IOS: Only have one USBScanner
Some games open two USB interfaces, e.g. /dev/usb/oh0 and /dev/usb/hid.
This was causing us to run two scanning threads at once, using up more
CPU time for scanning than we need to.
2025-04-21 21:57:49 +02:00
8f12512d0d Call AchievementManager CloseGame on load failures
We have identified that a failed RetroAchievements game load (most easily done when closing a game before the server can finish responding) can leave data behind that causes problems. As such, refactored CloseGame to always delete data even if there wasn't a game loaded when it was called, and call it on the failure paths of LoadGameCallback.
2025-04-21 15:53:31 -04:00
920a44aec2 IOS: Diff device lists in USBHost instead of USBScanner
Instead of having USBScanner create "hooks" as it scans for devices,
let's have USBScanner present a list of devices to USBHost and have
USBHost diff the new device list with its old device list to create the
hook calls instead. This gets rid of some complex edge cases that the
next commit otherwise would have to deal with, in particular regarding
toggling determinism and adding new USBHosts to a USBScanner.
2025-04-21 21:25:36 +02:00
24fdcc1a0e IOS: Add missing locking for USBHost::m_devices
Note: After adding the missing locking of m_devices_mutex, I had to move
the locking of m_hooks_mutex to avoid a random deadlock between the CPU
thread and USB scanning thread. (Either that or I would have to lock
m_devices_mutex before m_hooks_mutex.)
2025-04-21 21:25:35 +02:00
50a8ae9d90 IOS: Keep copy of m_devices in USBHost
This gets rid of the ugly direct access to USBScanner::m_devices that
was introduced by the previous commit.

This also fixes a potential thread safety issue.
USB_HIDv4::TriggerDeviceChangeReply loops through m_devices and calls
GetDeviceEntry for each device. If USB_HIDv4::TriggerDeviceChangeReply
is called after a new device is added to m_devices but before hooks are
dispatched, GetDeviceEntry crashes, because the hook that's supposed to
update m_device_ids hasn't run yet. With this commit, this issue can no
longer happen, because USBHost::m_devices_mutex doesn't get unlocked in
between updating m_devices and dispatching the hooks.
2025-04-21 21:25:35 +02:00
427e9c5ad2 IOS: Move USB scanning thread to new class USBScanner 2025-04-21 21:25:35 +02:00
c0c180bdc2 Merge pull request #13467 from JosJuice/profiler-thread-safety
Common: Make Profiler thread safe
2025-04-21 20:19:47 +02:00
258fc1b209 Merge pull request #12949 from LillyJadeKatrin/retroachievements-new-dev-branch
RetroAchievements - Dev Branch Refactor
2025-04-21 14:08:40 -04:00
0b2338a5ee Merge pull request #10084 from Zopolis4/master
Identify Triforce games in gamelist
2025-04-21 13:57:57 -04:00
35fa32e254 Core/PowerPC/JitArm64: Replace zeroes in boolean context with false 2025-04-21 17:06:06 +02:00
89fdc0b9e0 Fix Triforce GameINIs 2025-04-21 22:05:26 +10:00
2238967d93 Add Triforce IPL hash 2025-04-21 22:05:25 +10:00
660232a12c Preliminary implementation of the Triforce Baseboard 2025-04-21 22:05:25 +10:00
2baa09d5b4 Implement endian swapping and lazy decryption of Triforce DI commands 2025-04-21 22:05:25 +10:00
8d94d25203 Implement Triforce ID parsing 2025-04-21 22:05:25 +10:00
71f654cdc4 Add Triforce platform and preliminary boot.id parsing 2025-04-21 22:05:25 +10:00
494e2c05c2 Adding support for detecting .bin images 2025-04-21 22:05:24 +10:00
0827d9f06d MemArenaDarwin: Initialize all address variables passed to vm_map 2025-04-21 00:40:01 -04:00
0109c27ad7 SI: Fix GBA link by having a separate response for "error" and "no data". 2025-04-21 00:39:07 -04:00
e40c9b674c ScmRevGen: Bump version to 2503a 2025-04-21 00:38:22 -04:00
ec9fb08dab MTLUtil: Remove availability check for iOS 13
My personal fork requires minimum iOS 14, so this is not required.
2025-04-21 00:24:58 -04:00
65f42ee2d2 MTLUtil: Always use MSL 2.3
The minimum macOS (and minimum iOS on my personal fork) are enough to allow MSL 2.3 usage without availability checks.
2025-04-21 00:24:58 -04:00
53b66be47d MTLUtil: Remove availability checks for macOS 10.15 and iOS 13 2025-04-21 00:24:58 -04:00
0bc33fb6df MTLUtil: Remove availability check for macOS 10.15 2025-04-21 00:24:58 -04:00
dc8865718e MTLUtil: Remove availability check for macOS 11 2025-04-21 00:24:58 -04:00
7213cdd439 MemoryUtil: Remove availability checks for macOS 11 2025-04-21 00:24:58 -04:00
ad79a62d22 README: Update minimum macOS version to 11.0 2025-04-21 00:24:57 -04:00
82ee77e4e1 BuildMacOSUniversalBinary: Remove architecture-specific macOS deployment target flags
I can't see any situation in the foreseeable future where we need to target different macOS versions for each architecture.
2025-04-21 00:24:57 -04:00
39e535d4aa CMakeLists: Bump minimum macOS to 11.0 2025-04-21 00:24:57 -04:00
a517c9f862 CoreTiming: Move VISkip calculation into a separate function. 2025-04-20 22:01:06 -05:00
7236d1539a CoreTiming: Cleanups to avoid drift from cumulative rounding errors. 2025-04-20 22:01:01 -05:00
bc3c3eb79a Merge pull request #13524 from jordan-woyak/fix-gba-link
SI: Fix GBA link by having a separate response for "error" and "no data".
2025-04-20 22:29:38 -04:00
41408076e3 Merge pull request #13520 from shuffle2/android-start
Prevent android generating duplicate analytics events
2025-04-20 20:17:30 -04:00
7e7b75c1e6 Merge pull request #13537 from tygyh/DiscIO-Make-variables-constexpr
DiscIO: Make variables constexpr
2025-04-21 00:52:18 +01:00
9504916f72 Merge pull request #13538 from tygyh/DiscIO-Use-default-to-define-a-trivial-destructor
DiscIO: Use `= default` to define a trivial destructor
2025-04-20 22:32:12 +01:00
0a52140145 Merge pull request #13549 from shuffle2/ucrtpatch
remove ucrt compat patches
2025-04-20 22:24:57 +01:00
45ed4b2be9 Merge pull request #13541 from tygyh/DiscIO-Remove-redundant-zero-initializers-in-aggregate-initializations
DiscIO: Remove redundant zero initializers in aggregate initializations
2025-04-20 22:07:58 +01:00
2adf3449f3 Merge pull request #13548 from shuffle2/http
HttpRequest: remove some legacy code for windows < 8.1
2025-04-20 22:07:32 +01:00
8d7d026da6 Merge pull request #13533 from tygyh/DiscIO-Make-classes-final
DiscIO: Make classes final
2025-04-20 16:06:07 -05:00
2d1161150b remove ucrt compat patches
Dolphin has not supported a version of windows where
these binaries exist for a while.
2025-04-20 12:50:10 -07:00
5dd896a7d9 HttpRequest: remove some legacy code for windows < 8.1 2025-04-20 11:46:09 -07:00
07ad189b4f DiscIO: Pass parameters by constant reference 2025-04-20 08:26:09 +02:00
a1691a4031 Prevent android generating duplicate analytics events
dolphin-start event was being generated twice for the normal
end-user case, as can be seen in analytics data for some years.
The problem occured when:
* Android reaped the process hosting the dolphin activity
  (e.g. for power/memory saving).
and
* Dolphin activity was in "stopped" state for > 6 hours before
  being switched back to.

Under above conditions, both calls to ReportStartToAnalytics
would be performed, as dolphin thought it was being launched anew,
and also thought it had been asleep for > 6 hours.

fixes https://bugs.dolphin-emu.org/issues/13675
2025-04-19 22:16:01 -07:00
ac3dbe2294 Core/State: Use UniqueBuffer instead of make_unique and std::vector for save state buffers. 2025-04-19 17:29:56 -05:00
12dcd6c285 Common: Add UniqueBuffer and SharedBuffer templates. 2025-04-19 17:13:40 -05:00
f78fa2e9f1 LinearDiskCache: Use make_unique_for_overwrite. 2025-04-19 17:13:40 -05:00
77b4270981 DiscIO: Remove redundant zero initializers in aggregate initializations 2025-04-19 22:04:50 +02:00
7123fcd19b DiscIO: Use = default to define a trivial destructor 2025-04-19 17:43:18 +02:00
f6ba69f99a DiscIO: Make variables constexpr 2025-04-19 17:17:02 +02:00
1ae0b23265 Merge pull request #13528 from jordan-woyak/win-cmake-fix
Common/Timer: Change HANDLE to void* to avoid including Windows.h to fix cmake build.
2025-04-19 16:41:51 +02:00
b8e70df413 Android: Show time played in game details
Unlike in DolphinQt, there isn't much space to show playtimes directly in
the game list, so I've put it in the game details dialog instead.
2025-04-19 14:34:49 +02:00
3eee52cb6b Android: Create toggle for enabling/disabling time tracking 2025-04-19 14:29:49 +02:00
49ebdaaae3 Merge pull request #13507 from JosJuice/time-played-game-id
Core: Don't store game ID inside TimePlayed
2025-04-19 14:28:02 +02:00
fda8afaf5c SI: Fix GBA link by having a separate response for "error" and "no data". 2025-04-19 03:28:57 -05:00
301cc5ee63 DiscIO: Make classes final 2025-04-19 09:05:22 +02:00
cb20959679 Common/Timer: Change HANDLE to void* to avoid including Windows.h to fix cmake build. 2025-04-18 21:50:15 -05:00
056b0339be Merge pull request #13496 from TryTwo/PR_GameSettings_Fix
Game config settings: Show global value when no game setting exists.
2025-04-18 15:56:59 -05:00
c55624702c Allow RA Dev Tools for Unidentified Games
Due to requests from RA Devs, updating the AchievementManager LoadGameCallback to still set MemoryPeeker (and set m_system) if the load game response is NO_GAME_LOADED, so that the memory inspector et al continue function properly on unidentified hashes. Without this, no memory is loaded and the memory inspector will show all zeroes.
2025-04-16 23:59:16 -04:00
a96c935c1c Added modified achievements confirmation
Added a line to the close game confirmation dialog to tell the dev if there are unsaved modifications to the achievement assets.
2025-04-16 17:01:22 -04:00
b9a93794ff Added game title estimate for achievement development
If the development system is started for a game with an unrecognized hash, RA_Integration opens a dialog for connecting the hash with a title. That dialog is prepopulated by the results of GameTitleEstimateHandler.
2025-04-16 17:01:22 -04:00
ef612912a2 Handle local achievements
Displays an additional message when an achievement unlocks that isn't on the site yet (either hasn't yet been uploaded or modified from remote) i.e. achievements the "player" is actively developing.
2025-04-16 17:01:21 -04:00
fa782de15c Add MemoryPoker for RAIntegration 2025-04-16 17:00:58 -04:00
f8bf35e6f0 Merge pull request #13518 from tygyh/Fix-Partition-struct-comparison-operators
DiscIO/Volume: Fix Partition struct comparison operators
2025-04-16 00:20:28 -05:00
8bfde300f4 Merge pull request #13519 from tygyh/Replace-definitions-with-constant-expressions
Replace definitions with constant expressions - Core/HW/EXI/BBA/TAP_Win32
2025-04-16 00:19:40 -05:00
5af315ec17 Merge pull request #13521 from OatmealDome/darwin-memarena-ub
MemArenaDarwin: Initialize all address variables passed to vm_map
2025-04-16 00:12:50 -05:00
2af276d27e MemArenaDarwin: Initialize all address variables passed to vm_map 2025-04-16 00:50:54 -04:00
c4f906bcd9 Replace definitions with constant expressions - Core/HW/EXI/BBA/TAP_Win32 2025-04-15 12:26:16 +02:00
3bb925c1c7 DiscIO/Volume: Fix Partition struct comparison operators 2025-04-15 12:18:23 +02:00
473cb6c3bc Remove redundant parentheses - Tools 2025-04-15 08:08:07 +02:00
2397a3a915 Use range-based loops - Core VideoBackends 2025-04-14 21:49:08 +02:00
883a5cccfa GameINI: Toshi engine updates
Update several INI GameSettings for Blue Tongue Entertainment games

Add comments & more Nick games fixes

Adds comments to all FMV fixes and adds even more fixes for Nick games
2025-04-14 05:21:47 -04:00
90a4be4b36 Add RAIntegration event handler
Some refactoring done to hardcore toggling so that it's more readily available for the toggle hardcore event.
2025-04-13 13:36:15 -04:00
9caa02493d Add RetroAchievements development menu
When the menu exists, it replaces the Achievements action in the Tools menu.
2025-04-13 08:06:00 -04:00
36c7e7f3c7 Load RA_Integration.DLL at init if present 2025-04-13 08:05:59 -04:00
cab5bc5680 Update rcheevos submodule to newest master 2025-04-13 08:05:59 -04:00
6ad267017c Refactor AchievementBox to const pointer
Not sure when or why this became necessary but it works.
2025-04-13 08:05:59 -04:00
2c20d5dcd9 GameList: Ignore non-left double-clicks
Don't start a game when a double-click is triggered by a mouse button
other than the left button.

Fixes https://bugs.dolphin-emu.org/issues/12272.
2025-04-12 16:17:04 -07:00
4f210df86a Merge pull request #13489 from AdmiralCurtiss/translate-audio-backend
DolphinQt/AudioPane: Fix Audio backend dropdown not using translated names
2025-04-12 17:59:42 +02:00
bcddd78a89 Merge pull request #13500 from jordan-woyak/accel-gyro-any-mapping
InputCommon: Activate IMU Accelerometer and Gyroscope mappings when any direction has a bound input.
2025-04-12 11:47:38 -04:00
d194e69bbd Core: Don't store game ID inside TimePlayed
When you use TimePlayed, you have to provide a game ID either when
creating the object or when calling GetTimePlayed on it. If you don't
provide a game ID when creating the object, function calls that don't
take a game ID will silently fail, except for Reload. This isn't very
obvious, and there's no strong benefit to storing the game ID inside
TimePlayed anyway (it just lets TimePlayed skip calling EscapeFileName),
so this commit removes the TimePlayed constructor that takes a game ID
and instead makes the functions that need game IDs always take a game ID
argument.
2025-04-12 15:20:49 +02:00
5285b1168a Merge pull request #13503 from sepalani/ip-top-perf
IP/Top: Fix performance regression in GetInterfaceOpt
2025-04-11 18:56:35 -04:00
03451f2bc9 IP/Top: Fix performance regression in GetInterfaceOpt 2025-04-12 01:38:00 +04:00
87beb7d67b InputCommon: Activate IMU Accelerometer and Gyroscope when any direction has a bound input. 2025-04-10 15:55:49 -05:00
fc0179c1ea Merge pull request #13498 from jordan-woyak/immxfb-dualcore-todo
BPStructs: Add TODO for unsafe usage of GetTicks.
2025-04-09 23:20:35 -04:00
4aa056dd4d BPStructs: Add TODO for unsafe usage of GetTicks. 2025-04-08 19:58:31 -05:00
7ca8dc3767 Use std path utility for automatic path seperator handling.
It was being done manually, which a TODO comment advised against.
Using generic_string() from std::filesystem::path solves this.

Fix encoding issue using generic_wstring instead.
2025-04-08 16:54:11 -04:00
01363572cb Merge pull request #13483 from Sam-Belliveau/fixed_playback_speed
Use Doubles for Sample Rate Conversion
2025-04-08 13:45:12 -04:00
91380258a1 GameConfig Settings: If no game setting exists for a certain option, then show the global setting value. Previously showed the default value if the game setting didn't exist. 2025-04-07 20:41:46 -07:00
ee27f03a43 Merge pull request #13439 from jordan-woyak/perf-marker
Core: Move CountPerformanceMarker to VideoInterface to eliminate a Throttle call. PerformanceMetrics: Fixes/Cleanups.
2025-04-07 17:57:56 -04:00
b306d00d5d DolphinQt/AudioPane: Fix Audio backend dropdown not using translated names 2025-04-06 05:09:23 +02:00
f59507c856 Merge pull request #13488 from TryTwo/PR_MonsterHT_ini_bloom
Game setting fix: Monster Hunter Tri bloom
2025-04-05 21:38:11 -04:00
69bdb0535c Gamesetting fix: Monster Hunter Tri. set EFBAccessEnable = True to fix over-bloom issues.
Was broken due to the default for this setting being switched.
2025-04-05 17:40:32 -07:00
ec49ea5be3 PerformanceMetrics: Fix window arrangement
Fix overlays stacking on top of each other or not moving to the edge of
the screen when enabling or disabling overlays while emulation is
active.

This change only applies when Config::GFX_MOVABLE_PERFORMANCE_METRICS is
False.
2025-04-05 14:22:17 -07:00
74e752ed9c Mixer: Use Doubles for Sample Rate Conversion. 2025-04-05 13:46:37 -05:00
2d1671a863 Merge pull request #13485 from jordan-woyak/timer-dualcore-fix
CoreTiming: Fix Precision Frame Timing in Dual Core mode on Windows.
2025-04-05 08:52:32 +02:00
06afa0036a CoreTiming: Fix Precision Frame Timing in Dual Core mode on Windows. 2025-04-04 19:13:53 -05:00
edb1db7400 Translation resources sync with Transifex 2025-04-04 21:45:46 +02:00
bee7035322 Merge pull request #13426 from jordan-woyak/sleepy-windows
Common/CoreTiming: Create a PrecisionTimer class for better frame pacing.
2025-04-04 15:34:00 -04:00
e0e53f3235 Common/Timer: Use YieldProcessor on Windows. 2025-04-03 15:48:51 -05:00
7dc27753e2 CoreTiming: Add a setting to use Common::PrecisionTimer. 2025-04-03 15:48:51 -05:00
e5c8935acc Common: Create a PrecisionTimer class. 2025-04-03 15:48:51 -05:00
dadbd2f9fb Merge pull request #13479 from iwubcode/mali_draw_fix
VideoCommon: fix a mali draw bug that causes crashes in some games
2025-04-03 21:55:41 +02:00
af1f07207f VideoInterface: Throttle for VBlank only when necessary. 2025-04-02 23:24:03 -05:00
c42dab6388 Core: Move CountPerformanceMarker to VideoInterface to eliminate a Throttle call. PerformanceMetrics: Fixes/Cleanups. 2025-04-02 23:23:51 -05:00
61ab662733 Merge pull request #13424 from Sam-Belliveau/granule-performance-improvements
AudioCommon: Increased Granule Synthesis Performance
2025-04-02 22:44:14 -04:00
ebc9c8492d Use std::views::values and std::views::keys functions - NetPlayServer 2025-04-02 20:06:10 +02:00
c705e366f0 Merge pull request #13478 from jordan-woyak/metal-af
VideoBackends/Metal: Fix anisotropic filtering handling.
2025-04-02 09:07:44 +01:00
ec36fce7c6 VideoCommon: fix a mali bug by moving the perf queries back to being close to the draw call, having them apart seems to cause errors on some devices 2025-04-01 18:32:42 -05:00
877864c23a Improve Performance of Granular Buffering + User Adjustable Buffer Size 2025-04-01 18:17:21 -04:00
33a7283d3b VideoBackends/Metal: Fix anisotropic filtering handling. 2025-04-01 15:09:21 -05:00
01a7732d50 IOS: Disguise Rock Band PlayStation USB devices as Wii equivalents
This lets you use PS3 Rock Band controllers with Wii Rock Band and
Guitar Hero games.

A normal user will probably never have any reason to disable this
behavior, but I figured maybe there's some person out there who would
like to disable it. (For instance, I know there's a mod for RB3 that's
trying to implement the same kind of cross-console controller
compatibility, and that can only be tested if the behavior I'm adding is
disabled.) So the behavior is controlled by an INI-only setting.
2025-03-31 21:24:25 +02:00
17c994df2a InputCommon: Move SDL Device class into its own cpp/h files. 2025-03-30 23:23:06 -05:00
4533605c03 DolphinQt: Update tooltips for ImmediateXFB, VBISkip, SkipPresentingDuplicateFrames interaction clarity. 2025-03-30 20:55:26 -05:00
920f940ad0 DolphinQt: Don't toggle GFX_HACK_SKIP_DUPLICATE_XFBS when GFX_HACK_IMMEDIATE_XFB or GFX_HACK_VI_SKIP are enabled. 2025-03-30 20:51:20 -05:00
1b85da9b85 Merge pull request #13471 from Nitch2024/CTRL+G
[Debugger] CTRL+G support in code and memory view
2025-03-30 15:39:54 +02:00
7e57834691 GameSettings: fix startup hang in Moki Moki
The game sets up a fifo breakpoint callback that just writes a flag to
memory. The hang occurs right after calling GXEnableBreakPt(). It is a
busy loop that repeatedly compares the same register without reloading
it from memory. I guess the developers forgot to make the variable
atomic and never noticed because on hardware the breakpoint is hit
immediately so the flag is already set when it is loaded for the first
(and only) time. This patch grows the loop by one instruction to include
the flag load in the loop.
2025-03-30 00:48:22 +00:00
1b87ea83e6 [Debugger] CTRL+G support in code and memory view 2025-03-29 12:43:15 -07:00
957265ba52 Common: Make Profiler thread safe 2025-03-29 15:05:02 +01:00
9819d66a47 Merge pull request #13221 from mitaclaw/nrvo-fails-1
GCC: Remedy NRVO Fails
2025-03-29 03:26:46 -04:00
f00b7d39f0 Merge pull request #13465 from TryTwo/PR_Bugfix
AudioPanel Bugfix
2025-03-28 19:56:36 -04:00
efd993f382 AudioPanel bugfix: Forgot to wrap an optional slider in a conditional. 2025-03-28 15:50:24 -07:00
4c727a84c5 Merge pull request #13456 from jordan-woyak/mapping-window-blank-square-fix
DolphinQt: Fix blank square in MappingWindow's top-left corner.
2025-03-28 18:44:32 -04:00
932b4abdcf Merge pull request #13457 from jordan-woyak/efb-access-fix
VideoCommon: Fix out-of-bounds and disabled EFB access.
2025-03-28 18:43:57 -04:00
7d794897c4 Merge pull request #13434 from JosJuice/android-non-blocking-input-detection
Android: Don't use separate thread for MotionAlertDialog
2025-03-28 18:25:04 -04:00
e0032b3e2c Merge pull request #13122 from TryTwo/PR_Audio_Configs
AudioPanel: Refactor to use Config system.
2025-03-28 14:52:54 -04:00
c7ede8a6b7 Merge pull request #13461 from JoshuaVandaele/warningsbegone
Fix shadowed variable warnings and missing declarations
2025-03-28 18:43:09 +01:00
ee22cf9b22 Merge pull request #13462 from jordan-woyak/android-wm-mapping-fix
Android/Input: Fix crash when mapping wii remote extensions.
2025-03-28 18:35:15 +01:00
0a3feb3e42 Android/Input: Fix a crash when mapping wii remote extensions. 2025-03-27 18:29:02 -05:00
3a1a60d4f8 Fix shadowed variable warnings and missing declarations
- PPCSymbolDB:  Resolve shadowed variable warnings
- PerformanceMetrics:  Resolve shadowed variable warnings
- SWEfbInterface: Add missing declarations
2025-03-27 21:48:08 +01:00
662cfa38c2 Merge pull request #13460 from jordan-woyak/play-time-tracker-thread-name
Core: Name the play time tracker thread.
2025-03-27 17:02:36 +00:00
cb24821dcc Merge pull request #13217 from cristian64/extract_gecko_creator_name
DolphinQt: Extract creator name from code name in Gecko codes.
2025-03-27 12:26:47 -04:00
ebd879cb30 Core: Name the play time tracker thread. 2025-03-27 01:38:55 -05:00
e5608c6ca5 ConfigControl fix: Add invalid index check to ConfigComplexChoice. Resolve with a default index that can be set.
If more control is needed,  it could be changed to allow multiple states to point to the same index.
2025-03-26 13:15:57 -07:00
896b4bb1fa AudioPanel: Refactor to use Config system. Some options were changed to a different format, for easier compatibility.
Removed VolumeChanged signal, as ConfigChanged will trigger what is needed.

Only applies UpdateSoundStream to things that can change during emulation.

Settings::SetVolume might no longer be used, but left it in.
2025-03-26 12:26:01 -07:00
1ecd6fbc9b Move variables to inner scope 2025-03-26 18:21:46 +01:00
e351f03cdf VideoCommon: Fix out-of-bounds and disabled EFB access. 2025-03-26 01:23:16 -05:00
849d8b7dae DolphinQt: Fix blank square in MappingWindow's top-left corner. 2025-03-25 20:52:29 -05:00
1981f22228 Merge pull request #13433 from iwubcode/update_min_win10
Update our minimum windows 10 version to 1903 and reinstate code that depends on it
2025-03-25 18:30:15 -04:00
d2cc6760a0 Use Common::ToUnderlying 2025-03-25 21:25:46 +01:00
eb84b0fb9b Merge pull request #13442 from TryTwo/PR_CodeWidget_Layout_Tweak
Debugger CodeWidget: Small layout tweak
2025-03-25 13:19:02 -04:00
e34907025d Add numeric label support to assembler 2025-03-24 18:59:32 -07:00
5d4b884e64 Merge pull request #13450 from Tilka/daring_game
GameSettings: fix startup crash in "The Daring Game for Girls"
2025-03-24 00:22:39 -04:00
5a708f0f24 GameSettings: fix startup crash in "The Daring Game for Girls" 2025-03-23 23:28:22 +00:00
6d8ba94e4c DolphinQt: Extract creator name from code name in Gecko codes.
Gecko codes in Dolphin feature a dedicated field for the creator of the
cheat code. When saved into the INI file, the code name and the creator
name are concatenated, and then inserted in the `[Gecko]` section:

```ini
[Gecko]
$<cheat code name> [<creator>]
<code line 1>
<code line 2>
<code line 3>
<...>
$<other cheat code name> [<creator>]
<code line 1>
<code line 2>
<code line 3>
<...>
```

On the other hand, enabled codes are listed under the `[Gecko_Enabled]`
section, but in this case the creator name is omitted from the line:

```ini
[Gecko_Enabled]
$<cheat code name>
$<other cheat code name>
```

Having the creator name in the `[Gecko]` section but not in the
`[Gecko_Enabled]` section is arguably not ideal, but this is legacy
behavior in Dolphin.

The **Cheat Code Editor** dialog is not acknowledging this subtle
behavior in Dolphin: the cheat code name and the creator name *can* be
both inserted in the name field. This issue manifests as an inconsistent
state where a Gecko code that *appears* to be enabled has no effect when
the game is launched.

As part of this fix, the creator name (if present) is now moved into the
dedicated creator field before the code is stored internally.

Test plan:

- Right-click on any game and open the **Properties** dialog.
- Switch to the **Gecko Codes** tab.
- Press the **Add New Code...** button.
- In the **Cheat Code Editor** dialog:
  - Enter `This is a test [Jane Doe]` in the **Name:** field.
  - Enter `01234567 00000000` in the **Code:** field.
  - Press **Save**.
- Observe that the newly added code is now in the list, and *appears* to
  be enabled.
- Close the **Properties** dialog.
- Right-click on the same game and open the **Properties** dialog again.

