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Linux support? #20

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krofna opened this issue Nov 18, 2013 · 42 comments
Closed

Linux support? #20

krofna opened this issue Nov 18, 2013 · 42 comments

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@krofna
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krofna commented Nov 18, 2013

Can you please write either GNU or cmake build system?

@Aishou
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Aishou commented Nov 18, 2013

Yeah ;) I would love it.

I just grab the git and playing a round with it...

But stdafx.h and other things make it complicated... (for me)

But i think rpcs3 was built with (possible) Cross Platform Support in mind? (see wxWidgets,OpenGL, WindowsMouseHandler.h and co)

I hope we will see RPCS3 running on Linux in the Future. ;)

@AlexAltea
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Can you please write either GNU or cmake build system?

The point is (and that's just my personal opinion, not DH's one) our main goal should be to improve the emulator. After that we could talk about fancy GUIs or making RPCS3 multiplatform. Of course, if someone wants to do it I guess he will be welcomed (e.g. @Mike-PM started a branch for Linux support). However, as I said, working in the emulator is preferred, since currently there is no reason for end-users to use RPCS3.

I hope we will see RPCS3 running on Linux in the Future. ;)

Of course! 😄

@D8174
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D8174 commented Nov 18, 2013

I did start a branch but I only converted the git-version-gen file, so not much. I would appreciate it if someone else could do something more though!

@Ekaseo
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Ekaseo commented Nov 18, 2013

i think you can close this issue now (it wasn´t really an issue) , i think for these questions we have the Rpcs3 forum

@AlexAltea
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Well, imo this is in fact an issue, rpcs3 doesn't compile on a Linux environment and this should changed, so I guess the issue can be left opened. It will just stay (probably) open for a long time. 😄

@krofna
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krofna commented Nov 19, 2013

@AlexAltea
It won't stay open for a long time 😉 I will do it... I just hoped someone else would spare me from doing so 😢

I just wrote a makefile (it is trivial to do that) but obviously it won't compile just yet. rpcs3 uses some visual studio-specific stuff which I will port later today...

@D8174
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D8174 commented Nov 19, 2013

@krofna I'm happy that you decided to do this 👍

@krofna
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krofna commented Nov 19, 2013

Can someone test if 6026f56e684d7542317869de2aa794a9914cac8b breaks anything?

@krofna
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krofna commented Nov 21, 2013

Turns out that mesa currently supports only up to opengl 2.1 for all drivers but intel (which is at 3.3)... which means you'll need closed source driver to run this if you have radeon/nvidia card 😢 ... Closed source radeon is currently uninstallable on my mix of Debian unstable and experimental so porting will have to wait for few days untill I have more time to deal with it...

Aside from that, make -i produces 10k line error log so patches are more than welcome :/
Does 421814a933531646f08f5cfd7cfd9719392ea711 compile on windows? :)

@krofna
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krofna commented Nov 23, 2013

Can someone explain what is INFINITE in rpcs3/rpcs3/Emu/SysCalls/lv2/SC_Semaphore.cpp line 69? Is it safe to #define INFINITE (~((u64)0))?

@DHrpcs3
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DHrpcs3 commented Nov 23, 2013

declaration on VS
#define INFINITE 0xFFFFFFFF // Infinite timeout

@afischer
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Any progress?

@krofna
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krofna commented Dec 29, 2013

@afischer15
My fork compiles on linux (I didn't send pull request with last commit because it's kinda hacky, I used GL_GLEXT_PROTOTYPES instead of loading extensions propertly...). Try it: https://github.com/FGRE/rpcs3

@krofna
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krofna commented Dec 29, 2013

Oh, and one more thing: If you want to compile it without wine, you need to remove winapi code which I didn't bother porting.

@NotKit
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NotKit commented Jan 1, 2014

@krofna
How do you compile it with winelib?

