| Age | Commit message (Collapse) | Author |
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Accomplished using `run-clang-tidy` with `performance-move-const-arg,performance-unnecessary-value-param,modernize-pass-by-value`.
Changed arguments to const references, removed them where inappropriate (e.g. sink parameters). Same with std::move.
Manually reviewed each change to make sure that it makes sense, and do something more appropriate if possible.
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Use `sizeHint` instead of `setMinimumSize` to increase the default size
of `StickWidget` and `IRWidget`.
0531286906ec65edf3736813517496c95bf87ada doubled the initial sizes of
`StickWidget` and `IRWidget`, but using `setMinimumSize` to do so
prevented users from shrinking the widgets manually.
Resolves bugs.dolphin-emu.org/issues/14019.
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Made Stick and IR Widgets bigger
Improved Stick and IR layouts to better utilize space
Made Stick and IR Widgets Scale at a fixed ratio when window is resized
Added Scrollbars to Stick and IR Widgets
Reduced Spinbox padding in dark style
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Yellow squiggly lines begone!
Done automatically on .cpp files through `run-clang-tidy`, with manual corrections to the mistakes.
If an import is directly used, but is technically unnecessary since it's recursively imported by something else, it is *not* removed.
The tool doesn't touch .h files, so I did some of them by hand while fixing errors due to old recursive imports.
Not everything is removed, but the cleanup should be substantial enough.
Because this done on Linux, code that isn't used on it is mostly untouched.
(Hopefully no open PR is depending on these imports...)
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event filter.
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Remove window hints clearing the flag Qt::WindowContextHelpButtonHint,
which is already off by default in Qt 6.
In Qt 5 this flag was set by default for QDialogs, and on Windows put a
? button in the corner of the title bar allowing users to activate Qt's
QWhatsThis help system for a given widget. Since we don't set that text
the ? button was useless and so we hid it manually.
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with libstdc++ 15.
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to eliminate redundant unused members in Wii Remote extension objects.
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Dentomologist/wiitasinputwindow_update_on_attachment_change
WiiTASInputWindow: Update controls when attachment changes
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Change the displayed controls in the TAS Input window when the
controller's extension (including MotionPlus) is changed.
This previously required restarting Dolphin after the attachment was
changed, as the controls were never updated after the WiiTASInputWindow
was created at Dolphin startup.
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This apparently didn't compile on macOS six years ago before c++20, but
it should be fine by now.
While I'm at it, make the constants upper case per convention.
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Enable emulator hotkeys and controller input (when that option is
enabled) when a TAS Input window has focus, as if it was the render
window instead. This allows TASers to use frame advance and the like
without having to switch the focused window or disabling Hotkeys Require
Window Focus which also picks up keypresses while other apps are active.
Cursor updates are disabled when the TAS Input window has focus, as
otherwise the Wii IR widget (and anything else controlled by the mouse)
becomes unusable. The cursor continues to work normally when the render
window has focus.
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A bit of global state remains (the `header` in `BeginRecordingInput()`) due to unclear lifetime requirements.
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qOverload is used to disambiguate pointers to overloaded functions, but
most of the usages in the code base were with non-overloaded functions.
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Gets this out of the global namespace and into the Common namespace
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change
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This regressed in 0300b44d23b149a0b93dd0aa2e77d20a02882ddf. Specifically, the sliders and the stick/IR widgets did not update, but the spin boxes did update.
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Will manually controlling both an accelerometer and a gyroscope at the
same time be reasonable to do? No idea. Was this easy to implement
thanks to the input override system? Yes.
Fixes https://bugs.dolphin-emu.org/issues/12443.
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IIRC we needed this before the input override system was added.
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This gets rid of a blocking operation, improving performance and fixing
https://bugs.dolphin-emu.org/issues/12893.
This also makes us no longer directly access the state of certain UI
elements from the CPU thread, which probably wasn't thread-safe but
doesn't seem to have caused any observable issues so far.
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This generated a warning on GCC about the operation being potentially undefined (-Wsequence-point). I'm not sure if that was actually the case, but either way it is a mistake.
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We should expose Enable Controller Input and the turbo settings for
GBA just like we do for GameCube controllers and Wii Remotes.
I just forgot about it when implementing the GBA TAS input window.
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When emulated GBAs were added to Dolphin, it was possible to control them
using the GC TAS input window. (Z was mapped to Select.) Unaware of this,
I broke the functionality in b296248.
To make it possible to control emulated GBAs using TAS input again,
I'm adding a proper TAS input window for GBAs, with a real Select button
and no analog controls.
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This lets the TAS input code use a higher-level interface for
overriding inputs instead of having to fiddle with raw bits.
WiiTASInputWindow in particular was messy with how much
controller code it had to re-implement.
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Previously, it was not clear where the boundary of the StickWidget was when interacting outside of the circle. This aims to restore the gray square present in the Wx-era.
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Fixes https://bugs.dolphin-emu.org/issues/12676.
Needs testing to see if this impacts performance when controller
inputs are changing.
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SPDX standardizes how source code conveys its copyright and licensing
information. See https://spdx.github.io/spdx-spec/1-rationale/ . SPDX
tags are adopted in many large projects, including things like the Linux
kernel.
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This is a feature which existed in DolphinWX. Seems like it got
implemented in DolphinQt for IRWidget/StickWidget but not sliders.
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As a side effect of 9c5c3c0, Dolphin's frame counter was changed
to run at 60/50 Hz even if the game is running at a lower framerate
such as 30 fps. Since the TAS input turbo button functionality
toggled the state of a button every other frame as reported by
the frame counter, this change made the turbo button functionality
not work with 30/25 fps games.
I believe it would be hard to change the frame counter back to
how it used to work without undermining the point of 9c5c3c0,
and I'm not sure if doing so would be desireable or not anyway,
so what I'm doing instead is letting the user determine how long
turbo button presses should last. This lets users avoid the 30/25
fps game problem while also granting additional flexibility.
Perhaps there is some game where it is useful to mash at a speed
which is slower than frame perfect.
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Provides the same behvaior, but in a much more concise manner.
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Qt/TAS: Improve TAS windows
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- Use the Dolphin Icon in TAS Windows
- Prevent deformation of the stick widget (#11988)
- Improve visual appearance
- Set a reasonable minimum size
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MotionPlus extensions to get/set data without duplicate bithacks everywhere.
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This doesn't actually modify the checkbox's state, so this can be marked
as a const-qualified member function.
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