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8 Commits

Author SHA1 Message Date
GabCoolGuy eba93a3d66 Attempt to fix macos canary workflows 2024-11-17 01:35:28 +01:00
GabCoolGuy 75a4403cf1 Added canary in canary logs 2024-11-17 01:04:43 +01:00
GabCoolGuy e47487902e Added more mentions of canary
Changed github workflows to have "canary" in the zip files

Added `App.FullAppName` in the about section, so that it's clear in there too
2024-11-17 00:36:21 +01:00
Evan Husted 6de3afc43d misc: chore: Move build instructions into its own markdown file; remove compatibility section since there's no games list. 2024-11-15 06:02:26 -06:00
EmulationEnjoyer 9b90e81817 Fix window sizing when "Show Title Bar" is enabled (#247)
Fixes a bug that causes the main window to not size properly when the
TitleBar is enabled (i.e.: when the TitleBar and MenuStrip are separate
entities). Corrects the size for main window startup and when a user
clicks a "View > Window Size > *Resolution Here*" MenuStripItem

Prior to this fix if a user selects 720p/1080p and "Show Title Bar" is
enabled, the window would be sized smaller than intended and display
black bars on the sides of the render area
2024-11-15 01:26:35 -06:00
Evan Husted 1e53a17041 misc: Add LEGO Horizon Adventures image asset to Discord RPC 2024-11-15 01:18:00 -06:00
GabCoolGuy 0c23104792 Add mention of canary to README.md (#236) 2024-11-15 00:24:18 -06:00
Evan Husted 1ed2aea029 Update ko_KR again 2024-11-14 02:28:00 -06:00
11 changed files with 293 additions and 57 deletions
+6 -6
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@@ -111,12 +111,12 @@ jobs:
run: | run: |
pushd publish_ava pushd publish_ava
rm publish/libarmeilleure-jitsupport.dylib rm publish/libarmeilleure-jitsupport.dylib
7z a ../release_output/ryujinx-${{ steps.version_info.outputs.build_version }}-${{ matrix.platform.zip_os_name }}.zip publish 7z a ../release_output/ryujinx-canary-${{ steps.version_info.outputs.build_version }}-${{ matrix.platform.zip_os_name }}.zip publish
popd popd
pushd publish_sdl2_headless pushd publish_sdl2_headless
rm publish/libarmeilleure-jitsupport.dylib rm publish/libarmeilleure-jitsupport.dylib
7z a ../release_output/sdl2-ryujinx-headless-${{ steps.version_info.outputs.build_version }}-${{ matrix.platform.zip_os_name }}.zip publish 7z a ../release_output/sdl2-ryujinx-headless-canary-${{ steps.version_info.outputs.build_version }}-${{ matrix.platform.zip_os_name }}.zip publish
popd popd
shell: bash shell: bash
@@ -126,13 +126,13 @@ jobs:
pushd publish_ava pushd publish_ava
rm publish/libarmeilleure-jitsupport.dylib rm publish/libarmeilleure-jitsupport.dylib
chmod +x publish/Ryujinx.sh publish/Ryujinx chmod +x publish/Ryujinx.sh publish/Ryujinx
tar -czvf ../release_output/ryujinx-${{ steps.version_info.outputs.build_version }}-${{ matrix.platform.zip_os_name }}.tar.gz publish tar -czvf ../release_output/ryujinx-canary-${{ steps.version_info.outputs.build_version }}-${{ matrix.platform.zip_os_name }}.tar.gz publish
popd popd
pushd publish_sdl2_headless pushd publish_sdl2_headless
rm publish/libarmeilleure-jitsupport.dylib rm publish/libarmeilleure-jitsupport.dylib
chmod +x publish/Ryujinx.sh publish/Ryujinx.Headless.SDL2 chmod +x publish/Ryujinx.sh publish/Ryujinx.Headless.SDL2
tar -czvf ../release_output/sdl2-ryujinx-headless-${{ steps.version_info.outputs.build_version }}-${{ matrix.platform.zip_os_name }}.tar.gz publish tar -czvf ../release_output/sdl2-ryujinx-headless-canary-${{ steps.version_info.outputs.build_version }}-${{ matrix.platform.zip_os_name }}.tar.gz publish
popd popd
shell: bash shell: bash
@@ -236,11 +236,11 @@ jobs:
- name: Publish macOS Ryujinx - name: Publish macOS Ryujinx
run: | run: |
./distribution/macos/create_macos_build_ava.sh . publish_tmp_ava publish_ava ./distribution/macos/entitlements.xml "${{ steps.version_info.outputs.build_version }}" "${{ steps.version_info.outputs.git_short_hash }}" Release ./distribution/macos/create_macos_build_ava_canary.sh . publish_tmp_ava publish_ava ./distribution/macos/entitlements.xml "${{ steps.version_info.outputs.build_version }}" "${{ steps.version_info.outputs.git_short_hash }}" Release
