* prototype settings look
* put categories on top instead of on the side, plays nicer with input system
* added profiles + saving and loading framework
* add helper functions
* fix autofocusing
* add code for using embedded image files
* put settings in different files
* clang
* remove sdl_image submodule, unify functions when possible
* Always display selected profile in settings content areas
* Fix focusing, logs, highlight profile text
* persist highlight on focused buttons, add all categories placeholders
* All settings added
* navigate tabs with l1/r1
* Replace sdl mixer library with minimp3 header
* clang
* set spec before putting in audiostream
* respect main audio output device setting
* fixup
* replace file with submodule
* cleanup
* capitalize functions like the others
* move buffer to heap
* use vector for pcm buffer instead
* imguitest
* button tests
* fix gamepad nav
* placeholder hardcoded eboot path
* set focus correctly, move to own files
* get installed game information
* dynamically adjust rows
* use slider for ui scale
* launch big picture with CLI arg
* Use emulator settings for UI scale and window size
* center scrolling on focused item
* fix item focus on scrolling when navigating with keyboard or pad
* minor fixups and comments
* fix performance degradation
* adjust fonts to show TM symbol and higher overscale
* reuse and clang
* add exists check before iterator
* flatten navigation (gamepad navigation crosses child window container)
* cleanup and comments
* simplify update checker a bit
---------
Co-authored-by: georgemoralis <giorgosmrls@gmail.com>
* cpu info
Update cpu_info.h
Revert "Update cpu_info.h"
This reverts commit 6db3814e7f8162ca546c33479942d7204524b281.
Revert "cpu info"
This reverts commit cfecdf694fd7bee0fdf025c3933ff7b9498a1c3f.
hardware info
* log OS
* Round RAM, add space
* switch temporarily to local fork
* Update CMakeLists.txt
* set shallow = true for submodule
* Log logical cores as well
* point submodule to shadps4 fork
* usbd: Implement libusb passthrough
* clang-format
* only do kernel activities on non-windows
* use variable to represent "fake" windows kernel driver
---------
Co-authored-by: georgemoralis <giorgosmrls@gmail.com>
* ajm: Initial ajm implementation
* AJM code improvements (#1453)
* Fix sideband buffer order (#1454)
* ajm: Attempt to add gapless support
* ajm_at9: Return superframes decoded in a single job
* WIP (#1460)
* Fix gapless decode and combine split buffers
* Fixed linux build
* fix number of samples reported with gapless decoding
* fixed number of remaining samples calculation
should fix the small crackling sounds that play every now and again
* refactor half ajm
* refactored most of ajm
* refactored ajm
* clang-format, in-repo libatrac9, removed debug stuff
---------
Co-authored-by: auser1337 <aaravsandhu10@outlook.com>
Co-authored-by: Vladislav Mikhalin <mikhalinvlad@gmail.com>
Co-authored-by: IndecisiveTurtle <geoster3d@gmail.com>
* add pugixml
* trophy_viewer: support for trophy unlocking
* nptrophy: UnlockTrophy(), DestroyContext()
* initial imgui popup
* queue to handle multiple trophies at once
* extract trophy info on game start + various fixes
* platinum trophy support + extract trophy data on startup
* format
* nptrophy: GetTrophyUnlockState
* implement vinicius' reviews
* added imgui as dependency
* imgui renderer/basic input implementation
* imgui: add layers system
Add video info layer to show fps. Press F10 to toggle it.
* imgui: add custom imgui config
* imgui: gamepad capture, stopping propagation
* imgui: changed config & log file path to use portable dir
* videoout: render blank frame when video output is closed
required to render imgui even when game has no video output
- fixed merge compile-error