**Without** the fix, the newly added code, while still on the list, has
been inadvertently disabled (it was never really enabled!).

**With** the fix, the newly added code is the list and remains enabled.

This fixes https://bugs.dolphin-emu.org/issues/13695.
2025-03-23 21:37:23 +00:00
0b128badae DolphinQt: Fix unresponsive hotkeys during framestep overlay move
Fix the following bug:

* Have a moveable ImGui overlay enabled, such as the Statistics window.
* Pause the game.
* Click and hold on the overlay's title bar as if you were going to move
  it. Because the screen isn't updating while the game is paused, you
  won't be able to actually move the overlay.
* Press the Frame Advance hotkey several times until it stops
  responding.

At this point emulation hotkeys are no longer responsive. This can be
resolved by selecting Play from the toolbar or menu, or selecting Frame
Advance from the menu a couple times, but it's annoying and not obvious
what's gone wrong or how to fix it.

Why the bug is happening:

* Doing a framestep while clicking on the overlay title bar causes ImGui
  to set IO.WantCaptureKeyboard to true, indicating that ImGui is
  requesting Dolphin ignore any keyboard events while the overlay is
  being interacted with.
* Dolphin complies with this request, causing
  Host_UIBlocksControllerState to return true and thus setting the input
  gate to ignore input.
* IO.WantCaptureKeyboard is only updated when ImGui::NewFrame() is
  called, which only happens at the end of each present. It thus remains
  true indefinitely since the game paused after the last framestep, and
  so Dolphin ignores any hotkeys such as the framestep or play keys.

The fix:

Ignore IO.WantCaptureKeyboard when the game is paused. ImGui can't
meaningfully capture input anyway when the game is paused, so this
shouldn't cause any problems elsewhere.

Once async presentation is implemented we'll want to revert this change,
both because it'll become unnecessary and because ImGui will be able to
do stuff while paused and so suppressing emulation hotkeys will actually
be useful.
2025-03-23 14:36:58 -07:00
9e9faf3be1 Android: Show message when trying to map disconnected device
Having the MotionAlertDialog immediately close is confusing for users.
Let's show a message to tell them what went wrong.
2025-03-23 21:39:08 +01:00
516c1314d2 Android: Don't use separate thread for MotionAlertDialog
This is an Android continuation of bc95c00. We now call
InputDetector::Update immediately after receiving an input event from
Android instead of periodically calling it in a sleep loop. This
improves detection of very short inputs, which are especially likely to
occur for volume buttons on phones (or at least on my phone) if you
don't intentionally keep them held down.
2025-03-23 21:39:04 +01:00
ad3650abfc Merge pull request #13093 from mitaclaw/ranges-modernization-4-projection
Ranges Algorithms Modernization - Projection
2025-03-23 15:56:13 -04:00
1515cf6ccd Merge pull request #13447 from JosJuice/bba-panic-tr
EXI: Make HLE BBA panic alerts translatable
2025-03-23 15:22:11 -04:00
cef4d8fb76 Merge pull request #13432 from iwubcode/custom_pixel_fragment
VideoCommon: move to a 'process_fragment()' function to simplify custom shaders
2025-03-23 15:21:48 -04:00
f50d2ee86c Merge pull request #13425 from jordan-woyak/after-present-cleanup
Fix performance statistics when Skip Duplicate Frames is turned off.
2025-03-23 15:21:31 -04:00
28f1beeca8 Merge pull request #13398 from jordan-woyak/perf-tracker
PerformanceTracker: Eliminate mutex. General cleanups.
2025-03-23 15:21:11 -04:00
178462e10f Merge pull request #13385 from Tilka/sp2_ad16
Fix AD16 and make SP2 configurable
2025-03-23 15:20:45 -04:00
9b0471532c Merge pull request #13368 from jordan-woyak/anisotropic-filtering
Use Game Requested Anisotropic Filtering
2025-03-23 15:17:24 -04:00
2da255d8cd Merge pull request #13311 from iwubcode/dynamic_input_textures_reduce_image_writes
Core / DolphinQt / InputCommon: reduce the number disk writes when using DynamicInputTextures
2025-03-23 15:12:28 -04:00
e93f0de8a4 Merge pull request #13295 from jordan-woyak/controller-emu-cleanup
InputCommon/ControllerEmu: Break out functionality of EmulatedController to eliminate redundant members.
2025-03-23 15:12:06 -04:00
c1990bc687 EXI: Make HLE BBA panic alerts translatable
Also rewording the messages to make them clearer and fix typos.
2025-03-23 15:43:16 +01:00
8e253518e6 VideoCommon: move to a 'process_fragment()' function to simplify custom shaders and provide a direct override of the tev stage logic 2025-03-22 15:22:00 -05:00
e18d98d4fc Core: properly distinguish between ES title switches (Wii titles) and normal loading (GC, also called for Wii..); update config for ES title change, generate textures for both situations 2025-03-22 14:55:20 -05:00
d03f9032c1 Core / DolphinQt / InputCommon: reduce the number disk writes when using DynamicInputTextures 2025-03-22 14:53:02 -05:00
b0867c1602 CodeWidget: Layout tweak. Give left-side widgets more vertical space by moving the address bar out of the way. Align things better. 2025-03-21 09:55:52 -07:00
18979129f3 Merge pull request #13441 from jordan-woyak/wm-speaker-cleanup
WiimoteEmu: Eliminate dynamic memory allocation in speaker data decoding.
2025-03-18 16:23:50 -04:00
3bf2de369a WiimoteEmu: Eliminate dynamic memory allocation in speaker data decoding. 2025-03-18 03:12:50 -05:00
561aee7707 Config: Expose Default and 1x Anisotropic Filtering setting. 2025-03-17 20:46:24 -05:00
4b711e1e0a DolphinQt: Allow ConfigComplexChoice to handle DefaultState values. 2025-03-17 20:46:24 -05:00
ba1bf6959e Config: Allow passing a DefaultState object to Set functions to delete keys. 2025-03-17 20:46:24 -05:00
137d1375d4 Enable game-requested anisotropic filtering in Metal backend. 2025-03-17 20:46:24 -05:00
79a1e480ca Enable anisotropic filtering when the game requests it 2025-03-17 20:46:19 -05:00
a7d1cac8ad Core: Call PerformanceMetrics::CountFrame regardless of PresentReason. 2025-03-17 17:24:08 -05:00
0299540209 Merge pull request #13397 from jordan-woyak/perf-metrics
PerformanceMetrics: Eliminated a mutex. Code cleanups.
2025-03-17 23:20:41 +01:00
3b8384acf6 Merge pull request #13438 from Tilka/heads/refs/warning
Fix -Wunused-lambda-capture warning
2025-03-17 22:16:46 +00:00
6a90affa38 Fix -Wunused-lambda-capture warning 2025-03-17 20:08:19 +00:00
42fb43dacf Implement multiple saves import
https://bugs.dolphin-emu.org/issues/12887
2025-03-17 10:43:09 +01:00
0afbeae70c Merge pull request #13430 from jordan-woyak/tatacon-desired-state
WiimoteEmu: Make TaTaCon DesiredState use only one byte of space.
2025-03-16 15:04:21 -04:00
dc4cb7874a Merge pull request #13428 from rsgnz/Contributing.md-changes
Contributing.md: Replace egrep with grep -E in clang-format command.
2025-03-16 14:59:49 -04:00
49bee36e6a Merge pull request #13435 from iwubcode/uninitialized_directx
VideoCommon: initialize uninitialized state value in pixel ubershader
2025-03-16 14:56:44 -04:00
9720b1f5f5 Merge pull request #13411 from jordan-woyak/gui-vconfig
DolphinQt/GeneralWidget: Eliminate unnecessary g_Config usage.
2025-03-16 14:54:24 -04:00
9e513d93e1 Merge pull request #13414 from jordan-woyak/vconfig-framedump
VideoConfig: Eliminate frame dumping members.
2025-03-16 14:53:47 -04:00
07cec796f4 Merge pull request #13417 from luzpaz/typo-source-core-common
Core/Common: Fix typos
2025-03-16 14:53:02 -04:00
c5f89f2de9 VideoCommon: initialize uninitialized state value in pixel ubershader to prevent error on directx in some games 2025-03-16 11:35:56 -05:00
48b2f7d200 VideoConfig: Eliminate frame dumping members. 2025-03-16 04:30:06 -05:00
c1dea828ab Common: use std::chrono for GetLocalTimeSinceJan1970 on Windows
Co-authored-by: Shawn Hoffman <godisgovernment@gmail.com>
2025-03-16 00:59:45 -05:00
452cd1c261 Core: use more recent api in ComputeDefaultCountryCode on Windows
Co-authored-by: Shawn Hoffman <godisgovernment@gmail.com>
2025-03-16 00:59:45 -05:00
373a1a5dc0 Update min win10 version from 1703/15063 to 1903/18362
Co-authored-by: Shawn Hoffman <godisgovernment@gmail.com>
2025-03-16 00:59:45 -05:00
f4c37aeb14 Merge pull request #13423 from jordan-woyak/async-request-cleanup-1
AsyncRequests Cleanups.
2025-03-15 18:17:29 -04:00
90b6f0d16d Config: make SP2 configurable 2025-03-15 22:03:17 +00:00
951a84833a EXI: fix AD16
The GameCube IPL is now able to detect this device. However, this
triggers some memory clearing code that trips up Dolphin's I$.
2025-03-15 22:03:16 +00:00
6aff82eda3 WiimoteEmu: Make TaTaCon DesiredState use only one byte of space. 2025-03-15 16:48:05 -05:00
99cde4e269 Merge pull request #13395 from jordan-woyak/vi-HORIZONTAL_BEAM_POSITION-ticks
VideoInterface: Update m_ticks_last_line_start from the event's ticks value.
2025-03-15 17:27:07 -04:00
1bd3e79fda Merge pull request #13378 from jordan-woyak/desired-ext-state
WiimoteEmu: Clean up variant handling in DesiredExtensionState.
2025-03-15 17:26:49 -04:00
e3deb14156 Merge pull request #13347 from iwubcode/custom_shader_overhaul_lighting
VideoCommon: move lighting shader logic to callable functions
2025-03-15 17:26:32 -04:00
46e0952e97 PerformanceTracker: Use SPSCQueue and atomic to eliminate need for a mutex. Clean up some math. 2025-03-15 14:40:00 -05:00
c763961112 PerformanceTracker: Use std::deque instead of hand-rolled circular
queue.
2025-03-15 14:40:00 -05:00
b2ce3fbefc PerformanceTracker: Pass chrono values instead of us s64. 2025-03-15 14:40:00 -05:00
ddb82a5e8c InputCommon/ControllerEmu: Break out functionality of EmulatedController
to eliminate redundant unused members in Wii Remote extension objects.
2025-03-15 14:30:43 -05:00
225039f742 Merge pull request #13427 from LillyJadeKatrin/retroachievements-code-approval-fix
Fixed Multi Config Code Approvals
2025-03-15 13:57:48 -04:00
049e52ce1c Merge pull request #13429 from JosJuice/fix-broken-merge
Fix broken merge of PR #13181
2025-03-15 17:53:11 +01:00
f2d1918714 Fix broken merge of PR #13181
This undoes one of the changes of PR #13181. I'm guessing the relevant
code changed between when the PR was last pushed to and when it was
merged.
2025-03-15 17:23:39 +01:00
e637a05707 Merge pull request #12866 from JosJuice/android-log-types-sorting
Android: Replace log type names map with array
2025-03-15 16:01:33 +01:00
1f087473aa Merge pull request #12809 from JosJuice/jitarm64-cmp-sp
JitArm64: Replace a comparison to SP
2025-03-15 16:00:15 +01:00
b2f8dac739 Merge pull request #13271 from dreamsyntax/gradle-wrapper
Android: Upgrade AGP & Gradle
2025-03-15 15:59:21 +01:00
541344ef9b Merge pull request #13240 from thalesmg/20241225-m-known-bt-addresses-config-only
feat(linux): allow configuring real wiimotes with known bluetooth addresses
2025-03-15 15:34:49 +01:00
8c7ab286f5 Merge pull request #13181 from tygyh/Replace-'reinterpret_cast'
Replace 'reinterpret_cast' with 'static_cast'
2025-03-15 15:31:38 +01:00
3fb4084e25 Merge pull request #13345 from Tilka/unswap_depth
Fix depth texture being incorrectly affected by swap table
2025-03-15 14:30:19 +01:00
fd2c6918fa Merge pull request #13388 from jordan-woyak/vsync-not-recommended
DolphinQt: Don't recommend v-sync for optimal frame pacing in tool-tip.
2025-03-15 14:24:29 +01:00
0615ade725 Fixed Multi Config Code Approvals
Refactors the AR/Gecko/Patch code approval process to verify from every possible game ini, not just the base game ID. This fixes codes on specific revisions or codes general to any region.
2025-03-15 07:57:16 -04:00
01978cfcf7 Contributing.md: Replace egrep with grep -E in clang-format command. 2025-03-15 10:02:53 +00:00
2690a62949 Core: Remove unused GetActualEmulationSpeed function and related variables/functions. 2025-03-14 03:10:13 -05:00
e1745f682f PerformanceMetrics: Eliminated a mutex. Code cleanups. 2025-03-14 03:10:13 -05:00
4d3f247cc3 Merge pull request #13352 from Sam-Belliveau/granular_synthesis
AudioCommon: Granule Synthesis Audio System
2025-03-14 03:57:09 -04:00
f09ba10daa AudioCommon: Added Granular Synthesis 2025-03-14 01:22:35 -05:00
e82f03b825 Merge pull request #13408 from infirit/flatpakscreensaver
Update the flatpak with the changes how screensavers are handled
2025-03-14 02:19:05 -04:00
6c158ed590 VideoCommon: Create AsyncRequests directly in MMU code to eliminate EFB-related functions in VideoBackendBase. 2025-03-14 01:14:51 -05:00
63b848ca93 VideoCommon: Eliminate EFBAccessType enum. Eliminate union and switch statement handler in AsyncRequests. 2025-03-14 00:59:41 -05:00
15372dc835 VideoCommon: move lighting shader logic to callable functions 2025-03-13 23:56:04 -05:00
ca9b34a6d1 Merge pull request #13394 from jordan-woyak/odd-even-pacing
VideoInterface: Adjust even-field to match odd-field pacing when PSB values differ.
2025-03-13 21:56:36 -04:00
0e2785a562 Merge pull request #13387 from jordan-woyak/frame-pacing
CoreTiming: Improve frame pacing
2025-03-13 14:23:18 -04:00
a421d6859f Merge pull request #13418 from jordan-woyak/efb-interface
VideoCommon: Rename Renderer to EFBInterface.
2025-03-13 14:20:34 -04:00
fdf00050a6 DolphinQt: Use tooltips on Advanced tab. 2025-03-13 05:32:16 -05:00
5b36c13bfb VideoCommon: Rename Renderer to EFBInterface. 2025-03-12 21:09:16 -05:00
1b47dbf519 Core/Common: Fix typos
Found via `codespell -q 3 -S "./Externals,./Data/Sys/wiitdb-??.txt,*.po,*.pot" -L andf,asnd,bootup,brocken,bufferin,clen,collet,datas,delt,diety,extint,fpr,inout,inport,interm,nd,nin,ontop,pixelx,re-use,re-used,sav,stateman,strat,transer,wil`
2025-03-11 19:48:45 -04:00
de997d616f Merge pull request #13416 from jordan-woyak/unused-viewport-correction
VertexShaderManager: Eliminate unnecessary m_viewport_correction member.
2025-03-11 19:00:55 -04:00
b7bd0a0836 Merge pull request #13413 from jordan-woyak/vconfig-progressive
VideoConfig: Eliminate bForceProgressive.
2025-03-11 18:59:28 -04:00
67c8d5640f Merge pull request #13412 from jordan-woyak/netplay-vconfig
VideoConfig: Eliminate NetPlay related members.
2025-03-11 18:59:02 -04:00
1698daef66 Merge pull request #13410 from jordan-woyak/movie-vconfig
Movie: Eliminate MovieManager::SetGraphicsConfig.
2025-03-11 18:58:45 -04:00
a80062f1b1 Merge pull request #13400 from jordan-woyak/async-request-no-poke-merge
VideoCommon: Don't merge EFBPoke AsyncRequests.
2025-03-11 18:58:27 -04:00
9b2ab6e259 Merge pull request #13407 from luzpaz/typo-data
Data: fix various typos
2025-03-11 15:37:59 -05:00
c191ed5321 VertexShaderManager: Eliminate unnecessary m_viewport_correction member. 2025-03-11 03:55:57 -05:00
5b88c0b90e DolphinQt/GeneralWidget: Eliminate unnecessary g_Config usage. 2025-03-10 20:19:45 -05:00
de01a790e1 VideoConfig: Eliminate bForceProgressive. 2025-03-10 19:02:43 -05:00
7f3d8a1ad4 VideoConfig: Eliminate NetPlay related members. 2025-03-10 18:53:44 -05:00
44423a3656 Movie: Eliminate MovieManager::SetGraphicsConfig. 2025-03-10 18:16:49 -05:00
7222188cde Core/VideoCommon: Push presentation time calculated from CPU thread to GPU thread. 2025-03-10 16:40:46 -05:00
c4bd98c626 VideoInterface: Throttle before VBlank statistics counting. 2025-03-10 16:40:46 -05:00
9ac9813492 SystemTimers: Throttle prior to performance marker. 2025-03-10 16:40:46 -05:00
aa624d8ba8 BTEmu: Throttle prior to wii remote input update. 2025-03-10 16:40:46 -05:00
9675c90890 VideoInterface: Throttle prior to SI poll. 2025-03-10 16:40:46 -05:00
81e842e2aa CoreTiming: Don't Throttle in event queue processing. 2025-03-10 16:39:13 -05:00
fe2d247acb VideoCommon: Don't merge EFBPoke AsyncRequests. 2025-03-10 16:37:24 -05:00
cf1541a511 Data: fix various typos
Found via `codespell -q 3 -S "./Externals,./Data/Sys/wiitdb-??.txt,*.po,*.pot" -L andf,asnd,bootup,brocken,bufferin,clen,collet,datas,delt,diety,extint,fpr,inout,inport,interm,nd,nin,ontop,pixelx,re-use,re-used,sav,stateman,strat,transer,wil`
2025-03-10 16:54:34 -04:00
3705c73d55 xdg-screensaver was replaced by calling dbus interfaces 2025-03-10 21:44:58 +01:00
ae11ffadf6 Allow flatpak to talk to inhibit/screensaver dbus interfaces 2025-03-10 21:44:58 +01:00
433c6ce0f2 GCC: Remedy NRVO Fails
Using the `-Wnrvo` flag introduced by GCC 14, I identified a few places where NRVO was clearly intended, but is fumbled.
2025-03-10 12:38:03 -07:00
5ed8b7bc9d Merge pull request #13403 from jordan-woyak/backend_info
VideoCommon: Move backend_info out of VideoConfig struct.
2025-03-10 15:06:19 -04:00
d45e6c6729 Merge pull request #13401 from jordan-woyak/exit-gpu-loop
Core/VideoBackendBase: Call ExitGpuLoop from Core to eliminate Video_ExitLoop.
2025-03-10 15:05:30 -04:00
203454a97a Merge pull request #13396 from jordan-woyak/vi-odd-even
VideoInterface: Cleanup and minor fix in Update.
2025-03-10 15:05:12 -04:00
ff4486ee23 Merge pull request #13340 from Dentomologist/state_show_decompressing_osd_longer
State: Show "Decompressing State..." OnScreenDisplay message for longer
2025-03-10 15:04:50 -04:00
189d09011b Merge pull request #13363 from JoshuaVandaele/nowarnings
Fix multiple minor warnings
2025-03-10 15:04:14 -04:00
3f73a39dbd Merge pull request #13286 from JoshuaVandaele/xcb
Enforce XCB within code
2025-03-10 15:03:54 -04:00
9f43f59c9b Merge pull request #13276 from JoshuaVandaele/sfml-3.0.0
Migrate to SFML 3.0.0
2025-03-10 15:03:36 -04:00
13d966760d Merge pull request #13362 from MackdannyTwitch/dolphin-RA-approved-cheats-
Added widescreen code for Tomb Raider: Legend GL8.ini
2025-03-10 19:13:34 +01:00
9e23a0a506 Merge branch 'release-prep-2503' 2025-03-10 12:34:02 -04:00
ba40e4abad Added widescreen code for Tomb Raider: Legend GL8.ini
As the PS2 version is the only one with proper 16:9 widescreen, this cheat brings widescreen to the Gamecube version. This cheat has been tested on the NTSC version, but is stated to be region free.
2025-03-10 01:41:25 -05:00
1cc6b6c5d8 Merge pull request #13384 from MackdannyTwitch/TR-has-graphical-issues
Fix graphical corruption bug in Tomb Raider: Legend
2025-03-09 23:59:45 +01:00
f4e6878384 Merge pull request #13406 from Tilka/snow
GameSettings: fix shadows in Triple Crown Championship Snowboarding
2025-03-09 22:48:47 +00:00
cbd71f06ba GameSettings: fix shadows in Triple Crown Championship Snowboarding 2025-03-09 20:50:22 +00:00
e4efe011d7 Modernize std::max_element with ranges and projections 2025-03-09 13:26:39 -07:00
258ec4f9cd Modernize std::lower_bound/upper_bound with ranges and projections 2025-03-09 13:26:38 -07:00
c9f589faa5 Modernize std::stable_sort with ranges and projections 2025-03-09 13:26:38 -07:00
8b9f92a0af Modernize std::sort with ranges and projections
In PPCTables.cpp, the code is currently unused so I was unable to test it.

In CustomPipeline.cpp, a pointer to member function cannot be used due to 16.4.5.2.1 of the C++ Standard regarding "addressable functions". https://eel.is/c++draft/namespace.std#6

In Fs.cpp and DirectoryBlob.cpp, these examples used projections in a previous iteration of this commit, but no longer do. Still, they remain in this commit because the PR they would actually belong to is already merged.
2025-03-09 13:26:38 -07:00
9f972db4b8 Modernize std::none_of with ranges and projections 2025-03-09 13:26:37 -07:00
00e147c722 Simplify std::count_if with std::ranges::count and projections 2025-03-09 13:26:37 -07:00
62b2b939b5 Simplify std::find_if with std::ranges::find and projections
In LabelMap.cpp, the code is currently unused so I was unable to test it.

In WiiUtils.cpp, the magic value `1u` was replaced by the constant value `DiscIO::PARTITION_UPDATE`.
2025-03-09 13:26:35 -07:00
1e5e9219cd Common: Create Range Projections For std::pair 2025-03-09 13:19:41 -07:00
87496205aa Merge pull request #13404 from luzpaz/typo-source-core-windupdater
Core/WinUpdater: fix typo
2025-03-09 12:03:56 +01:00
e974e48e1f Merge pull request #13405 from luzpaz/typo-source-core-core
Core/Core: fix typos
2025-03-09 12:03:34 +01:00
c18c039089 VideoCommon: Move backend_info out of VideoConfig struct. 2025-03-09 01:42:45 -06:00
fb6c625fed Core/Core: fix typos
Found via `codespell -q 3 -S "./Externals,./Data/Sys/wiitdb-??.txt,*.po,*.pot" -L andf,asnd,bootup,bufferin,clen,collet,datas,delt,fpr,inout,inport,interm,pixelx,re-use,re-used,sav,stateman,strat,wil`
2025-03-08 15:41:53 -05:00
9b7d494bd4 Core/WinUpdater: fix typo 2025-03-08 09:58:50 -05:00
d2b4e12f9e Merge pull request #13399 from luzpaz/typos-macOS
CMake: fix various typos
2025-03-08 12:23:13 +01:00
7925240107 Core/VideoBackendBase: Call ExitGpuLoop from Core to eliminate Video_ExitLoop. 2025-03-07 17:30:33 -06:00
325c1a24b9 CMake: fix various typos
Also includes a fix for BuildMacOSUniversalBinary.py
2025-03-05 20:57:52 -05:00
99e686de34 Merge pull request #13393 from luzpaz/dbz
GraphicMods: Fix typo in DBZ Budokai Tenkaichi 3/metadata.json
2025-03-06 00:02:32 +01:00
5ff2af9b6a VideoInterface: Cleanup and minor fix in Update. 2025-03-04 20:39:14 -06:00
5beb136992 Android: Upgrade AGP & Gradle
AGP 8.2.0 -> 8.9.0
Gradle and wrapper to 8.11.1
Baseline Profile plugin to 1.3.3
2025-03-04 18:28:01 -07:00
16d75eadb5 VideoInterface: Update m_ticks_last_line_start from the event's ticks
value rather than the potentially "cycles late" value.
2025-03-04 15:33:51 -06:00
b28dcf3687 VideoInterface: Adjust even-field to match odd-field pacing when PSB values differ. 2025-03-04 04:52:24 -06:00
38099f282d GraphicMods: Fix typo in DBZ Budokai Tenkaichi 3/metadata.json 2025-03-04 04:35:10 -05:00
3c5da38177 Merge pull request #13390 from jordan-woyak/ciface-clock
InputCommon: Use Clock from CommonTypes.
2025-03-03 22:29:25 +01:00
ecb0a3e5c7 Merge pull request #13389 from iwubcode/static_texcoords_vertex_shadergen
VideoCommon: mark 'WriteTexCoordTransforms' as 'static'
2025-03-03 02:45:52 +00:00
e217d6c939 InputCommon: Use Clock from CommonTypes. 2025-03-02 15:42:26 -06:00
6dedf11c96 VideoCommon: mark 'WriteTexCoordTransforms' as 'static' 2025-03-02 11:27:54 -06:00
5d16c51963 DolphinQt: Don't recommend v-sync for optimal frame pacing in tool-tip. 2025-03-02 05:43:00 -06:00
5dd10b9644 Fix graphical corruption bug in Tomb Raider: Legend
Tomb Raider: Legend has a graphical bug, as documented in the issue report here https://bugs.dolphin-emu.org/issues/13749?next_issue_id=13748

This .ini entry fixes the issue.
2025-03-01 03:07:12 -07:00
3f92f86de1 WiimoteEmu: Add a static_assert in DesiredExtensionState to keep variant alternative order consistent. 2025-02-25 17:22:59 -06:00
0d0734e083 WiimoteEmu: Clean up variant handling in DesiredExtensionState. 2025-02-25 17:22:59 -06:00
1d481a395a VariantUtil: Introduce WithVariantAlternative to dynamically construct and visit a variant alternative. 2025-02-25 17:22:59 -06:00
4e460a7968 UberShaderPixel: use unswapped texture samples for depth 2025-02-25 18:45:01 +00:00
359fb51d64 PixelShaderGen: use unswapped texture samples for depth 2025-02-25 18:45:01 +00:00
7abb9e7974 Sofware/Tev: use unswapped texture samples for depth 2025-02-25 18:45:01 +00:00
0a83783fae Migrate to SFML>=3.0.0 2025-02-25 06:42:13 +01:00
97bc28aac4 feat(linux): allow configuring real wiimotes with known bluetooth addresses
This adds the option to configure real Wiimotes by specifying their Bluetooth addresses in
the configuration file.  This allows off-brand Wiimotes to work without using the
Bluetooth Passthrough option, if you know their Bluetooth addresses beforehand.