- name: Publish macOS Ryujinx.Headless.SDL2 - name: Publish macOS Ryujinx.Headless.SDL2
run: | run: |
./distribution/macos/create_macos_build_headless.sh . publish_tmp_headless publish_headless ./distribution/macos/entitlements.xml "${{ steps.version_info.outputs.build_version }}" "${{ steps.version_info.outputs.git_short_hash }}" Release ./distribution/macos/create_macos_build_headless_canary.sh . publish_tmp_headless publish_headless ./distribution/macos/entitlements.xml "${{ steps.version_info.outputs.build_version }}" "${{ steps.version_info.outputs.git_short_hash }}" Release
- name: Pushing new release - name: Pushing new release
uses: ncipollo/release-action@v1 uses: ncipollo/release-action@v1
+23
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@@ -0,0 +1,23 @@
## Compilation
Building the project is for advanced users.
If you wish to build the emulator yourself, follow these steps:
### Step 1
Install the [.NET 8.0 (or higher) SDK](https://dotnet.microsoft.com/download/dotnet/8.0).
Make sure your SDK version is higher or equal to the required version specified in [global.json](global.json).
### Step 2
Either use `git clone https://github.com/GreemDev/Ryujinx` on the command line to clone the repository or use Code --> Download zip button to get the files.
### Step 3
To build Ryujinx, open a command prompt inside the project directory.
You can quickly access it on Windows by holding shift in File Explorer, then right clicking and selecting `Open command window here`.
Then type the following command: `dotnet build -c Release -o build`
the built files will be found in the newly created build directory.
Ryujinx system files are stored in the `Ryujinx` folder.
This folder is located in the user folder, which can be accessed by clicking `Open Ryujinx Folder` under the File menu in the GUI.
+10 -37
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@@ -56,55 +56,28 @@
<img src="https://raw.githubusercontent.com/GreemDev/Ryujinx/refs/heads/master/docs/shell.png"> <img src="https://raw.githubusercontent.com/GreemDev/Ryujinx/refs/heads/master/docs/shell.png">
</p> </p>
## Compatibility
As of May 2024, Ryujinx has been tested on approximately 4,300 titles;
over 4,100 boot past menus and into gameplay, with roughly 3,550 of those being considered playable.
Anyone is free to submit a new game test or update an existing game test entry;
simply follow the new issue template and testing guidelines, or post as a reply to the applicable game issue.
Use the search function to see if a game has been tested already!
## Usage ## Usage
To run this emulator, your PC must be equipped with at least 8GiB of RAM; To run this emulator, your PC must be equipped with at least 8GiB of RAM;
failing to meet this requirement may result in a poor gameplay experience or unexpected crashes. failing to meet this requirement may result in a poor gameplay experience or unexpected crashes.
## Latest release ## Latest build
Releases are compiled automatically for each commit on the master branch. Stable builds are made every so often onto a separate "release" branch that then gets put into the releases you know and love.
While we strive to ensure optimal stability and performance prior to pushing an update, our automated builds **may be unstable or completely broken**. These stable builds exist so that the end user can get a more **enjoyable and stable experience**.
You can find the latest release [here](https://github.com/GreemDev/Ryujinx/releases/latest). You can find the latest stable release [here](https://github.com/GreemDev/Ryujinx/releases/latest).
Canary builds are compiled automatically for each commit on the master branch.
While we strive to ensure optimal stability and performance prior to pushing an update, these builds **may be unstable or completely broken**.
These canary builds are only recommended for experienced users.
