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https://github.com/hedge-dev/UnleashedRecomp
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Linux support. (#54)
* Initial Linux attempt. * Add clang toolchain & make tools compile. * vcpkg as submodule. * First implementation of IO rewrite. (#31) * Fix directory iteration resolving symlinks. * Refactor kernel objects to be lock-free. * Implement guest critical sections using std::atomic. * Make D3D12 support optional. (#33) * Make D3D12 support optional. * Update ShaderRecomp, fix macros. * Replace QueryPerformanceCounter. (#35) * Add Linux home path for GetUserPath(). (#36) * Cross-platform Sleep. (#37) * Add mmap implementations for virtual allocation. (#38) * Cross-platform TLS. (#34) * Cross-platform TLS. * Fix front() to back(), use Mutex. * Fix global variable namings. --------- Co-authored-by: Skyth <19259897+blueskythlikesclouds@users.noreply.github.com> * Unicode support. (#39) * Replace CreateDirectoryA with Unicode version. * Cross platform thread implementation. (#41) * Cross-platform thread implementation. * Put set thread name calls behind a Win32 macro. * Cross-platform semaphore implementation. (#43) * xam: use SDL for keyboard input * Cross-platform atomic operations. (#44) * Cross-platform spin lock implementation. * Cross-platform reference counting. * Cross-platform event implementation. (#47) * Compiling and running on Linux. (#49) * Current work trying to get it to compile. * Update vcpkg.json baseline. * vcpkg, memory mapped file. * Bitscan forward. * Fix localtime_s. * FPS patches high res clock. * Rename Window to GameWindow. Fix guest pointers. * GetCurrentThreadID gone. * Code cache pointers, RenderWindow type. * Add Linux stubs. * Refactor Config. * Fix paths. * Add linux-release config. * FS fixes. * Fix Windows compilation errors & unicode converter crash. * Rename physical memory allocation functions to not clash with X11. * Fix NULL character being added on RtlMultiByteToUnicodeN. * Use std::exit. * Add protection to memory on Linux. * Convert majority of dependencies to submodules. (#48) * Convert majority of dependencies to submodules. * Don't compile header-only libraries. * Fix a few incorrect data types. * Fix config directory. * Unicode fixes & sizeof asserts. * Change the exit function to not call static destructors. * Fix files picker. * Add RelWithDebInfo preset for Linux. * Implement OS Restart on Linux. (#50) --------- Co-authored-by: Dario <dariosamo@gmail.com> * Update PowerRecomp. * Add Env Var detection for VCPKG_ROOT, add DLC detection. * Use error code version on DLC directory iterator. * Set D3D12MA::ALLOCATOR_FLAG_DONT_PREFER_SMALL_BUFFERS_COMMITTED flag. * Linux flatpak. (#51) * Add flatpak support. * Add game install directory override for flatpak. * Flatpak'ing. * Flatpak it some more. * We flat it, we pak it. * Flatpak'd. * The Marvelous Misadventures of Flatpak. * Attempt to change logic of NFD and show error. * Flattenpakken. * Use game install directory instead of current path. * Attempt to fix line endings. * Update io.github.hedge_dev.unleashedrecomp.json * Fix system time query implementation. * Add Present Wait to Vulkan to improve frame pacing and reduce latency. (#53) * Add present wait support to Vulkan. * Default to triple buffering if presentWait is supported. * Bracey fellas. * Update paths.h * SDL2 audio (again). (#52) * Implement SDL2 audio (again). * Call timeBeginPeriod/timeEndPeriod. * Replace miniaudio with SDL mixer. * Queue audio samples in a separate thread. * Enable CMake option override policy & fix compilation error. * Fix compilation error on Linux. * Fix but also trim shared strings. * Wayland support. (#55) * Make channel index a global variable in embedded player. * Fix SDL Audio selection for OGG on Flatpak. * Minor installer wizard fixes. * Fix compilation error. * Yield in model consumer and pipeline compiler threads. * Special case Sleep(0) to yield on Linux. * Add App Id hint. * Correct implementation for auto reset events. (#57) --------- Co-authored-by: Dario <dariosamo@gmail.com> Co-authored-by: Hyper <34012267+hyperbx@users.noreply.github.com>
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@@ -1,7 +1,7 @@
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#include "options_menu.h"
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#include "options_menu_thumbnails.h"
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#include "imgui_utils.h"
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#include "window.h"
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#include "game_window.h"
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#include "exports.h"
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#include <api/SWA/System/InputState.h>
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@@ -444,7 +444,7 @@ static void DrawConfigOption(int32_t rowIndex, float yOffset, ConfigDef<T>* conf
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ImVec2 min = { clipRectMin.x, clipRectMin.y + (optionHeight + optionPadding) * rowIndex + yOffset };
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ImVec2 max = { min.x + optionWidth, min.y + optionHeight };
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auto configName = config->GetNameLocalised();
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auto configName = config->GetNameLocalised(Config::Language);
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auto size = Scale(26.0f);
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auto textSize = g_seuratFont->CalcTextSizeA(size, FLT_MAX, 0.0f, configName.c_str());
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@@ -757,7 +757,7 @@ static void DrawConfigOption(int32_t rowIndex, float yOffset, ConfigDef<T>* conf
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}
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else
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{
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valueText = config->GetValueLocalised();
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valueText = config->GetValueLocalised(Config::Language);
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}
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size = Scale(20.0f);
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@@ -837,7 +837,7 @@ static void DrawConfigOptions()
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{
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// TODO: expose WindowWidth/WindowHeight as WindowSize.
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auto displayCount = Window::GetDisplayCount();
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auto displayCount = GameWindow::GetDisplayCount();
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auto canChangeMonitor = Config::Fullscreen && displayCount > 1;
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auto monitorReason = &Localise("Options_Desc_NotAvailableWindowed");
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@@ -978,7 +978,7 @@ static void DrawInfoPanel()
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if (g_selectedItem)
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{
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auto desc = g_selectedItem->GetDescription();
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auto desc = g_selectedItem->GetDescription(Config::Language);
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auto thumbnail = GetThumbnail(g_selectedItem);
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if (thumbnail)
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@@ -997,13 +997,13 @@ static void DrawInfoPanel()
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auto resScale = round(*(float*)g_selectedItem->GetValue() * 1000) / 1000;
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std::snprintf(buf, sizeof(buf), desc.c_str(),
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(int)((float)Window::s_width * resScale),
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(int)((float)Window::s_height * resScale));
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(int)((float)GameWindow::s_width * resScale),
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(int)((float)GameWindow::s_height * resScale));
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desc = buf;
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}
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desc += "\n\n" + g_selectedItem->GetValueDescription();
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desc += "\n\n" + g_selectedItem->GetValueDescription(Config::Language);
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}
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auto size = Scale(26.0f);
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