Nintendo controllers notoriously have the A/B and X/Y buttons swapped, compared to the standard.
In order to combat this, when setting the default controller layout, Ryujinx checks whether the controller name contains "Nintendo", and swaps the mapping accordingly.
However, the reason the mapping is inverted in the first place is because SDL has `SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS` set to 1 by default. By setting it to 0, the mapping will be based on the buttons' position instead.
So, by doing it (and removing the `isNintendoStyle` variable), we get the following advantages:
- The mapping will be the same on all controllers, removing the need to adjust custom mappings depending on what controller is used
- Users who already set `SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS` to 0 globally for other games/applications (like me) won't have a wrong default mapping
- Checking whether the controller name contains "Nintendo" is ugly
Disadvantages:
- Breaks the controller configuration for existing users who are using a Nintendo controller
* dotnet format style --severity info
Some changes were manually reverted.
* dotnet format analyzers --serverity info
Some changes have been minimally adapted.
* Silence dotnet format IDE0060 warnings
* Address dotnet format CA1401 warnings
* dotnet-format fixes after rebase
* Address most dotnet format whitespace warnings
* Apply dotnet format whitespace formatting
A few of them have been manually reverted and the corresponding warning was silenced
* Another rebase, another dotnet format run
* Run dotnet format style after rebase
* Add comments to disabled warnings
* Remove a few unused parameters
* Simplify properties and array initialization, Use const when possible, Remove trailing commas
* Address IDE0251 warnings
* Revert "Simplify properties and array initialization, Use const when possible, Remove trailing commas"
This reverts commit 9462e4136c0a2100dc28b20cf9542e06790aa67e.
* dotnet format whitespace after rebase
* Small optimizations
* Remove alignment
* Apply formatting
* Fix build issues
* Final pass for dotnet format
* Add trailing commas
Co-authored-by: Ac_K <Acoustik666@gmail.com>
* Add trailing commas
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Co-authored-by: Ac_K <Acoustik666@gmail.com>
* ava: Fix OpenGL on Linux again
This shouldn't be working like that, but for some reason it does.
* Apply the correct fix
* gtk: Add warning messages for caught exceptions
* ava: Handle disposing the same way as GTK does
* Address review feedback
* Update SoftwareKeyboard to send KeyboardMode to UI
* Update GTK UI to check text against KeyboardMode
* Update Ava UI to check text against KeyboardMode
* Restructure input validation
* true when text is not empty
* Add English validation text for SoftwareKeyboardMode
* Add Chinese validation text for SoftwareKeyboardMode
* Update base on feedback
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Co-authored-by: TSR Berry <20988865+TSRBerry@users.noreply.github.com>
Currently, the `Open Applet` menu is still enabled when a guest is running, which is wrong. This is not fixed by refreshing the property binding on `IsEnabled`.
* ava: Fix exit dialog while guest is running.
There is currently an issue while a game runs, the content dialog creation method check if `IsGameRunning` is true to show the popup.
But the condition here is wrong (`window` is null) so it throw a NullException silently in `Dispatcher.UIThread`.
This is now fixed by using the right casting.
* improve condition
* Fix spacing
* UI: Fix empty homebrew icon
We currently don't check the icon size when we read it from the homebrew data. That could cause issues at UI side since the buffer isn't null but empty. Extra check have been added UI side too.
(I cleaned up some files during my research too)
Fixes#5188
* Remove additional check
* Remove unused using
* memory: Check results of pinvoke calls
* Increase vm.max_map_count when running Ryujinx
* Add SupportedOSPlatform attribute for WindowsApiException
* Revert increasing vm.max_map_count via script
* Add LinuxHelper to detect and increase vm.max_map_count
With GUI dialogs, this should be a bit more user-friendly.
* Supply arguments as a list to RunPkExec
* Add error logging in case RunPkExec() fails
* Prevent Gtk from crashing
* Attempt at fixing hang on exit by ending the WindowNotificationManager notification loop, so that the Thread running it can exit.
* explicitly apply the NotificationManager template to allow the notification loop to begin
* NotificationHelper - remove explicity call to ApplyTemplate(). Change to ManualResetEventSlim so we can cancel the Wait on it.
* add a timeout to AudioRenderSystem.Stop()'s waiting for the termination signal, log a warning if this timeout occurs, and continue execution
* NotifiationHelper - cancel first, the CompleteAdding()
* Remove AudioRenderSystem._terminationEvent, redundant
* NotificationHelper - use host.Closing event to trigger cancellation instead of _notifationManager.DetachedFromLogicalTree
* Change NotificationHelper to use an explicit Thread for background work. Wait on the cancellationToken's WaitHandle so the Thread doesn't have to deal with async. Wrap foreach in try/catch (OperationCanceledException) to swallow the escaping exception from the GetConsumingEnumerable().
