* cmake: download Noto Sans at configure time
Fetch the hinted Regular, Bold, Italic and Bold Italic of Noto Sans
v2.015 and their licence from the Noto project's font distribution
(notofonts.github.io) with FetchContent, like the other third-party
dependencies. The commit and each file's SHA-256 are pinned in
variables.
Only these four styles are needed, so they are fetched individually
instead of through the release archive (117 MB, every style and build).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
* cmake: ship Noto Sans beside the emulator
Copy the downloaded fonts to assets/fonts next to kyty_emulator on every
build, like the touch cursors and the trophy sound, and install them
there with the SIL Open Font License under licenses/noto-sans.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
* libFont: fall back to the shipped Noto Sans instead of Tracy's Roboto
Fonts stb_truetype cannot read, including every system font set opened
with sceFontOpenFontSet, used Roboto from Tracy's source folder, found
relative to the source tree or the working directory. Installed builds
have neither, so their system fonts drew every character as '?'.
Load Noto Sans Regular, Bold, Italic or Bold Italic from assets/fonts
next to the emulator instead, and log when a file is missing.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
* libFont: fetch Noto Sans with file(DOWNLOAD) and drop the style substitution
---------
Co-authored-by: Claude Opus 5.5 <noreply@anthropic.com>
Co-authored-by: nmzik <Nmzik@mail.ru>
* macOS: auto-discover bundled MoltenVK on startup
On macOS the Vulkan loader comes from MoltenVK. SDL's default
probe only searches system paths, so a bundled libMoltenVK.dylib
next to the executable is invisible under the hardened runtime.
Probe it explicitly via SDL_GetBasePath() before falling back to
SDL's default search. Respect SDL_VULKAN_LIBRARY overrides and
log which loader is used. Update README to reflect that no
environment variable is required for bundled builds.
Co-Authored-By: internal-model
* window: fix Vulkan portability enumeration on macOS
MoltenVK requires VK_KHR_portability_enumeration and
VK_INSTANCE_CREATE_ENUMERATE_PORTABILITY_BIT_KHR to surface
portability devices via enumeratePhysicalDevices. Without the flag
the adapter is hidden on some driver versions, causing
"Could not find suitable device" failures.
Add the instance extension and flag when available, and add
diagnostic logs for all MoltenVK fallbacks (depthClipEnable,
colorWriteEnable, depthBounds, fragmentShaderBarycentric)
so black-screen diagnostics are actionable.
* macOS: add KytyPS5.app bundle packaging
Add a proper macOS application bundle when the launcher is built.
launcher becomes KytyPS5.app (CFBundleIdentifier org.kytyps5.kytyps5)
with KytyPS5 as the executable, and kyty_emulator is installed as a
helper inside Contents/MacOS so QCoreApplication::applicationDirPath()
finds it. MoltenVK is auto-discovered via SDL_GetBasePath() in that
directory, so no SDL_VULKAN_LIBRARY is required.
- src/launcher/Info.plist.in: minimal bundle plist (version from
PROJECT_VERSION, LSMinimumSystemVersion 13.0).
- src/launcher/CMakeLists.txt: set MACOSX_BUNDLE, BUNDLE DESTINATION,
install helper, re-sign helper with JIT entitlements, and invoke
macdeployqt when available. Keep flat kyty_emulator for CLI.
- .github/workflows/build.yml: bundle MoltenVK into
KytyPS5.app/Contents/MacOS when present, verify bundle artifacts
(file/lipo/codesign), and handle bundle paths in the release zip.
- README.md: document bundle double-click and MoltenVK locations.
* launcher: fix bundle rpath for Qt frameworks
The bundle executable had @rpath references to Qt frameworks but no
LC_RPATH, causing dyld to abort at launch:
Library not loaded: @rpath/QtConcurrent.framework
Reason: no LC_RPATH's found
Set INSTALL_RPATH to @executable_path/../Frameworks and
BUILD_WITH_INSTALL_RPATH so the built and installed bundles
resolve Qt from Contents/Frameworks. Verified via otool -l
(LC_RPATH now present) and macdeployqt now succeeds without
"Cannot resolve rpath" errors.
* launcher: add Import game button
Add a prominent Import button to ConfigurationListWidget that lets
users select a game folder (containing eboot.bin) or a folder
containing multiple games via QFileDialog. Handles:
- Single game folder selected: adds its parent to game_dirs (Scan
searches subdirectories, so parent is needed)
- Folder with multiple games: adds the selected folder
- Deduplication via PathKey/NormalizeGameDirectories, writes
settings, rescans, and selects the imported game if found
- Shows info/warning dialogs when no games are found
UI: QToolButton with SP_DirOpenIcon and text Import beside the
existing toolbar, styled with a blue background for visibility.
Logic in ConfigurationListWidget::import_game().
* macOS: fix bundled loader and artifact packaging
* Revert "launcher: add Import game button"
This reverts commit 2f670ef95c.
---------
Co-authored-by: nmzik <Nmzik@mail.ru>
Add compact keyboard and mouse mapping with analog-stick defaults and integrate a global remapping editor into the Qt launcher.
Based on the host input remapping work from PR #109.
Co-authored-by: DistantMyth <thetarun3@gmail.com>
* feat(project): add root cmakelists for ide auto-detect
* cmake: use repository root as source directory
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Co-authored-by: nmzik <Nmzik@mail.ru>