* added support for loading keyboard config from file
* final minor update before pull request
* fix messing up the merge
* fix waitEvent to correctly handle mouse inputs
* add license
* Applied coding style fixes
* clang-format fucked up the .ini file
* actually fix clang changing ini syntax
use relative path for the ini file
* remove big commented out code blocks,
and fixed platform-dependent code
* fix windows hating me
* added mouse config option
* added toggle for mouse movement input (f7)
* fix license and style
* add numpad support i accidentally left out
* added support for mouse wheel (to buttons only)
* if keyboard config doesn't exist, autogenerate it
* added keybinds for "walk mode"
* Mouse movement input is now off by default
* code cleanup and misc fixes
* delete config file since it is now autogenerated
* F6 = F7 + F9
* added better mouse handling with config options
* Added capslock support
* fix clang-format
* Added support for mod key toggle key
* F6 and F7 are removed, F9 captures and enables the mouse
* Encapsulated globals and new classes in a new namespace
* Added mouse side button support
* Added per-game config
* relocated input parser to the new namespace
* changed parser parameters to make it possible to use it from the gui
* added home, end, pgup and pgdown
* Resolved merge conflict and refactored code
* Updated default keybindings
* Changed input handling to be single-threaded
* General code cleanup
* Start working on new backend
* Mouse polling, CMakeLists, and basic framework
* Output update handling, and reworked file creating, reading and parsing
* Parsing works now
* Single key button inputs work now
* Axis outputs work now
* Wheel works now (for me), l2/r2 handling improvements, and misc bugfixes
* Downgraded prints to log_debug, and implemented input hierarchy
* Implemented key toggle
* Added mouse parameter parsing
* clang-format
* Fixed clang and added a const keyword for mac
* Fix input hierarchy
* Fixed joysick halfmodes, and possibly the last update on input hierarchy
* clang-format
* Rewrote the default config to reflect new changes
* clang
* Update code style
* Updated sorting to accomodate for that one specific edge case
* Fix default config and the latest bug with input hiearchy
* Fix typo
* Temporarily added my GUI
* Update cmakelists
* Possible fix for Gravity Rush
* Update Help text, default config, and clang
* Updated README with the new keybind info
* okay so maybe the gravity rush fix might have slightly broken the joystick halfmode and key toggle
* Fixed mistakenly overwriting the last opened config with the default one if the GUI is opened multiple times in a session
* Updated Help descriptions and fixed mouse movement default parameters
* Fix crash if the Help dialog was opened a second time
If it's closed with the top right close button instead of clicking the Help button again, a required flag wasn't reset, making the next click on Help try to close a nonexistent window and segfault
* Added closing the config also closing the Help window, and fixed more segfaults due to mismatched flags
* Initial controller support
* clang and debug print cleanup
* Initial axis-to-button logic
* Updated Help text
* Added 'Reset to Default' button in GUI
* Minor text and description updates + fixed an issue with Help text box rendering
* Fix button-to-touchpad logic and l2/r2 handling, as they are both axes and buttons
The touchpad's button state was correctly handled, so games that use that were fine, but the touchDown flag was always set to true, so games that use this flag had problems, like Gravity Rush
* Fix merge conflict
* Clang
* Added back back button to touchpad binding
* Added touchpad button handling
* Added end-of-line comments and fixed some crashes happening with the VS debugger
* Apply recent changes from kbm-only
* Deadzone + initial directional axis-to-button mapping
* Added that one missing space in the README. Are you all happy now?
* Fixups from making everything use SDL
* Revert directional joystick code and fix a memory leak
* Change config directory name again to conform to project standards
* Clang
* Revert the old deeadzone code and properly add the new one
* Clang
* savedata: rewrite save memory functions to handle slot id & better backup management
* savedata: auto-restore backup if needed
* safe save backup shutdown
replaced exit by quick_exit
If the emulator code is above a 40-bit address, the embedded shaders need to use address-hi to work. Embedded VS shader already supplies it, PS shader should as well.
* Error return on sceNpGetAccountIdA
Confirmed through hardware testing, this returns ORBIS_NP_ERROR_SIGNED_OUT on a signed out console.
Parameters are based on fpPS4 code.
* Fix compile
* Move errors to separate file
* Cleanup function headers
Swaps user_ids to use our OrbisUserServiceUserId type, and fixes parameter names to align with our coding standards.
* Add proper parameter checks
* Implement sceNpGetAccountId
This function takes an online_id, uses an NpManager function to get the user_id, then uses that user_id to perform the same internal functions as sceNpGetAccountIdA.
* Implement sceNpHasSignedUp
* Fix sceNpGetAccountId
Further hardware testing shows that these always write 0 to account_id when failing.
* Update np_manager.cpp
* presenter: render the game inside a ImGui window
* presenter: render the previous frame to keep the render rendering
* swapchain: fix swapchain image view format not being converted to unorm
* devtools: fix frame graph timing
* Auto-generate libSceHttp2
* Improved stub for sceHttp2Init
Needed for updated versions of Cyberpunk 2077.
Parameters are based on fpPS4, while the stub itself is based on similar stubs in our other networking libraries.
* Clang
I guess the line length calculations in the moduleGenerator are still not perfect?
* Auto-generate libSceSsl2 stubs
* Copy over sceSslInit stub
* Update CMakeLists.txt
* Swap to Lib_Ssl2 log category
* Fix compile
Since libSceSsl has many functions of the same name, these functions get treated as overloaded functions and break compiling.
* Clang