* adjust formatting of AsyncWorkQueue constructor to use object initializers consistently
* use AsyncWorkQueue to do everything I added in SetNotificationManager()
* Revert "use AsyncWorkQueue to do everything I added in SetNotificationManager()"
This reverts commit f0e78366b8776ec8e2fef8ab023c0db1833155d3.
* use AsyncWorkQueue to handle the Thread-related changes previously made to NotificationHelper.SetNotificationHelper(). Wrap it in Lazy<T> and force instantiation in the TemplateApplied event handler to accomodate for the fact that AsyncWorkQueue starts immediately, and the notification dispatch loop was being delayed by _templateAppliedEvent.
* impl changes suggested by AcK77
* impl changes suggested by AcK77 (more)
* fix crash when Vulkan isn't available
* add VulkanRenderer.GetPhysicalDevices() overload that provides its own Vk API object and logs on failure
* adjustments per AcK77
* Changed LastPlayed field from string to nullable DateTime
Added ApplicationData.LastPlayedString property
Added NullableDateTimeConverter for the DateTime->string conversion in Avalonia
* Added migration from string-based last_played to DateTime-based last_played_utc
* Updated comment style
* Added MarkupExtension to NullableDateTimeConverter and changed its usage
Cleaned up leftover usings
* Missed one comment
* refactor: clean up controller settings ui
- Remove inconsistencies between left and right side
- Use style to set ToggleButton properties (since they are all the same)
- Move topmost controller settings from one line to 2x2 grid for improved clarity
- Properly adjust borders, text widths, etc. to neighboring elements to eliminate misaligned visual lines
* fix: merge issues
* fix: prevent sliders from jumping by giving text block fixed width
* refactor: add more separators and increase margin
* refactor: center deadzone and range descriptions
* refactor: move rumble border top margin to -1 and prevent double border
* refactor: remove margins & double borders + switch profile & input selection
* style: apply suggestions from code review
Co-authored-by: Ac_K <Acoustik666@gmail.com>
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Co-authored-by: Ac_K <Acoustik666@gmail.com>
* Fix the issue of unequal check for amiibo file date due to the lack of sub-second units in the header, causing slow opening of the amiibo interface.
* Supplement the unrepaired.
* Ava: Fix SystemTimeOffset calculation
During testing of #4822, Mary pointed out the way we calculate time offset is wrong in our Avalonia UI. This PR fixed that.
The axaml file is autoformatted too.
* DateTime.Now in local var
* Ava UI: Expose games build ID for cheat management
* Fix bad merge
* Change integrity check level to error on invalid
* Add support for GDK
* Remove whitespace
* Add BID identifier
* PR Comments fix
* Restore title id in cheats GTK window
* use halign center instead of margin_left
* Merge
* fix after merge
* PR comments fix - design AVA
* PR fix - Move GetApplicationBuildId to ApplicationData class
* PR comment fix - Add empty line before method
* Align with PR #4755
* PR comments fix
* Change BuildId label to support translation
* Comments fix
* Remove unused BuildIdLabel property
* feat: introduce new shader loading state for progress tracking when writing shaders to disk
* fix: move translation to bottom of locale file
* fix: change back to foreach and add requested spacing between lines
* style: fix formatting
Co-authored-by: gdkchan <gab.dark.100@gmail.com>
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Co-authored-by: gdkchan <gab.dark.100@gmail.com>
* UI: Fix sections extraction
There is currently an issue when the update NCA doesn't contains the section we want to extract, this is fixed by adding a check.
I have fixed the inverted handler of ExeFs/Logo introduced in #4755.
Fixes#4521
* Addresses feedback
* Fix case sensitivity for mod subdirectories
* Small refactoring of ModLoader
* Don't share instruction list between all cheats
Co-authored-by: riperiperi <rhy3756547@hotmail.com>
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Co-authored-by: riperiperi <rhy3756547@hotmail.com>
* UI: Move ApplicationContextMenu in a separated class
This PR remove duplicated code related to the context menu on the Application list/grid by create a control for the menu which include related handler.
I've renamed "GameList/GameGrid" by "Application" for consistencies. And I've removed all uneeded field from the project file too.
While I cleaned up things, I've found an issue about purging Ptc/Shader cache, both methods list files even if the user say "No", shader cache is purged even if the user say "No". It's fixed.
* Adresses feedbacks
* Add hide-cursor command line argument
* gtk: Adjust SettingsWindow for hide cursor options
* ava: Adjust SettingsWindow for hide cursor options
* ava: Add override check for HideCursor arg
* Remove copy&paste sins
* ava: Leave a little more room between the options
* gtk: Fix hide cursor issues
* ava: Only hide cursor if it's within the embedded window