You can find the latest canary release [here](https://github.com/GreemDev/Ryujinx-Canary/releases/latest).
## Documentation ## Documentation
If you are planning to contribute or just want to learn more about this project please read through our [documentation](docs/README.md). If you are planning to contribute or just want to learn more about this project please read through our [documentation](docs/README.md).
## Building
Building the project is for advanced users.
If you wish to build the emulator yourself, follow these steps:
### Step 1
Install the [.NET 8.0 (or higher) SDK](https://dotnet.microsoft.com/download/dotnet/8.0).
Make sure your SDK version is higher or equal to the required version specified in [global.json](global.json).
### Step 2
Either use `git clone https://github.com/GreemDev/Ryujinx` on the command line to clone the repository or use Code --> Download zip button to get the files.
### Step 3
To build Ryujinx, open a command prompt inside the project directory.
You can quickly access it on Windows by holding shift in File Explorer, then right clicking and selecting `Open command window here`.
Then type the following command: `dotnet build -c Release -o build`
the built files will be found in the newly created build directory.
Ryujinx system files are stored in the `Ryujinx` folder.
This folder is located in the user folder, which can be accessed by clicking `Open Ryujinx Folder` under the File menu in the GUI.
## Features ## Features
- **Audio** - **Audio**
+114
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@@ -0,0 +1,114 @@
#!/bin/bash
set -e
if [ "$#" -lt 7 ]; then
echo "usage <BASE_DIR> <TEMP_DIRECTORY> <OUTPUT_DIRECTORY> <ENTITLEMENTS_FILE_PATH> <VERSION> <SOURCE_REVISION_ID> <CONFIGURATION> <EXTRA_ARGS>"
exit 1
fi
mkdir -p "$1"
mkdir -p "$2"
mkdir -p "$3"
BASE_DIR=$(readlink -f "$1")
TEMP_DIRECTORY=$(readlink -f "$2")
OUTPUT_DIRECTORY=$(readlink -f "$3")
ENTITLEMENTS_FILE_PATH=$(readlink -f "$4")
VERSION=$5
SOURCE_REVISION_ID=$6
CONFIGURATION=$7
EXTRA_ARGS=$8
if [ "$VERSION" == "1.1.0" ];
then
RELEASE_TAR_FILE_NAME=ryujinx-canary-$CONFIGURATION-$VERSION+$SOURCE_REVISION_ID-macos_universal.app.tar
else
RELEASE_TAR_FILE_NAME=ryujinx-canary-$VERSION-macos_universal.app.tar
fi
ARM64_APP_BUNDLE="$TEMP_DIRECTORY/output_arm64/Ryujinx.app"
X64_APP_BUNDLE="$TEMP_DIRECTORY/output_x64/Ryujinx.app"
UNIVERSAL_APP_BUNDLE="$OUTPUT_DIRECTORY/Ryujinx.app"
EXECUTABLE_SUB_PATH=Contents/MacOS/Ryujinx
rm -rf "$TEMP_DIRECTORY"
mkdir -p "$TEMP_DIRECTORY"
DOTNET_COMMON_ARGS=(-p:DebugType=embedded -p:Version="$VERSION" -p:SourceRevisionId="$SOURCE_REVISION_ID" --self-contained true $EXTRA_ARGS)
dotnet restore
dotnet build -c "$CONFIGURATION" src/Ryujinx
dotnet publish -c "$CONFIGURATION" -r osx-arm64 -o "$TEMP_DIRECTORY/publish_arm64" "${DOTNET_COMMON_ARGS[@]}" src/Ryujinx
