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Author SHA1 Message Date
Crimson Hawk
3e6574b6b3 Revert "fixes clang format introduced by !193"
This reverts commit f7b4672492
2024-03-21 11:39:09 +00:00
Crimson-Hawk
f7b4672492
fixes clang format introduced by !193 2024-03-21 19:32:57 +08:00
3 changed files with 12 additions and 11 deletions

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@ -8,9 +8,9 @@ variables:
ARTIFACT_COMPRESSION_LEVEL: "fast"
CACHE_COMPRESSION_LEVEL: "fastest"
CACHE_REQUEST_TIMEOUT: 5
# Use FASTZIP for faster compression in cache and artifacts (boolean)
# Use FASTZIP for faster compression in cache and artifacts
# https://docs.gitlab.com/runner/configuration/feature-flags.html#available-feature-flags
FF_USE_FASTZIP: 1
FF_USE_FASTZIP: true
# Our Variables
CACHE_DIR: "$CI_PROJECT_DIR/ccache"

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@ -51,12 +51,10 @@ You can also contact any of the developers on Discord to learn more about the cu
## Downloads
* __Windows__: [Releases](https://gitlab.com/suyu-emu/suyu/-/releases)
* __Linux__: [Releases](https://gitlab.com/suyu-emu/suyu/-/releases)
* __macOS__: [Releases](https://gitlab.com/suyu-emu/suyu/-/releases)
* __Android__: [Releases](https://gitlab.com/suyu-emu/suyu/-/releases)
* __Windows__: WIP
* __Linux__: WIP
We have official builds [here.](https://gitlab.com/suyu-emu/suyu/-/releases) If any website or person is claiming to have a build for suyu, take that with a grain of salt.
We don't have any official builds yet! If any website or person is claiming to have a build for suyu, take that with a grain of salt, because it might contain malware. Until we do have an official build, it might be a better idea to keep using the last version of yuzu.
## Building

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@ -762,8 +762,6 @@ void EmulatedController::StartMotionCalibration() {
void EmulatedController::SetButton(const Common::Input::CallbackStatus& callback, std::size_t index,
Common::UUID uuid) {
const auto player_index = Service::HID::NpadIdTypeToIndex(npad_id_type);
const auto& player = Settings::values.players.GetValue()[player_index];
if (index >= controller.button_values.size()) {
return;
}
@ -919,8 +917,13 @@ void EmulatedController::SetButton(const Common::Input::CallbackStatus& callback
lock.unlock();
if (player.connected) {
Connect();
if (!is_connected) {
if (npad_id_type == NpadIdType::Player1 && npad_type != NpadStyleIndex::Handheld) {
Connect();
}
if (npad_id_type == NpadIdType::Handheld && npad_type == NpadStyleIndex::Handheld) {
Connect();
}
}
TriggerOnChange(ControllerTriggerType::Button, true);
}