Closes#3707
All this does is anchor the left and right-most cards to their
respective edges, and then equally distributes the gaps between cards
thereafter.
Don't even bother trying to figure out what the hell I just wrote. I'm a
UI designer, not a mathematician.
Signed-off-by: crueter <[email protected]>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3829
- The Xcode generator /mandates/ that you pass in the `.icon` directory
into the build system, where it can then compose the asset itself.
- Assets.car and eden.icns were improperly handled; they are now
automatically generated and should properly be applied as needed. I
will need someone on Tahoe to confirm, however, as I am on Sequoia.
- Added some missing frameworks, ported from the KosmicKrisp branch.
Signed-off-by: crueter <[email protected]>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3782
Original text, per the emailed patch:
---------------
Hello,
I am submitting a small fix to prevent an unintended abort when _GLIBCXX_ASSERTIONS is enabled, caused by out-of-bounds access in debug logging.
Background / Issue
In the server-side implementations of ITimeZoneService::ToPosixTime and ToPosixTimeWithMyRule, the SCOPE_EXIT debug logging previously accessed out_times[0] and out_times[1] unconditionally.
However, out_times is an IPC-provided output buffer (OutArray, which inherits from std::span). Its length depends on the caller-provided buffer capacity. During debugging, I encountered a case where out_times.size() == 1.
Under _GLIBCXX_ASSERTIONS, accessing out_times[1] triggers a std::span::operator[] assertion failure (std::__glibcxx_assert_fail) and aborts the process, causing the service thread to crash. This results in an unintended crash caused solely by debug logging.
Change Description
In the SCOPE_EXIT logging blocks of both ToPosixTime and ToPosixTimeWithMyRule, I added bounds checks before accessing out_times[0] and out_times[1]:
Access out_times[0] only if out_times.size() > 0
Access out_times[1] only if out_times.size() > 1
Print 0 when the corresponding element is unavailable
This change only affects debug log output. It does not modify IPC semantics or the time conversion logic itself.
Reproduction Context (for reference)
I encountered this issue while running 13 Sentinels: Aegis Rim (title ID: 01008D7016438000). During the “Load Game” flow, ToPosixTimeWithMyRule is invoked with an out_times buffer of length 1, which previously led to the out-of-bounds access in the logging code.
Thank you for your time and review.
Best regards,
darkpaper
Environment: Arch Linux / KDE / X11
This email and the accompanying patch were prepared with assistance from
an LLM.
Authored-by: darkpaper <[email protected]>
Signed-off-by: crueter <[email protected]>
Co-authored-by: darkpaper <[email protected]>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3668
Shows a short driver identification string in the Graphics Device combo box (desktop only, Android doesn't need this at all)
Largely meant for debugging, especially macOS. Maybe Windows in the future once MESA begins working on FOSS drivers over there. Linux on ARM platforms too maybe? And Nvidia
Signed-off-by: crueter <[email protected]>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3636
Reviewed-by: DraVee <[email protected]>
Reviewed-by: MaranBr <[email protected]>
Adds a location param to the Patch struct which can be used to delete
any installed mods at the user's request. You can delete multiple at
once too, or just one by right-clicking
You are not able to delete game updates, DLC, or SDMC mods.
Signed-off-by: crueter <[email protected]>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3626
Reviewed-by: DraVee <[email protected]>
Reviewed-by: Maufeat <[email protected]>
For reasons I am not knowledgeable enough to answer, NACP language and
nn::settings::Language don't match.
PR #3587 however erroneously matched language_index directly to NACP
language which caused those weird mismatches (since idx 2 = French
actually matches up to an NACP language of Japanese). So to get around
that just go back to the mapping of language idx -> nacp language
Signed-off-by: crueter <[email protected]>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3629
Reviewed-by: MaranBr <[email protected]>
Reviewed-by: DraVee <[email protected]>
Just displays min, max, avg frametime/fps, alongside a chart of FPS in
the last 30 seconds.