dotnet publish -c "$CONFIGURATION" -r osx-x64 -o "$TEMP_DIRECTORY/publish_x64" "${DOTNET_COMMON_ARGS[@]}" src/Ryujinx
# Get rid of the support library for ARMeilleure for x64 (that's only for arm64)
rm -rf "$TEMP_DIRECTORY/publish_x64/libarmeilleure-jitsupport.dylib"
# Get rid of libsoundio from arm64 builds as we don't have a arm64 variant
# TODO: remove this once done
rm -rf "$TEMP_DIRECTORY/publish_arm64/libsoundio.dylib"
pushd "$BASE_DIR/distribution/macos"
./create_app_bundle.sh "$TEMP_DIRECTORY/publish_x64" "$TEMP_DIRECTORY/output_x64" "$ENTITLEMENTS_FILE_PATH"
./create_app_bundle.sh "$TEMP_DIRECTORY/publish_arm64" "$TEMP_DIRECTORY/output_arm64" "$ENTITLEMENTS_FILE_PATH"
popd
rm -rf "$UNIVERSAL_APP_BUNDLE"
mkdir -p "$OUTPUT_DIRECTORY"
# Let's copy one of the two different app bundle and remove the executable
cp -R "$ARM64_APP_BUNDLE" "$UNIVERSAL_APP_BUNDLE"
rm "$UNIVERSAL_APP_BUNDLE/$EXECUTABLE_SUB_PATH"
# Make it libraries universal
python3 "$BASE_DIR/distribution/macos/construct_universal_dylib.py" "$ARM64_APP_BUNDLE" "$X64_APP_BUNDLE" "$UNIVERSAL_APP_BUNDLE" "**/*.dylib"
if ! [ -x "$(command -v lipo)" ];
then
if ! [ -x "$(command -v llvm-lipo-14)" ];
then
LIPO=llvm-lipo
else
LIPO=llvm-lipo-14
fi
else
LIPO=lipo
fi
# Make the executable universal
$LIPO "$ARM64_APP_BUNDLE/$EXECUTABLE_SUB_PATH" "$X64_APP_BUNDLE/$EXECUTABLE_SUB_PATH" -output "$UNIVERSAL_APP_BUNDLE/$EXECUTABLE_SUB_PATH" -create
# Patch up the Info.plist to have appropriate version
sed -r -i.bck "s/\%\%RYUJINX_BUILD_VERSION\%\%/$VERSION/g;" "$UNIVERSAL_APP_BUNDLE/Contents/Info.plist"
sed -r -i.bck "s/\%\%RYUJINX_BUILD_GIT_HASH\%\%/$SOURCE_REVISION_ID/g;" "$UNIVERSAL_APP_BUNDLE/Contents/Info.plist"
rm "$UNIVERSAL_APP_BUNDLE/Contents/Info.plist.bck"
# Now sign it
if ! [ -x "$(command -v codesign)" ];
then
if ! [ -x "$(command -v rcodesign)" ];
then
echo "Cannot find rcodesign on your system, please install rcodesign."
exit 1
fi
# NOTE: Currently require https://github.com/indygreg/apple-platform-rs/pull/44 to work on other OSes.
# cargo install --git "https://github.com/marysaka/apple-platform-rs" --branch "fix/adhoc-app-bundle" apple-codesign --bin "rcodesign"
echo "Using rcodesign for ad-hoc signing"
rcodesign sign --entitlements-xml-path "$ENTITLEMENTS_FILE_PATH" "$UNIVERSAL_APP_BUNDLE"
else
echo "Using codesign for ad-hoc signing"
codesign --entitlements "$ENTITLEMENTS_FILE_PATH" -f -s - "$UNIVERSAL_APP_BUNDLE"
fi
echo "Creating archive"
pushd "$OUTPUT_DIRECTORY"
tar --exclude "Ryujinx.app/Contents/MacOS/Ryujinx" -cvf "$RELEASE_TAR_FILE_NAME" Ryujinx.app 1> /dev/null
python3 "$BASE_DIR/distribution/misc/add_tar_exec.py" "$RELEASE_TAR_FILE_NAME" "Ryujinx.app/Contents/MacOS/Ryujinx" "Ryujinx.app/Contents/MacOS/Ryujinx"