Despite correctly setting the LAP to `0x9e8b00` in `WiimoteScannerLinux::FindWiimotes`
while scanning, which is indeed enough to make off-brand / knock-off Wiimotes respond to a
Bluetooth Inquiry, some (several? all?) bluetooth adapters seem to override and ignore
this given LAP value when performing the Inquiry, and actually use the `0x9e8b33` value as
if a null pointer have been given to `hci_inquiry`, as inspection of USB/Bluetooth packets
by Wireshark indicate.  Off-brand Wiimotes don't respond to inquiries with this LAP.

If one happens to know the Bluetooth address of their Wiimote (for example, by checking
`BluetoothPassthrough.LinkKeys` after using Bluetooth Passthrough, or other means such as
directly using `libusb` to force the adapter to use the correct LAP in the Inquiry), then
it's enough to add those addresses to the vector of found Wiimotes.

Since this a niche use case and I only happen to know and have tested in Linux, this
change only affects the `WiimoteScannerLinux` backend.  It's likely that it could be added
to other backends, but I'm unfamiliar with these.

If no addresses are given or this config section does not exist, behavior is completely
unchanged.
2025-02-23 18:27:48 -03:00
5b4d4ca5eb Fix multiple minor warnings
- ExpressionParser.cpp: `-Wmissing-declarations`
- AchievementManager.cpp: `-Wsign-compare`
- SI.cpp: `-Warray-bounds=`
- NetPlayClient.cpp: `-Wdangling-reference`
2025-02-21 19:17:29 +01:00
363155b597 State: Increase Decompressing OSD message duration
Show the "Decompressing State..." message for 2 seconds, instead of the
half-second duration that caused it to be halfway faded out immediately.
2025-02-06 17:17:18 -08:00
a3b06b0572 Enforce XCB within code 2025-01-20 11:57:21 +01:00
48a7afa448 JitArm64: Use AArch64 imm masks in rlwimix slow case
All valid PPC imm masks (except for all zeroes and all ones) are also
valid AArch64 imm masks. This lets us optimize things a little.

Note that because I'm now ANDing rS before rotating it, its AND mask
is rotated left. All AArch64 imm masks can be rotated by any amount and
still be valid AArch64 imm masks.
2024-12-25 16:12:21 +01:00
6d44afc7dd Replace 'reinterpret_cast' with 'static_cast' 2024-11-08 07:26:47 +01:00
ea7928b3cd Android: Replace log type names map with array
Storing the log type names in a map results in them getting re-sorted by
their keys, which doesn't quite give us the sorting we want. In
particular, the Achievements category ended up being sorted at R (for
RetroAchivements) instead of at A. Every use of the map is just
iterating through it, so there's no real reason why it has to be a map
anyway.
2024-06-15 20:06:34 +02:00
dc6e5e7ff6 JitArm64: Replace a comparison to SP
Comparing with an immediate 0 has the same effect but is much easier to
read.
2024-05-26 08:47:20 +02:00
948 changed files with 68200 additions and 101835 deletions

6
.gitmodules vendored
View File

@ -84,3 +84,9 @@
[submodule "Externals/Vulkan-Headers"]
path = Externals/Vulkan-Headers
url = https://github.com/KhronosGroup/Vulkan-Headers.git
[submodule "Externals/SFML/SFML"]
path = Externals/SFML/SFML
url = https://github.com/SFML/SFML.git
[submodule "Externals/zstd/zstd"]
path = Externals/zstd/zstd
url = https://github.com/facebook/zstd.git

View File

@ -57,13 +57,9 @@ DEFAULT_CONFIG = {
# SHA checksum to verify the integrity of the app. This doesn't
# protect against malicious actors, but it does protect against
# running corrupted binaries and allows for access to the extended
# permisions needed for ARM builds
# permissions needed for ARM builds
"codesign_identity": "-",
# Minimum macOS version for each architecture slice
"arm64_mac_os_deployment_target": "11.0.0",
"x86_64_mac_os_deployment_target": "10.15.0",
# CMake Generator to use for building
"generator": "Unix Makefiles",
"build_type": "Release",
@ -77,7 +73,7 @@ DEFAULT_CONFIG = {
"distributor": "None"
}
# Architectures to build for. This is explicity left out of the command line
# Architectures to build for. This is explicitly left out of the command line
# config options for several reasons:
# 1) Adding new architectures will generally require more code changes
# 2) Single architecture builds should utilize the normal generated cmake
@ -146,11 +142,6 @@ def parse_args(conf=DEFAULT_CONFIG):
help=f"Install path for {arch} qt5 libraries",
default=conf[arch+"_qt5_path"])
parser.add_argument(
f"--{arch}_mac_os_deployment_target",
help=f"Deployment architecture for {arch} slice",
default=conf[arch+"_mac_os_deployment_target"])
return vars(parser.parse_args())
@ -297,8 +288,7 @@ def build(config):
"-DCMAKE_PREFIX_PATH="+prefix_path,
"-DCMAKE_SYSTEM_PROCESSOR="+arch,
"-DCMAKE_IGNORE_PATH="+ignore_path,
"-DCMAKE_OSX_DEPLOYMENT_TARGET="
+ config[arch+"_mac_os_deployment_target"],
"-DCMAKE_OSX_DEPLOYMENT_TARGET=11.0.0",
"-DMACOS_CODE_SIGNING_IDENTITY="
+ config["codesign_identity"],
'-DMACOS_CODE_SIGNING="ON"',

View File

@ -11,7 +11,7 @@
# FFmpeg_LIBRARIES: aggregate all the paths to the libraries
# FFmpeg_FOUND: True if all components have been found
#
# This module defines the following targets, which are prefered over variables:
# This module defines the following targets, which are preferred over variables:
#
# FFmpeg::<component>: Target to use <component> directly, with include path,
# library and dependencies set up. If you are using a static build, you are

View File

@ -87,9 +87,10 @@ if(SFML_FIND_VERSION AND SFML_INCLUDE_DIR)
set(SFML_CONFIG_HPP_INPUT "${SFML_INCLUDE_DIR}/SFML/Config.hpp")
endif()
FILE(READ "${SFML_CONFIG_HPP_INPUT}" SFML_CONFIG_HPP_CONTENTS)
STRING(REGEX MATCH ".*#define SFML_VERSION_MAJOR ([0-9]+).*#define SFML_VERSION_MINOR ([0-9]+).*" SFML_CONFIG_HPP_CONTENTS "${SFML_CONFIG_HPP_CONTENTS}")
STRING(REGEX REPLACE ".*#define SFML_VERSION_MAJOR ([0-9]+).*" "\\1" SFML_VERSION_MAJOR "${SFML_CONFIG_HPP_CONTENTS}")
STRING(REGEX REPLACE ".*#define SFML_VERSION_MINOR ([0-9]+).*" "\\1" SFML_VERSION_MINOR "${SFML_CONFIG_HPP_CONTENTS}")
STRING(REGEX MATCH "#define SFML_VERSION_MAJOR[ \t]+([0-9]+)" SFML_VERSION_MAJOR_MATCH "${SFML_CONFIG_HPP_CONTENTS}")
STRING(REGEX MATCH "#define SFML_VERSION_MINOR[ \t]+([0-9]+)" SFML_VERSION_MINOR_MATCH "${SFML_CONFIG_HPP_CONTENTS}")
STRING(REGEX REPLACE "#define SFML_VERSION_MAJOR[ \t]+([0-9]+)" "\\1" SFML_VERSION_MAJOR "${SFML_VERSION_MAJOR_MATCH}")
STRING(REGEX REPLACE "#define SFML_VERSION_MINOR[ \t]+([0-9]+)" "\\1" SFML_VERSION_MINOR "${SFML_VERSION_MINOR_MATCH}")
math(EXPR SFML_REQUESTED_VERSION "${SFML_FIND_VERSION_MAJOR} * 10 + ${SFML_FIND_VERSION_MINOR}")
# if we could extract them, compare with the requested version number
@ -102,10 +103,14 @@ if(SFML_FIND_VERSION AND SFML_INCLUDE_DIR)
set(SFML_VERSION_OK FALSE)
endif()
else()
# SFML version is < 2.0
if (SFML_REQUESTED_VERSION GREATER 19)
# SFML version is < 3.0
if (SFML_REQUESTED_VERSION GREATER 29)
set(SFML_VERSION_OK FALSE)
set(SFML_VERSION_MAJOR 1)
if (SFML_REQUESTED_VERSION GREATER 19)
set(SFML_VERSION_MAJOR 1)
else()
set(SFML_VERSION_MAJOR 2)
endif()
set(SFML_VERSION_MINOR x)
endif()
endif()

View File

@ -33,7 +33,7 @@ endif()
string(TIMESTAMP DOLPHIN_WC_BUILD_DATE "%Y-%m-%d" UTC)
# version number
set(DOLPHIN_VERSION_MAJOR "2503")
set(DOLPHIN_VERSION_MAJOR "2506")
set(DOLPHIN_VERSION_MINOR "0")
set(DOLPHIN_VERSION_PATCH ${DOLPHIN_WC_REVISION})

View File

@ -24,7 +24,7 @@ endif()
# Minimum OS X version.
# This is inserted into the Info.plist as well.
set(CMAKE_OSX_DEPLOYMENT_TARGET "10.15.0" CACHE STRING "")
set(CMAKE_OSX_DEPLOYMENT_TARGET "11.0.0" CACHE STRING "")
set(CMAKE_USER_MAKE_RULES_OVERRIDE "${CMAKE_CURRENT_SOURCE_DIR}/CMake/FlagsOverride.cmake")
@ -44,7 +44,7 @@ endif()
set(COMPILER ${CMAKE_CXX_COMPILER_ID})
if (COMPILER STREQUAL "GNU")
set(COMPILER "GCC") # perfer printing GCC instead of GNU
set(COMPILER "GCC") # prefer printing GCC instead of GNU
endif()
# Enforce minimum compiler versions that support the c++20 features we use
@ -124,6 +124,11 @@ option(OPROFILING "Enable profiling" OFF)
# TODO: Add DSPSpy
option(DSPTOOL "Build dsptool" OFF)
# RetroAchievements developer tools require Windows hooks
if(WIN32)
option(RC_CLIENT_SUPPORTS_RAINTEGRATION "Enables RetroAchievements developer tools" ON)
endif()
# Enable SDL by default on operating systems that aren't Android.
if(NOT ANDROID)
option(ENABLE_SDL "Enables SDL as a generic controller backend" ON)
@ -144,6 +149,7 @@ if(CMAKE_SYSTEM_NAME STREQUAL "Linux")
option(ENABLE_VTUNE "Enable Intel VTune integration for JIT code." OFF)
if(NOT ANDROID)
option(ENABLE_HWDB "Enables the udev hardware database" ON)
option(ENABLE_EVDEV "Enables the evdev controller backend" ON)
endif()
endif()
@ -407,7 +413,7 @@ if(CMAKE_SYSTEM_NAME MATCHES "FreeBSD")
set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} -L/usr/local/lib")
if (CMAKE_CXX_COMPILER_ID MATCHES "Clang" AND CMAKE_CXX_COMPILER_VERSION VERSION_LESS 14.0)
# Workaround: the llvm libc++ and versions of clang eariler than 14 have a bug with consteval
# Workaround: the llvm libc++ and versions of clang earlier than 14 have a bug with consteval
# so we define FMT_CONSTEVAL to blank to just disable consteval in fmt
add_definitions(-DFMT_CONSTEVAL=)
endif()
@ -566,6 +572,16 @@ if(OPROFILING)
endif()
endif()
if(ENABLE_HWDB)
find_package(LIBUDEV REQUIRED)
if(LIBUDEV_FOUND)
message(STATUS "libudev found, enabling hardware database")
add_definitions(-DHAVE_LIBUDEV=1)
else()
message(FATAL_ERROR "Couldn't find libudev. Can't build hardware database.\nDisable ENABLE_HWDB if you wish to build without hardware database support")
endif()
endif()
if(ENABLE_EVDEV)
find_package(LIBUDEV REQUIRED)
find_package(LIBEVDEV REQUIRED)
@ -673,7 +689,7 @@ dolphin_make_imported_target_if_missing(LibLZMA::LibLZMA LIBLZMA)
dolphin_find_optional_system_library_pkgconfig(ZSTD libzstd>=1.4.0 zstd::zstd Externals/zstd)
add_subdirectory(Externals/zlib-ng)
dolphin_find_optional_system_library_pkgconfig(ZLIB zlib>=1.3.1 ZLIB::ZLIB Externals/zlib-ng)
dolphin_find_optional_system_library_pkgconfig(MINIZIP
"minizip>=4.0.4" minizip::minizip Externals/minizip-ng
@ -696,11 +712,6 @@ if (APPLE OR WIN32)
include_directories(Externals/ed25519)
endif()
# Using static soundtouch from Externals
# Unable to use system soundtouch library: We require shorts, not floats.
add_subdirectory(Externals/soundtouch)
include_directories(Externals/soundtouch)
if(ENABLE_CUBEB)
dolphin_find_optional_system_library(CUBEB Externals/cubeb)
add_definitions(-DHAVE_CUBEB)
@ -713,7 +724,7 @@ if(NOT ANDROID)
add_definitions(-D__LIBUSB__)
endif()
dolphin_find_optional_system_library(SFML Externals/SFML 2.1 COMPONENTS network system)
dolphin_find_optional_system_library(SFML Externals/SFML 3.0 COMPONENTS Network System)
if(USE_UPNP)
dolphin_find_optional_system_library(MINIUPNPC Externals/miniupnpc 1.6)

View File

@ -39,7 +39,7 @@ This guide is for developers who wish to contribute to the Dolphin codebase. It
Following this guide and formatting your code as detailed will likely get your pull request merged much faster than if you don't (assuming the code itself has no mistakes).
This project uses clang-format 13.0 to check for common style issues. In case of conflicts between this guide and clang-format rules, the latter should be followed instead of this guide.
This project uses clang-format 19.1 to check for common style issues. In case of conflicts between this guide and clang-format rules, the latter should be followed instead of this guide.
## <a name="intro-formatting-issues"></a>Checking and fixing formatting issues
@ -49,7 +49,7 @@ In most cases, clang-format can and **should** be used to automatically reformat
- To run clang-format on all staged files:
```
git diff --cached --name-only | egrep '[.](cpp|h|mm)$' | xargs clang-format -i
git diff --cached --name-only | grep -E '[.](cpp|h|mm)$' | xargs -I {} clang-format -i {}
```
- Formatting issues can be checked for before committing with a lint script that is included with the codebase. To enable it as a pre-commit hook (assuming you are in the repository root):

View File

@ -932,10 +932,6 @@
"title": "Region Select",
"AD12237401ABE9FE4A545AADB5C5AE10355E2076": "RSAPatch"
},
"RELJAB": {
"title": "SegaBoot",
"130F3594CAB57B85616F95C7126F4748AAC5867D": "DI Seed Blanker"
},
"RGQE70": {
"title": "Ghostbusters",
"5F4CF8D4DA19A0FF74FF9EB925AC0236069BFD59": "crashfix"

View File

@ -9,9 +9,9 @@ SafeTextureCacheColorSamples = 0
[Video_Hacks]
# Some very early NES releases use a version of the NES emulator that doesn't require EFB2Ram.
# All US releases before Feburary 2007 use this version (with all remaining US releases requiring EFB2Ram).
# All US releases before February 2007 use this version (with all remaining US releases requiring EFB2Ram).
# But in the PAL region the same games don't necessarily have the same emulator version and
# only a few of the pre-Feburary 2007 releases don't require EFB2Ram.
# only a few of the pre-February 2007 releases don't require EFB2Ram.
#
# Because of this, Inifiles that override this setting should only be created for the explicit region
# that was tested and they should not be merged.

View File

@ -1,5 +1,5 @@
# FAAE01 - Donkey Kong
[Video_Hacks]
# All US NES VC titles released before Feburary 2007 don't need EFB2ram
# All US NES VC titles released before February 2007 don't need EFB2ram
EFBToTextureEnable =

View File

@ -1,5 +1,5 @@
# FAGE01 - Super Mario Bros.
[Video_Hacks]
# All US NES VC titles released before Feburary 2007 don't need EFB2ram
# All US NES VC titles released before February 2007 don't need EFB2ram
EFBToTextureEnable =

View File

@ -0,0 +1,11 @@
# G97E01, G97P01, G97U01 - Interactive Multi Game Demo Disc v3
[Core]
# Values set here will override the main Dolphin settings.
CPUThread = False
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.

View File

@ -0,0 +1,13 @@
# GCAE5H - Cubix Robots for Everyone: Showdown
[Core]
# Values set here will override the main Dolphin settings.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video_Hacks]
ImmediateXFBEnable = False

View File

@ -1,18 +1,17 @@
# RELJAB - SegaBoot
# GFOE78, GFOP78 - The Fairly OddParents: Shadow Showdown
[Core]
# Values set here will override the main Dolphin settings.
[OnFrame]
# Add memory patches to be applied every frame here.
$DI Seed Blanker
0x80000000:dword:0x00000000
0x80000004:dword:0x00000000
0x80000008:dword:0x00000000
[Patches_RetroAchievements_Verified]
$DI Seed Blanker
[ActionReplay]
# Add action replay cheats here.
[Video_Settings]
# Needed for some FMVs.
SafeTextureCacheColorSamples = 512
[Video_Hacks]
ImmediateXFBEnable = False

View File

@ -0,0 +1,17 @@
# GFWE78 - The Fairly OddParents: Breakin' Da Rules
[Core]
# Values set here will override the main Dolphin settings.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video_Settings]
# Needed for some FMVs.
SafeTextureCacheColorSamples = 512
[Video_Hacks]
ImmediateXFBEnable = False

View File

@ -1,4 +1,4 @@
# GJNE78 - Jimmy Neutron Boy Genius
# GJNP78, GJNE78, GJND78 - Jimmy Neutron Boy Genius
[Core]
# Values set here will override the main Dolphin settings.
@ -12,4 +12,7 @@
[Video_Settings]
[Video_Hacks]
# Fixes missing splash logo at boot, title screen, and loading screens.
EFBAccessEnable = True
# Fixes FMVs not showing.
ImmediateXFBEnable = False

View File

@ -0,0 +1,14 @@
# GJYE78, GJYP78 - The Adventures of Jimmy Neutron Boy Genius: Attack of the Twonkies
[Core]
# Values set here will override the main Dolphin settings.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video_Settings]
# Needed for some FMVs.
SafeTextureCacheColorSamples = 512

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@ -11,3 +11,9 @@
[Video_Hacks]
EFBToTextureEnable = False
DeferEFBCopies = False
[Gecko]
$Widescreen 16:9 (Region Free)
04007B7C 38600001
*Renders the game in Widescreen 16:9

View File

@ -1,8 +1,9 @@
# GM2E8P, GM2J8P, GM2P8P - SUPER MONKEY BALL 2
# GM2E8P, GM2J8P, GM2P8P - Super Monkey Ball 2
[Core]
# Values set here will override the main Dolphin settings.
FPRF = True
CPUThread = False
[OnFrame]
# Add memory patches to be applied every frame here.

View File

@ -3,6 +3,7 @@
[Core]
# Values set here will override the main Dolphin settings.
FPRF = True
CPUThread = False
[OnFrame]
# Add memory patches to be applied every frame here.

View File

@ -1,4 +1,4 @@
# GNOE78 - Nicktoons Unite!
# GNOE78, GNOX78 - Nicktoons Unite!
[Core]
# Values set here will override the main Dolphin settings.

View File

@ -968,7 +968,7 @@ $Minigame: Memory Lane - No Trail [Airsola]
204d6a0f 00000000
044d699f 0000003f
e2000002 80008000
*Shy Guy will no longer leave a trail durning the demo in the minigame Memory Lane.
*Shy Guy will no longer leave a trail during the demo in the minigame Memory Lane.
$Minigame: Mole It All Moles are Worth 3 Points [gamemasterplc]
204D57F0 A8A10008

View File

@ -1164,7 +1164,7 @@ $Mechanics - Use Multiple Orbs in the Same Turn [Ralf]
041E3764 3860FFFF
*Does not work with CPUs
$Mechanics - Vaccum Orb Always Steals 5 Coins
$Mechanics - Vacuum Orb Always Steals 5 Coins
041c8a34 38600005
$Minigame: Balloonatic - 25 Second Timer [Airsola]

View File

@ -0,0 +1,11 @@
# GPLE9G, GPLP9G, GPLD9G, GPLF9G - Piglet's Big Game
[Core]
# Values set here will override the main Dolphin settings.
CPUThread = False
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.

View File

@ -12,4 +12,7 @@
[Video_Settings]
[Video_Hacks]
# Fixes FMVs tearing
EarlyXFBOutput = False
# Fixes FMVs not showing
ImmediateXFBEnable = False

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@ -10,5 +10,6 @@ MemoryCardSize = 2
[ActionReplay]
# Add action replay cheats here.
[Video_Settings]
# Needed for some FMVs.
SafeTextureCacheColorSamples = 512

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@ -0,0 +1,12 @@
# GQNE5D - Mortal Kombat: Deception
[Core]
# Values set here will override the main Dolphin settings.
# Dual Core mode causes FIFO error
CPUThread = False
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.

View File

@ -0,0 +1,14 @@
# GQQD78, GQQE78, GQQF78, GQQH78, GQQP78 - SpongeBob SquarePants: Lights, Camera, Pants!
[Core]
# Values set here will override the main Dolphin settings.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video_Settings]
# Needed for some FMVs.
SafeTextureCacheColorSamples = 512

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@ -12,6 +12,7 @@
[Video]
[Video_Settings]
SuggestedAspectRatio = 2
[Video_Hacks]
ImmediateXFBEnable = False

View File

@ -0,0 +1,14 @@
# GU6E78 - Nicktoons: Battle for Volcano Island
[Core]
# Values set here will override the main Dolphin settings.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video_Hacks]
# Needed for some FMVs.
ImmediateXFBEnable = False

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@ -2,6 +2,7 @@
[Core]
# Values set here will override the main Dolphin settings.
CPUThread = False
[OnFrame]
# Add memory patches to be applied every frame here.

View File

@ -1,12 +1,13 @@
# GVSE8P, GVSP8P - Virtua Striker 3 ver. 2002
# GVSP8P, GVSE8P, GVSJ8P - Virtua Striker 2002 (GC)
# GVSJ8P - Virtua Striker 2002 (Triforce), Virtua Striker 4, Virtua Striker 4 ver. 2006
[Core]
# Values set here will override the main Dolphin settings.
FPRF = True
CPUThread = False
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.

View File

@ -1,18 +0,0 @@
# GVS46E, GVS46J - Virtua Striker 4 ver. 2006
# Because Triforce games have weird IDs, properties are inherited from GVS.ini (Virtua Striker 3 ver. 2002)!
[Core]
# Values set here will override the main Dolphin settings.
FPRF = True
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
# Add memory patches to be applied every frame here.
[Video_Settings]

View File

@ -1,18 +0,0 @@
# GVS46E, GVS46J - Virtua Striker 4 ver. 2006
# Because Triforce games have weird IDs, properties are inherited from GVS.ini (Virtua Striker 3 ver. 2002)!
[Core]
# Values set here will override the main Dolphin settings.
FPRF = True
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
# Add memory patches to be applied every frame here.
[Video_Settings]

View File

@ -0,0 +1,11 @@
# GWHP41, GWHE41 - Winnie the Pooh's Rumbly Tumbly Adventure
[Core]
# Values set here will override the main Dolphin settings.
CPUThread = False
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.

View File

@ -9,6 +9,10 @@
[ActionReplay]
# Add action replay cheats here.
[Video_Settings]
# Needed for some FMVs.
SafeTextureCacheColorSamples = 0
[Video_Hacks]
EFBToTextureEnable = False
DeferEFBCopies = False

View File

@ -362,7 +362,7 @@ $Can Walk Ontop of Deep Snow (Twilight Spectre)
$Run Normal Speed With Iron Boots On (brkirch)
040BB53C 38600000
040B2D18 4800004C
$Alywas Preform Dive When Jumping (brkirch)
$Always Perform Dive When Jumping (brkirch)
040B6618 60000000
$Can Always Flourish Sword (brkirch)
040B9B68 60000000
@ -514,7 +514,7 @@ $Mute BG Music (Twilight Spectre)
043DC3D0 00000000
$BG music muted v2 (Twilight Spectre)
044507F4 00000000
$Enviornment muted (Twilight Spectre)
$Environment muted (Twilight Spectre)
04450814 00000000
$Link makes no noise (Twilight Spectre)
044507FC 00000000

View File

@ -7,7 +7,7 @@
# Add action replay cheats here.
$==========The Legend of Zelda==========
001D73B0 000000FB
$Max/Infinte Health
$Max/Infinite Health
001D73AF 000000FF
001D73B0 000000FB
$Max/Infinite Rupees

View File

@ -0,0 +1,5 @@
# R2DJEP, R2DEEB, R2DPJW - Dokapon Kingdom
[Video_Hacks]
# Prevents flickering throughout the game.
ImmediateXFBEnable = False

View File

@ -9,8 +9,13 @@
[ActionReplay]
# Add action replay cheats here.
[Video_Enhancements]
# Fixes FMVs
ForceTextureFiltering = False
[Video_Settings]
SafeTextureCacheColorSamples = 512
# Needed for some FMVs.
SafeTextureCacheColorSamples = 0
[Video_Hacks]
EFBToTextureEnable = False

View File

@ -10,8 +10,13 @@
# Add action replay cheats here.
[Video_Enhancements]
# Fixes FMVs
ForceTextureFiltering = False
[Video_Settings]
# Needed for some FMVs.
SafeTextureCacheColorSamples = 0
[Video_Hacks]
EFBToTextureEnable = False
DeferEFBCopies = False

View File

@ -10,5 +10,7 @@
# Add action replay cheats here.
[Video_Hacks]
# Needed for some FMVs.
ImmediateXFBEnable = False
EFBToTextureEnable = False
DeferEFBCopies = False

View File

@ -2,6 +2,8 @@
[Core]
# Values set here will override the main Dolphin settings.
# The JIT cache causes problems with emulated icache invalidation in this game resulting in areas failing to load
DisableICache = True
[OnFrame]
# Add memory patches to be applied every frame here.

View File

@ -0,0 +1,17 @@
# RKMP5D, RKME5D - Mortal Kombat: Armageddon
[Core]
# Values set here will override the main Dolphin settings.
# Dual Core mode causes FIFO error
CPUThread = False
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video_Hacks]
# Fixes shadows at higher resolution.
# Option has no effect at 1x IR, so no reason not to enable.
VertexRounding = True

View File

@ -0,0 +1,4 @@
# RKPJ52, RKPE52, RKPY52, RKPK52, RKPV52, RKPP52, RKPX52 - Kung Fu Panda
[Core]
CPUThread = False

View File

@ -0,0 +1,12 @@
# RL6E69 - NERF N-Strike Elite
[Core]
# Values set here will override the main Dolphin settings.
# Dual Core mode causes FIFO error
CPUThread = False
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.