@krofna
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krofna commented Jan 1, 2014

@NotKit
cmake . -DCMAKE_CXX_COMPILER=/usr/bin/wineg++
But you also need wine build of wxwidgets

@krofna
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krofna commented Jan 1, 2014

diff --git rpcs3/Gui/CompilerELF.cpp rpcs3/Gui/CompilerELF.cpp
index 5cc0c44..cfb803a 100644
--- rpcs3/Gui/CompilerELF.cpp
+++ rpcs3/Gui/CompilerELF.cpp
@@ -127,8 +127,10 @@ CompilerELF::CompilerELF(wxWindow* parent)
        "   b   exit, 0, 0\n"
    );

+#ifdef _WIN32
    ::SendMessage((HWND)hex_list->GetHWND(), WM_VSCROLL, SB_BOTTOM, 0);
    ::SendMessage((HWND)asm_list->GetHWND(), WM_VSCROLL, SB_BOTTOM, 0);
+#endif
 }

 CompilerELF::~CompilerELF()
@@ -318,6 +320,7 @@ void CompilerELF::OnScroll(wxScrollWinEvent& event)
        dst = hex_list;
    }

+#ifdef _WIN32
    if(!m_disable_scroll && src && dst && event.GetOrientation() == wxVERTICAL)
    {
        s64 kind = -1;
@@ -364,6 +367,7 @@ void CompilerELF::OnScroll(wxScrollWinEvent& event)
            m_disable_scroll = false;
        }
    }
+#endif

    event.Skip();
 }
diff --git rpcs3/Gui/ConLog.cpp rpcs3/Gui/ConLog.cpp
index c505691..c1cd3a7 100644
--- rpcs3/Gui/ConLog.cpp
+++ rpcs3/Gui/ConLog.cpp
@@ -266,7 +266,9 @@ void LogFrame::Task()
        m_log.SetColumnWidth(0, -1);
        m_log.SetColumnWidth(1, -1);

+#ifdef _WIN32
        ::SendMessage((HWND)m_log.GetHWND(), WM_VSCROLL, SB_BOTTOM, 0);
+#endif
    }

    LogBuffer.Flush();

Is much better idea.

@MissValeska
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Huh?

1 similar comment
@krofna
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krofna commented Jan 1, 2014

Huh?

@MissValeska
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I don't understand what you posted, Is that an update to a file in your repository?

@krofna
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krofna commented Jan 1, 2014

Its a hack I suggested to @NotKit (and others) to build rpcs3 without wine...

@MissValeska
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okay, Thank you

@MissValeska
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Could you send me the .diff file you created? Unless it was some other kind of file, Because, I tried making one from that text, And it didn't work for me.

@krofna
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krofna commented Jan 1, 2014

... diff contains exactly that. You can apply with with patch < file.diff

@krofna
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krofna commented Jan 1, 2014

Applies on 6fa17e1

@NotKit
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NotKit commented Jan 1, 2014

@krofna These are the changes I had to make to finally compile it without Wine:
http://pastebin.ws/f2075a
Strangely, some files were missing from CMakeLists.txt and I had to undo your move of Module::AddFunc to Modules.cpp for GCC.

@krofna
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krofna commented Jan 1, 2014

@NotKit
Thanks for that patch! I modified it a bit: 1d318f4

  • It is not zlib, it is ZLIB (Because of FindZLIB.cmake file)
  • Since you are finding ZLIB with cmake then it is also good idea to link it with cmake

@daniel-dressler
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In the above closed bug (#45) Alex mentioned why this bug is still open despite rpcs3 compiling under linux. I've copy & pasted it here for posterity:

"Note that even if RPCS3 compiles, the emulator won't be able to run any ELF files due to Windows-only lines in the VFS among other reasons. Until these problems are fixed, issue #20 should remain open."

@Bigpet
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Bigpet commented Apr 16, 2014

Btw. the VFS issues are pretty much fixed, there's some issues with the memory system though. For some reason most homebrews run into a memory related issue. Reading a NullBlock, getting an invalid opcode or similar.

@daniel-dressler
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Thank you Bigpet, that is valuable knowledge.