gzip -9 < "$RELEASE_TAR_FILE_NAME" > "$RELEASE_TAR_FILE_NAME.gz"
rm "$RELEASE_TAR_FILE_NAME"
popd
echo "Done"
+111
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@@ -0,0 +1,111 @@
#!/bin/bash
set -e
if [ "$#" -lt 7 ]; then
echo "usage <BASE_DIR> <TEMP_DIRECTORY> <OUTPUT_DIRECTORY> <ENTITLEMENTS_FILE_PATH> <VERSION> <SOURCE_REVISION_ID> <CONFIGURATION> <EXTRA_ARGS>"
exit 1
fi
mkdir -p "$1"
mkdir -p "$2"
mkdir -p "$3"
BASE_DIR=$(readlink -f "$1")
TEMP_DIRECTORY=$(readlink -f "$2")
OUTPUT_DIRECTORY=$(readlink -f "$3")
ENTITLEMENTS_FILE_PATH=$(readlink -f "$4")
VERSION=$5
SOURCE_REVISION_ID=$6
CONFIGURATION=$7
EXTRA_ARGS=$8
if [ "$VERSION" == "1.1.0" ];
then
RELEASE_TAR_FILE_NAME=sdl2-ryujinx-headless-canary-$CONFIGURATION-$VERSION+$SOURCE_REVISION_ID-macos_universal.tar
else
RELEASE_TAR_FILE_NAME=sdl2-ryujinx-headless-canary-$VERSION-macos_universal.tar
fi
ARM64_OUTPUT="$TEMP_DIRECTORY/publish_arm64"
X64_OUTPUT="$TEMP_DIRECTORY/publish_x64"
UNIVERSAL_OUTPUT="$OUTPUT_DIRECTORY/publish"
EXECUTABLE_SUB_PATH=Ryujinx.Headless.SDL2
rm -rf "$TEMP_DIRECTORY"
mkdir -p "$TEMP_DIRECTORY"
DOTNET_COMMON_ARGS=(-p:DebugType=embedded -p:Version="$VERSION" -p:SourceRevisionId="$SOURCE_REVISION_ID" --self-contained true $EXTRA_ARGS)
dotnet restore
dotnet build -c "$CONFIGURATION" src/Ryujinx.Headless.SDL2
dotnet publish -c "$CONFIGURATION" -r osx-arm64 -o "$TEMP_DIRECTORY/publish_arm64" "${DOTNET_COMMON_ARGS[@]}" src/Ryujinx.Headless.SDL2
dotnet publish -c "$CONFIGURATION" -r osx-x64 -o "$TEMP_DIRECTORY/publish_x64" "${DOTNET_COMMON_ARGS[@]}" src/Ryujinx.Headless.SDL2
# Get rid of the support library for ARMeilleure for x64 (that's only for arm64)
rm -rf "$TEMP_DIRECTORY/publish_x64/libarmeilleure-jitsupport.dylib"
# Get rid of libsoundio from arm64 builds as we don't have a arm64 variant
# TODO: remove this once done
rm -rf "$TEMP_DIRECTORY/publish_arm64/libsoundio.dylib"
rm -rf "$OUTPUT_DIRECTORY"
mkdir -p "$OUTPUT_DIRECTORY"
# Let's copy one of the two different outputs and remove the executable
cp -R "$ARM64_OUTPUT/" "$UNIVERSAL_OUTPUT"
rm "$UNIVERSAL_OUTPUT/$EXECUTABLE_SUB_PATH"
# Make it libraries universal
python3 "$BASE_DIR/distribution/macos/construct_universal_dylib.py" "$ARM64_OUTPUT" "$X64_OUTPUT" "$UNIVERSAL_OUTPUT" "**/*.dylib"
if ! [ -x "$(command -v lipo)" ];
then
if ! [ -x "$(command -v llvm-lipo-14)" ];
then
LIPO=llvm-lipo
else
LIPO=llvm-lipo-14
fi
else
LIPO=lipo
fi
# Make the executable universal
$LIPO "$ARM64_OUTPUT/$EXECUTABLE_SUB_PATH" "$X64_OUTPUT/$EXECUTABLE_SUB_PATH" -output "$UNIVERSAL_OUTPUT/$EXECUTABLE_SUB_PATH" -create
# Now sign it
if ! [ -x "$(command -v codesign)" ];
then
if ! [ -x "$(command -v rcodesign)" ];
then
echo "Cannot find rcodesign on your system, please install rcodesign."