View File

@ -1,5 +1,5 @@
# RLIE64, RLIP64 - Lego Indiana Jones: The Original Adventures
[Video_Hacks]
# Fixes the alpha value of glpyh puzzles; see https://bugs.dolphin-emu.org/issues/12987
# Fixes the alpha value of glyph puzzles; see https://bugs.dolphin-emu.org/issues/12987
MissingColorValue = 0xFFFFFF82

View File

@ -542,7 +542,7 @@ de000000 80008180
30012d2c 2c000000
14012d54 38030000
e0000000 80008000
*Carry Infinite Boosts instad of 3 in the minigame Cosmic Slalom
*Carry Infinite Boosts instead of 3 in the minigame Cosmic Slalom
$Minigame - Lob to Rob: All Targets Worth 30 Points [gamemasterplc]
48000000 800030c8

View File

@ -11,3 +11,4 @@
[Video_Hacks]
ImmediateXFBEnable = False
EFBAccessEnable = True

View File

@ -0,0 +1,18 @@
# RN3J78, RN3E78, RN3P78, RN3X78 - Nicktoons: Attack of the Toybots
[Core]
# Values set here will override the main Dolphin settings.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video_Enhancements]
# Fixes FMVs
ForceTextureFiltering = False
[Video_Settings]
# Needed for some FMVs.
SafeTextureCacheColorSamples = 0

View File

@ -0,0 +1,12 @@
# RNKE69, RNKP69 - NERF N-Strike
[Core]
# Values set here will override the main Dolphin settings.
# Dual Core mode causes FIFO error
CPUThread = False
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.

View File

@ -1,4 +1,16 @@
# RQ4E78, RQ4J78, RQ4P78 - SpongeBob SquarePants: Creature from the Krusty Krab
# RQ4E78, RQ4J78, RQ4P78 - SpongeBob SquarePants: Creature from the Krusty Krab [Wii]
[Core]
# Values set here will override the main Dolphin settings.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video_Settings]
SuggestedAspectRatio = 2
[Video_Hacks]
ImmediateXFBEnable = False

View File

@ -1,4 +1,15 @@
# RSAE78, RSAP78 - SpongeBob's Atlantis SquarePantis
[Core]
# Values set here will override the main Dolphin settings.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video_Settings]
SuggestedAspectRatio = 2
# Needed for some FMVs.
SafeTextureCacheColorSamples = 512

View File

@ -0,0 +1,18 @@
# RUSX78, RUSK78, RUSE78, RUSP78, RUSY78 - SpongeBob SquarePants featuring Nicktoons: Globs of Doom
[Core]
# Values set here will override the main Dolphin settings.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video_Enhancements]
# Fixes FMVs
ForceTextureFiltering = False
[Video_Settings]
# Needed for some FMVs.
SafeTextureCacheColorSamples = 0

View File

@ -1,4 +1,14 @@
# RVBERS, RVBPRS - Alvin and the Chipmunks
[Core]
# Values set here will override the main Dolphin settings.
# Dual Core mode causes FIFO error
CPUThread = False
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video_Settings]
SuggestedAspectRatio = 2

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@ -0,0 +1,5 @@
# S3CENR - Triple Crown Championship Snowboarding
[Video_Hacks]
# Fixes shadows.
EFBToTextureEnable = False

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@ -0,0 +1,35 @@
# SDAE5G - The Daring Game for Girls
[OnFrame]
# The game registers an AX callback function that uses a pointer which is only
# initialized afterwards. The race condition depends on AID interrupt timing.
# This patch moves the pointer initialization from 0x801C9E5C to 0x801C9DFC,
# shifting the instructions in-between down.
$Fix startup crash
0x801C9DFC:dword:0x93EDBAB0
0x801C9E00:dword:0x48030721
0x801C9E04:dword:0x48032B8D
0x801C9E08:dword:0x48063A89
0x801C9E0C:dword:0x5460063F
0x801C9E10:dword:0x41820018
0x801C9E14:dword:0x2C000001
0x801C9E18:dword:0x41820024
0x801C9E1C:dword:0x2C000002
0x801C9E20:dword:0x41820030
0x801C9E24:dword:0x4800003C
0x801C9E28:dword:0x38600000
0x801C9E2C:dword:0x4802FF85
0x801C9E30:dword:0x38600000
0x801C9E34:dword:0x48032C9D
0x801C9E38:dword:0x48000028
0x801C9E3C:dword:0x38600000
0x801C9E40:dword:0x4802FF71
0x801C9E44:dword:0x38600001
0x801C9E48:dword:0x48032C89
0x801C9E4C:dword:0x48000014
0x801C9E50:dword:0x38600001
0x801C9E54:dword:0x4802FF5D
0x801C9E58:dword:0x38600002
0x801C9E5C:dword:0x48032C75
[OnFrame_Enabled]
$Fix startup crash

View File

@ -10,8 +10,13 @@
# Add action replay cheats here.
[Video_Enhancements]
# Fixes FMVs
ForceTextureFiltering = False
[Video_Settings]
# Needed for some FMVs.
SafeTextureCacheColorSamples = 0
[Video_Hacks]
EFBToTextureEnable = False
DeferEFBCopies = False

View File

@ -0,0 +1,5 @@
# SH8E52, SH8P52 - Cabela's Adventure Camp
[Video_Hacks]
# This keeps the in-game bloom effect from becoming brighter and brighter.
EFBToTextureEnable = False

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@ -0,0 +1,4 @@
# SK4P52, SK4E52, SK4I52 - Shrek Forever After
[Core]
CPUThread = False

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@ -0,0 +1,12 @@
# SN2E69, SN2P69 - NERF N-Strike Double Blast Bundle
[Core]
# Values set here will override the main Dolphin settings.
# Dual Core mode causes FIFO error
CPUThread = False
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.

View File

@ -2,6 +2,7 @@
[Core]
# Values set here will override the main Dolphin settings.
CPUThread = False
[OnFrame]
# Add memory patches to be applied every frame here.

View File

@ -0,0 +1,5 @@
# SUVE52, SUVP52 - Cabela's Dangerous Hunts 2013
[Video_Hacks]
# This keeps the in-game bloom effect from becoming brighter and brighter.
EFBToTextureEnable = False

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@ -0,0 +1,7 @@
# WMOEE9 - Moki Moki
[OnFrame_Enabled]
$Fix startup hang
[OnFrame]
$Fix startup hang
0x8001729C:dword:0x4182FFF8

View File

@ -0,0 +1,7 @@
# WMOJE9 - Anata ga Mawashite Sukuu Puzzle - Mochi Mochi Q
[OnFrame_Enabled]
$Fix startup hang
[OnFrame]
$Fix startup hang
0x80018894:dword:0x4182FFF8

View File

@ -0,0 +1,7 @@
# WMOPE9 - Moki Moki
[OnFrame_Enabled]
$Fix startup hang
[OnFrame]
$Fix startup hang
0x8001729C:dword:0x4182FFF8

View File

@ -165,7 +165,7 @@
{
"type": "draw_started",
"prettyname": "Buttom Prompt Y",
"prettyname": "Button Prompt Y",
"texture_filename": "tex1_32x32_15f350b2b7f46481_66860824280a89bf_8"
},
{
@ -180,7 +180,7 @@
},
{
"type": "draw_started",
"prettyname": "Buttom Prompt B",
"prettyname": "Button Prompt B",
"texture_filename": "tex1_32x32_ce62786fc1170192_70b585e07941e91c_8"
},
{
@ -195,7 +195,7 @@
},
{
"type": "draw_started",
"prettyname": "Buttom Prompt X",
"prettyname": "Button Prompt X",
"texture_filename": "tex1_32x32_b52817e68be0e2d7_d1b283ce04ce1c7c_8"
},
{
@ -205,7 +205,7 @@
},
{
"type": "draw_started",
"prettyname": "Buttom Prompt A",
"prettyname": "Button Prompt A",
"texture_filename": "tex1_32x32_630cfa888a9d005a_d95570935377e345_8"
},
{

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@ -106,14 +106,14 @@ void main()
// scaling while also being able to use the luminance channel.
float4 ictcp_color = LinearRGBToICtCP(color);
// Scale the color in perceptual space depending on the percieved luminance.
// Scale the color in perceptual space depending on the perceived luminance.
//
// At low luminances, ~0.0, pow(AMPLIFICATION, ~0.0) ~= 1.0, so the
// color will appear to be unchanged. This is important as we don't want to
// over expose dark colors which would not have otherwise been seen.
//
// At high luminances, ~1.0, pow(AMPLIFICATION, ~1.0) ~= AMPLIFICATION,
// which is equivilant to scaling the color by AMPLIFICATION. This is
// which is equivalent to scaling the color by AMPLIFICATION. This is
// important as we want to get the most out of the display, and we want to
// get bright colors to hit their target brightness.
//

View File

@ -391,7 +391,7 @@ bool supportsSIMD(uint simd_width)
#endif
}
// "Error: The AsciiArt shader requires the missing GPU extention KHR_shader_subgroup."
// "Error: The AsciiArt shader requires the missing GPU extension KHR_shader_subgroup."
const uint missing_subgroup_warning_len = 82;
const uint missing_subgroup_warning[missing_subgroup_warning_len] = {
37, 82, 82, 79, 82, 26, 95, 52, 72, 69, 95, 33, 83, 67, 73, 73, 33, 82, 84, 95, 83,

View File

@ -38,6 +38,22 @@ float3 LinearTosRGBGamma(float3 color)
return color;
}
float3 Rec709_Luminance = float3(0.2126, 0.7152, 0.0722);
float Luminance(float3 color, bool native_color_space)
{
if (native_color_space && OptionEnabled(correct_color_space))
{
if (game_color_space == 0)
color *= from_NTSCM;
else if (game_color_space == 1)
color *= from_NTSCJ;
else if (game_color_space == 2)
color *= from_PAL;
}
return dot(color, Rec709_Luminance);
}
/***** COLOR SAMPLING *****/
// Non filtered gamma corrected sample (nearest neighbor)
@ -89,7 +105,23 @@ float4 BilinearSample(float3 uvw, float gamma)
float4 c22 = QuickSampleByPixel(int_pixel + float2(1.5, 1.5), uvw.z, gamma);
// Blend the 4 samples by their weight
return lerp(lerp(c11, c21, frac_pixel.x), lerp(c12, c22, frac_pixel.x), frac_pixel.y);
float4 avg_c = lerp(lerp(c11, c21, frac_pixel.x), lerp(c12, c22, frac_pixel.x), frac_pixel.y);
// Calculate the average of the gamma space luminance, as that can be used to
// properly determine the perceptual brightness the color should have.
float l11 = pow(Luminance(c11.rgb, true), 1.0 / gamma);
float l21 = pow(Luminance(c21.rgb, true), 1.0 / gamma);
float l12 = pow(Luminance(c12.rgb, true), 1.0 / gamma);
float l22 = pow(Luminance(c22.rgb, true), 1.0 / gamma);
float target_avg_c_lum = lerp(lerp(l11, l21, frac_pixel.x), lerp(l12, l22, frac_pixel.x), frac_pixel.y);
float avg_c_lum = Luminance(avg_c.rgb, true);
if (avg_c_lum != 0.0)
{
avg_c.rgb *= pow(target_avg_c_lum, gamma) / avg_c_lum;
}
return avg_c;
}
/***** Bicubic Interpolation *****/
@ -173,7 +205,7 @@ float4 SharpBilinearSample(float3 uvw, float gamma)
float2 texel = uvw.xy * source_size;
float2 texel_floored = floor(texel);
float2 s = fract(texel);
float scale = max(floor(max(target_size.x * inverted_source_size.x, target_size.y * inverted_source_size.y)), 1.f);
float scale = max(floor(max(target_size.x * inverted_source_size.x, target_size.y * inverted_source_size.y)), 1.0);
float region_range = 0.5 - (0.5 / scale);
// Figure out where in the texel to sample to get correct pre-scaled bilinear.
@ -228,15 +260,28 @@ float4 AreaSampling(float3 uvw, float gamma)
// Initialize the color accumulator.
float4 avg_color = float4(0.0, 0.0, 0.0, 0.0);
float avg_luminance = 0.0;
float4 temp_color;
float luminance_gamma = gamma; // For now, default to the user selected gamma (alternatively we could fix it to anything between 2.2 and 3.0)
float luminance_inv_gamma = 1.0 / luminance_gamma;
// Prevents rounding errors due to the coordinates flooring above
const float2 offset = float2(0.5, 0.5);
// Accumulate corner pixels.
avg_color += area_nw * QuickSampleByPixel(float2(f_beg.x, f_beg.y) + offset, uvw.z, gamma);
avg_color += area_ne * QuickSampleByPixel(float2(f_end.x, f_beg.y) + offset, uvw.z, gamma);
avg_color += area_sw * QuickSampleByPixel(float2(f_beg.x, f_end.y) + offset, uvw.z, gamma);
avg_color += area_se * QuickSampleByPixel(float2(f_end.x, f_end.y) + offset, uvw.z, gamma);
temp_color = QuickSampleByPixel(float2(f_beg.x, f_beg.y) + offset, uvw.z, gamma);
avg_color += area_nw * temp_color;
avg_luminance += area_nw * pow(Luminance(temp_color.rgb, true), luminance_inv_gamma);
temp_color = QuickSampleByPixel(float2(f_end.x, f_beg.y) + offset, uvw.z, gamma);
avg_color += area_ne * temp_color;
avg_luminance += area_ne * pow(Luminance(temp_color.rgb, true), luminance_inv_gamma);
temp_color = QuickSampleByPixel(float2(f_beg.x, f_end.y) + offset, uvw.z, gamma);
avg_color += area_sw * temp_color;
avg_luminance += area_sw * pow(Luminance(temp_color.rgb, true), luminance_inv_gamma);
temp_color = QuickSampleByPixel(float2(f_end.x, f_end.y) + offset, uvw.z, gamma);
avg_color += area_se * temp_color;
avg_luminance += area_se * pow(Luminance(temp_color.rgb, true), luminance_inv_gamma);
// Determine the size of the pixel box.
int x_range = int(f_end.x - f_beg.x - 0.5);
@ -258,8 +303,12 @@ float4 AreaSampling(float3 uvw, float gamma)
if (ix < x_range)
{
float x = f_beg.x + 1.0 + float(ix);
avg_color += area_n * QuickSampleByPixel(float2(x, f_beg.y) + offset, uvw.z, gamma);
avg_color += area_s * QuickSampleByPixel(float2(x, f_end.y) + offset, uvw.z, gamma);
temp_color = QuickSampleByPixel(float2(x, f_beg.y) + offset, uvw.z, gamma);
avg_color += area_n * temp_color;
avg_luminance += area_n * pow(Luminance(temp_color.rgb, true), luminance_inv_gamma);
temp_color = QuickSampleByPixel(float2(x, f_end.y) + offset, uvw.z, gamma);
avg_color += area_s * temp_color;
avg_luminance += area_s * pow(Luminance(temp_color.rgb, true), luminance_inv_gamma);
}
}
@ -269,16 +318,22 @@ float4 AreaSampling(float3 uvw, float gamma)
if (iy < y_range)
{
float y = f_beg.y + 1.0 + float(iy);
avg_color += area_w * QuickSampleByPixel(float2(f_beg.x, y) + offset, uvw.z, gamma);
avg_color += area_e * QuickSampleByPixel(float2(f_end.x, y) + offset, uvw.z, gamma);
temp_color = QuickSampleByPixel(float2(f_beg.x, y) + offset, uvw.z, gamma);
avg_color += area_w * temp_color;
avg_luminance += area_w * pow(Luminance(temp_color.rgb, true), luminance_inv_gamma);
temp_color = QuickSampleByPixel(float2(f_end.x, y) + offset, uvw.z, gamma);
avg_color += area_e * temp_color;
avg_luminance += area_e * pow(Luminance(temp_color.rgb, true), luminance_inv_gamma);
for (int ix = 0; ix < max_iterations; ++ix)
{
if (ix < x_range)
{
float x = f_beg.x + 1.0 + float(ix);
avg_color += QuickSampleByPixel(float2(x, y) + offset, uvw.z, gamma);
temp_color = QuickSampleByPixel(float2(x, y) + offset, uvw.z, gamma);
avg_color += temp_color;
avg_luminance += pow(Luminance(temp_color.rgb, true), luminance_inv_gamma);
}
}
}
@ -288,9 +343,22 @@ float4 AreaSampling(float3 uvw, float gamma)
float area_corners = area_nw + area_ne + area_sw + area_se;
float area_edges = float(x_range) * (area_n + area_s) + float(y_range) * (area_w + area_e);
float area_center = float(x_range) * float(y_range);
float4 nrm_color = avg_color / (area_corners + area_edges + area_center);
float target_nrm_color_luminance = avg_luminance / (area_corners + area_edges + area_center);
// Restore the averaged "gamma" space luminance, for better gamma correction.
// This retains the best feature of gamma correct sampling (no hue shifts),
// while also maintaining the perceptual "brightness" level of blending two colors with an alpha
// (in linear space a 0.5 alpha won't produce a color that has a perceptual brightness in the middle point of the two source colors).
float nrm_color_luminance = Luminance(nrm_color.rgb, true);
if (nrm_color_luminance != 0.0)
{
nrm_color.rgb *= pow(target_nrm_color_luminance, luminance_gamma) / nrm_color_luminance;
}
// Return the normalized average color.
return avg_color / (area_corners + area_edges + area_center);
return nrm_color;
}
/***** Main Functions *****/
@ -353,7 +421,7 @@ void main()
// Doing linear sampling in "gamma space" on linear texture formats isn't correct.
// If the source and target resolutions don't match, the GPU will return a color
// that is the average of 4 gamma space colors, but gamma space colors can't be blended together,
// gamma neeeds to be de-applied first. This makes a big difference if colors change
// gamma needs to be de-applied first. This makes a big difference if colors change
// drastically between two pixels.
color = LinearGammaCorrectedSample(game_gamma);
@ -401,7 +469,7 @@ void main()
// Restore the original gamma without changes
else
{
color.rgb = pow(color.rgb, float3(1.0 / game_gamma));
color.rgb = pow(color.rgb, float3(1.0 / game_gamma));
}
SetOutput(color);

View File

@ -40,7 +40,7 @@ void main()
/*****inline square root routines*****/
// bit of a performance bottleneck.
// neccessary to make the darkened area rounded
// necessary to make the darkened area rounded
// instead of rhombus-shaped.
float sqrt = x / 10.0;

View File

@ -50,7 +50,7 @@ void main()
//****inline square root routines*****/
// bit of a performance bottleneck.
// neccessary to make the darkened area rounded
// necessary to make the darkened area rounded
// instead of rhombus-shaped.
float sqrt = x / 10.0;
while ((sqrt*sqrt) < x)

View File

@ -0,0 +1,10 @@
TITLES = (type: Triforce language: EN version: 20210908)
S000 = Triforce Firmware Update For Compact Flash Box (4.01)
SBEY = Virtua Striker 2002
SBFX = The Key Of Avalon
SBGG = F-Zero AX
SBHZ = Virtua Striker 4 (Asia)
SBJA = Virtua Striker 4 (Export)
SBJN = The Key Of Avalon 2.5: War of the Key
SBLK = Virtua Striker 4 Ver.2006 (Japan)
SBLL = Virtua Striker 4 Ver.2006 (Export)

View File

@ -1,7 +1,7 @@
[Desktop Entry]
Version=1.0
Icon=dolphin-emu
Exec=env QT_QPA_PLATFORM=xcb dolphin-emu
Exec=dolphin-emu
Terminal=false
Type=Application
Categories=Game;Emulator;

View File

@ -1,31 +1,34 @@
set(SRC_NETWORK
src/SFML/Network/Http.cpp
src/SFML/Network/IPAddress.cpp
src/SFML/Network/Packet.cpp
src/SFML/Network/Socket.cpp
src/SFML/Network/SocketSelector.cpp
src/SFML/Network/TcpListener.cpp
src/SFML/Network/TcpSocket.cpp
src/SFML/Network/UdpSocket.cpp
SFML/src/SFML/Network/Http.cpp
SFML/src/SFML/Network/IpAddress.cpp
SFML/src/SFML/Network/Packet.cpp
SFML/src/SFML/Network/Socket.cpp
SFML/src/SFML/Network/SocketSelector.cpp
SFML/src/SFML/Network/TcpListener.cpp
SFML/src/SFML/Network/TcpSocket.cpp
SFML/src/SFML/Network/UdpSocket.cpp
)
if(WIN32)
list(APPEND SRC_NETWORK src/SFML/Network/Win32/SocketImpl.cpp)
list(APPEND SRC_NETWORK SFML/src/SFML/Network/Win32/SocketImpl.cpp)
else()
list(APPEND SRC_NETWORK src/SFML/Network/Unix/SocketImpl.cpp)
list(APPEND SRC_NETWORK SFML/src/SFML/Network/Unix/SocketImpl.cpp)
endif()
set(SRC_SYSTEM
src/SFML/System/Err.cpp
src/SFML/System/String.cpp
src/SFML/System/Time.cpp
SFML/src/SFML/System/Err.cpp
SFML/include/SFML/System/String.hpp
SFML/src/SFML/System/String.cpp
SFML/src/SFML/System/Utils.cpp
)
add_library(sfml-network STATIC ${SRC_NETWORK})
add_library(sfml-system STATIC ${SRC_SYSTEM})
target_compile_features(sfml-network PUBLIC cxx_std_17)
target_compile_features(sfml-system PUBLIC cxx_std_17)
target_compile_definitions(sfml-system PUBLIC SFML_STATIC)
target_include_directories(sfml-system PUBLIC include PRIVATE src)
target_include_directories(sfml-network PUBLIC include PRIVATE src)
target_include_directories(sfml-system PUBLIC SFML/include PRIVATE SFML/src)
target_include_directories(sfml-network PUBLIC SFML/include PRIVATE SFML/src)
target_link_libraries(sfml-network PUBLIC sfml-system)
dolphin_disable_warnings(sfml-network)
dolphin_disable_warnings(sfml-system)
dolphin_disable_warnings(sfml-system)

1
Externals/SFML/SFML vendored Submodule

Submodule Externals/SFML/SFML added at 7f1162dfea

67
Externals/SFML/SFML.vcxproj vendored Normal file
View File

@ -0,0 +1,67 @@
<?xml version="1.0" encoding="utf-8"?>
<Project>
<Import Project="..\..\Source\VSProps\Base.Macros.props" />
<Import Project="$(VSPropsDir)Base.Targets.props" />
<PropertyGroup Label="Globals">
<ProjectGuid>{93D73454-2512-424E-9CDA-4BB357FE13DD}</ProjectGuid>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<Import Project="$(VSPropsDir)Configuration.StaticLibrary.props" />
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings" />
<ImportGroup Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props"
Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')"
Label="LocalAppDataPlatform" />
<Import Project="$(VSPropsDir)Base.props" />
<Import Project="$(VSPropsDir)ClDisableAllWarnings.props" />
</ImportGroup>
<PropertyGroup Label="UserMacros" />
<ItemDefinitionGroup>
<ClCompile>
<AdditionalIncludeDirectories>SFML\include;SFML\src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>SFML_STATIC;%(PreprocessorDefinitions)</PreprocessorDefinitions>
</ClCompile>
</ItemDefinitionGroup>
<ItemGroup>
<ClCompile Include="SFML\src\SFML\Network\Http.cpp" />
<ClCompile Include="SFML\src\SFML\Network\IpAddress.cpp" />
<ClCompile Include="SFML\src\SFML\Network\Packet.cpp" />
<ClCompile Include="SFML\src\SFML\Network\Socket.cpp" />
<ClCompile Include="SFML\src\SFML\Network\SocketSelector.cpp" />
<ClCompile Include="SFML\src\SFML\Network\TcpListener.cpp" />
<ClCompile Include="SFML\src\SFML\Network\TcpSocket.cpp" />
<ClCompile Include="SFML\src\SFML\Network\UdpSocket.cpp" />
<ClCompile Include="SFML\src\SFML\Network\Win32\SocketImpl.cpp" />
<ClCompile Include="SFML\src\SFML\System\Err.cpp" />
<ClCompile Include="SFML\src\SFML\System\String.cpp" />
<ClCompile Include="SFML\src\SFML\System\Utils.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="SFML\include\SFML\Config.hpp" />
<ClInclude Include="SFML\include\SFML\Network.hpp" />
<ClInclude Include="SFML\include\SFML\Network\Export.hpp" />
<ClInclude Include="SFML\include\SFML\Network\Http.hpp" />
<ClInclude Include="SFML\include\SFML\Network\IPAddress.hpp" />
<ClInclude Include="SFML\include\SFML\Network\Packet.hpp" />
<ClInclude Include="SFML\include\SFML\Network\Socket.hpp" />
<ClInclude Include="SFML\include\SFML\Network\SocketHandle.hpp" />
<ClInclude Include="SFML\include\SFML\Network\SocketSelector.hpp" />
<ClInclude Include="SFML\include\SFML\Network\TcpListener.hpp" />
<ClInclude Include="SFML\include\SFML\Network\TcpSocket.hpp" />
<ClInclude Include="SFML\include\SFML\Network\UdpSocket.hpp" />
<ClInclude Include="SFML\include\SFML\System.hpp" />
<ClInclude Include="SFML\include\SFML\System\Err.hpp" />
<ClInclude Include="SFML\include\SFML\System\Export.hpp" />
<ClInclude Include="SFML\include\SFML\System\NonCopyable.hpp" />
<ClInclude Include="SFML\include\SFML\System\String.hpp" />
<ClInclude Include="SFML\include\SFML\System\String.inl" />
<ClInclude Include="SFML\include\SFML\System\Utf.hpp" />
<ClInclude Include="SFML\include\SFML\System\Utf.inl" />
<ClInclude Include="SFML\src\SFML\Network\SocketImpl.hpp" />
<ClInclude Include="SFML\src\SFML\Network\Win32\SocketImpl.hpp" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>