Those do seem like odd issues to be hitting on linux only. Wouldn't those be far into the emulation and past the platform specific components? Either way thank you for working on this.

@Bigpet
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Bigpet commented Apr 16, 2014

@daniel-dressler They should indeed be beyond platform specific but I wasn't able to compile rpcs3 under Windows with GCC or Clang (not that I tried hard). So I can not tell you whether this is an issue with Linux or with any non-MSVC compiler.

I have tested it with both GCC and Clang on Linux though, and they both behave consistent (fail for the same reasons).

@krofna
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krofna commented Apr 16, 2014

It's no surprise that it runs into a run-time issue. It currently builds with -fpermissive -w which is generally a bad idea™. I added those options because I couldn't fix all errors in one shot.

@Bigpet
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Bigpet commented Apr 16, 2014

@krofna I compiled it with Clang without -fpermissive and the only thing that's stuck is the decompiled lz implementation which I fixed locally and that doesn't help matters.

@bagedevimo
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Latest builds of RPCS3 will run the gs_gcm_cube.elf :) - if you manage to get lucky and beat the race condition!

@otenki
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otenki commented Jun 18, 2014

I don`t see any elfs/games apearing under game list on linux. Is this normal, is this a bug specific to linux or should I run the elfs in a commandline way or something ?

@Bigpet
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Bigpet commented Jun 18, 2014

@otenki The bundled samples don't appear in the game-list on any platform, you need to manually open them.

@xsacha
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xsacha commented Jul 16, 2014

Linux is fully supported now. Only blocker for me is #564 as it will make the emulator pause every time it encounters OpenGL non-Core profile calls.
This would be the same on OSX.
You can get around this by disabling RSX_DEBUG or just removing the Emu.Pause().

@Noskcaj10
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Does anyone plan to package this for ubuntu/debian and make a PPA? If not, i'm an ubuntu developer and could host a PPA, then eventually get it into the official archive

@bagedevimo
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It's probably a really bad idea to get this into a PPA atm, in such a "alpha" state. People would assume it's somewhat usable to emulate PS3 games..

@MissValeska
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Noskcaj10, While I think that it would be a bad idea to try to get rpcs3 into any kind of: "official" repository, I think a private PPA would be totally fine! I would totally add it to my system!

@Ekaseo
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Ekaseo commented Oct 4, 2014

can this project compile now on linux without any problems? Are some features not working on linux? I dont know since i dont use linux, but if there are none, this issue can be closed imo.

@MissValeska
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It has been successfully ported with no lacking features or other differences to my knowledge and in my experience.

Nekotekina pushed a commit that referenced this issue Jun 4, 2017
* Fix windows build.  I made sure to do everything with a win32 prefix to not effect linux build.

* Make the window resizable instead of fixed in the corner.

* Ignore moc files and things in the debug/release folder.  I might also ignore rpcs3qt.vcxproj and its filters as they're autogenerated by importing the qt project file.  But, this helps clean out clutter for now.

* Add cmake.  This doesn't interact with the rest of rpcs3 nor the main cmake file.  That's the next thing I'm doing. I'll probably need to modify them so it'll take me time to figure out. But, this will build rpcs3qt on linux and build as is with using qt.

* The build works. I'd like to thank my friends, Google and Stackoverflow.

Setted up by importing rpcs3Qt project using Qt's visual studio plugin.

* Cleanup.  Remove all the stuff in the rpcs3qt folder as its incorporated elsewhere. Remove the rpcs3qt project file as its now built into the solution and cmake doesn't care about pro files.

* Update readme to reflect getting Qt.

* Remove wxwidgets as submodule and add zlib instead. Wxwidgets was our old way of having zlib. I also added build dependencies to rpcs3qt so you should no longer get link errors on the first clean rebuild.

* Add rpcs3_version, few GUI tweaks

* Set defaultSize to 70% of screen size

* Add the view menu (#3)

* Added the view menu with the corresponding elements. Now, the debugger/log are hidden by default. The view menu has a checkbox which you click to show/hide the dock widgets.