Notes:
- Qt Charts is now required
- FPS/frametime collector now runs 2x as often. TODO: keep status bar at
500ms, but put perf overlay at 250ms
Signed-off-by: crueter <[email protected]>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3537
Reviewed-by: Lizzie <[email protected]>
Reviewed-by: MaranBr <[email protected]>
Closes#3344
Adds slow and turbo modes with configurable speeds that can then be
toggled by the user. Behavior is:
- Standard/slow limit, toggle turbo = turbo
- Turbo limit, toggle turbo = standard
- Standard/turbo limit, toggle slow = slow
- Slow limit, toggle slow = standard
Enabling the turbo/slow mode enables the frame limiter unconditionally.
This has some conflicts with VSync. For example when I set my refresh
rate to 60hz and enable vsync, turbo mode does nothing. Not sure how to
go about fixing this, @MaranBr probably knows better the proper
solution.
Signed-off-by: crueter <[email protected]>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3525
Reviewed-by: DraVee <[email protected]>
Reviewed-by: CamilleLaVey <[email protected]>
- Move Game Icon Size to the main toolbar. It's cleaner that way
- Add a "Show Game Name" toggle that does as it says. Disabling it
basically creates an "icons-only" mode. Useful for controller-only
nav with big icons (TODO: maybe make a 192 size?)
- Fixed a crash with controller nav. Oops
- Rounded corners of the game icon in grid mode
- Fixed the scroll bar creating extra clamping range on the grid icons
- Item can be deselected if user clicks on the blank space outside of the view
As a bonus fixed a crash on mod manager
Future TODOs for design:
- [ ] Row 1 type. Not sure what to do here tbh.
- [ ] Move around game list settings in configure_ui to make it clear
that nothing there affects the grid view.
- [ ] 192x192 size? 256 feels too big on my 1440p screen whereas 128
feels too small.
- Set text space as a function of fontMetrics.
Signed-off-by: crueter <[email protected]>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3485
Reviewed-by: DraVee <[email protected]>
Reviewed-by: Maufeat <[email protected]>
Closes#3441
Basic impl of a grid view on the game list. The ideal solution here
would be to use QSortFilterProxyModel and abstract the game list model
out to a QStandardItemModel, but that is too much effort for me rn.
Adapted the "card" design from QML, can 1000% be improved but QPainter
is just such a pain to deal with. Implanting a Qt Quick scene into there
would legitimately be easier.
Anyways, margins and text sizes lgtm at all sizes, though please give
feedback on both that and the general card design.
Future TODOs:
- [ ] Auto size mode
- [ ] Refactor to use models
Signed-off-by: crueter <[email protected]>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3479
Closes#3125
Adds buttons to the addons page that imports a mod (or mods) from zip or folder.
Currently known to work with mods that provide proper romfs/exefs things, unsure about cheats and such. Also works on mods that just stuff things into the root of the zip.
TODO:
- [ ] test folder more thoroughly
- [ ] cheats
- [ ] test all sorts of mod pack types
Signed-off-by: crueter <[email protected]>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3472
Reviewed-by: Lizzie <[email protected]>
Intercepts Qt's awful scroll wheel handling and passes it off to a
continuously self-integrating animation on the scroll bar positions.
Code kind of sucks right now and I think has a bit of a perf bottleneck,
but that's somewhat expected in the way I implemented it. Maybe look for
a better sln? QScroller?
Also while I was at it I added shift scrolling.
TODO:
- [ ] TouchGesture? With overshoot off
- [ ] Perf
Signed-off-by: crueter <[email protected]>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3452
The `NIGHTLY_BUILD` option changes the app name to "Eden Nightly" and
changes the auto-update URL to use our new Nightly repository.
This needs added to Android, but I can't right now as I have to leave.
Signed-off-by: crueter <[email protected]>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3431
Adding and editing users is now done in a single dialog rather than all those other individual buttons and dialogs like before.
Fixed some bugs with profile management too, and made edit/delete a right-click menu.
Signed-off-by: crueter <[email protected]>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3415
Support for bundled Qt, not through aqtinstall but rather my CI. Multimedia is
implemented too, works on both Windows and Linux, though we don't
actually use it so it doesn't really matter. Contains Declarative and all that so the Quick frontend will work once it becomes a thing.