View File

@ -1,66 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<Project>
<Import Project="..\..\..\..\Source\VSProps\Base.Macros.props" />
<Import Project="$(VSPropsDir)Base.Targets.props" />
<PropertyGroup Label="Globals">
<ProjectGuid>{93D73454-2512-424E-9CDA-4BB357FE13DD}</ProjectGuid>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<Import Project="$(VSPropsDir)Configuration.StaticLibrary.props" />
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings" />
<ImportGroup Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="$(VSPropsDir)Base.props" />
<Import Project="$(VSPropsDir)ClDisableAllWarnings.props" />
</ImportGroup>
<PropertyGroup Label="UserMacros" />
<ItemDefinitionGroup>
<ClCompile>
<AdditionalIncludeDirectories>..\..\include;..\..\src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>SFML_STATIC;%(PreprocessorDefinitions)</PreprocessorDefinitions>
</ClCompile>
</ItemDefinitionGroup>
<ItemGroup>
<ClCompile Include="..\..\src\SFML\Network\Http.cpp" />
<ClCompile Include="..\..\src\SFML\Network\IPAddress.cpp" />
<ClCompile Include="..\..\src\SFML\Network\Packet.cpp" />
<ClCompile Include="..\..\src\SFML\Network\Socket.cpp" />
<ClCompile Include="..\..\src\SFML\Network\SocketSelector.cpp" />
<ClCompile Include="..\..\src\SFML\Network\TcpListener.cpp" />
<ClCompile Include="..\..\src\SFML\Network\TcpSocket.cpp" />
<ClCompile Include="..\..\src\SFML\Network\UdpSocket.cpp" />
<ClCompile Include="..\..\src\SFML\Network\Win32\SocketImpl.cpp" />
<ClCompile Include="..\..\src\SFML\System\Err.cpp" />
<ClCompile Include="..\..\src\SFML\System\String.cpp" />
<ClCompile Include="..\..\src\SFML\System\Time.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\..\include\SFML\Config.hpp" />
<ClInclude Include="..\..\include\SFML\Network.hpp" />
<ClInclude Include="..\..\include\SFML\Network\Export.hpp" />
<ClInclude Include="..\..\include\SFML\Network\Http.hpp" />
<ClInclude Include="..\..\include\SFML\Network\IPAddress.hpp" />
<ClInclude Include="..\..\include\SFML\Network\Packet.hpp" />
<ClInclude Include="..\..\include\SFML\Network\Socket.hpp" />
<ClInclude Include="..\..\include\SFML\Network\SocketHandle.hpp" />
<ClInclude Include="..\..\include\SFML\Network\SocketSelector.hpp" />
<ClInclude Include="..\..\include\SFML\Network\TcpListener.hpp" />
<ClInclude Include="..\..\include\SFML\Network\TcpSocket.hpp" />
<ClInclude Include="..\..\include\SFML\Network\UdpSocket.hpp" />
<ClInclude Include="..\..\include\SFML\System.hpp" />
<ClInclude Include="..\..\include\SFML\System\Err.hpp" />
<ClInclude Include="..\..\include\SFML\System\Export.hpp" />
<ClInclude Include="..\..\include\SFML\System\NonCopyable.hpp" />
<ClInclude Include="..\..\include\SFML\System\String.hpp" />
<ClInclude Include="..\..\include\SFML\System\String.inl" />
<ClInclude Include="..\..\include\SFML\System\Time.hpp" />
<ClInclude Include="..\..\include\SFML\System\Utf.hpp" />
<ClInclude Include="..\..\include\SFML\System\Utf.inl" />
<ClInclude Include="..\..\src\SFML\Network\SocketImpl.hpp" />
<ClInclude Include="..\..\src\SFML\Network\Win32\SocketImpl.hpp" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>

View File

@ -1,51 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<Project>
<ItemGroup>
<ClCompile Include="..\..\src\SFML\Network\Http.cpp" />
<ClCompile Include="..\..\src\SFML\Network\IPAddress.cpp" />
<ClCompile Include="..\..\src\SFML\Network\Packet.cpp" />
<ClCompile Include="..\..\src\SFML\Network\Socket.cpp" />
<ClCompile Include="..\..\src\SFML\Network\SocketSelector.cpp" />
<ClCompile Include="..\..\src\SFML\Network\TcpListener.cpp" />
<ClCompile Include="..\..\src\SFML\Network\TcpSocket.cpp" />
<ClCompile Include="..\..\src\SFML\Network\UdpSocket.cpp" />
<ClCompile Include="..\..\src\SFML\Network\Win32\SocketImpl.cpp">
<Filter>Win32</Filter>
</ClCompile>
<ClCompile Include="..\..\src\SFML\System\Err.cpp" />
<ClCompile Include="..\..\src\SFML\System\String.cpp" />
<ClCompile Include="..\..\src\SFML\System\Time.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\..\include\SFML\Config.hpp" />
<ClInclude Include="..\..\include\SFML\Network.hpp" />
<ClInclude Include="..\..\include\SFML\Network\Export.hpp" />
<ClInclude Include="..\..\include\SFML\Network\Http.hpp" />
<ClInclude Include="..\..\include\SFML\Network\IPAddress.hpp" />
<ClInclude Include="..\..\include\SFML\Network\Packet.hpp" />
<ClInclude Include="..\..\include\SFML\Network\Socket.hpp" />
<ClInclude Include="..\..\include\SFML\Network\SocketHandle.hpp" />
<ClInclude Include="..\..\include\SFML\Network\SocketSelector.hpp" />
<ClInclude Include="..\..\include\SFML\Network\TcpListener.hpp" />
<ClInclude Include="..\..\include\SFML\Network\TcpSocket.hpp" />
<ClInclude Include="..\..\include\SFML\Network\UdpSocket.hpp" />
<ClInclude Include="..\..\include\SFML\System.hpp" />
<ClInclude Include="..\..\include\SFML\System\Err.hpp" />
<ClInclude Include="..\..\include\SFML\System\Export.hpp" />
<ClInclude Include="..\..\include\SFML\System\NonCopyable.hpp" />
<ClInclude Include="..\..\include\SFML\System\String.hpp" />
<ClInclude Include="..\..\include\SFML\System\String.inl" />
<ClInclude Include="..\..\include\SFML\System\Time.hpp" />
<ClInclude Include="..\..\include\SFML\System\Utf.hpp" />
<ClInclude Include="..\..\include\SFML\System\Utf.inl" />
<ClInclude Include="..\..\src\SFML\Network\SocketImpl.hpp" />
<ClInclude Include="..\..\src\SFML\Network\Win32\SocketImpl.hpp">
<Filter>Win32</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<Filter Include="Win32">
<UniqueIdentifier>{8280ecca-24fc-48a2-b7f5-6aca41826b66}</UniqueIdentifier>
</Filter>
</ItemGroup>
</Project>

View File

@ -2,13 +2,13 @@
<Project>
<ItemDefinitionGroup>
<ClCompile>
<AdditionalIncludeDirectories>$(ExternalsDir)SFML\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>$(ExternalsDir)SFML\SFML\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>SFML_STATIC;%(PreprocessorDefinitions)</PreprocessorDefinitions>
</ClCompile>
</ItemDefinitionGroup>
<ItemGroup>
<ProjectReference Include="$(ExternalsDir)SFML\build\vc2010\SFML_Network.vcxproj">
<ProjectReference Include="$(ExternalsDir)SFML\SFML.vcxproj">
<Project>{93d73454-2512-424e-9cda-4bb357fe13dd}</Project>
</ProjectReference>
</ItemGroup>
</Project>
</Project>

View File

@ -1,236 +0,0 @@
////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2018 Laurent Gomila (laurent@sfml-dev.org)
//
// This software is provided 'as-is', without any express or implied warranty.
// In no event will the authors be held liable for any damages arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it freely,
// subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented;
// you must not claim that you wrote the original software.
// If you use this software in a product, an acknowledgment
// in the product documentation would be appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such,
// and must not be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source distribution.
//
////////////////////////////////////////////////////////////
#ifndef SFML_CONFIG_HPP
#define SFML_CONFIG_HPP
////////////////////////////////////////////////////////////
// Define the SFML version
////////////////////////////////////////////////////////////
#define SFML_VERSION_MAJOR 2
#define SFML_VERSION_MINOR 5
#define SFML_VERSION_PATCH 0
////////////////////////////////////////////////////////////
// Identify the operating system
// see http://nadeausoftware.com/articles/2012/01/c_c_tip_how_use_compiler_predefined_macros_detect_operating_system
////////////////////////////////////////////////////////////
#if defined(_WIN32)
// Windows
#define SFML_SYSTEM_WINDOWS
#ifndef NOMINMAX
#define NOMINMAX
#endif
#elif defined(__APPLE__) && defined(__MACH__)
// Apple platform, see which one it is
#include "TargetConditionals.h"
#if TARGET_OS_IPHONE || TARGET_IPHONE_SIMULATOR
// iOS
#define SFML_SYSTEM_IOS
#elif TARGET_OS_MAC
// MacOS
#define SFML_SYSTEM_MACOS
#else
// Unsupported Apple system
#error This Apple operating system is not supported by SFML library
#endif
#elif defined(__unix__)
// UNIX system, see which one it is
#if defined(__ANDROID__)
// Android
#define SFML_SYSTEM_ANDROID
#elif defined(__linux__)
// Linux
#define SFML_SYSTEM_LINUX
#elif defined(__FreeBSD__) || defined(__FreeBSD_kernel__)
// FreeBSD
#define SFML_SYSTEM_FREEBSD
#elif defined(__OpenBSD__)
// OpenBSD
#define SFML_SYSTEM_OPENBSD
#else
// Unsupported UNIX system
#error This UNIX operating system is not supported by SFML library
#endif
#else
// Unsupported system
#error This operating system is not supported by SFML library
#endif
////////////////////////////////////////////////////////////
// Define a portable debug macro
////////////////////////////////////////////////////////////
#if !defined(NDEBUG)
#define SFML_DEBUG
#endif
////////////////////////////////////////////////////////////
// Define helpers to create portable import / export macros for each module
////////////////////////////////////////////////////////////
#if !defined(SFML_STATIC)
#if defined(SFML_SYSTEM_WINDOWS)
// Windows compilers need specific (and different) keywords for export and import
#define SFML_API_EXPORT __declspec(dllexport)
#define SFML_API_IMPORT __declspec(dllimport)
// For Visual C++ compilers, we also need to turn off this annoying C4251 warning
#ifdef _MSC_VER
#pragma warning(disable: 4251)
#endif
#else // Linux, FreeBSD, Mac OS X
#if __GNUC__ >= 4
// GCC 4 has special keywords for showing/hidding symbols,
// the same keyword is used for both importing and exporting
#define SFML_API_EXPORT __attribute__ ((__visibility__ ("default")))
#define SFML_API_IMPORT __attribute__ ((__visibility__ ("default")))
#else
// GCC < 4 has no mechanism to explicitely hide symbols, everything's exported
#define SFML_API_EXPORT
#define SFML_API_IMPORT
#endif
#endif
#else
// Static build doesn't need import/export macros
#define SFML_API_EXPORT
#define SFML_API_IMPORT
#endif
////////////////////////////////////////////////////////////
// Cross-platform warning for deprecated functions and classes
//
// Usage:
// class SFML_DEPRECATED MyClass
// {
// SFML_DEPRECATED void memberFunc();
// };
//
// SFML_DEPRECATED void globalFunc();
////////////////////////////////////////////////////////////
#if defined(SFML_NO_DEPRECATED_WARNINGS)
// User explicitly requests to disable deprecation warnings
#define SFML_DEPRECATED
#elif defined(_MSC_VER)
// Microsoft C++ compiler
// Note: On newer MSVC versions, using deprecated functions causes a compiler error. In order to
// trigger a warning instead of an error, the compiler flag /sdl- (instead of /sdl) must be specified.
#define SFML_DEPRECATED __declspec(deprecated)
#elif defined(__GNUC__)
// g++ and Clang
#define SFML_DEPRECATED __attribute__ ((deprecated))
#else
// Other compilers are not supported, leave class or function as-is.
// With a bit of luck, the #pragma directive works, otherwise users get a warning (no error!) for unrecognized #pragma.
#pragma message("SFML_DEPRECATED is not supported for your compiler, please contact the SFML team")
#define SFML_DEPRECATED
#endif
////////////////////////////////////////////////////////////
// Define portable fixed-size types
////////////////////////////////////////////////////////////
namespace sf
{
// All "common" platforms use the same size for char, short and int
// (basically there are 3 types for 3 sizes, so no other match is possible),
// we can use them without doing any kind of check
// 8 bits integer types
typedef signed char Int8;
typedef unsigned char Uint8;
// 16 bits integer types
typedef signed short Int16;
typedef unsigned short Uint16;
// 32 bits integer types
typedef signed int Int32;
typedef unsigned int Uint32;
// 64 bits integer types
#if defined(_MSC_VER)
typedef signed __int64 Int64;
typedef unsigned __int64 Uint64;
#else
typedef signed long long Int64;
typedef unsigned long long Uint64;
#endif
} // namespace sf
#endif // SFML_CONFIG_HPP

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@ -1,55 +0,0 @@
////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2018 Laurent Gomila (laurent@sfml-dev.org)
//
// This software is provided 'as-is', without any express or implied warranty.
// In no event will the authors be held liable for any damages arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it freely,
// subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented;
// you must not claim that you wrote the original software.
// If you use this software in a product, an acknowledgment
// in the product documentation would be appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such,
// and must not be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source distribution.
//
////////////////////////////////////////////////////////////
#ifndef SFML_NETWORK_HPP
#define SFML_NETWORK_HPP
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/System.hpp>
//#include <SFML/Network/Ftp.hpp>
#include <SFML/Network/Http.hpp>
// This file is "IpAddress.hpp" upstream
#include <SFML/Network/IPAddress.hpp>
#include <SFML/Network/Packet.hpp>
#include <SFML/Network/Socket.hpp>
#include <SFML/Network/SocketHandle.hpp>
#include <SFML/Network/SocketSelector.hpp>
#include <SFML/Network/TcpListener.hpp>
#include <SFML/Network/TcpSocket.hpp>
#include <SFML/Network/UdpSocket.hpp>
#endif // SFML_NETWORK_HPP
////////////////////////////////////////////////////////////
/// \defgroup network Network module
///
/// Socket-based communication, utilities and higher-level
/// network protocols (HTTP, FTP).
///
////////////////////////////////////////////////////////////

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////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2018 Laurent Gomila (laurent@sfml-dev.org)
//
// This software is provided 'as-is', without any express or implied warranty.
// In no event will the authors be held liable for any damages arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it freely,
// subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented;
// you must not claim that you wrote the original software.
// If you use this software in a product, an acknowledgment
// in the product documentation would be appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such,
// and must not be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source distribution.
//
////////////////////////////////////////////////////////////
#ifndef SFML_NETWORK_EXPORT_HPP
#define SFML_NETWORK_EXPORT_HPP
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Config.hpp>
////////////////////////////////////////////////////////////
// Define portable import / export macros
////////////////////////////////////////////////////////////
#if defined(SFML_NETWORK_EXPORTS)
#define SFML_NETWORK_API SFML_API_EXPORT
#else
#define SFML_NETWORK_API SFML_API_IMPORT
#endif
#endif // SFML_NETWORK_EXPORT_HPP

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@ -1,482 +0,0 @@
////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2018 Laurent Gomila (laurent@sfml-dev.org)
//
// This software is provided 'as-is', without any express or implied warranty.
// In no event will the authors be held liable for any damages arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it freely,
// subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented;
// you must not claim that you wrote the original software.
// If you use this software in a product, an acknowledgment
// in the product documentation would be appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such,
// and must not be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source distribution.
//
////////////////////////////////////////////////////////////
#ifndef SFML_HTTP_HPP
#define SFML_HTTP_HPP
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Network/Export.hpp>
#include <SFML/Network/IPAddress.hpp>
#include <SFML/Network/TcpSocket.hpp>
#include <SFML/System/NonCopyable.hpp>
#include <SFML/System/Time.hpp>
#include <map>
#include <string>
namespace sf
{
////////////////////////////////////////////////////////////
/// \brief A HTTP client
///
////////////////////////////////////////////////////////////
class SFML_NETWORK_API Http : NonCopyable
{
public:
////////////////////////////////////////////////////////////
/// \brief Define a HTTP request
///
////////////////////////////////////////////////////////////
class SFML_NETWORK_API Request
{
public:
////////////////////////////////////////////////////////////
/// \brief Enumerate the available HTTP methods for a request
///
////////////////////////////////////////////////////////////
enum Method
{
Get, ///< Request in get mode, standard method to retrieve a page
Post, ///< Request in post mode, usually to send data to a page
Head, ///< Request a page's header only
Put, ///< Request in put mode, useful for a REST API
Delete ///< Request in delete mode, useful for a REST API
};
////////////////////////////////////////////////////////////
/// \brief Default constructor
///
/// This constructor creates a GET request, with the root
/// URI ("/") and an empty body.
///
/// \param uri Target URI
/// \param method Method to use for the request
/// \param body Content of the request's body
///
////////////////////////////////////////////////////////////
Request(const std::string& uri = "/", Method method = Get, const std::string& body = "");
////////////////////////////////////////////////////////////
/// \brief Set the value of a field
///
/// The field is created if it doesn't exist. The name of
/// the field is case-insensitive.
/// By default, a request doesn't contain any field (but the
/// mandatory fields are added later by the HTTP client when
/// sending the request).
///
/// \param field Name of the field to set
/// \param value Value of the field
///
////////////////////////////////////////////////////////////
void setField(const std::string& field, const std::string& value);
////////////////////////////////////////////////////////////
/// \brief Set the request method
///
/// See the Method enumeration for a complete list of all
/// the availale methods.
/// The method is Http::Request::Get by default.
///
/// \param method Method to use for the request
///
////////////////////////////////////////////////////////////
void setMethod(Method method);
////////////////////////////////////////////////////////////
/// \brief Set the requested URI
///
/// The URI is the resource (usually a web page or a file)
/// that you want to get or post.
/// The URI is "/" (the root page) by default.
///
/// \param uri URI to request, relative to the host
///
////////////////////////////////////////////////////////////
void setUri(const std::string& uri);
////////////////////////////////////////////////////////////
/// \brief Set the HTTP version for the request
///
/// The HTTP version is 1.0 by default.
///
/// \param major Major HTTP version number
/// \param minor Minor HTTP version number
///
////////////////////////////////////////////////////////////
void setHttpVersion(unsigned int major, unsigned int minor);
////////////////////////////////////////////////////////////
/// \brief Set the body of the request
///
/// The body of a request is optional and only makes sense
/// for POST requests. It is ignored for all other methods.
/// The body is empty by default.
///
/// \param body Content of the body
///
////////////////////////////////////////////////////////////
void setBody(const std::string& body);
private:
friend class Http;
////////////////////////////////////////////////////////////
/// \brief Prepare the final request to send to the server
///
/// This is used internally by Http before sending the
/// request to the web server.
///
/// \return String containing the request, ready to be sent
///
////////////////////////////////////////////////////////////
std::string prepare() const;
////////////////////////////////////////////////////////////
/// \brief Check if the request defines a field
///
/// This function uses case-insensitive comparisons.
///
/// \param field Name of the field to test
///
/// \return True if the field exists, false otherwise
///
////////////////////////////////////////////////////////////
bool hasField(const std::string& field) const;
////////////////////////////////////////////////////////////
// Types
////////////////////////////////////////////////////////////
typedef std::map<std::string, std::string> FieldTable;
////////////////////////////////////////////////////////////
// Member data
////////////////////////////////////////////////////////////
FieldTable m_fields; ///< Fields of the header associated to their value
Method m_method; ///< Method to use for the request
std::string m_uri; ///< Target URI of the request
unsigned int m_majorVersion; ///< Major HTTP version
unsigned int m_minorVersion; ///< Minor HTTP version
std::string m_body; ///< Body of the request
};
////////////////////////////////////////////////////////////
/// \brief Define a HTTP response
///
////////////////////////////////////////////////////////////
class SFML_NETWORK_API Response
{
public:
////////////////////////////////////////////////////////////
/// \brief Enumerate all the valid status codes for a response
///
////////////////////////////////////////////////////////////
enum Status
{
// 2xx: success
Ok = 200, ///< Most common code returned when operation was successful
Created = 201, ///< The resource has successfully been created
Accepted = 202, ///< The request has been accepted, but will be processed later by the server
NoContent = 204, ///< The server didn't send any data in return
ResetContent = 205, ///< The server informs the client that it should clear the view (form) that caused the request to be sent
PartialContent = 206, ///< The server has sent a part of the resource, as a response to a partial GET request
// 3xx: redirection
MultipleChoices = 300, ///< The requested page can be accessed from several locations
MovedPermanently = 301, ///< The requested page has permanently moved to a new location
MovedTemporarily = 302, ///< The requested page has temporarily moved to a new location
NotModified = 304, ///< For conditional requests, means the requested page hasn't changed and doesn't need to be refreshed
// 4xx: client error
BadRequest = 400, ///< The server couldn't understand the request (syntax error)
Unauthorized = 401, ///< The requested page needs an authentication to be accessed
Forbidden = 403, ///< The requested page cannot be accessed at all, even with authentication
NotFound = 404, ///< The requested page doesn't exist
RangeNotSatisfiable = 407, ///< The server can't satisfy the partial GET request (with a "Range" header field)
// 5xx: server error
InternalServerError = 500, ///< The server encountered an unexpected error
NotImplemented = 501, ///< The server doesn't implement a requested feature
BadGateway = 502, ///< The gateway server has received an error from the source server
ServiceNotAvailable = 503, ///< The server is temporarily unavailable (overloaded, in maintenance, ...)
GatewayTimeout = 504, ///< The gateway server couldn't receive a response from the source server
VersionNotSupported = 505, ///< The server doesn't support the requested HTTP version
// 10xx: SFML custom codes
InvalidResponse = 1000, ///< Response is not a valid HTTP one
ConnectionFailed = 1001 ///< Connection with server failed
};
////////////////////////////////////////////////////////////
/// \brief Default constructor
///
/// Constructs an empty response.
///
////////////////////////////////////////////////////////////
Response();
////////////////////////////////////////////////////////////
/// \brief Get the value of a field
///
/// If the field \a field is not found in the response header,
/// the empty string is returned. This function uses
/// case-insensitive comparisons.
///
/// \param field Name of the field to get
///
/// \return Value of the field, or empty string if not found
///
////////////////////////////////////////////////////////////
const std::string& getField(const std::string& field) const;
////////////////////////////////////////////////////////////
/// \brief Get the response status code
///
/// The status code should be the first thing to be checked
/// after receiving a response, it defines whether it is a
/// success, a failure or anything else (see the Status
/// enumeration).
///
/// \return Status code of the response
///
////////////////////////////////////////////////////////////
Status getStatus() const;
////////////////////////////////////////////////////////////
/// \brief Get the major HTTP version number of the response
///
/// \return Major HTTP version number
///
/// \see getMinorHttpVersion
///
////////////////////////////////////////////////////////////
unsigned int getMajorHttpVersion() const;
////////////////////////////////////////////////////////////
/// \brief Get the minor HTTP version number of the response
///
/// \return Minor HTTP version number
///
/// \see getMajorHttpVersion
///
////////////////////////////////////////////////////////////
unsigned int getMinorHttpVersion() const;
////////////////////////////////////////////////////////////
/// \brief Get the body of the response
///
/// The body of a response may contain:
/// \li the requested page (for GET requests)
/// \li a response from the server (for POST requests)
/// \li nothing (for HEAD requests)
/// \li an error message (in case of an error)
///
/// \return The response body
///
////////////////////////////////////////////////////////////
const std::string& getBody() const;
private:
friend class Http;
////////////////////////////////////////////////////////////
/// \brief Construct the header from a response string
///
/// This function is used by Http to build the response
/// of a request.
///
/// \param data Content of the response to parse
///
////////////////////////////////////////////////////////////
void parse(const std::string& data);
////////////////////////////////////////////////////////////
/// \brief Read values passed in the answer header
///
/// This function is used by Http to extract values passed
/// in the response.
///
/// \param in String stream containing the header values
///
////////////////////////////////////////////////////////////
void parseFields(std::istream &in);
////////////////////////////////////////////////////////////
// Types
////////////////////////////////////////////////////////////
typedef std::map<std::string, std::string> FieldTable;
////////////////////////////////////////////////////////////
// Member data
////////////////////////////////////////////////////////////
FieldTable m_fields; ///< Fields of the header
Status m_status; ///< Status code
unsigned int m_majorVersion; ///< Major HTTP version
unsigned int m_minorVersion; ///< Minor HTTP version
std::string m_body; ///< Body of the response
};
////////////////////////////////////////////////////////////
/// \brief Default constructor
///
////////////////////////////////////////////////////////////
Http();
////////////////////////////////////////////////////////////
/// \brief Construct the HTTP client with the target host
///
/// This is equivalent to calling setHost(host, port).
/// The port has a default value of 0, which means that the
/// HTTP client will use the right port according to the
/// protocol used (80 for HTTP). You should leave it like
/// this unless you really need a port other than the
/// standard one, or use an unknown protocol.
///
/// \param host Web server to connect to
/// \param port Port to use for connection
///
////////////////////////////////////////////////////////////
Http(const std::string& host, unsigned short port = 0);
////////////////////////////////////////////////////////////
/// \brief Set the target host
///
/// This function just stores the host address and port, it
/// doesn't actually connect to it until you send a request.
/// The port has a default value of 0, which means that the
/// HTTP client will use the right port according to the
/// protocol used (80 for HTTP). You should leave it like
/// this unless you really need a port other than the
/// standard one, or use an unknown protocol.
///
/// \param host Web server to connect to
/// \param port Port to use for connection
///
////////////////////////////////////////////////////////////
void setHost(const std::string& host, unsigned short port = 0);
////////////////////////////////////////////////////////////
/// \brief Send a HTTP request and return the server's response.
///
/// You must have a valid host before sending a request (see setHost).
/// Any missing mandatory header field in the request will be added
/// with an appropriate value.
/// Warning: this function waits for the server's response and may
/// not return instantly; use a thread if you don't want to block your
/// application, or use a timeout to limit the time to wait. A value
/// of Time::Zero means that the client will use the system default timeout
/// (which is usually pretty long).
///
/// \param request Request to send
/// \param timeout Maximum time to wait
///
/// \return Server's response
///
////////////////////////////////////////////////////////////
Response sendRequest(const Request& request, Time timeout = Time::Zero);
private:
////////////////////////////////////////////////////////////
// Member data
////////////////////////////////////////////////////////////
TcpSocket m_connection; ///< Connection to the host
IpAddress m_host; ///< Web host address
std::string m_hostName; ///< Web host name
unsigned short m_port; ///< Port used for connection with host
};
} // namespace sf
#endif // SFML_HTTP_HPP
////////////////////////////////////////////////////////////
/// \class sf::Http
/// \ingroup network
///
/// sf::Http is a very simple HTTP client that allows you
/// to communicate with a web server. You can retrieve
/// web pages, send data to an interactive resource,
/// download a remote file, etc. The HTTPS protocol is
/// not supported.
///
/// The HTTP client is split into 3 classes:
/// \li sf::Http::Request
/// \li sf::Http::Response
/// \li sf::Http
///
/// sf::Http::Request builds the request that will be
/// sent to the server. A request is made of:
/// \li a method (what you want to do)
/// \li a target URI (usually the name of the web page or file)
/// \li one or more header fields (options that you can pass to the server)
/// \li an optional body (for POST requests)
///
/// sf::Http::Response parse the response from the web server
/// and provides getters to read them. The response contains:
/// \li a status code
/// \li header fields (that may be answers to the ones that you requested)
/// \li a body, which contains the contents of the requested resource
///
/// sf::Http provides a simple function, SendRequest, to send a
/// sf::Http::Request and return the corresponding sf::Http::Response
/// from the server.
///
/// Usage example:
/// \code
/// // Create a new HTTP client
/// sf::Http http;
///
/// // We'll work on http://www.sfml-dev.org
/// http.setHost("http://www.sfml-dev.org");
///
/// // Prepare a request to get the 'features.php' page
/// sf::Http::Request request("features.php");
///
/// // Send the request
/// sf::Http::Response response = http.sendRequest(request);
///
/// // Check the status code and display the result
/// sf::Http::Response::Status status = response.getStatus();
/// if (status == sf::Http::Response::Ok)
/// {
/// std::cout << response.getBody() << std::endl;
/// }
/// else
/// {
/// std::cout << "Error " << status << std::endl;
/// }
/// \endcode
///
////////////////////////////////////////////////////////////