* Make log visible by default

* Improve UI by making it into a checkbox that's easier to use.

* fix qt build for vs2017 (seems to work fine in 2015 with plugin but needs testing by other users)

* updated readme for qt

* update appveyor for qt
- cleaned formatting for the post build command

* fix build (#6)

* fix build legit this time i promise

* [Ready] Gamepadsettings (#4)

* WIP Gamepadsettings
pushbutton Eventhandling missing

* GamepadSettings should work except for cfg Init
Some KeyInputs are missing

* Update padsettingsdialog.h

* Update padsettingsdialog.cpp (#5)

* Update padsettingsdialog.cpp

removed silly tabs

* Update padsettingsdialog.cpp

* GetKeyCode simplified

* rename pad settings to keyboard settings o.O

* rename keyboard setting to input settings

* Remvoed the QT_UI defines.

* Readded new line at end of file. Replaced define in padsettings with constant.

* GUI fixes (Settings)

* Stub the logger UI. Nothing special besides a simple stub.

* Unstub the log. I haven't tested TTY but it should work.

Only thing to do, but this is in general, is add persistent settings.

* Minor refactoring to simplify code.

* Fix image loading. I'm 90% sure it works because it loads the path as expected and that's the same format I used in my gamelist implementation for the images.

* Made game lists much more functional than it was.

* mainwindow

* gamelist

* Please forgive me for I have lambdaed.

Added the ability to toggle showing columns via a context menu.

* Fix GameList further

* sort by name on init fixed

* Created the baseline refactoring. I'm going to start working on the callbacks now.  May need to implement other classes in the process. Fun stuff, I know.

* adds InstallPkg (tested) and InstallPup (should work but makes unknown shenanigans) implementation
adds RefreshGameList
obliterates 10sec Refresh

* messages

* Rpcs3 gs frame (#16)

* Messing with project settings try to get trails of cold steel to boot.bluh

Definitely one change is needed in linker settings for RPCS3 to not crash immediately.

Can't even see how horribly botched my implementation of GSFrame is because we aren't booting lol. Something is gone awry with elf.

* remove random ! not that it matters much right now

* minor additions

* "Working" with debug mode though you have to ignore an assert reached from Qt. Qt is upset that the rsx thread is calling stuff on the UI thread despite not owning it.  However, I can't do a thing to change that atm. (The fix would be to do what the TODO says in System.cpp-- making gsframe and stuff get initialized via system call)

Crashes due to needing pad callback to be done.

* With this build in debug mode, Trails of Cold steel will get FPS. (caveat. You have to ignore when Qt throws a debug assert lol)

* Fix release mode.  Fix the Qt debug assert by using ancient occault rituals.  I want to be able to remove the blocking connects but it won't work right now without it.  It isn't perfect but it's good enough for now IMO.

* Add enters to the end of files.

* Removing target and setting source of events to be the application instead of the main window. The main window isn't the game window, and I don't really know what widget will be targetted for the game event.  Works, though, it's admittedly probably not optimal by ANY means.

* Fix comment.

* Fix libpng wit zlib.

* Move Qt GUI into RPCS3Qt. (#17)

Restore wx GUI.

* fix install-progressdialogs randomly not showing

* install-progressdialog cosmetics

* add stylesheet file loading

* apply request

* Add stylesheet to git ignore.

* XInput..

* Joystick...

* Rpcs3 qt small fixes (#20)

* Small fixes.  Have emulator stop when x button is pressed on game window.  Have emulator/application stop when the main window is closed.

* If I forget another new line ending for a file.............................................

* Add CgDisasm (#21)

* fix install-progressdialogs randomly not showing

* install-progressdialog cosmetics

* add stylesheet file loading

* apply request

* add CgDisasm
add code to disable contextmenu options
fix gamelist issue

* missing proj changes

* Add ability to open stylesheets from menu.

* Mega searcher (#23)

* add MemoryStringSearcher
set minimum Sizes for mainwindow and CgDisasm

* minor fixes

* Since the system.cpp callbacks for emulator state were unused, I removed them.  Then, I replaced them with callbacks for the Gui.

