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<title>eglantine-cirakg/src/yuzu/applets/software_keyboard.cpp, branch nx2</title>
<subtitle>Mirror of github.com/cira0100/Eglantine-public nx2, a fork of Djihads80/Eglantine.</subtitle>
<id>https://git.cirakg.xyz/eglantine-cirakg/atom?h=nx2</id>
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<updated>2021-07-14T05:07:09+00:00</updated>
<entry>
<title>applets: Append qt_ prefix to Qt frontend applets</title>
<updated>2021-07-14T05:07:09+00:00</updated>
<author>
<name>Morph</name>
<email>39850852+Morph1984@users.noreply.github.com</email>
</author>
<published>2021-07-14T04:29:12+00:00</published>
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<entry>
<title>applets/swkbd: Make use of std::move where applicable</title>
<updated>2021-05-28T03:45:56+00:00</updated>
<author>
<name>Morph</name>
<email>39850852+Morph1984@users.noreply.github.com</email>
</author>
<published>2021-05-28T03:22:38+00:00</published>
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<id>urn:sha1:ed52a835115455fbb19942f78d448c0a6306e8b5</id>
<content type='text'>
Avoids redundant string copies
</content>
</entry>
<entry>
<title>applets/swkbd: Make use of QueuedConnection in returnPressed signal</title>
<updated>2021-05-22T07:28:54+00:00</updated>
<author>
<name>Morph</name>
<email>39850852+Morph1984@users.noreply.github.com</email>
</author>
<published>2021-05-19T02:21:46+00:00</published>
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<id>urn:sha1:54d9cd162d840431c32c44389061ea89772c96c6</id>
<content type='text'>
Some users have reported rare crashes when pressing the Enter key on the keyboard to confirm input in the normal software keyboard, particularly in Super Smash Bros. Ultimate while entering the name of a ruleset or controller layout.

It is suspected that the QLineEdit::returnPressed signal is causing a race condition as confirming input through other means does not produce the crash. Since Qt::QueuedConnection posts an event to the event queue of the callee's thread instead of executing it directly on the caller's thread, this eliminates any potential race conditions from occurring in this scenario.
</content>
</entry>
<entry>
<title>applets/swkbd: Send the correct text string on TextCheck::Confirm</title>
<updated>2021-05-19T04:26:32+00:00</updated>
<author>
<name>Morph</name>
<email>39850852+Morph1984@users.noreply.github.com</email>
</author>
<published>2021-05-18T12:20:05+00:00</published>
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<id>urn:sha1:798908da34d1daab570ebf2166d68aa94f80be84</id>
<content type='text'>
Previously the text string for the inline software keyboard was being sent instead of the normal software keyboard, leading to empty text being sent all the time.
</content>
</entry>
<entry>
<title>applets/swkbd: Fix software keyboard button hint scaling</title>
<updated>2021-04-24T17:47:33+00:00</updated>
<author>
<name>Its-Rei</name>
<email>kupfel@gmail.com</email>
</author>
<published>2021-04-24T17:47:04+00:00</published>
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<id>urn:sha1:6b2bdb75bd9f13dd6b646f105c56398ad361e8ae</id>
<content type='text'>
Fixes the scaling of the button hints using background images. Now they scale like the rest of the elements.
</content>
</entry>
<entry>
<title>applets/swkbd: Implement the Qt Software Keyboard frontend</title>
<updated>2021-04-15T05:53:17+00:00</updated>
<author>
<name>Morph</name>
<email>39850852+Morph1984@users.noreply.github.com</email>
</author>
<published>2021-03-27T19:15:32+00:00</published>
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<content type='text'>
The Qt Software Keyboard frontend attempts to mimic the software keyboard rendered by the Nintendo Switch.
This frontend implements multiple keyboard types, such as the normal software keyboard, the numeric pad software keyboard and the inline software keyboard.
Keyboard and controller input is also supported in this frontend.
Keyboard input is handled as native keyboard input, and so the on-screen keyboard cannot be navigated with the keyboard arrow keys as the arrow keys are used to move the text cursor.
Controller input is translated into mouse hover movements on the onscreen keyboard or their respective button actions (B for backspace, A for entering the selected button, L/R for moving the text cursor, etc).
The text check dialogs can also be confirmed with controller input through the use of the OverlayDialog

Massive thanks to Rei for creating all the UI for the various keyboards and OverlayDialog. This would not have been possible without his excellent work.

Co-authored-by: Its-Rei &lt;kupfel@gmail.com&gt;
</content>
</entry>
<entry>
<title>applets: Remove the previous software keyboard applet implementation</title>
<updated>2021-04-15T05:53:16+00:00</updated>
<author>
<name>Morph</name>
<email>39850852+Morph1984@users.noreply.github.com</email>
</author>
<published>2021-01-30T19:38:00+00:00</published>
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<content type='text'>
</content>
</entry>
<entry>
<title>applets: Resolve variable shadowing</title>
<updated>2020-12-05T13:37:13+00:00</updated>
<author>
<name>Morph</name>
<email>39850852+Morph1984@users.noreply.github.com</email>
</author>
<published>2020-12-05T13:37:13+00:00</published>
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<id>urn:sha1:6efd3906684e804a151bc6eb39b5d21654654493</id>
<content type='text'>
</content>
</entry>
<entry>
<title>yuzu/software_keyboard: Remove unnecessary GetStatus() member function</title>
<updated>2019-05-29T04:56:45+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2019-05-29T04:52:47+00:00</published>
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<id>urn:sha1:a4d4b67322580a61157d0e6c827e8c9375a8f028</id>
<content type='text'>
Like with the profile selection dialog, we can just use the result of
QDialog's exec() function to determine whether or not a dialog was
accepted.
</content>
</entry>
<entry>
<title>yuzu/applets/software_keyboard: std::move argument in MainWindowFinishedText()</title>
<updated>2019-05-25T01:27:12+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2019-05-25T01:01:46+00:00</published>
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<id>urn:sha1:c991a5d2b0f36858f499dc273ac99ce562a94c1e</id>
<content type='text'>
Given the std::optional can contain an object type that heap allocates,
we can use std::move to avoid an unnecessary copy/allocation from
occurring.
</content>
</entry>
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