exit 1
fi
# NOTE: Currently require https://github.com/indygreg/apple-platform-rs/pull/44 to work on other OSes.
# cargo install --git "https://github.com/marysaka/apple-platform-rs" --branch "fix/adhoc-app-bundle" apple-codesign --bin "rcodesign"
echo "Using rcodesign for ad-hoc signing"
for FILE in "$UNIVERSAL_OUTPUT"/*; do
if [[ $(file "$FILE") == *"Mach-O"* ]]; then
rcodesign sign --entitlements-xml-path "$ENTITLEMENTS_FILE_PATH" "$FILE"
fi
done
else
echo "Using codesign for ad-hoc signing"
for FILE in "$UNIVERSAL_OUTPUT"/*; do
if [[ $(file "$FILE") == *"Mach-O"* ]]; then
codesign --entitlements "$ENTITLEMENTS_FILE_PATH" -f -s - "$FILE"
fi
done
fi
echo "Creating archive"
pushd "$OUTPUT_DIRECTORY"
tar --exclude "publish/Ryujinx.Headless.SDL2" -cvf "$RELEASE_TAR_FILE_NAME" publish 1> /dev/null
python3 "$BASE_DIR/distribution/misc/add_tar_exec.py" "$RELEASE_TAR_FILE_NAME" "publish/Ryujinx.Headless.SDL2" "publish/Ryujinx.Headless.SDL2"
gzip -9 < "$RELEASE_TAR_FILE_NAME" > "$RELEASE_TAR_FILE_NAME.gz"
rm "$RELEASE_TAR_FILE_NAME"
popd
echo "Done"
@@ -2,6 +2,7 @@ using Ryujinx.Common.Logging.Formatters;
using System; using System;
using System.IO; using System.IO;
using System.Linq; using System.Linq;
using System.Net.Mime;
namespace Ryujinx.Common.Logging.Targets namespace Ryujinx.Common.Logging.Targets
{ {
@@ -69,9 +70,10 @@ namespace Ryujinx.Common.Logging.Targets
} }
string version = ReleaseInformation.Version; string version = ReleaseInformation.Version;
string appName = ReleaseInformation.IsCanaryBuild ? "Ryujinx Canary" : "Ryujinx";
// Get path for the current time // Get path for the current time
path = Path.Combine(logDir.FullName, $"Ryujinx_{version}_{DateTime.Now:yyyy-MM-dd_HH-mm-ss}.log"); path = Path.Combine(logDir.FullName, $"{appName}_{version}_{DateTime.Now:yyyy-MM-dd_HH-mm-ss}.log");
try try
{ {
@@ -248,7 +248,7 @@ namespace Ryujinx.UI.Common
"0100744001588000", // Cars 3: Driven to Win "0100744001588000", // Cars 3: Driven to Win
"0100b41013c82000", // Cruis'n Blast "0100b41013c82000", // Cruis'n Blast
"01008c8012920000", // Dying Light Platinum Edition "01008c8012920000", // Dying Light Platinum Edition
"01000a10041ea000", // The Elder Scrolls V: Skyrim "010073c01af34000", // LEGO Horizon Adventures
"0100770008dd8000", // Monster Hunter Generations Ultimate "0100770008dd8000", // Monster Hunter Generations Ultimate
"0100b04011742000", // Monster Hunter Rise "0100b04011742000", // Monster Hunter Rise
"0100853015e86000", // No Man's Sky "0100853015e86000", // No Man's Sky
@@ -263,6 +263,7 @@ namespace Ryujinx.UI.Common
"0100d7a01b7a2000", // Star Wars: Bounty Hunter "0100d7a01b7a2000", // Star Wars: Bounty Hunter
"0100800015926000", // Suika Game "0100800015926000", // Suika Game
"0100e46006708000", // Terraria "0100e46006708000", // Terraria
"01000a10041ea000", // The Elder Scrolls V: Skyrim
"010080b00ad66000", // Undertale "010080b00ad66000", // Undertale
]; ];
} }
+1 -1
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@@ -848,7 +848,7 @@
"MultiplayerMode": "모드 :", "MultiplayerMode": "모드 :",