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@ -1,328 +0,0 @@
////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2018 Laurent Gomila (laurent@sfml-dev.org)
//
// This software is provided 'as-is', without any express or implied warranty.
// In no event will the authors be held liable for any damages arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it freely,
// subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented;
// you must not claim that you wrote the original software.
// If you use this software in a product, an acknowledgment
// in the product documentation would be appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such,
// and must not be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source distribution.
//
////////////////////////////////////////////////////////////
#ifndef SFML_IPADDRESS_HPP
#define SFML_IPADDRESS_HPP
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Network/Export.hpp>
#include <SFML/System/Time.hpp>
#include <istream>
#include <ostream>
#include <string>
namespace sf
{
////////////////////////////////////////////////////////////
/// \brief Encapsulate an IPv4 network address
///
////////////////////////////////////////////////////////////
class SFML_NETWORK_API IpAddress
{
public:
////////////////////////////////////////////////////////////
/// \brief Default constructor
///
/// This constructor creates an empty (invalid) address
///
////////////////////////////////////////////////////////////
IpAddress();
////////////////////////////////////////////////////////////
/// \brief Construct the address from a string
///
/// Here \a address can be either a decimal address
/// (ex: "192.168.1.56") or a network name (ex: "localhost").
///
/// \param address IP address or network name
///
////////////////////////////////////////////////////////////
IpAddress(const std::string& address);
////////////////////////////////////////////////////////////
/// \brief Construct the address from a string
///
/// Here \a address can be either a decimal address
/// (ex: "192.168.1.56") or a network name (ex: "localhost").
/// This is equivalent to the constructor taking a std::string
/// parameter, it is defined for convenience so that the
/// implicit conversions from literal strings to IpAddress work.
///
/// \param address IP address or network name
///
////////////////////////////////////////////////////////////
IpAddress(const char* address);
////////////////////////////////////////////////////////////
/// \brief Construct the address from 4 bytes
///
/// Calling IpAddress(a, b, c, d) is equivalent to calling
/// IpAddress("a.b.c.d"), but safer as it doesn't have to
/// parse a string to get the address components.
///
/// \param byte0 First byte of the address
/// \param byte1 Second byte of the address
/// \param byte2 Third byte of the address
/// \param byte3 Fourth byte of the address
///
////////////////////////////////////////////////////////////
IpAddress(Uint8 byte0, Uint8 byte1, Uint8 byte2, Uint8 byte3);
////////////////////////////////////////////////////////////
/// \brief Construct the address from a 32-bits integer
///
/// This constructor uses the internal representation of
/// the address directly. It should be used for optimization
/// purposes, and only if you got that representation from
/// IpAddress::toInteger().
///
/// \param address 4 bytes of the address packed into a 32-bits integer
///
/// \see toInteger
///
////////////////////////////////////////////////////////////
explicit IpAddress(Uint32 address);
////////////////////////////////////////////////////////////
/// \brief Get a string representation of the address
///
/// The returned string is the decimal representation of the
/// IP address (like "192.168.1.56"), even if it was constructed
/// from a host name.
///
/// \return String representation of the address
///
/// \see toInteger
///
////////////////////////////////////////////////////////////
std::string toString() const;
////////////////////////////////////////////////////////////
/// \brief Get an integer representation of the address
///
/// The returned number is the internal representation of the
/// address, and should be used for optimization purposes only
/// (like sending the address through a socket).
/// The integer produced by this function can then be converted
/// back to a sf::IpAddress with the proper constructor.
///
/// \return 32-bits unsigned integer representation of the address
///
/// \see toString
///
////////////////////////////////////////////////////////////
Uint32 toInteger() const;
////////////////////////////////////////////////////////////
/// \brief Get the computer's local address
///
/// The local address is the address of the computer from the
/// LAN point of view, i.e. something like 192.168.1.56. It is
/// meaningful only for communications over the local network.
/// Unlike getPublicAddress, this function is fast and may be
/// used safely anywhere.
///
/// \return Local IP address of the computer
///
/// \see getPublicAddress
///
////////////////////////////////////////////////////////////
static IpAddress getLocalAddress();
////////////////////////////////////////////////////////////
/// \brief Get the computer's public address
///
/// The public address is the address of the computer from the
/// internet point of view, i.e. something like 89.54.1.169.
/// It is necessary for communications over the world wide web.
/// The only way to get a public address is to ask it to a
/// distant website; as a consequence, this function depends on
/// both your network connection and the server, and may be
/// very slow. You should use it as few as possible. Because
/// this function depends on the network connection and on a distant
/// server, you may use a time limit if you don't want your program
/// to be possibly stuck waiting in case there is a problem; this
/// limit is deactivated by default.
///
/// \param timeout Maximum time to wait
///
/// \return Public IP address of the computer
///
/// \see getLocalAddress
///
////////////////////////////////////////////////////////////
static IpAddress getPublicAddress(Time timeout = Time::Zero);
////////////////////////////////////////////////////////////
// Static member data
////////////////////////////////////////////////////////////
static const IpAddress None; ///< Value representing an empty/invalid address
static const IpAddress Any; ///< Value representing any address (0.0.0.0)
static const IpAddress LocalHost; ///< The "localhost" address (for connecting a computer to itself locally)
static const IpAddress Broadcast; ///< The "broadcast" address (for sending UDP messages to everyone on a local network)
private:
friend SFML_NETWORK_API bool operator <(const IpAddress& left, const IpAddress& right);
////////////////////////////////////////////////////////////
/// \brief Resolve the given address string
///
/// \param address Address string
///
////////////////////////////////////////////////////////////
void resolve(const std::string& address);
////////////////////////////////////////////////////////////
// Member data
////////////////////////////////////////////////////////////
Uint32 m_address; ///< Address stored as an unsigned 32 bits integer
bool m_valid; ///< Is the address valid?
};
////////////////////////////////////////////////////////////
/// \brief Overload of == operator to compare two IP addresses
///
/// \param left Left operand (a IP address)
/// \param right Right operand (a IP address)
///
/// \return True if both addresses are equal
///
////////////////////////////////////////////////////////////
SFML_NETWORK_API bool operator ==(const IpAddress& left, const IpAddress& right);
////////////////////////////////////////////////////////////
/// \brief Overload of != operator to compare two IP addresses
///
/// \param left Left operand (a IP address)
/// \param right Right operand (a IP address)
///
/// \return True if both addresses are different
///
////////////////////////////////////////////////////////////
SFML_NETWORK_API bool operator !=(const IpAddress& left, const IpAddress& right);
////////////////////////////////////////////////////////////
/// \brief Overload of < operator to compare two IP addresses
///
/// \param left Left operand (a IP address)
/// \param right Right operand (a IP address)
///
/// \return True if \a left is lesser than \a right
///
////////////////////////////////////////////////////////////
SFML_NETWORK_API bool operator <(const IpAddress& left, const IpAddress& right);
////////////////////////////////////////////////////////////
/// \brief Overload of > operator to compare two IP addresses
///
/// \param left Left operand (a IP address)
/// \param right Right operand (a IP address)
///
/// \return True if \a left is greater than \a right
///
////////////////////////////////////////////////////////////
SFML_NETWORK_API bool operator >(const IpAddress& left, const IpAddress& right);
////////////////////////////////////////////////////////////
/// \brief Overload of <= operator to compare two IP addresses
///
/// \param left Left operand (a IP address)
/// \param right Right operand (a IP address)
///
/// \return True if \a left is lesser or equal than \a right
///
////////////////////////////////////////////////////////////
SFML_NETWORK_API bool operator <=(const IpAddress& left, const IpAddress& right);
////////////////////////////////////////////////////////////
/// \brief Overload of >= operator to compare two IP addresses
///
/// \param left Left operand (a IP address)
/// \param right Right operand (a IP address)
///
/// \return True if \a left is greater or equal than \a right
///
////////////////////////////////////////////////////////////
SFML_NETWORK_API bool operator >=(const IpAddress& left, const IpAddress& right);
////////////////////////////////////////////////////////////
/// \brief Overload of >> operator to extract an IP address from an input stream
///
/// \param stream Input stream
/// \param address IP address to extract
///
/// \return Reference to the input stream
///
////////////////////////////////////////////////////////////
SFML_NETWORK_API std::istream& operator >>(std::istream& stream, IpAddress& address);
////////////////////////////////////////////////////////////
/// \brief Overload of << operator to print an IP address to an output stream
///
/// \param stream Output stream
/// \param address IP address to print
///
/// \return Reference to the output stream
///
////////////////////////////////////////////////////////////
SFML_NETWORK_API std::ostream& operator <<(std::ostream& stream, const IpAddress& address);
} // namespace sf
#endif // SFML_IPADDRESS_HPP
////////////////////////////////////////////////////////////
/// \class sf::IpAddress
/// \ingroup network
///
/// sf::IpAddress is a utility class for manipulating network
/// addresses. It provides a set a implicit constructors and
/// conversion functions to easily build or transform an IP
/// address from/to various representations.
///
/// Usage example:
/// \code
/// sf::IpAddress a0; // an invalid address
/// sf::IpAddress a1 = sf::IpAddress::None; // an invalid address (same as a0)
/// sf::IpAddress a2("127.0.0.1"); // the local host address
/// sf::IpAddress a3 = sf::IpAddress::Broadcast; // the broadcast address
/// sf::IpAddress a4(192, 168, 1, 56); // a local address
/// sf::IpAddress a5("my_computer"); // a local address created from a network name
/// sf::IpAddress a6("89.54.1.169"); // a distant address
/// sf::IpAddress a7("www.google.com"); // a distant address created from a network name
/// sf::IpAddress a8 = sf::IpAddress::getLocalAddress(); // my address on the local network
/// sf::IpAddress a9 = sf::IpAddress::getPublicAddress(); // my address on the internet
/// \endcode
///
/// Note that sf::IpAddress currently doesn't support IPv6
/// nor other types of network addresses.
///
////////////////////////////////////////////////////////////

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@ -1,532 +0,0 @@
////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2018 Laurent Gomila (laurent@sfml-dev.org)
//
// This software is provided 'as-is', without any express or implied warranty.
// In no event will the authors be held liable for any damages arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it freely,
// subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented;
// you must not claim that you wrote the original software.
// If you use this software in a product, an acknowledgment
// in the product documentation would be appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such,
// and must not be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source distribution.
//
////////////////////////////////////////////////////////////
#ifndef SFML_PACKET_HPP
#define SFML_PACKET_HPP
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Network/Export.hpp>
#include <string>
#include <vector>
namespace sf
{
class String;
class TcpSocket;
class UdpSocket;
////////////////////////////////////////////////////////////
/// \brief Utility class to build blocks of data to transfer
/// over the network
///
////////////////////////////////////////////////////////////
class SFML_NETWORK_API Packet
{
// A bool-like type that cannot be converted to integer or pointer types
typedef bool (Packet::*BoolType)(std::size_t);
public:
////////////////////////////////////////////////////////////
/// \brief Default constructor
///
/// Creates an empty packet.
///
////////////////////////////////////////////////////////////
Packet();
////////////////////////////////////////////////////////////
/// \brief Virtual destructor
///
////////////////////////////////////////////////////////////
virtual ~Packet();
////////////////////////////////////////////////////////////
/// \brief Append data to the end of the packet
///
/// \param data Pointer to the sequence of bytes to append
/// \param sizeInBytes Number of bytes to append
///
/// \see clear
///
////////////////////////////////////////////////////////////
void append(const void* data, std::size_t sizeInBytes);
////////////////////////////////////////////////////////////
/// \brief Clear the packet
///
/// After calling Clear, the packet is empty.
///
/// \see append
///
////////////////////////////////////////////////////////////
void clear();
////////////////////////////////////////////////////////////
/// \brief Get a pointer to the data contained in the packet
///
/// Warning: the returned pointer may become invalid after
/// you append data to the packet, therefore it should never
/// be stored.
/// The return pointer is NULL if the packet is empty.
///
/// \return Pointer to the data
///
/// \see getDataSize
///
////////////////////////////////////////////////////////////
const void* getData() const;
////////////////////////////////////////////////////////////
/// \brief Get the size of the data contained in the packet
///
/// This function returns the number of bytes pointed to by
/// what getData returns.
///
/// \return Data size, in bytes
///
/// \see getData
///
////////////////////////////////////////////////////////////
std::size_t getDataSize() const;
////////////////////////////////////////////////////////////
/// \brief Tell if the reading position has reached the
/// end of the packet
///
/// This function is useful to know if there is some data
/// left to be read, without actually reading it.
///
/// \return True if all data was read, false otherwise
///
/// \see operator bool
///
////////////////////////////////////////////////////////////
bool endOfPacket() const;
public:
////////////////////////////////////////////////////////////
/// \brief Test the validity of the packet, for reading
///
/// This operator allows to test the packet as a boolean
/// variable, to check if a reading operation was successful.
///
/// A packet will be in an invalid state if it has no more
/// data to read.
///
/// This behavior is the same as standard C++ streams.
///
/// Usage example:
/// \code
/// float x;
/// packet >> x;
/// if (packet)
/// {
/// // ok, x was extracted successfully
/// }
///
/// // -- or --
///
/// float x;
/// if (packet >> x)
/// {
/// // ok, x was extracted successfully
/// }
/// \endcode
///
/// Don't focus on the return type, it's equivalent to bool but
/// it disallows unwanted implicit conversions to integer or
/// pointer types.
///
/// \return True if last data extraction from packet was successful
///
/// \see endOfPacket
///
////////////////////////////////////////////////////////////
operator BoolType() const;
////////////////////////////////////////////////////////////
/// Overload of operator >> to read data from the packet
///
////////////////////////////////////////////////////////////
Packet& operator >>(bool& data);
////////////////////////////////////////////////////////////
/// \overload
////////////////////////////////////////////////////////////
Packet& operator >>(Int8& data);
////////////////////////////////////////////////////////////
/// \overload
////////////////////////////////////////////////////////////
Packet& operator >>(Uint8& data);
////////////////////////////////////////////////////////////
/// \overload
////////////////////////////////////////////////////////////
Packet& operator >>(Int16& data);
////////////////////////////////////////////////////////////
/// \overload
////////////////////////////////////////////////////////////
Packet& operator >>(Uint16& data);
////////////////////////////////////////////////////////////
/// \overload
////////////////////////////////////////////////////////////
Packet& operator >>(Int32& data);
////////////////////////////////////////////////////////////
/// \overload
////////////////////////////////////////////////////////////
Packet& operator >>(Uint32& data);
////////////////////////////////////////////////////////////
/// \overload
////////////////////////////////////////////////////////////
Packet& operator >>(Int64& data);
////////////////////////////////////////////////////////////
/// \overload
////////////////////////////////////////////////////////////
Packet& operator >>(Uint64& data);
////////////////////////////////////////////////////////////
/// \overload
////////////////////////////////////////////////////////////
Packet& operator >>(float& data);
////////////////////////////////////////////////////////////
/// \overload
////////////////////////////////////////////////////////////
Packet& operator >>(double& data);
////////////////////////////////////////////////////////////
/// \overload
////////////////////////////////////////////////////////////
Packet& operator >>(char* data);
////////////////////////////////////////////////////////////
/// \overload
////////////////////////////////////////////////////////////
Packet& operator >>(std::string& data);
////////////////////////////////////////////////////////////
/// \overload
////////////////////////////////////////////////////////////
Packet& operator >>(wchar_t* data);
////////////////////////////////////////////////////////////
/// \overload
////////////////////////////////////////////////////////////
Packet& operator >>(std::wstring& data);
////////////////////////////////////////////////////////////
/// \overload
////////////////////////////////////////////////////////////
Packet& operator >>(String& data);
////////////////////////////////////////////////////////////
/// Overload of operator << to write data into the packet
///
////////////////////////////////////////////////////////////
Packet& operator <<(bool data);
////////////////////////////////////////////////////////////
/// \overload
////////////////////////////////////////////////////////////
Packet& operator <<(Int8 data);
////////////////////////////////////////////////////////////
/// \overload
////////////////////////////////////////////////////////////
Packet& operator <<(Uint8 data);
////////////////////////////////////////////////////////////
/// \overload
////////////////////////////////////////////////////////////
Packet& operator <<(Int16 data);
////////////////////////////////////////////////////////////
/// \overload
////////////////////////////////////////////////////////////
Packet& operator <<(Uint16 data);
////////////////////////////////////////////////////////////
/// \overload
////////////////////////////////////////////////////////////
Packet& operator <<(Int32 data);
////////////////////////////////////////////////////////////
/// \overload
////////////////////////////////////////////////////////////
Packet& operator <<(Uint32 data);
////////////////////////////////////////////////////////////
/// \overload
////////////////////////////////////////////////////////////
Packet& operator <<(Int64 data);
////////////////////////////////////////////////////////////
/// \overload
////////////////////////////////////////////////////////////
Packet& operator <<(Uint64 data);
////////////////////////////////////////////////////////////
/// \overload
////////////////////////////////////////////////////////////
Packet& operator <<(float data);
////////////////////////////////////////////////////////////
/// \overload
////////////////////////////////////////////////////////////
Packet& operator <<(double data);
////////////////////////////////////////////////////////////
/// \overload
////////////////////////////////////////////////////////////
Packet& operator <<(const char* data);
////////////////////////////////////////////////////////////
/// \overload
////////////////////////////////////////////////////////////
Packet& operator <<(const std::string& data);
////////////////////////////////////////////////////////////
/// \overload
////////////////////////////////////////////////////////////
Packet& operator <<(const wchar_t* data);
////////////////////////////////////////////////////////////
/// \overload
////////////////////////////////////////////////////////////
Packet& operator <<(const std::wstring& data);
////////////////////////////////////////////////////////////
/// \overload
////////////////////////////////////////////////////////////
Packet& operator <<(const String& data);
protected:
friend class TcpSocket;
friend class UdpSocket;
////////////////////////////////////////////////////////////
/// \brief Called before the packet is sent over the network
///
/// This function can be defined by derived classes to
/// transform the data before it is sent; this can be
/// used for compression, encryption, etc.
/// The function must return a pointer to the modified data,
/// as well as the number of bytes pointed.
/// The default implementation provides the packet's data
/// without transforming it.
///
/// \param size Variable to fill with the size of data to send
///
/// \return Pointer to the array of bytes to send
///
/// \see onReceive
///
////////////////////////////////////////////////////////////
virtual const void* onSend(std::size_t& size);
////////////////////////////////////////////////////////////
/// \brief Called after the packet is received over the network
///
/// This function can be defined by derived classes to
/// transform the data after it is received; this can be
/// used for decompression, decryption, etc.
/// The function receives a pointer to the received data,
/// and must fill the packet with the transformed bytes.
/// The default implementation fills the packet directly
/// without transforming the data.
///
/// \param data Pointer to the received bytes
/// \param size Number of bytes
///
/// \see onSend
///
////////////////////////////////////////////////////////////
virtual void onReceive(const void* data, std::size_t size);
private:
////////////////////////////////////////////////////////////
/// Disallow comparisons between packets
///
////////////////////////////////////////////////////////////
bool operator ==(const Packet& right) const;
bool operator !=(const Packet& right) const;
////////////////////////////////////////////////////////////
/// \brief Check if the packet can extract a given number of bytes
///
/// This function updates accordingly the state of the packet.
///
/// \param size Size to check
///
/// \return True if \a size bytes can be read from the packet
///
////////////////////////////////////////////////////////////
bool checkSize(std::size_t size);
////////////////////////////////////////////////////////////
// Member data
////////////////////////////////////////////////////////////
std::vector<char> m_data; ///< Data stored in the packet
std::size_t m_readPos; ///< Current reading position in the packet
std::size_t m_sendPos; ///< Current send position in the packet (for handling partial sends)
bool m_isValid; ///< Reading state of the packet
};
} // namespace sf
#endif // SFML_PACKET_HPP
////////////////////////////////////////////////////////////
/// \class sf::Packet
/// \ingroup network
///
/// Packets provide a safe and easy way to serialize data,
/// in order to send it over the network using sockets
/// (sf::TcpSocket, sf::UdpSocket).
///
/// Packets solve 2 fundamental problems that arise when
/// transferring data over the network:
/// \li data is interpreted correctly according to the endianness
/// \li the bounds of the packet are preserved (one send == one receive)
///
/// The sf::Packet class provides both input and output modes.
/// It is designed to follow the behavior of standard C++ streams,
/// using operators >> and << to extract and insert data.
///
/// It is recommended to use only fixed-size types (like sf::Int32, etc.),
/// to avoid possible differences between the sender and the receiver.
/// Indeed, the native C++ types may have different sizes on two platforms
/// and your data may be corrupted if that happens.
///
/// Usage example:
/// \code
/// sf::Uint32 x = 24;
/// std::string s = "hello";
/// double d = 5.89;
///
/// // Group the variables to send into a packet
/// sf::Packet packet;
/// packet << x << s << d;
///
/// // Send it over the network (socket is a valid sf::TcpSocket)
/// socket.send(packet);
///
/// -----------------------------------------------------------------
///
/// // Receive the packet at the other end
/// sf::Packet packet;
/// socket.receive(packet);
///
/// // Extract the variables contained in the packet
/// sf::Uint32 x;
/// std::string s;
/// double d;
/// if (packet >> x >> s >> d)
/// {
/// // Data extracted successfully...
/// }
/// \endcode
///
/// Packets have built-in operator >> and << overloads for
/// standard types:
/// \li bool
/// \li fixed-size integer types (sf::Int8/16/32, sf::Uint8/16/32)
/// \li floating point numbers (float, double)
/// \li string types (char*, wchar_t*, std::string, std::wstring, sf::String)
///
/// Like standard streams, it is also possible to define your own
/// overloads of operators >> and << in order to handle your
/// custom types.
///
/// \code
/// struct MyStruct
/// {
/// float number;
/// sf::Int8 integer;
/// std::string str;
/// };
///
/// sf::Packet& operator <<(sf::Packet& packet, const MyStruct& m)
/// {
/// return packet << m.number << m.integer << m.str;
/// }
///
/// sf::Packet& operator >>(sf::Packet& packet, MyStruct& m)
/// {
/// return packet >> m.number >> m.integer >> m.str;
/// }
/// \endcode
///
/// Packets also provide an extra feature that allows to apply
/// custom transformations to the data before it is sent,
/// and after it is received. This is typically used to
/// handle automatic compression or encryption of the data.
/// This is achieved by inheriting from sf::Packet, and overriding
/// the onSend and onReceive functions.
///
/// Here is an example:
/// \code
/// class ZipPacket : public sf::Packet
/// {
/// virtual const void* onSend(std::size_t& size)
/// {
/// const void* srcData = getData();
/// std::size_t srcSize = getDataSize();
///
/// return MySuperZipFunction(srcData, srcSize, &size);
/// }
///
/// virtual void onReceive(const void* data, std::size_t size)
/// {
/// std::size_t dstSize;
/// const void* dstData = MySuperUnzipFunction(data, size, &dstSize);
///
/// append(dstData, dstSize);
/// }
/// };
///
/// // Use like regular packets:
/// ZipPacket packet;
/// packet << x << s << d;
/// ...
/// \endcode
///
/// \see sf::TcpSocket, sf::UdpSocket
///
////////////////////////////////////////////////////////////

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@ -1,219 +0,0 @@
////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2018 Laurent Gomila (laurent@sfml-dev.org)
//
// This software is provided 'as-is', without any express or implied warranty.
// In no event will the authors be held liable for any damages arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it freely,
// subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented;
// you must not claim that you wrote the original software.
// If you use this software in a product, an acknowledgment
// in the product documentation would be appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such,
// and must not be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source distribution.
//
////////////////////////////////////////////////////////////
#ifndef SFML_SOCKET_HPP
#define SFML_SOCKET_HPP
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Network/Export.hpp>
#include <SFML/Network/SocketHandle.hpp>
#include <SFML/System/NonCopyable.hpp>
#include <vector>
namespace sf
{
class SocketSelector;
////////////////////////////////////////////////////////////
/// \brief Base class for all the socket types
///
////////////////////////////////////////////////////////////
class SFML_NETWORK_API Socket : NonCopyable
{
public:
////////////////////////////////////////////////////////////
/// \brief Status codes that may be returned by socket functions
///
////////////////////////////////////////////////////////////
enum Status
{
Done, ///< The socket has sent / received the data
NotReady, ///< The socket is not ready to send / receive data yet
Partial, ///< The socket sent a part of the data
Disconnected, ///< The TCP socket has been disconnected
Error ///< An unexpected error happened
};
////////////////////////////////////////////////////////////
/// \brief Some special values used by sockets
///
////////////////////////////////////////////////////////////
enum
{
AnyPort = 0 ///< Special value that tells the system to pick any available port
};
public:
////////////////////////////////////////////////////////////
/// \brief Destructor
///
////////////////////////////////////////////////////////////
virtual ~Socket();
////////////////////////////////////////////////////////////
/// \brief Set the blocking state of the socket
///
/// In blocking mode, calls will not return until they have
/// completed their task. For example, a call to Receive in
/// blocking mode won't return until some data was actually
/// received.
/// In non-blocking mode, calls will always return immediately,
/// using the return code to signal whether there was data
/// available or not.
/// By default, all sockets are blocking.
///
/// \param blocking True to set the socket as blocking, false for non-blocking
///
/// \see isBlocking
///
////////////////////////////////////////////////////////////
void setBlocking(bool blocking);
////////////////////////////////////////////////////////////
/// \brief Tell whether the socket is in blocking or non-blocking mode
///
/// \return True if the socket is blocking, false otherwise
///
/// \see setBlocking
///
////////////////////////////////////////////////////////////
bool isBlocking() const;
protected:
////////////////////////////////////////////////////////////
/// \brief Types of protocols that the socket can use
///
////////////////////////////////////////////////////////////
enum Type
{
Tcp, ///< TCP protocol
Udp ///< UDP protocol
};
////////////////////////////////////////////////////////////
/// \brief Default constructor
///
/// This constructor can only be accessed by derived classes.
///
/// \param type Type of the socket (TCP or UDP)
///
////////////////////////////////////////////////////////////
Socket(Type type);
////////////////////////////////////////////////////////////
/// \brief Return the internal handle of the socket
///
/// The returned handle may be invalid if the socket
/// was not created yet (or already destroyed).
/// This function can only be accessed by derived classes.
///
/// \return The internal (OS-specific) handle of the socket
///
////////////////////////////////////////////////////////////
SocketHandle getHandle() const;
////////////////////////////////////////////////////////////
/// \brief Create the internal representation of the socket
///
/// This function can only be accessed by derived classes.
///
////////////////////////////////////////////////////////////
void create();
////////////////////////////////////////////////////////////
/// \brief Create the internal representation of the socket
/// from a socket handle
///
/// This function can only be accessed by derived classes.
///
/// \param handle OS-specific handle of the socket to wrap
///
////////////////////////////////////////////////////////////
void create(SocketHandle handle);
////////////////////////////////////////////////////////////
/// \brief Close the socket gracefully
///
/// This function can only be accessed by derived classes.
///
////////////////////////////////////////////////////////////
void close();
private:
friend class SocketSelector;
////////////////////////////////////////////////////////////
// Member data
////////////////////////////////////////////////////////////
Type m_type; ///< Type of the socket (TCP or UDP)
SocketHandle m_socket; ///< Socket descriptor
bool m_isBlocking; ///< Current blocking mode of the socket
};
} // namespace sf
#endif // SFML_SOCKET_HPP
////////////////////////////////////////////////////////////
/// \class sf::Socket
/// \ingroup network
///
/// This class mainly defines internal stuff to be used by
/// derived classes.
///
/// The only public features that it defines, and which
/// is therefore common to all the socket classes, is the
/// blocking state. All sockets can be set as blocking or
/// non-blocking.
///
/// In blocking mode, socket functions will hang until
/// the operation completes, which means that the entire
/// program (well, in fact the current thread if you use
/// multiple ones) will be stuck waiting for your socket
/// operation to complete.
///
/// In non-blocking mode, all the socket functions will
/// return immediately. If the socket is not ready to complete
/// the requested operation, the function simply returns
/// the proper status code (Socket::NotReady).
///
/// The default mode, which is blocking, is the one that is
/// generally used, in combination with threads or selectors.
/// The non-blocking mode is rather used in real-time
/// applications that run an endless loop that can poll
/// the socket often enough, and cannot afford blocking
/// this loop.
///
/// \see sf::TcpListener, sf::TcpSocket, sf::UdpSocket
///
////////////////////////////////////////////////////////////

