Commit Graph

13 Commits

Author SHA1 Message Date
Babib3l
fb7c1fde11 Input: Refactor Keyboard Handling To Use Physical Keys (#13)
This PR refactors keyboard handling to use physical key mappings for all gameplay input, ensuring controls remain consistent across different OS keyboard layouts.
I'd like to give out an ENORMOUS thank you to @Neo for his very generous help on getting MacOS caps lock behaviour working, but as well for taking the time for extensive testing, planning and discussions, and finally for writing this PR message :) Keep being awsome pal 👊

### New Features :
* **New**: Gameplay input now uses physical key positions instead of OS layouts, ensuring the same physical key triggers the same action across keyboard layouts.
    * Key rebinding stores physical keys and config compatibility is preserved, with physical keys now the primary gameplay‑binding format.
    * Physical‑key model is now consistent across platforms, including updated SDL/headless behavior.
* **Added**: New Input setting "Reset keybinds to default", with a new confirmation dialog appears when changes are being overwritten.
* **Fractured**: Keyboard‑related locales to the newly created `KeyboardLayout.json`.
    * New input device settings/actions use clearer labels and tooltips.
    * UI Key Labels (such as Left Shift and Right Shift) are more accurate and standardized, with clearer symbols, consistent naming, dynamic learning of printable labels from real key events, and persistence across restarts.
### Improvements :
* **Reduced**: Incorrect key labels by using observed host symbols instead of language assumptions.
* **Reduced**: Stuck/stale keys by using binary pressed‑key tracking, fixing rebinding/gameplay paths, better held‑key recovery after focus changes, and clearing keyboard state when Ryujinx/settings windows lose focus.
* **Improved**: Device handling → refreshing no longer clears the selector, disconnect fallback is consistent, reconnect restores controllers automatically, and the UI avoids invalid/empty device states.
* **Improved**: Async input‑assignment callbacks are now guarded when switching views/devices, preventing stale callbacks from hitting detached views.
* **Adjusted**: Input visualiser to be more robust when switching sources or handling controller disconnect/reconnect, without needing to reopen settings.
* **Improved**: Modification (changes to input controls) tracking
    * Rebinding to the same value, reverting to original config, restoring defaults without differences, or reloading equivalent profiles no longer leaves Player marked as modified.
* **Reduced**: Keyboard LED noise in logs and added optional UI keyboard‑state/rebinding diagnostics.
### Fixes :
* **Special Keys**:
    * AltGr and other special keys behave correctly, including proper Ctrl+Alt → AltRight handling and more consistent normalization of special/synthetic keys.
    * Caps Lock is now reliably bindable on all platforms (Windows/Linux register every press; macOS every other).
* **Fixed**: Certain cases where keyboard input broke after pointer interactions
### Current Limitations

These are planned on being fixed/improved upon in future PRs:
* Hotkeys still use semantic (Key) mappings.
* Software keyboard / text input still uses the semantic path
* Printable key labels may fall back to defaults until observed from host input.
* Full semantic/physical split currently implemented only in the Avalonia driver.

Co-authored-by: _Neo_ <ursamajorjanus2819@gmail.com>
Reviewed-on: https://git.ryujinx.app/projects/Ryubing/pulls/13
2026-05-26 17:54:55 +00:00
Max
4631e0a9e1 Configured the garbage collector for lower spikes (#88)
Did you know that the garbage collector's default settings are designed for single-threaded applications and quick start-up times? We don't care about either of these.

Configured:
- Concurrent GC (default is true) (set for clarity)
- RetainVM: segments that should be deleted are put on a standby list for future use (default is false)
- QuickJit: enabling quick JIT decreases startup time but can produce code with degraded performance characteristics; for example, the code may use more stack space, allocate more memory, and run slower. (default is true) (disabled)
- ReadyToRun: configures whether the .NET runtime uses pre-compiled code for images with available ReadyToRun data; disabling this option forces the runtime to JIT-compile framework code. (default is true) (set to false, we dont publish with this option anyway)
- TieredPGO: this setting enables dynamic (tiered) profile-guided optimization (PGO) in .NET 6 and later versions. If quick JIT is disabled but tiered compilation is enabled, only pre-compiled code participates in tiered compilation. If a method is not pre-compiled with ReadyToRun, the JIT behavior is the same as if tiered compilation were disabled.

Features:
- Set ``GCLatencyMode.Interactive`` when in-menu and emulator is paused, otherwise uses ``GCLatencyMode.LowLatency``.
- Added a new UI option in the Settings > CPU menu to toggle ``GCLatencyMode.LowLatency`` during guest runtime.

![image](/attachments/84ffc6c6-d92c-4ec5-8a95-9d72dc6f1b04)

Reviewed-on: https://git.ryujinx.app/projects/Ryubing/pulls/88
2026-05-22 23:12:19 +00:00
Shyanne
e9c31bea3b [DEBUG] Implemented NetLog logging type (#5)
Implemented a new debug log type called NetLog and added more verbose logging to the LDN service.
I'd like some feedback on what all should be logged under this category -- I'm likely going to be adding logs for sockets as well, but I want to know specifically if the logging should be more or less verbose and what would be the most helpful things to log.

![image](/attachments/70d5d467-2b57-436b-944f-7bf7a1f609af)

Reviewed-on: https://git.ryujinx.app/projects/Ryubing/pulls/5
2026-05-10 23:29:15 +00:00
Maki
a8ace3d23c chore: SDL3 (ryubing/ryujinx!207)
See merge request ryubing/ryujinx!207
2025-11-07 14:43:48 -06:00
Coxxs
d22756f1bd Add GDB Stub (ryubing/ryujinx!71)
See merge request ryubing/ryujinx!71
2025-08-04 20:45:15 -05:00
GreemDev
77a797f154 Revert "Structural and Memory Safety Improvements, Analyzer Cleanup (ryubing/ryujinx!47)"
This reverts merge request !47
2025-06-15 20:45:26 -05:00
MrKev
ea027d65a7 Structural and Memory Safety Improvements, Analyzer Cleanup (ryubing/ryujinx!47)
See merge request ryubing/ryujinx!47
2025-06-11 17:58:27 -05:00
Goodfeat
d31d1f91cf Added the ability to switch between local and global input in the user configuration
See merge request ryubing/ryujinx!8
2025-06-09 17:24:24 -05:00
Goodfeat
0ae536a757 Improvements and fixes to issues in the controller input menu
See merge request ryubing/ryujinx!2
2025-04-24 00:16:53 -05:00
Goodfeat
6602693477 feature: add the ability to skip profile select dialog when opening games that use it
the skip behavior is done by passing the user id of the profile you have selected in Options > Manage User Profiles.

See merge request ryubing/ryujinx!9
2025-03-30 22:29:57 -05:00
GreemDev
8ad5c73f4c feature: Turbo Mode
Adds an elapsed tick multiplier feature which speeds up games which are built upon delta time.
More information: https://web.archive.org/web/20240713135029/https://github.com/Ryujinx/Ryujinx/pull/6456
2025-03-25 02:37:22 +00:00
Evan Husted
f3a9cecf72 UI: Rename Show Title Bar + Revamp for global settings window 2025-03-05 18:39:42 -06:00
Evan Husted
2317c06364 misc: small Avalonia project restructure
Moved AppLibrary, Configuration, and PlayReport namespaces to Ryujinx.Systems, add the compat list stuff in the base Ryujinx.Systems namespace.
Moved the compatibility UI stuff to the proper UI view/viewmodel folders.
2025-03-04 18:01:48 -06:00