Some options have changed, notably w.r.t LTO and faster
linker, which are now handled directly in the modules.
CPMUtil also has support for custom dirs (`PackageName_CUSTOM_DIR`) now. Probably most useful for adding external fragment shaders and whatnot.
Signed-off-by: crueter <[email protected]>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3289
- Fast GPU now defaults to 256, removed 128 since it's useless.
- Completely reorganized graphics and CPU settings on both platforms.
Also got rid of Eden's Veil
- Merged some "use ..." settings that weren't really necessary.
- Changed ExtendedDynamicState to be a combo box
Signed-off-by: crueter <[email protected]>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3233
Reviewed-by: MaranBr <[email protected]>
Reviewed-by: DraVee <[email protected]>
Reviewed-by: Lizzie <[email protected]>
Successor to that old MoltenVK PR. Does a lot of cleanups within root CMakeLists.txt, hands over MoltenVK and VulkanValidationLayers to CPMUtil, and separates out common operations into my modules.
Hopefully reduces the monstrosity that is root CMakeLists.txt. Please test:
- builds on all platforms
- VulkanValidationLayers
Signed-off-by: crueter <[email protected]>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3126
Reviewed-by: Lizzie <[email protected]>
Reviewed-by: CamilleLaVey <[email protected]>
Updates all of our bundled CI deps to support android x86_64, adds a
build flavor thereof (`chromeOS`), and also adds sirit mingw support.
The new FFmpeg package is built in a much better way that actually makes
it identically built to the other CI packages, meaning we now have real
8.0.0 support, no need for libvpx/cpu_features/all that other crap.
PLUS, we can now statically link it! Hooray! It's also built with
MediaCodec support so in the future we can work on that.
Rewrote the android build script too, plus added a copyFlavorTypeOutput
target that assembles and copies the APK. The code behind it sucks
because I'm not great with Gradle but hey, it works.
Testers: please test everything related to video decoding. VP9 and h264, games that normally suck with their prerendered stuff, make sure I didn't nuke it to oblivion, etc.
Signed-off-by: crueter <[email protected]>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3086
Reviewed-by: Caio Oliveira <[email protected]>
Reviewed-by: Lizzie <[email protected]>
This issue has like 15 different causes, and I'm surprised it took this
long to pop up.
1. LoadString had a hack *specific* to the AudioEngine enum. Why?
Solving this was easy, just use the explicit type ctor. -_-
2. The LoadString hack was abused in configure_audio.cpp to get around
the canonicalization infrastructure that was explicitly put in to
make this exact operation easier. Why?
3. ToString was also broken because of LoadString's garbage output.
Technically it might work now, but it's better to just use the
canonicalization infrastructure that was made specifically for this
purpose.
Also did a few tiny optimizations in config/settings cuz wynaut.
Signed-off-by: crueter <[email protected]>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3083
Reviewed-by: Caio Oliveira <[email protected]>
Reviewed-by: MaranBr <[email protected]>
Reviewed-by: Lizzie <[email protected]>
If `USER` was unset, logging would crash immediately. `USER` is *not* a guaranteed variable, so to get around this we add a null fallback and also prefer `LOGNAME`, which is "standard" on POSIX systems (yet half the time isn't set because fuck me I guess)
Signed-off-by: crueter <[email protected]>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3021
Reviewed-by: CamilleLaVey <[email protected]>
Reviewed-by: Maufeat <[email protected]>
FFmpeg:
- builds for FreeBSD, OpenBSD, Solaris
- minsizerel
- Proper system lib linking on MinGW
- removed shared stuff entirely outside of android because their build system SUCKS
OpenSSL:
- macOS universal
- Proper system lib linking on MinGW
SDL2:
- macOS universal
Both are now based on branches/commits rather than tags (since their respective release branches have a ton of new stuff lol)
Signed-off-by: crueter <[email protected]>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3003
Reviewed-by: Lizzie <[email protected]>
Reviewed-by: CamilleLaVey <[email protected]>