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@ -1,57 +0,0 @@
////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2018 Laurent Gomila (laurent@sfml-dev.org)
//
// This software is provided 'as-is', without any express or implied warranty.
// In no event will the authors be held liable for any damages arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it freely,
// subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented;
// you must not claim that you wrote the original software.
// If you use this software in a product, an acknowledgment
// in the product documentation would be appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such,
// and must not be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source distribution.
//
////////////////////////////////////////////////////////////
#ifndef SFML_SOCKETHANDLE_HPP
#define SFML_SOCKETHANDLE_HPP
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Config.hpp>
#if defined(SFML_SYSTEM_WINDOWS)
#include <basetsd.h>
#endif
namespace sf
{
////////////////////////////////////////////////////////////
// Define the low-level socket handle type, specific to
// each platform
////////////////////////////////////////////////////////////
#if defined(SFML_SYSTEM_WINDOWS)
typedef UINT_PTR SocketHandle;
#else
typedef int SocketHandle;
#endif
} // namespace sf
#endif // SFML_SOCKETHANDLE_HPP

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@ -1,263 +0,0 @@
////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2018 Laurent Gomila (laurent@sfml-dev.org)
//
// This software is provided 'as-is', without any express or implied warranty.
// In no event will the authors be held liable for any damages arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it freely,
// subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented;
// you must not claim that you wrote the original software.
// If you use this software in a product, an acknowledgment
// in the product documentation would be appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such,
// and must not be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source distribution.
//
////////////////////////////////////////////////////////////
#ifndef SFML_SOCKETSELECTOR_HPP
#define SFML_SOCKETSELECTOR_HPP
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Network/Export.hpp>
#include <SFML/System/Time.hpp>
namespace sf
{
class Socket;
////////////////////////////////////////////////////////////
/// \brief Multiplexer that allows to read from multiple sockets
///
////////////////////////////////////////////////////////////
class SFML_NETWORK_API SocketSelector
{
public:
////////////////////////////////////////////////////////////
/// \brief Default constructor
///
////////////////////////////////////////////////////////////
SocketSelector();
////////////////////////////////////////////////////////////
/// \brief Copy constructor
///
/// \param copy Instance to copy
///
////////////////////////////////////////////////////////////
SocketSelector(const SocketSelector& copy);
////////////////////////////////////////////////////////////
/// \brief Destructor
///
////////////////////////////////////////////////////////////
~SocketSelector();
////////////////////////////////////////////////////////////
/// \brief Add a new socket to the selector
///
/// This function keeps a weak reference to the socket,
/// so you have to make sure that the socket is not destroyed
/// while it is stored in the selector.
/// This function does nothing if the socket is not valid.
///
/// \param socket Reference to the socket to add
///
/// \see remove, clear
///
////////////////////////////////////////////////////////////
void add(Socket& socket);
////////////////////////////////////////////////////////////
/// \brief Remove a socket from the selector
///
/// This function doesn't destroy the socket, it simply
/// removes the reference that the selector has to it.
///
/// \param socket Reference to the socket to remove
///
/// \see add, clear
///
////////////////////////////////////////////////////////////
void remove(Socket& socket);
////////////////////////////////////////////////////////////
/// \brief Remove all the sockets stored in the selector
///
/// This function doesn't destroy any instance, it simply
/// removes all the references that the selector has to
/// external sockets.
///
/// \see add, remove
///
////////////////////////////////////////////////////////////
void clear();
////////////////////////////////////////////////////////////
/// \brief Wait until one or more sockets are ready to receive
///
/// This function returns as soon as at least one socket has
/// some data available to be received. To know which sockets are
/// ready, use the isReady function.
/// If you use a timeout and no socket is ready before the timeout
/// is over, the function returns false.
///
/// \param timeout Maximum time to wait, (use Time::Zero for infinity)
///
/// \return True if there are sockets ready, false otherwise
///
/// \see isReady
///
////////////////////////////////////////////////////////////
bool wait(Time timeout = Time::Zero);
////////////////////////////////////////////////////////////
/// \brief Test a socket to know if it is ready to receive data
///
/// This function must be used after a call to Wait, to know
/// which sockets are ready to receive data. If a socket is
/// ready, a call to receive will never block because we know
/// that there is data available to read.
/// Note that if this function returns true for a TcpListener,
/// this means that it is ready to accept a new connection.
///
/// \param socket Socket to test
///
/// \return True if the socket is ready to read, false otherwise
///
/// \see isReady
///
////////////////////////////////////////////////////////////
bool isReady(Socket& socket) const;
////////////////////////////////////////////////////////////
/// \brief Overload of assignment operator
///
/// \param right Instance to assign
///
/// \return Reference to self
///
////////////////////////////////////////////////////////////
SocketSelector& operator =(const SocketSelector& right);
private:
struct SocketSelectorImpl;
////////////////////////////////////////////////////////////
// Member data
////////////////////////////////////////////////////////////
SocketSelectorImpl* m_impl; ///< Opaque pointer to the implementation (which requires OS-specific types)
};
} // namespace sf
#endif // SFML_SOCKETSELECTOR_HPP
////////////////////////////////////////////////////////////
/// \class sf::SocketSelector
/// \ingroup network
///
/// Socket selectors provide a way to wait until some data is
/// available on a set of sockets, instead of just one. This
/// is convenient when you have multiple sockets that may
/// possibly receive data, but you don't know which one will
/// be ready first. In particular, it avoids to use a thread
/// for each socket; with selectors, a single thread can handle
/// all the sockets.
///
/// All types of sockets can be used in a selector:
/// \li sf::TcpListener
/// \li sf::TcpSocket
/// \li sf::UdpSocket
///
/// A selector doesn't store its own copies of the sockets
/// (socket classes are not copyable anyway), it simply keeps
/// a reference to the original sockets that you pass to the
/// "add" function. Therefore, you can't use the selector as a
/// socket container, you must store them outside and make sure
/// that they are alive as long as they are used in the selector.
///
/// Using a selector is simple:
/// \li populate the selector with all the sockets that you want to observe
/// \li make it wait until there is data available on any of the sockets
/// \li test each socket to find out which ones are ready
///
/// Usage example:
/// \code
/// // Create a socket to listen to new connections
/// sf::TcpListener listener;
/// listener.listen(55001);
///
/// // Create a list to store the future clients
/// std::list<sf::TcpSocket*> clients;
///
/// // Create a selector
/// sf::SocketSelector selector;
///
/// // Add the listener to the selector
/// selector.add(listener);
///
/// // Endless loop that waits for new connections
/// while (running)
/// {
/// // Make the selector wait for data on any socket
/// if (selector.wait())
/// {
/// // Test the listener
/// if (selector.isReady(listener))
/// {
/// // The listener is ready: there is a pending connection
/// sf::TcpSocket* client = new sf::TcpSocket;
/// if (listener.accept(*client) == sf::Socket::Done)
/// {
/// // Add the new client to the clients list
/// clients.push_back(client);
///
/// // Add the new client to the selector so that we will
/// // be notified when he sends something
/// selector.add(*client);
/// }
/// else
/// {
/// // Error, we won't get a new connection, delete the socket
/// delete client;
/// }
/// }
/// else
/// {
/// // The listener socket is not ready, test all other sockets (the clients)
/// for (std::list<sf::TcpSocket*>::iterator it = clients.begin(); it != clients.end(); ++it)
/// {
/// sf::TcpSocket& client = **it;
/// if (selector.isReady(client))
/// {
/// // The client has sent some data, we can receive it
/// sf::Packet packet;
/// if (client.receive(packet) == sf::Socket::Done)
/// {
/// ...
/// }
/// }
/// }
/// }
/// }
/// }
/// \endcode
///
/// \see sf::Socket
///
////////////////////////////////////////////////////////////

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////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2018 Laurent Gomila (laurent@sfml-dev.org)
//
// This software is provided 'as-is', without any express or implied warranty.
// In no event will the authors be held liable for any damages arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it freely,
// subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented;
// you must not claim that you wrote the original software.
// If you use this software in a product, an acknowledgment
// in the product documentation would be appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such,
// and must not be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source distribution.
//
////////////////////////////////////////////////////////////
#ifndef SFML_TCPLISTENER_HPP
#define SFML_TCPLISTENER_HPP
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Network/Export.hpp>
#include <SFML/Network/Socket.hpp>
#include <SFML/Network/IPAddress.hpp>
namespace sf
{
class TcpSocket;
////////////////////////////////////////////////////////////
/// \brief Socket that listens to new TCP connections
///
////////////////////////////////////////////////////////////
class SFML_NETWORK_API TcpListener : public Socket
{
public:
////////////////////////////////////////////////////////////
/// \brief Default constructor
///
////////////////////////////////////////////////////////////
TcpListener();
////////////////////////////////////////////////////////////
/// \brief Get the port to which the socket is bound locally
///
/// If the socket is not listening to a port, this function
/// returns 0.
///
/// \return Port to which the socket is bound
///
/// \see listen
///
////////////////////////////////////////////////////////////
unsigned short getLocalPort() const;
////////////////////////////////////////////////////////////
/// \brief Start listening for incoming connection attempts
///
/// This function makes the socket start listening on the
/// specified port, waiting for incoming connection attempts.
///
/// If the socket is already listening on a port when this
/// function is called, it will stop listening on the old
/// port before starting to listen on the new port.
///
/// \param port Port to listen on for incoming connection attempts
/// \param address Address of the interface to listen on
///
/// \return Status code
///
/// \see accept, close
///
////////////////////////////////////////////////////////////
Status listen(unsigned short port, const IpAddress& address = IpAddress::Any);
////////////////////////////////////////////////////////////
/// \brief Stop listening and close the socket
///
/// This function gracefully stops the listener. If the
/// socket is not listening, this function has no effect.
///
/// \see listen
///
////////////////////////////////////////////////////////////
void close();
////////////////////////////////////////////////////////////
/// \brief Accept a new connection
///
/// If the socket is in blocking mode, this function will
/// not return until a connection is actually received.
///
/// \param socket Socket that will hold the new connection
///
/// \return Status code
///
/// \see listen
///
////////////////////////////////////////////////////////////
Status accept(TcpSocket& socket);
};
} // namespace sf
#endif // SFML_TCPLISTENER_HPP
////////////////////////////////////////////////////////////
/// \class sf::TcpListener
/// \ingroup network
///
/// A listener socket is a special type of socket that listens to
/// a given port and waits for connections on that port.
/// This is all it can do.
///
/// When a new connection is received, you must call accept and
/// the listener returns a new instance of sf::TcpSocket that
/// is properly initialized and can be used to communicate with
/// the new client.
///
/// Listener sockets are specific to the TCP protocol,
/// UDP sockets are connectionless and can therefore communicate
/// directly. As a consequence, a listener socket will always
/// return the new connections as sf::TcpSocket instances.
///
/// A listener is automatically closed on destruction, like all
/// other types of socket. However if you want to stop listening
/// before the socket is destroyed, you can call its close()
/// function.
///
/// Usage example:
/// \code
/// // Create a listener socket and make it wait for new
/// // connections on port 55001
/// sf::TcpListener listener;
/// listener.listen(55001);
///
/// // Endless loop that waits for new connections
/// while (running)
/// {
/// sf::TcpSocket client;
/// if (listener.accept(client) == sf::Socket::Done)
/// {
/// // A new client just connected!
/// std::cout << "New connection received from " << client.getRemoteAddress() << std::endl;
/// doSomethingWith(client);
/// }
/// }
/// \endcode
///
/// \see sf::TcpSocket, sf::Socket
///
////////////////////////////////////////////////////////////

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@ -1,316 +0,0 @@
////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2018 Laurent Gomila (laurent@sfml-dev.org)
//
// This software is provided 'as-is', without any express or implied warranty.
// In no event will the authors be held liable for any damages arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it freely,
// subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented;
// you must not claim that you wrote the original software.
// If you use this software in a product, an acknowledgment
// in the product documentation would be appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such,
// and must not be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source distribution.
//
////////////////////////////////////////////////////////////
#ifndef SFML_TCPSOCKET_HPP
#define SFML_TCPSOCKET_HPP
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Network/Export.hpp>
#include <SFML/Network/Socket.hpp>
#include <SFML/System/Time.hpp>
namespace sf
{
class TcpListener;
class IpAddress;
class Packet;
////////////////////////////////////////////////////////////
/// \brief Specialized socket using the TCP protocol
///
////////////////////////////////////////////////////////////
class SFML_NETWORK_API TcpSocket : public Socket
{
public:
////////////////////////////////////////////////////////////
/// \brief Default constructor
///
////////////////////////////////////////////////////////////
TcpSocket();
////////////////////////////////////////////////////////////
/// \brief Get the port to which the socket is bound locally
///
/// If the socket is not connected, this function returns 0.
///
/// \return Port to which the socket is bound
///
/// \see connect, getRemotePort
///
////////////////////////////////////////////////////////////
unsigned short getLocalPort() const;
////////////////////////////////////////////////////////////
/// \brief Get the address of the connected peer
///
/// It the socket is not connected, this function returns
/// sf::IpAddress::None.
///
/// \return Address of the remote peer
///
/// \see getRemotePort
///
////////////////////////////////////////////////////////////
IpAddress getRemoteAddress() const;
////////////////////////////////////////////////////////////
/// \brief Get the port of the connected peer to which
/// the socket is connected
///
/// If the socket is not connected, this function returns 0.
///
/// \return Remote port to which the socket is connected
///
/// \see getRemoteAddress
///
////////////////////////////////////////////////////////////
unsigned short getRemotePort() const;
////////////////////////////////////////////////////////////
/// \brief Connect the socket to a remote peer
///
/// In blocking mode, this function may take a while, especially
/// if the remote peer is not reachable. The last parameter allows
/// you to stop trying to connect after a given timeout.
/// If the socket is already connected, the connection is
/// forcibly disconnected before attempting to connect again.
///
/// \param remoteAddress Address of the remote peer
/// \param remotePort Port of the remote peer
/// \param timeout Optional maximum time to wait
///
/// \return Status code
///
/// \see disconnect
///
////////////////////////////////////////////////////////////
Status connect(const IpAddress& remoteAddress, unsigned short remotePort, Time timeout = Time::Zero);
////////////////////////////////////////////////////////////
/// \brief Disconnect the socket from its remote peer
///
/// This function gracefully closes the connection. If the
/// socket is not connected, this function has no effect.
///
/// \see connect
///
////////////////////////////////////////////////////////////
void disconnect();
////////////////////////////////////////////////////////////
/// \brief Send raw data to the remote peer
///
/// To be able to handle partial sends over non-blocking
/// sockets, use the send(const void*, std::size_t, std::size_t&)
/// overload instead.
/// This function will fail if the socket is not connected.
///
/// \param data Pointer to the sequence of bytes to send
/// \param size Number of bytes to send
///
/// \return Status code
///
/// \see receive
///
////////////////////////////////////////////////////////////
Status send(const void* data, std::size_t size);
////////////////////////////////////////////////////////////
/// \brief Send raw data to the remote peer
///
/// This function will fail if the socket is not connected.
///
/// \param data Pointer to the sequence of bytes to send
/// \param size Number of bytes to send
/// \param sent The number of bytes sent will be written here
///
/// \return Status code
///
/// \see receive
///
////////////////////////////////////////////////////////////
Status send(const void* data, std::size_t size, std::size_t& sent);
////////////////////////////////////////////////////////////
/// \brief Receive raw data from the remote peer
///
/// In blocking mode, this function will wait until some
/// bytes are actually received.
/// This function will fail if the socket is not connected.
///
/// \param data Pointer to the array to fill with the received bytes
/// \param size Maximum number of bytes that can be received
/// \param received This variable is filled with the actual number of bytes received
///
/// \return Status code
///
/// \see send
///
////////////////////////////////////////////////////////////
Status receive(void* data, std::size_t size, std::size_t& received);
////////////////////////////////////////////////////////////
/// \brief Send a formatted packet of data to the remote peer
///
/// In non-blocking mode, if this function returns sf::Socket::Partial,
/// you \em must retry sending the same unmodified packet before sending
/// anything else in order to guarantee the packet arrives at the remote
/// peer uncorrupted.
/// This function will fail if the socket is not connected.
///
/// \param packet Packet to send
///
/// \return Status code
///
/// \see receive
///
////////////////////////////////////////////////////////////
Status send(Packet& packet);
////////////////////////////////////////////////////////////
/// \brief Receive a formatted packet of data from the remote peer
///
/// In blocking mode, this function will wait until the whole packet
/// has been received.
/// This function will fail if the socket is not connected.
///
/// \param packet Packet to fill with the received data
///
/// \return Status code
///
/// \see send
///
////////////////////////////////////////////////////////////
Status receive(Packet& packet);
private:
friend class TcpListener;
////////////////////////////////////////////////////////////
/// \brief Structure holding the data of a pending packet
///
////////////////////////////////////////////////////////////
struct PendingPacket
{
PendingPacket();
Uint32 Size; ///< Data of packet size
std::size_t SizeReceived; ///< Number of size bytes received so far
std::vector<char> Data; ///< Data of the packet
};
////////////////////////////////////////////////////////////
// Member data
////////////////////////////////////////////////////////////
PendingPacket m_pendingPacket; ///< Temporary data of the packet currently being received
};
} // namespace sf
#endif // SFML_TCPSOCKET_HPP
////////////////////////////////////////////////////////////
/// \class sf::TcpSocket
/// \ingroup network
///
/// TCP is a connected protocol, which means that a TCP
/// socket can only communicate with the host it is connected
/// to. It can't send or receive anything if it is not connected.
///
/// The TCP protocol is reliable but adds a slight overhead.
/// It ensures that your data will always be received in order
/// and without errors (no data corrupted, lost or duplicated).
///
/// When a socket is connected to a remote host, you can
/// retrieve informations about this host with the
/// getRemoteAddress and getRemotePort functions. You can
/// also get the local port to which the socket is bound
/// (which is automatically chosen when the socket is connected),
/// with the getLocalPort function.
///
/// Sending and receiving data can use either the low-level
/// or the high-level functions. The low-level functions
/// process a raw sequence of bytes, and cannot ensure that
/// one call to Send will exactly match one call to Receive
/// at the other end of the socket.
///
/// The high-level interface uses packets (see sf::Packet),
/// which are easier to use and provide more safety regarding
/// the data that is exchanged. You can look at the sf::Packet
/// class to get more details about how they work.
///
/// The socket is automatically disconnected when it is destroyed,
/// but if you want to explicitly close the connection while
/// the socket instance is still alive, you can call disconnect.
///
/// Usage example:
/// \code
/// // ----- The client -----
///
/// // Create a socket and connect it to 192.168.1.50 on port 55001
/// sf::TcpSocket socket;
/// socket.connect("192.168.1.50", 55001);
///
/// // Send a message to the connected host
/// std::string message = "Hi, I am a client";
/// socket.send(message.c_str(), message.size() + 1);
///
/// // Receive an answer from the server
/// char buffer[1024];
/// std::size_t received = 0;
/// socket.receive(buffer, sizeof(buffer), received);
/// std::cout << "The server said: " << buffer << std::endl;
///
/// // ----- The server -----
///
/// // Create a listener to wait for incoming connections on port 55001
/// sf::TcpListener listener;
/// listener.listen(55001);
///
/// // Wait for a connection
/// sf::TcpSocket socket;
/// listener.accept(socket);
/// std::cout << "New client connected: " << socket.getRemoteAddress() << std::endl;
///
/// // Receive a message from the client
/// char buffer[1024];
/// std::size_t received = 0;
/// socket.receive(buffer, sizeof(buffer), received);
/// std::cout << "The client said: " << buffer << std::endl;
///
/// // Send an answer
/// std::string message = "Welcome, client";
/// socket.send(message.c_str(), message.size() + 1);
/// \endcode
///
/// \see sf::Socket, sf::UdpSocket, sf::Packet
///
////////////////////////////////////////////////////////////

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@ -1,291 +0,0 @@
////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2018 Laurent Gomila (laurent@sfml-dev.org)
//
// This software is provided 'as-is', without any express or implied warranty.
// In no event will the authors be held liable for any damages arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it freely,
// subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented;
// you must not claim that you wrote the original software.
// If you use this software in a product, an acknowledgment
// in the product documentation would be appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such,
// and must not be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source distribution.
//
////////////////////////////////////////////////////////////
#ifndef SFML_UDPSOCKET_HPP
#define SFML_UDPSOCKET_HPP
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Network/Export.hpp>
#include <SFML/Network/Socket.hpp>
#include <SFML/Network/IPAddress.hpp>
#include <vector>
namespace sf
{
class Packet;
////////////////////////////////////////////////////////////
/// \brief Specialized socket using the UDP protocol
///
////////////////////////////////////////////////////////////
class SFML_NETWORK_API UdpSocket : public Socket
{
public:
////////////////////////////////////////////////////////////
// Constants
////////////////////////////////////////////////////////////
enum
{
MaxDatagramSize = 65507 ///< The maximum number of bytes that can be sent in a single UDP datagram
};
////////////////////////////////////////////////////////////
/// \brief Default constructor
///
////////////////////////////////////////////////////////////
UdpSocket();
////////////////////////////////////////////////////////////
/// \brief Get the port to which the socket is bound locally
///
/// If the socket is not bound to a port, this function
/// returns 0.
///
/// \return Port to which the socket is bound
///
/// \see bind
///
////////////////////////////////////////////////////////////
unsigned short getLocalPort() const;
////////////////////////////////////////////////////////////
/// \brief Bind the socket to a specific port
///
/// Binding the socket to a port is necessary for being
/// able to receive data on that port.
/// You can use the special value Socket::AnyPort to tell the
/// system to automatically pick an available port, and then
/// call getLocalPort to retrieve the chosen port.
///
/// Since the socket can only be bound to a single port at
/// any given moment, if it is already bound when this
/// function is called, it will be unbound from the previous
/// port before being bound to the new one.
///
/// \param port Port to bind the socket to
/// \param address Address of the interface to bind to
///
/// \return Status code
///
/// \see unbind, getLocalPort
///
////////////////////////////////////////////////////////////
Status bind(unsigned short port, const IpAddress& address = IpAddress::Any);
////////////////////////////////////////////////////////////
/// \brief Unbind the socket from the local port to which it is bound
///
/// The port that the socket was previously bound to is immediately
/// made available to the operating system after this function is called.
/// This means that a subsequent call to bind() will be able to re-bind
/// the port if no other process has done so in the mean time.
/// If the socket is not bound to a port, this function has no effect.
///
/// \see bind
///
////////////////////////////////////////////////////////////
void unbind();
////////////////////////////////////////////////////////////
/// \brief Send raw data to a remote peer
///
/// Make sure that \a size is not greater than
/// UdpSocket::MaxDatagramSize, otherwise this function will
/// fail and no data will be sent.
///
/// \param data Pointer to the sequence of bytes to send
/// \param size Number of bytes to send
/// \param remoteAddress Address of the receiver
/// \param remotePort Port of the receiver to send the data to
///
/// \return Status code
///
/// \see receive
///
////////////////////////////////////////////////////////////
Status send(const void* data, std::size_t size, const IpAddress& remoteAddress, unsigned short remotePort);
////////////////////////////////////////////////////////////
/// \brief Receive raw data from a remote peer
///
/// In blocking mode, this function will wait until some
/// bytes are actually received.
/// Be careful to use a buffer which is large enough for
/// the data that you intend to receive, if it is too small
/// then an error will be returned and *all* the data will
/// be lost.
///
/// \param data Pointer to the array to fill with the received bytes
/// \param size Maximum number of bytes that can be received
/// \param received This variable is filled with the actual number of bytes received
/// \param remoteAddress Address of the peer that sent the data
/// \param remotePort Port of the peer that sent the data
///
/// \return Status code
///
/// \see send
///
////////////////////////////////////////////////////////////
Status receive(void* data, std::size_t size, std::size_t& received, IpAddress& remoteAddress, unsigned short& remotePort);
////////////////////////////////////////////////////////////
/// \brief Send a formatted packet of data to a remote peer
///
/// Make sure that the packet size is not greater than
/// UdpSocket::MaxDatagramSize, otherwise this function will
/// fail and no data will be sent.
///
/// \param packet Packet to send
/// \param remoteAddress Address of the receiver
/// \param remotePort Port of the receiver to send the data to
///
/// \return Status code
///
/// \see receive
///
////////////////////////////////////////////////////////////
Status send(Packet& packet, const IpAddress& remoteAddress, unsigned short remotePort);
////////////////////////////////////////////////////////////
/// \brief Receive a formatted packet of data from a remote peer
///
/// In blocking mode, this function will wait until the whole packet
/// has been received.
///
/// \param packet Packet to fill with the received data
/// \param remoteAddress Address of the peer that sent the data
/// \param remotePort Port of the peer that sent the data
///
/// \return Status code
///
/// \see send
///
////////////////////////////////////////////////////////////
Status receive(Packet& packet, IpAddress& remoteAddress, unsigned short& remotePort);
private:
////////////////////////////////////////////////////////////
// Member data
////////////////////////////////////////////////////////////
std::vector<char> m_buffer; ///< Temporary buffer holding the received data in Receive(Packet)
};
} // namespace sf
#endif // SFML_UDPSOCKET_HPP
////////////////////////////////////////////////////////////
/// \class sf::UdpSocket
/// \ingroup network
///
/// A UDP socket is a connectionless socket. Instead of
/// connecting once to a remote host, like TCP sockets,
/// it can send to and receive from any host at any time.
///
/// It is a datagram protocol: bounded blocks of data (datagrams)
/// are transfered over the network rather than a continuous
/// stream of data (TCP). Therefore, one call to send will always
/// match one call to receive (if the datagram is not lost),
/// with the same data that was sent.
///
/// The UDP protocol is lightweight but unreliable. Unreliable
/// means that datagrams may be duplicated, be lost or
/// arrive reordered. However, if a datagram arrives, its
/// data is guaranteed to be valid.
///
/// UDP is generally used for real-time communication
/// (audio or video streaming, real-time games, etc.) where
/// speed is crucial and lost data doesn't matter much.
///
/// Sending and receiving data can use either the low-level
/// or the high-level functions. The low-level functions
/// process a raw sequence of bytes, whereas the high-level
/// interface uses packets (see sf::Packet), which are easier
/// to use and provide more safety regarding the data that is
/// exchanged. You can look at the sf::Packet class to get
/// more details about how they work.
///
/// It is important to note that UdpSocket is unable to send
/// datagrams bigger than MaxDatagramSize. In this case, it
/// returns an error and doesn't send anything. This applies
/// to both raw data and packets. Indeed, even packets are
/// unable to split and recompose data, due to the unreliability
/// of the protocol (dropped, mixed or duplicated datagrams may
/// lead to a big mess when trying to recompose a packet).
///
/// If the socket is bound to a port, it is automatically
/// unbound from it when the socket is destroyed. However,
/// you can unbind the socket explicitly with the Unbind
/// function if necessary, to stop receiving messages or
/// make the port available for other sockets.
///
/// Usage example:
/// \code
/// // ----- The client -----
///
/// // Create a socket and bind it to the port 55001
/// sf::UdpSocket socket;
/// socket.bind(55001);
///
/// // Send a message to 192.168.1.50 on port 55002
/// std::string message = "Hi, I am " + sf::IpAddress::getLocalAddress().toString();
/// socket.send(message.c_str(), message.size() + 1, "192.168.1.50", 55002);
///
/// // Receive an answer (most likely from 192.168.1.50, but could be anyone else)
/// char buffer[1024];
/// std::size_t received = 0;
/// sf::IpAddress sender;
/// unsigned short port;
/// socket.receive(buffer, sizeof(buffer), received, sender, port);
/// std::cout << sender.ToString() << " said: " << buffer << std::endl;
///
/// // ----- The server -----
///
/// // Create a socket and bind it to the port 55002
/// sf::UdpSocket socket;
/// socket.bind(55002);
///
/// // Receive a message from anyone
/// char buffer[1024];
/// std::size_t received = 0;
/// sf::IpAddress sender;
/// unsigned short port;
/// socket.receive(buffer, sizeof(buffer), received, sender, port);
/// std::cout << sender.ToString() << " said: " << buffer << std::endl;
///
/// // Send an answer
/// std::string message = "Welcome " + sender.toString();
/// socket.send(message.c_str(), message.size() + 1, sender, port);
/// \endcode
///
/// \see sf::Socket, sf::TcpSocket, sf::Packet
///
////////////////////////////////////////////////////////////