"MultiplayerModeTooltip": "LDN 멀티플레이어 모드를 변경합니다.\n\nLdnMitm은 게임의 로컬 무선/로컬 플레이 기능을 LAN처럼 작동하도록 수정하여 다른 Ryujinx 인스턴스나 ldn_mitm 모듈이 설치된 해킹된 Nintendo Switch 콘솔과 로컬, 동일 네트워크 연결이 가능합니다.\n\n멀티플레이어는 모든 플레이어가 동일한 게임 버전을 사용해야 합니다(예: Super Smash Bros. Ultimate v13.0.1은 v13.0.0에 연결할 수 없음).\n\n모르면 비활성화 상태로 두세요.", "MultiplayerModeTooltip": "LDN 멀티플레이어 모드를 변경합니다.\n\nLdnMitm은 게임의 로컬 무선/로컬 플레이 기능을 LAN처럼 작동하도록 수정하여 다른 Ryujinx 인스턴스나 ldn_mitm 모듈이 설치된 해킹된 Nintendo Switch 콘솔과 로컬, 동일 네트워크 연결이 가능합니다.\n\n멀티플레이어는 모든 플레이어가 동일한 게임 버전을 사용해야 합니다(예: Super Smash Bros. Ultimate v13.0.1은 v13.0.0에 연결할 수 없음).\n\n모르면 비활성화 상태로 두세요.",
"MultiplayerModeDisabled": "비활성화됨", "MultiplayerModeDisabled": "비활성화됨",
"MultiplayerModeLdnMitm": "ldn_mitm" "MultiplayerModeLdnMitm": "ldn_mitm",
"MultiplayerModeLdnRyu": "RyuLDN", "MultiplayerModeLdnRyu": "RyuLDN",
"MultiplayerDisableP2P": "P2P 네트워크 호스팅 비활성화(대기 시간이 늘어날 수 있음)", "MultiplayerDisableP2P": "P2P 네트워크 호스팅 비활성화(대기 시간이 늘어날 수 있음)",
"MultiplayerDisableP2PTooltip": "P2P 네트워크 호스팅을 비활성화하면 피어가 직접 연결하지 않고 마스터 서버를 통해 프록시합니다.", "MultiplayerDisableP2PTooltip": "P2P 네트워크 호스팅을 비활성화하면 피어가 직접 연결하지 않고 마스터 서버를 통해 프록시합니다.",
@@ -49,7 +49,7 @@ namespace Ryujinx.Ava.UI.ViewModels
public AboutWindowViewModel() public AboutWindowViewModel()
{ {
Version = Program.Version; Version = App.FullAppName + "\n" + Program.Version;
UpdateLogoTheme(ConfigurationState.Instance.UI.BaseStyle.Value); UpdateLogoTheme(ConfigurationState.Instance.UI.BaseStyle.Value);
ThemeManager.ThemeChanged += ThemeManager_ThemeChanged; ThemeManager.ThemeChanged += ThemeManager_ThemeChanged;
@@ -184,18 +184,24 @@ namespace Ryujinx.Ava.UI.Views.Main
if (sender is not MenuItem { Tag: string resolution }) if (sender is not MenuItem { Tag: string resolution })
return; return;
(int width, int height) = resolution.Split(' ', 2) (int resolutionWidth, int resolutionHeight) = resolution.Split(' ', 2)
.Into(parts => .Into(parts =>
(int.Parse(parts[0]), int.Parse(parts[1])) (int.Parse(parts[0]), int.Parse(parts[1]))
); );
// Correctly size window when 'TitleBar' is enabled (Nov. 14, 2024)
double barsHeight = ((Window.StatusBarHeight + Window.MenuBarHeight) +
(ConfigurationState.Instance.ShowTitleBar ? (int)Window.TitleBar.Height : 0));
double windowWidthScaled = (resolutionWidth * Program.WindowScaleFactor);
double windowHeightScaled = ((resolutionHeight + barsHeight) * Program.WindowScaleFactor);
await Dispatcher.UIThread.InvokeAsync(() => await Dispatcher.UIThread.InvokeAsync(() =>
{ {
ViewModel.WindowState = WindowState.Normal; ViewModel.WindowState = WindowState.Normal;
height += (int)Window.StatusBarHeight + (int)Window.MenuBarHeight; Window.Arrange(new Rect(Window.Position.X, Window.Position.Y, windowWidthScaled, windowHeightScaled));
Window.Arrange(new Rect(Window.Position.X, Window.Position.Y, width, height));
}); });
} }
+12 -6
View File
@@ -65,6 +65,9 @@ namespace Ryujinx.Ava.UI.Windows
public static bool ShowKeyErrorOnLoad { get; set; } public static bool ShowKeyErrorOnLoad { get; set; }
public ApplicationLibrary ApplicationLibrary { get; set; } public ApplicationLibrary ApplicationLibrary { get; set; }
// Correctly size window when 'TitleBar' is enabled (Nov. 14, 2024)
public readonly double TitleBarHeight;
public readonly double StatusBarHeight; public readonly double StatusBarHeight;
public readonly double MenuBarHeight; public readonly double MenuBarHeight;
