early-access version 1666
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commit
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@ -1,7 +1,7 @@
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yuzu emulator early access
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=============
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This is the source code for early-access 1665.
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This is the source code for early-access 1666.
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## Legal Notice
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@ -93,9 +93,23 @@ VirtualFile RealVfsFilesystem::OpenFile(std::string_view path_, Mode perms) {
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VirtualFile RealVfsFilesystem::CreateFile(std::string_view path_, Mode perms) {
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const auto path = FS::SanitizePath(path_, FS::DirectorySeparator::PlatformDefault);
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// Current usages of CreateFile expect to delete the contents of an existing file.
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if (FS::IsFile(path)) {
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FS::IOFile temp{path, FS::FileAccessMode::Write, FS::FileType::BinaryFile};
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if (!temp.IsOpen()) {
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return nullptr;
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}
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temp.Close();
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return OpenFile(path, perms);
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}
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if (!FS::NewFile(path)) {
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return nullptr;
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}
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return OpenFile(path, perms);
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}
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@ -69,14 +69,18 @@ public:
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SDL_GameController* game_controller)
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: guid{std::move(guid_)}, port{port_}, sdl_joystick{joystick, &SDL_JoystickClose},
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sdl_controller{game_controller, &SDL_GameControllerClose} {
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EnableMotion();
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}
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if (game_controller) {
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if (SDL_GameControllerHasSensor(game_controller, SDL_SENSOR_ACCEL)) {
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SDL_GameControllerSetSensorEnabled(game_controller, SDL_SENSOR_ACCEL, SDL_TRUE);
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void EnableMotion() {
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if (sdl_controller) {
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SDL_GameController* controller = sdl_controller.get();
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if (SDL_GameControllerHasSensor(controller, SDL_SENSOR_ACCEL) && !has_accel) {
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SDL_GameControllerSetSensorEnabled(controller, SDL_SENSOR_ACCEL, SDL_TRUE);
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has_accel = true;
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}
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if (SDL_GameControllerHasSensor(game_controller, SDL_SENSOR_GYRO)) {
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SDL_GameControllerSetSensorEnabled(game_controller, SDL_SENSOR_GYRO, SDL_TRUE);
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if (SDL_GameControllerHasSensor(controller, SDL_SENSOR_GYRO) && !has_gyro) {
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SDL_GameControllerSetSensorEnabled(controller, SDL_SENSOR_GYRO, SDL_TRUE);
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has_gyro = true;
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}
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}
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@ -93,13 +97,11 @@ public:
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last_motion_update = event.timestamp;
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switch (event.sensor) {
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case SDL_SENSOR_ACCEL: {
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const Common::Vec3f acceleration = {-event.data[0], event.data[2], -event.data[1]};
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motion.SetAcceleration(acceleration / 9.8f);
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break;
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}
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case SDL_SENSOR_GYRO: {
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const Common::Vec3f gyroscope = {event.data[0], -event.data[2], event.data[1]};
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motion.SetGyroscope(gyroscope / (6.283f * 1.05f));
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break;
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@ -791,6 +793,10 @@ SDLState::SDLState() {
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RegisterFactory<VibrationDevice>("sdl", vibration_factory);
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RegisterFactory<MotionDevice>("sdl", motion_factory);
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// Tell SDL2 to use the hidapi driver. This will allow joycons to be detected as a
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// GameController and not a generic one
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SDL_SetHint("SDL_JOYSTICK_HIDAPI_JOY_CONS", "1");
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// If the frontend is going to manage the event loop, then we don't start one here
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start_thread = SDL_WasInit(SDL_INIT_JOYSTICK) == 0;
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if (start_thread && SDL_Init(SDL_INIT_JOYSTICK) < 0) {
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@ -1156,6 +1162,8 @@ MotionMapping SDLState::GetMotionMappingForDevice(const Common::ParamPackage& pa
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return {};
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}
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joystick->EnableMotion();
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if (!joystick->HasGyro() && !joystick->HasAccel()) {
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return {};
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}
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@ -31,6 +31,10 @@ std::filesystem::path GetNameWithoutExtension(std::filesystem::path filename) {
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InputProfiles::InputProfiles() {
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const auto input_profile_loc = FS::GetYuzuPath(FS::YuzuPath::ConfigDir) / "input";
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if (!FS::IsDir(input_profile_loc)) {
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return;
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}
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FS::IterateDirEntries(
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input_profile_loc,
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[this](const std::filesystem::path& full_path) {
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