An OverlayDialog is an interactive dialog that accepts controller input (while a game is running)
This dialog attempts to replicate the look and feel of the Nintendo Switch's overlay dialogs and
provide some extra features such as embedding HTML/Rich Text content in a QTextBrowser.
The OverlayDialog provides 2 modes: one to embed regular text into a QLabel and another to embed
HTML/Rich Text content into a QTextBrowser.
Co-authored-by: Its-Rei <kupfel@gmail.com>
Moves the existing meta type registration into its own function and adds registration of common integral, floating point and string types.
This function is also now called in the constructor of the GMainWindow instead of on starting a game.
- This is a developer-only setting and no longer needs to be enabled by default.
- Also adds "use_auto_stub" setting to SDL frontend while we are here.
- Supersedes #1340.
Several issues have been reported with the borderless windowed fullscreen mode on *nix platforms. Default to exclusive fullscreen mode on these platforms for now.
The borderless windowed fullscreen mode solves several issues with the presentation of the overlay dialogs and on-screen keyboard in exclusive fullscreen mode, and also has other benefits such as smoother gameplay, lower latency and a significant reduction in screen tearing.
Co-authored-by: Its-Rei <kupfel@gmail.com>
Address Sanitizer reports stack-use-after-scope on line 231
`vulkan_devices.push_back(QString::fromStdString(name));`. Instead of
using a pointer, copy the string into a std::string and use that,
instead.
Auto-stub is an experimental debugging feature that may cause unforseen bugs. This adds a toggle to only allow auto-stubbing unimplemented functions when explicitly enabled when yuzu is launched.
Adds the access key to the Controller P1 selection at View -> Debugger
-> Controller P1. Avoids using the windowTitle as that would add a
literal & to the beginning of the window title.
Due to BindBufferRangeNV limitations and poor quality code emission from
our side, assembly shaders are currently slower than GLSL. Their build
time and feature advantages are still relevant, but they are outweighted
by their runtime performance.
Instead of using a two step initialization to report errors, initialize
the GPU renderer and rasterizer on the constructor and report errors
through std::runtime_error.