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////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2018 Laurent Gomila (laurent@sfml-dev.org)
//
// This software is provided 'as-is', without any express or implied warranty.
// In no event will the authors be held liable for any damages arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it freely,
// subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented;
// you must not claim that you wrote the original software.
// If you use this software in a product, an acknowledgment
// in the product documentation would be appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such,
// and must not be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source distribution.
//
////////////////////////////////////////////////////////////
#ifndef SFML_SYSTEM_HPP
#define SFML_SYSTEM_HPP
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Config.hpp>
//#include <SFML/System/Clock.hpp>
#include <SFML/System/Err.hpp>
//#include <SFML/System/InputStream.hpp>
//#include <SFML/System/Lock.hpp>
//#include <SFML/System/Mutex.hpp>
//#include <SFML/System/Sleep.hpp>
#include <SFML/System/NonCopyable.hpp>
#include <SFML/System/String.hpp>
//#include <SFML/System/Thread.hpp>
//#include <SFML/System/ThreadLocal.hpp>
//#include <SFML/System/ThreadLocalPtr.hpp>
#include <SFML/System/Time.hpp>
#include <SFML/System/Utf.hpp>
//#include <SFML/System/Vector2.hpp>
//#include <SFML/System/Vector3.hpp>
#endif // SFML_SYSTEM_HPP
////////////////////////////////////////////////////////////
/// \defgroup system System module
///
/// Base module of SFML, defining various utilities. It provides
/// vector classes, Unicode strings and conversion functions,
/// threads and mutexes, timing classes.
///
////////////////////////////////////////////////////////////

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////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2018 Laurent Gomila (laurent@sfml-dev.org)
//
// This software is provided 'as-is', without any express or implied warranty.
// In no event will the authors be held liable for any damages arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it freely,
// subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented;
// you must not claim that you wrote the original software.
// If you use this software in a product, an acknowledgment
// in the product documentation would be appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such,
// and must not be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source distribution.
//
////////////////////////////////////////////////////////////
#ifndef SFML_ERR_HPP
#define SFML_ERR_HPP
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/System/Export.hpp>
#include <ostream>
namespace sf
{
////////////////////////////////////////////////////////////
/// \brief Standard stream used by SFML to output warnings and errors
///
////////////////////////////////////////////////////////////
SFML_SYSTEM_API std::ostream& err();
} // namespace sf
#endif // SFML_ERR_HPP
////////////////////////////////////////////////////////////
/// \fn sf::err
/// \ingroup system
///
/// By default, sf::err() outputs to the same location as std::cerr,
/// (-> the stderr descriptor) which is the console if there's
/// one available.
///
/// It is a standard std::ostream instance, so it supports all the
/// insertion operations defined by the STL
/// (operator <<, manipulators, etc.).
///
/// sf::err() can be redirected to write to another output, independently
/// of std::cerr, by using the rdbuf() function provided by the
/// std::ostream class.
///
/// Example:
/// \code
/// // Redirect to a file
/// std::ofstream file("sfml-log.txt");
/// std::streambuf* previous = sf::err().rdbuf(file.rdbuf());
///
/// // Redirect to nothing
/// sf::err().rdbuf(NULL);
///
/// // Restore the original output
/// sf::err().rdbuf(previous);
/// \endcode
///
/// \return Reference to std::ostream representing the SFML error stream
///
////////////////////////////////////////////////////////////

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@ -1,48 +0,0 @@
////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2018 Laurent Gomila (laurent@sfml-dev.org)
//
// This software is provided 'as-is', without any express or implied warranty.
// In no event will the authors be held liable for any damages arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it freely,
// subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented;
// you must not claim that you wrote the original software.
// If you use this software in a product, an acknowledgment
// in the product documentation would be appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such,
// and must not be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source distribution.
//
////////////////////////////////////////////////////////////
#ifndef SFML_SYSTEM_EXPORT_HPP
#define SFML_SYSTEM_EXPORT_HPP
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Config.hpp>
////////////////////////////////////////////////////////////
// Define portable import / export macros
////////////////////////////////////////////////////////////
#if defined(SFML_SYSTEM_EXPORTS)
#define SFML_SYSTEM_API SFML_API_EXPORT
#else
#define SFML_SYSTEM_API SFML_API_IMPORT
#endif
#endif // SFML_SYSTEM_EXPORT_HPP

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////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2018 Laurent Gomila (laurent@sfml-dev.org)
//
// This software is provided 'as-is', without any express or implied warranty.
// In no event will the authors be held liable for any damages arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it freely,
// subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented;
// you must not claim that you wrote the original software.
// If you use this software in a product, an acknowledgment
// in the product documentation would be appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such,
// and must not be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source distribution.
//
////////////////////////////////////////////////////////////
#ifndef SFML_NONCOPYABLE_HPP
#define SFML_NONCOPYABLE_HPP
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/System/Export.hpp>
namespace sf
{
////////////////////////////////////////////////////////////
/// \brief Utility class that makes any derived
/// class non-copyable
///
////////////////////////////////////////////////////////////
class SFML_SYSTEM_API NonCopyable
{
protected:
////////////////////////////////////////////////////////////
/// \brief Default constructor
///
/// Because this class has a copy constructor, the compiler
/// will not automatically generate the default constructor.
/// That's why we must define it explicitly.
///
////////////////////////////////////////////////////////////
NonCopyable() {}
////////////////////////////////////////////////////////////
/// \brief Default destructor
///
/// By declaring a protected destructor it's impossible to
/// call delete on a pointer of sf::NonCopyable, thus
/// preventing possible resource leaks.
///
////////////////////////////////////////////////////////////
~NonCopyable() {}
private:
////////////////////////////////////////////////////////////
/// \brief Disabled copy constructor
///
/// By making the copy constructor private, the compiler will
/// trigger an error if anyone outside tries to use it.
/// To prevent NonCopyable or friend classes from using it,
/// we also give no definition, so that the linker will
/// produce an error if the first protection was inefficient.
///
////////////////////////////////////////////////////////////
NonCopyable(const NonCopyable&);
////////////////////////////////////////////////////////////
/// \brief Disabled assignment operator
///
/// By making the assignment operator private, the compiler will
/// trigger an error if anyone outside tries to use it.
/// To prevent NonCopyable or friend classes from using it,
/// we also give no definition, so that the linker will
/// produce an error if the first protection was inefficient.
///
////////////////////////////////////////////////////////////
NonCopyable& operator =(const NonCopyable&);
};
} // namespace sf
#endif // SFML_NONCOPYABLE_HPP
////////////////////////////////////////////////////////////
/// \class sf::NonCopyable
/// \ingroup system
///
/// This class makes its instances non-copyable, by explicitly
/// disabling its copy constructor and its assignment operator.
///
/// To create a non-copyable class, simply inherit from
/// sf::NonCopyable.
///
/// The type of inheritance (public or private) doesn't matter,
/// the copy constructor and assignment operator are declared private
/// in sf::NonCopyable so they will end up being inaccessible in both
/// cases. Thus you can use a shorter syntax for inheriting from it
/// (see below).
///
/// Usage example:
/// \code
/// class MyNonCopyableClass : sf::NonCopyable
/// {
/// ...
/// };
/// \endcode
///
/// Deciding whether the instances of a class can be copied
/// or not is a very important design choice. You are strongly
/// encouraged to think about it before writing a class,
/// and to use sf::NonCopyable when necessary to prevent
/// many potential future errors when using it. This is also
/// a very important indication to users of your class.
///
////////////////////////////////////////////////////////////

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////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2018 Laurent Gomila (laurent@sfml-dev.org)
//
// This software is provided 'as-is', without any express or implied warranty.
// In no event will the authors be held liable for any damages arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it freely,
// subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented;
// you must not claim that you wrote the original software.
// If you use this software in a product, an acknowledgment
// in the product documentation would be appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such,
// and must not be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source distribution.
//
////////////////////////////////////////////////////////////
#ifndef SFML_STRING_HPP
#define SFML_STRING_HPP
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/System/Export.hpp>
#include <SFML/System/Utf.hpp>
#include <iterator>
#include <locale>
#include <string>
namespace sf
{
////////////////////////////////////////////////////////////
/// \brief Utility string class that automatically handles
/// conversions between types and encodings
///
////////////////////////////////////////////////////////////
class SFML_SYSTEM_API String
{
public:
////////////////////////////////////////////////////////////
// Types
////////////////////////////////////////////////////////////
typedef std::basic_string<Uint32>::iterator Iterator; ///< Iterator type
typedef std::basic_string<Uint32>::const_iterator ConstIterator; ///< Read-only iterator type
////////////////////////////////////////////////////////////
// Static member data
////////////////////////////////////////////////////////////
static const std::size_t InvalidPos; ///< Represents an invalid position in the string
////////////////////////////////////////////////////////////
/// \brief Default constructor
///
/// This constructor creates an empty string.
///
////////////////////////////////////////////////////////////
String();
////////////////////////////////////////////////////////////
/// \brief Construct from a single ANSI character and a locale
///
/// The source character is converted to UTF-32 according
/// to the given locale.
///
/// \param ansiChar ANSI character to convert
/// \param locale Locale to use for conversion
///
////////////////////////////////////////////////////////////
String(char ansiChar, const std::locale& locale = std::locale());
////////////////////////////////////////////////////////////
/// \brief Construct from single wide character
///
/// \param wideChar Wide character to convert
///
////////////////////////////////////////////////////////////
String(wchar_t wideChar);
////////////////////////////////////////////////////////////
/// \brief Construct from single UTF-32 character
///
/// \param utf32Char UTF-32 character to convert
///
////////////////////////////////////////////////////////////
String(Uint32 utf32Char);
////////////////////////////////////////////////////////////
/// \brief Construct from a null-terminated C-style ANSI string and a locale
///
/// The source string is converted to UTF-32 according
/// to the given locale.
///
/// \param ansiString ANSI string to convert
/// \param locale Locale to use for conversion
///
////////////////////////////////////////////////////////////
String(const char* ansiString, const std::locale& locale = std::locale());
////////////////////////////////////////////////////////////
/// \brief Construct from an ANSI string and a locale
///
/// The source string is converted to UTF-32 according
/// to the given locale.
///
/// \param ansiString ANSI string to convert
/// \param locale Locale to use for conversion
///
////////////////////////////////////////////////////////////
String(const std::string& ansiString, const std::locale& locale = std::locale());
////////////////////////////////////////////////////////////
/// \brief Construct from null-terminated C-style wide string
///
/// \param wideString Wide string to convert
///
////////////////////////////////////////////////////////////
String(const wchar_t* wideString);
////////////////////////////////////////////////////////////
/// \brief Construct from a wide string
///
/// \param wideString Wide string to convert
///
////////////////////////////////////////////////////////////
String(const std::wstring& wideString);
////////////////////////////////////////////////////////////
/// \brief Construct from a null-terminated C-style UTF-32 string
///
/// \param utf32String UTF-32 string to assign
///
////////////////////////////////////////////////////////////
String(const Uint32* utf32String);
////////////////////////////////////////////////////////////
/// \brief Construct from an UTF-32 string
///
/// \param utf32String UTF-32 string to assign
///
////////////////////////////////////////////////////////////
String(const std::basic_string<Uint32>& utf32String);
////////////////////////////////////////////////////////////
/// \brief Copy constructor
///
/// \param copy Instance to copy
///
////////////////////////////////////////////////////////////
String(const String& copy);
////////////////////////////////////////////////////////////
/// \brief Create a new sf::String from a UTF-8 encoded string
///
/// \param begin Forward iterator to the beginning of the UTF-8 sequence
/// \param end Forward iterator to the end of the UTF-8 sequence
///
/// \return A sf::String containing the source string
///
/// \see fromUtf16, fromUtf32
///
////////////////////////////////////////////////////////////
template <typename T>
static String fromUtf8(T begin, T end);
////////////////////////////////////////////////////////////
/// \brief Create a new sf::String from a UTF-16 encoded string
///
/// \param begin Forward iterator to the beginning of the UTF-16 sequence
/// \param end Forward iterator to the end of the UTF-16 sequence
///
/// \return A sf::String containing the source string
///
/// \see fromUtf8, fromUtf32
///
////////////////////////////////////////////////////////////
template <typename T>
static String fromUtf16(T begin, T end);
////////////////////////////////////////////////////////////
/// \brief Create a new sf::String from a UTF-32 encoded string
///
/// This function is provided for consistency, it is equivalent to
/// using the constructors that takes a const sf::Uint32* or
/// a std::basic_string<sf::Uint32>.
///
/// \param begin Forward iterator to the beginning of the UTF-32 sequence
/// \param end Forward iterator to the end of the UTF-32 sequence
///
/// \return A sf::String containing the source string
///
/// \see fromUtf8, fromUtf16
///
////////////////////////////////////////////////////////////
template <typename T>
static String fromUtf32(T begin, T end);
////////////////////////////////////////////////////////////
/// \brief Implicit conversion operator to std::string (ANSI string)
///
/// The current global locale is used for conversion. If you
/// want to explicitly specify a locale, see toAnsiString.
/// Characters that do not fit in the target encoding are
/// discarded from the returned string.
/// This operator is defined for convenience, and is equivalent
/// to calling toAnsiString().
///
/// \return Converted ANSI string
///
/// \see toAnsiString, operator std::wstring
///
////////////////////////////////////////////////////////////
operator std::string() const;
////////////////////////////////////////////////////////////
/// \brief Implicit conversion operator to std::wstring (wide string)
///
/// Characters that do not fit in the target encoding are
/// discarded from the returned string.
/// This operator is defined for convenience, and is equivalent
/// to calling toWideString().
///
/// \return Converted wide string
///
/// \see toWideString, operator std::string
///
////////////////////////////////////////////////////////////
operator std::wstring() const;
////////////////////////////////////////////////////////////
/// \brief Convert the Unicode string to an ANSI string
///
/// The UTF-32 string is converted to an ANSI string in
/// the encoding defined by \a locale.
/// Characters that do not fit in the target encoding are
/// discarded from the returned string.
///
/// \param locale Locale to use for conversion
///
/// \return Converted ANSI string
///
/// \see toWideString, operator std::string
///
////////////////////////////////////////////////////////////
std::string toAnsiString(const std::locale& locale = std::locale()) const;
////////////////////////////////////////////////////////////
/// \brief Convert the Unicode string to a wide string
///
/// Characters that do not fit in the target encoding are
/// discarded from the returned string.
///
/// \return Converted wide string
///
/// \see toAnsiString, operator std::wstring
///
////////////////////////////////////////////////////////////
std::wstring toWideString() const;
////////////////////////////////////////////////////////////
/// \brief Convert the Unicode string to a UTF-8 string
///
/// \return Converted UTF-8 string
///
/// \see toUtf16, toUtf32
///
////////////////////////////////////////////////////////////
std::basic_string<Uint8> toUtf8() const;
////////////////////////////////////////////////////////////
/// \brief Convert the Unicode string to a UTF-16 string
///
/// \return Converted UTF-16 string
///
/// \see toUtf8, toUtf32
///
////////////////////////////////////////////////////////////
std::basic_string<Uint16> toUtf16() const;
////////////////////////////////////////////////////////////
/// \brief Convert the Unicode string to a UTF-32 string
///
/// This function doesn't perform any conversion, since the
/// string is already stored as UTF-32 internally.
///
/// \return Converted UTF-32 string
///
/// \see toUtf8, toUtf16
///
////////////////////////////////////////////////////////////
std::basic_string<Uint32> toUtf32() const;
////////////////////////////////////////////////////////////
/// \brief Overload of assignment operator
///
/// \param right Instance to assign
///
/// \return Reference to self
///
////////////////////////////////////////////////////////////
String& operator =(const String& right);
////////////////////////////////////////////////////////////
/// \brief Overload of += operator to append an UTF-32 string
///
/// \param right String to append
///
/// \return Reference to self
///
////////////////////////////////////////////////////////////
String& operator +=(const String& right);
////////////////////////////////////////////////////////////
/// \brief Overload of [] operator to access a character by its position
///
/// This function provides read-only access to characters.
/// Note: the behavior is undefined if \a index is out of range.
///
/// \param index Index of the character to get
///
/// \return Character at position \a index
///
////////////////////////////////////////////////////////////
Uint32 operator [](std::size_t index) const;
////////////////////////////////////////////////////////////
/// \brief Overload of [] operator to access a character by its position
///
/// This function provides read and write access to characters.
/// Note: the behavior is undefined if \a index is out of range.
///
/// \param index Index of the character to get
///
/// \return Reference to the character at position \a index
///
////////////////////////////////////////////////////////////
Uint32& operator [](std::size_t index);
////////////////////////////////////////////////////////////
/// \brief Clear the string
///
/// This function removes all the characters from the string.
///
/// \see isEmpty, erase
///
////////////////////////////////////////////////////////////
void clear();
////////////////////////////////////////////////////////////
/// \brief Get the size of the string
///
/// \return Number of characters in the string
///
/// \see isEmpty
///
////////////////////////////////////////////////////////////
std::size_t getSize() const;
////////////////////////////////////////////////////////////
/// \brief Check whether the string is empty or not
///
/// \return True if the string is empty (i.e. contains no character)
///
/// \see clear, getSize
///
////////////////////////////////////////////////////////////
bool isEmpty() const;
////////////////////////////////////////////////////////////
/// \brief Erase one or more characters from the string
///
/// This function removes a sequence of \a count characters
/// starting from \a position.
///
/// \param position Position of the first character to erase
/// \param count Number of characters to erase
///
////////////////////////////////////////////////////////////
void erase(std::size_t position, std::size_t count = 1);
////////////////////////////////////////////////////////////
/// \brief Insert one or more characters into the string
///
/// This function inserts the characters of \a str
/// into the string, starting from \a position.
///
/// \param position Position of insertion
/// \param str Characters to insert
///
////////////////////////////////////////////////////////////
void insert(std::size_t position, const String& str);
////////////////////////////////////////////////////////////
/// \brief Find a sequence of one or more characters in the string
///
/// This function searches for the characters of \a str
/// in the string, starting from \a start.
///
/// \param str Characters to find
/// \param start Where to begin searching
///
/// \return Position of \a str in the string, or String::InvalidPos if not found
///
////////////////////////////////////////////////////////////
std::size_t find(const String& str, std::size_t start = 0) const;
////////////////////////////////////////////////////////////
/// \brief Replace a substring with another string
///
/// This function replaces the substring that starts at index \a position
/// and spans \a length characters with the string \a replaceWith.
///
/// \param position Index of the first character to be replaced
/// \param length Number of characters to replace. You can pass InvalidPos to
/// replace all characters until the end of the string.
/// \param replaceWith String that replaces the given substring.
///
////////////////////////////////////////////////////////////
void replace(std::size_t position, std::size_t length, const String& replaceWith);
////////////////////////////////////////////////////////////
/// \brief Replace all occurrences of a substring with a replacement string
///
/// This function replaces all occurrences of \a searchFor in this string
/// with the string \a replaceWith.
///
/// \param searchFor The value being searched for
/// \param replaceWith The value that replaces found \a searchFor values
///
////////////////////////////////////////////////////////////
void replace(const String& searchFor, const String& replaceWith);
////////////////////////////////////////////////////////////
/// \brief Return a part of the string
///
/// This function returns the substring that starts at index \a position
/// and spans \a length characters.
///
/// \param position Index of the first character
/// \param length Number of characters to include in the substring (if
/// the string is shorter, as many characters as possible
/// are included). \ref InvalidPos can be used to include all
/// characters until the end of the string.
///
/// \return String object containing a substring of this object
///
////////////////////////////////////////////////////////////
String substring(std::size_t position, std::size_t length = InvalidPos) const;
////////////////////////////////////////////////////////////
/// \brief Get a pointer to the C-style array of characters
///
/// This functions provides a read-only access to a
/// null-terminated C-style representation of the string.
/// The returned pointer is temporary and is meant only for
/// immediate use, thus it is not recommended to store it.
///
/// \return Read-only pointer to the array of characters
///
////////////////////////////////////////////////////////////
const Uint32* getData() const;
////////////////////////////////////////////////////////////
/// \brief Return an iterator to the beginning of the string
///
/// \return Read-write iterator to the beginning of the string characters
///
/// \see end
///
////////////////////////////////////////////////////////////
Iterator begin();
////////////////////////////////////////////////////////////
/// \brief Return an iterator to the beginning of the string
///
/// \return Read-only iterator to the beginning of the string characters
///
/// \see end
///
////////////////////////////////////////////////////////////
ConstIterator begin() const;
////////////////////////////////////////////////////////////
/// \brief Return an iterator to the end of the string
///
/// The end iterator refers to 1 position past the last character;
/// thus it represents an invalid character and should never be
/// accessed.
///
/// \return Read-write iterator to the end of the string characters
///
/// \see begin
///
////////////////////////////////////////////////////////////
Iterator end();
////////////////////////////////////////////////////////////
/// \brief Return an iterator to the end of the string
///
/// The end iterator refers to 1 position past the last character;
/// thus it represents an invalid character and should never be
/// accessed.
///
/// \return Read-only iterator to the end of the string characters
///
/// \see begin
///
////////////////////////////////////////////////////////////
ConstIterator end() const;
private:
friend SFML_SYSTEM_API bool operator ==(const String& left, const String& right);
friend SFML_SYSTEM_API bool operator <(const String& left, const String& right);
////////////////////////////////////////////////////////////
// Member data
////////////////////////////////////////////////////////////
std::basic_string<Uint32> m_string; ///< Internal string of UTF-32 characters
};
////////////////////////////////////////////////////////////
/// \relates String
/// \brief Overload of == operator to compare two UTF-32 strings
///
/// \param left Left operand (a string)
/// \param right Right operand (a string)
///
/// \return True if both strings are equal
///
////////////////////////////////////////////////////////////
SFML_SYSTEM_API bool operator ==(const String& left, const String& right);
////////////////////////////////////////////////////////////
/// \relates String
/// \brief Overload of != operator to compare two UTF-32 strings
///
/// \param left Left operand (a string)
/// \param right Right operand (a string)
///
/// \return True if both strings are different
///
////////////////////////////////////////////////////////////
SFML_SYSTEM_API bool operator !=(const String& left, const String& right);
////////////////////////////////////////////////////////////
/// \relates String
/// \brief Overload of < operator to compare two UTF-32 strings
///
/// \param left Left operand (a string)
/// \param right Right operand (a string)
///
/// \return True if \a left is lexicographically before \a right
///
////////////////////////////////////////////////////////////
SFML_SYSTEM_API bool operator <(const String& left, const String& right);
////////////////////////////////////////////////////////////
/// \relates String
/// \brief Overload of > operator to compare two UTF-32 strings
///
/// \param left Left operand (a string)
/// \param right Right operand (a string)
///
/// \return True if \a left is lexicographically after \a right
///
////////////////////////////////////////////////////////////
SFML_SYSTEM_API bool operator >(const String& left, const String& right);
////////////////////////////////////////////////////////////
/// \relates String
/// \brief Overload of <= operator to compare two UTF-32 strings
///
/// \param left Left operand (a string)
/// \param right Right operand (a string)
///
/// \return True if \a left is lexicographically before or equivalent to \a right
///
////////////////////////////////////////////////////////////
SFML_SYSTEM_API bool operator <=(const String& left, const String& right);
////////////////////////////////////////////////////////////
/// \relates String
/// \brief Overload of >= operator to compare two UTF-32 strings
///
/// \param left Left operand (a string)
/// \param right Right operand (a string)
///
/// \return True if \a left is lexicographically after or equivalent to \a right
///
////////////////////////////////////////////////////////////
SFML_SYSTEM_API bool operator >=(const String& left, const String& right);
////////////////////////////////////////////////////////////
/// \relates String
/// \brief Overload of binary + operator to concatenate two strings
///
/// \param left Left operand (a string)
/// \param right Right operand (a string)
///
/// \return Concatenated string
///
////////////////////////////////////////////////////////////
SFML_SYSTEM_API String operator +(const String& left, const String& right);
#include <SFML/System/String.inl>
} // namespace sf
#endif // SFML_STRING_HPP
////////////////////////////////////////////////////////////
/// \class sf::String
/// \ingroup system
///
/// sf::String is a utility string class defined mainly for
/// convenience. It is a Unicode string (implemented using
/// UTF-32), thus it can store any character in the world
/// (European, Chinese, Arabic, Hebrew, etc.).
///
/// It automatically handles conversions from/to ANSI and
/// wide strings, so that you can work with standard string
/// classes and still be compatible with functions taking a
/// sf::String.
///
/// \code
/// sf::String s;
///
/// std::string s1 = s; // automatically converted to ANSI string
/// std::wstring s2 = s; // automatically converted to wide string
/// s = "hello"; // automatically converted from ANSI string
/// s = L"hello"; // automatically converted from wide string
/// s += 'a'; // automatically converted from ANSI string
/// s += L'a'; // automatically converted from wide string
/// \endcode
///
/// Conversions involving ANSI strings use the default user locale. However
/// it is possible to use a custom locale if necessary:
/// \code
/// std::locale locale;
/// sf::String s;
/// ...
/// std::string s1 = s.toAnsiString(locale);
/// s = sf::String("hello", locale);
/// \endcode
///
/// sf::String defines the most important functions of the
/// standard std::string class: removing, random access, iterating,
/// appending, comparing, etc. However it is a simple class
/// provided for convenience, and you may have to consider using
/// a more optimized class if your program requires complex string
/// handling. The automatic conversion functions will then take
/// care of converting your string to sf::String whenever SFML
/// requires it.
///
/// Please note that SFML also defines a low-level, generic
/// interface for Unicode handling, see the sf::Utf classes.
///
////////////////////////////////////////////////////////////

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