* added stylesheet options
setfocus on settings fixed
newline added

* added signals and slots for EmuRun and EmuStop

* update ui

update ui now works
added callback onReady
added EnableMenues
added ps3 commands

* added restart logic to menu

* newline

* event header removed

* Added graphic settings class. (#26)

* Added graphic settings class. First thing is to have the dock widgets and window size/location be stateful.  Minor bug with debugger frame changing size on hide/show on default setup on second load. But, otherwise, fine. Also, the GUI doesn't update to accomodate the statefulness of the widgets.  But, that'll come in time as I update this class.

* Add view debugger, logger, gamelist to settings and synchronize them.

* Separate initializing actions from connects

* Add invisible fullscreen cursor and double click event.

* Add the UI log settings.

* Add MemoryViewer (#30)

* Add Memoryviewer
Image Button crashes/not fully implemented
focus on some button annoying

minor changes for question dialogs

* GuiSettings Refactoring (#31)

* Add settings for columns shown and which one is saved

* I accidentally refactored the settings class.  Added ability to reset to default GUI.  Added statefulness to column widths.

* add gui tab

* Fix logging at startup.

* Preset settings.I think I ironed out MOST of the glitches. Will work on the rest of it soon. Should be a lot simpler as I won't have to use the so-called meta settings. Also, renamed all settings methods to CapitalCase.

* Removed dock widget controls.

* Added style sheets. Removed the option from the menu.

* Rewrite to use folder design. Much simpler! Yay! Simpler. Better, right?

* It's remarkable how tricky this is.

* Added convenience button to open up the settings folder in explorer

* Add newlines at end of file

* simplified logic. Fixed a bug.. hopefully not more bugs

* Fix the undocumented feature

* Make the dialog big enough to have entire text on title shown. If talkashie changes the font to size 1203482 I don't care lol

* Make warning messagebox instead of changing the title of the dialog.

* marking...

* Hcorion suggested changes.

* [WIP] autopause (#32)

* autopause added
needs fixing
headers do not show text

* fix compile stuff

* Add MsgDialog + edge widgets (#33)

* Add MsgDialog
needs magic

* add "Debugger" Buttons to menubar

* Adapt ds4 changes. I'm not sure if they work as I don't have a compatible controller.  But, at the same time, it's kind of silly all I had to do was remove stdguiafx to get compilation.

* [Ready] Add KernelExplorer (#36)

* KernelExplorer added

* Fix build.  Connect mainwindow to show explorer.

* qstr formatting added
hid header, fixed button size

* Taskbar Progress for install PUP/PKG (#37)

* Add Taskbar Progress for both PKG and PUP installer

* fix missing ifdefs for windows

* add mainwindow icon + thumbnail toolbar

* add game specific icons to the GSFrame

* fix icon crash

* fix appIcon's aspect ratio in SetAppIconFromPath

* Fix black borders in RGB32 icons

* rename thumbar related buttons

* EmuSettings (#35)

* Core tab done minus doing the library list.

* Graphics tab.

* Audio tab

* Input tab

* Added the other tabs

* LLE part one-- load existing libraries sorted. (I'd finish it but I'm going to look at a PR by mega)

* add search and add other libraries that aren't checked.

* Finish adding lle selecting things.

* marking my territory (#38)

fixed settingsdialog glitch and width
added groupbox to gui buttons
removed parents from layouts

* add debuggerframe + RSXDebugger (#34)

* Add Debuggerframe

* add RSXDebugger

* add RSXDebugger fo real

* RSXDebugger improved
minor adjustments

* add utf8 conversions like neko told me to
hopefully i did not utf8-ise too many things xD

* fix some variables

* maybe fix image buffers in RSXDebugger

* fixed image view (pretty sure)

* fixed image buffer (hopefully)

*  QT Opengl frame (#41)

* fix RSX Debugger headers (#40)

* fix some debugger layout issues
fix RSX Debugger headers + some comments

* add kd-11's SPU options
fix D3D12 showing on non-compatible systems
tidy up coretab

* improve D3D12 behaviour in graphicstab:
adapter selection and D3D12 render won't show on non-compatible systems
add monospace font to cgDisasm

* enable update only on visibility

* Rpcs3 qt llvm build (#42)

* LLVM pushed so mega can test

* probably is what is needed with Release LLVM

* should probably have RPCS3-Qt be using release-llvm

* include zlib the same way.