@@ -85,12 +88,12 @@ namespace Ryujinx.Ava.UI.Windows
TitleBar.ExtendsContentIntoTitleBar = !ConfigurationState.Instance.ShowTitleBar; TitleBar.ExtendsContentIntoTitleBar = !ConfigurationState.Instance.ShowTitleBar;
TitleBar.TitleBarHitTestType = (ConfigurationState.Instance.ShowTitleBar) ? TitleBarHitTestType.Simple : TitleBarHitTestType.Complex; TitleBar.TitleBarHitTestType = (ConfigurationState.Instance.ShowTitleBar) ? TitleBarHitTestType.Simple : TitleBarHitTestType.Complex;
// Correctly size window when 'TitleBar' is enabled (Nov. 14, 2024)
TitleBarHeight = (ConfigurationState.Instance.ShowTitleBar ? TitleBar.Height : 0);
// NOTE: Height of MenuBar and StatusBar is not usable here, since it would still be 0 at this point. // NOTE: Height of MenuBar and StatusBar is not usable here, since it would still be 0 at this point.
StatusBarHeight = StatusBarView.StatusBar.MinHeight; StatusBarHeight = StatusBarView.StatusBar.MinHeight;
MenuBarHeight = MenuBar.MinHeight; MenuBarHeight = MenuBar.MinHeight;
double barHeight = MenuBarHeight + StatusBarHeight;
Height = ((Height - barHeight) / Program.WindowScaleFactor) + barHeight;
Width /= Program.WindowScaleFactor;
SetWindowSizePosition(); SetWindowSizePosition();
@@ -406,7 +409,8 @@ namespace Ryujinx.Ava.UI.Windows
{ {
if (!ConfigurationState.Instance.RememberWindowState) if (!ConfigurationState.Instance.RememberWindowState)
{ {
ViewModel.WindowHeight = (720 + StatusBarHeight + MenuBarHeight) * Program.WindowScaleFactor; // Correctly size window when 'TitleBar' is enabled (Nov. 14, 2024)
ViewModel.WindowHeight = (720 + StatusBarHeight + MenuBarHeight + TitleBarHeight) * Program.WindowScaleFactor;
ViewModel.WindowWidth = 1280 * Program.WindowScaleFactor; ViewModel.WindowWidth = 1280 * Program.WindowScaleFactor;
WindowState = WindowState.Normal; WindowState = WindowState.Normal;
@@ -441,8 +445,10 @@ namespace Ryujinx.Ava.UI.Windows
// Only save rectangle properties if the window is not in a maximized state. // Only save rectangle properties if the window is not in a maximized state.
if (WindowState != WindowState.Maximized) if (WindowState != WindowState.Maximized)
{ {
ConfigurationState.Instance.UI.WindowStartup.WindowSizeHeight.Value = (int)Height; // Since scaling is being applied to the loaded settings from disk (see SetWindowSizePosition() above), scaling should be removed from width/height before saving out to disk
ConfigurationState.Instance.UI.WindowStartup.WindowSizeWidth.Value = (int)Width; // as well - otherwise anyone not using a 1.0 scale factor their window will increase in size with every subsequent launch of the program when scaling is applied (Nov. 14, 2024)
ConfigurationState.Instance.UI.WindowStartup.WindowSizeHeight.Value = (int)(Height / Program.WindowScaleFactor);
ConfigurationState.Instance.UI.WindowStartup.WindowSizeWidth.Value = (int)(Width / Program.WindowScaleFactor);
ConfigurationState.Instance.UI.WindowStartup.WindowPositionX.Value = Position.X; ConfigurationState.Instance.UI.WindowStartup.WindowPositionX.Value = Position.X;
ConfigurationState.Instance.UI.WindowStartup.WindowPositionY.Value = Position.Y; ConfigurationState.Instance.UI.WindowStartup.WindowPositionY.Value = Position.Y;