* Add and implement option to hide mouse on iniactivity
+ clang format
* Set mouse hide timeout as a constant
* Address review comments, decrease mouse inactivity timeout to 2500ms
* Hide mouse: fix menubar bugs
squashable
* Hide mouse: ensure status bar has the default pointer
* video_core/renderer_opengl: Move SurfaceParams into its own file
Some of its enums are needed outside of the rasterizer cache
and trying to use it caused circular dependencies.
* video_core/renderer_opengl: Overhaul the texture filter framework
This should make it less intrusive.
Now texture filtering doesn't have any mutable global state.
The texture filters now always upscale to the internal rendering resolution.
This simplifies the logic in UploadGLTexture and it simply takes the role of BlitTextures at the end of the function.
This also prevent extra blitting required when uploading to a framebuffer surface with a mismatched size.
* video_core/renderer_opengl: Use generated mipmaps for filtered textures
The filtered guest mipmaps often looked terrible.
* core/settings: Remove texture filter factor
* sdl/config: Remove texture filter factor
* qt/config: Remove texture filter factor
This slider affects the number of cycles that the guest cpu emulation
reports that have passed since the last time slice. This option scales
the result returned by a percentage that the user selects. In some games
underclocking the CPU can give a major speedup. Exposing this as an
option will give users something to toy with for performance, while also
potentially enhancing games that experience lag on the real console
* yuzu/CMakeLists: Disable implicit QString conversions
Now that all of our code is compilable with implicit QString
conversions, we can enforce it at compile-time by disabling them.
Co-Authored-By: Mat M. <lioncash@users.noreply.github.com>
* citra_qt: Remove lots of implicit QString conversions
Co-authored-by: Mat M. <mathew1800@gmail.com>
- We have some important audio settings, makes them more discoverable.
Co-Authored-By: bunnei <bunneidev@gmail.com>
Co-authored-by: bunnei <bunneidev@gmail.com>
This is based on what was done using additional layouts, but modified
to have a variable to control rotation and making it so Single Screen
Layout behaves like Upright Single would, and Default Layout behaves
like Upright Double would, when the new variable is used.
Large Layout and Side Layout currently ignore the new variable.
New variable still currently doesn't have a hotkey.