* don't talk to me about how I made this happen.

* I applied the magical treatment to debug mode too.  Though, it's entirely probably that doing it once in LLVM-release mode made this entirely redundant

* hack

* progress bar for LLVM spawns but doesn't close yet.

* fix msgDialog (#43)

fix oskDialog

* Minor bug fixzz

* fix osk and msgdialog for real (#44)

* fix msgDialog
fix oskDialog

* fix OskDialog part 2
fix MsgDialog part 2

* This bug is evil, and it should be ashamed of itself.

* Refactor YAML.  Commented out gui options that aren't added to config yet (add em back later when we merge that in)

* Fix pad stuff.

* add SaveDataUtility (#45)

* add SaveDataUtility

* fix slots

* fix slots again
fix lists not showing stuff
fix dialogs not showing
add colClicked
refactor stuff and polish some layouts

* add SaveDataDialog.h and SaveDataDialog.cpp

* tidy up mainwindow

* add callback

* fix RegisterEditor (#47)

* fix RegisterEditor

* fix other dialogs' immortality (gasp...vampires)

* remove debug leftovers

* fix InstructionEditor (#46)

* fix InstructionEditor

* fix typo

* Fix MouseClickEvents in RSXDebugger (#50)

* Fix MouseClickEvents in RSXDebugger
Fix focus on MemoryViewer and RSXDebugger
Adjust PadButtonWidth

* fix another comment

* fix debuggerframe events (#49)

* Fix pad settings bro (#48)

* Fix pad settings bro

* fix comment

* Icons and Menu-Additions (#39)

* Add Icons and iconlogic to cornerWidget and actions

* add cornerWidget toggle
fix dockwidget action state on start
remove DoSettings

* fix game removal bug
remove tableitem focus rectangle
therefore add TableItemDelegate.h

* remove grid and focus rectangle from autopausedialog

* add fullscreen checkbox to misctab
minor padsettings layout improvements

* Add show category submenu to view menu
Add gamelist filter accordingly
fix minor bug where play icon was displayed despite pause label
add boolean b_fullscreen to mainwindow for later use in GSFrame

* fix headers in autopausesettings
fix remove bug in autopausesettings
add delete keypressevent in autopausesettings
fix missing tr() and minor refactoring in gamelist

* add default Icons for play/pause/stop/restart

* Fix fullscreen start.  Some stuff was wrong with settings, just trust me.

* remove fullscreen leftovers and fix merge

* SPU stuff. (There was also a weird thing with config.h in GLGSFrame.h with an include that I removed to fix build)

* please neko's lambda fetishes (#53)

* please neko's lambda fetish in mainwindow

* please neko's lambda fetish in gamelistframe

* please neko's lambda fetish in logframe

* fix neko's lambda fetish in debuggerframe

* pleasefixdofetishsomething in Autopausesettingsdialog

* fix sth sth lambda in cg disasm

* lambda stuff in instructioneditor

* lambda kernelexplorer

* lambda-ise memoryviewer

* lambda rsxdebugger

* lambda savedatautil
this could be done even more, but the functions are not implemented

* Rpcs3 qt fixes -- shadow taskbar bug (#52)

* SShadow's bug of taskbar progress staying fixed on cancelling pkg install.

* other taskbar

* i'm still a baka

* Fix a warning

* qtQt refactoring (#54)

* fix neko's snake fetish

* File names should match headers. Are these the names I want?  Not necessarily.  But, this is much less confusing.

* i thought I committed everything with stage all.........................

* remove unused utilities

* The most important commit of them all.

* Disable legacy opengl buffers when not using opengl.

* fix code review comment

* Quick crash patch. Neko removed autopause. SO, I remove it too from emusettings/misc tab

* Merge lovely things from master (#55)

* Configuration simplified

* untrivial parts of the merge

* no need for these options anymore

* Minor change to fix column widths at startup (not sure why it doesn't work already, but adding the true makes it work so......... whatever)

* here ya go

* FIx hitting okay in settings causing graphics to messup (#57)

* fixes + msgdialog taskbarprogress (#56)

* fix ok button in taskbar
add taskicon progressbar for msgdialog
add tablewidgetitem to rsxdebugger
fix comments in save_data_utility.cpp

* fix d3d adapter default

* fix taskicon progressbar not being destroyed properly

* add last_path to filedialogs

* fix msgdialog crash on ok (#58)

* fix thread stopping in debbugerFrame (#59)

* Move Emu.init to be first.  This will fix the qt stuff seeming to ignore the virtual filesystem in the config. (VFS to be made soon maybe) (#60)

* Fix full screen opening on double RIGHT click.

* fix other instances of double click ...

* Fix locaiton of gui config. (#61)

* fix d3d bug (#62)

* fix d3d bug

* small utf8 addition

* Fix cmake for qt (#64)

* Initial CMake fix

* Fix compilation with GCC

* Get rid of awful hack

* Update cotire with qt support

* Maybe fix travis

* Emergency Hack Relief Program Activated

* Fix travis build (#65)

* make about dialog great again (#67)

and add previous additions

* Fix library sort / smart gamelist context menu (#63)

* fix library sort

* add Title to custom game config dialog

* disable options on gamelist context menu

* use namespace for category Strings

* introduce sstr

* fix some tr nonsense

* Rpcs3qt Appveyor (#68)

Fix appyveyor build!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

* possible fix for gamelist icons (#69)

add warning for appicon

* Fix clang build (#66)

Hcorion, the build savior.

* Rpcs3 qt resources (#70)

* Resource files attempt 1

* Autorcc should probably be on?

* forgot the most important file lol

* Forgot an instance of the icon in the code...

* Patch fix for clang build.

* vulkan/d3d12 combobox merge (#71)

* add vulkan adapterbox and merge with d3d12 box

* fix adapter text on other renderer

* gather render strings

* attempt fix on gamelist row height

* adjust adapter behaviour to new guideline

* Compiler of Peace.

* High critical hit rate.

* Mugi eating strawberries is savage.

* Apply KD-11 Hotfix (#73)

* Most of Ani Adjusts (#72)

* Most of the adjustments are made here.

* fix gamelist rowheight

* fix msg dialog layout and disable_cancel

* cleanup

* fix disable cancle again

* fix debuggerframe buttons and doubleclick

* Add a fun little bonus feature :) (#74)

* category filters simplyfied (#75)

* Cleaning up cmake a bit.

* fixezzzzzz (#76)

* upgrade Info Boxes

* upgrade file explorer

* refactor GetSettings and SetSettings

* second refactoring

* cleanup

* travis is a grammar nazi

* second travis shenanigans

* third travis weirdo thingy

* travis 4 mega fun

* travis 5 default to def

* finish refactoring for settings
fix gamelist headers

* hotfix msgdialog and infobox (#77)

* msgdialog fix 1

* fix zombie infobox

* Rpcs3 Qt Welcome Page (#78)

* Add a welcome dialog.

* Add enter to end of file

* i'm an idiot

* last mistake i hope

* sponsored via --> funded by

* RPCS3 does not condone piracy.

* Mega Adjusts

* Ani Adjustments and a few refactorings

* Yay

* Add Gamelist Icon Sizes (#79)

* Reverting Mega's suggestion.  If people can use alt-f4 to get around this dialog, they can probably use an emulator too.

* Fix firmware file choice dialog in QT GUI (#80)

* ani adjusts 2 + minor icon size simplifications (#81)

FPS Additions

* Update Travis to Qt 5.9 (#82)
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