Add per game configuration options (#6187)
* common: Move settings to common from core. - Removes a dependency on core and input_common from common. * code: Wrap settings values * Port from yuzu to allow per game settings * citra_qt: Initial per-game settings dialog * citra_qt: Use new API for read/save of config values * citra_qt: Per game audio settings * citra_qt: Per game graphics settings * citra_qt: Per game system settings * citra_qt: Per game general settings * citra_qt: Document and run clang format * citra_qt: Make icon smaller and centered * citra_qt: Remove version number * Not sure how to extract that, can always add it back later * citra_qt: Wrap UISettings * citra_qt: Fix unthottled fps setting * citra_qt: Remove margin in emulation tab * citra_qt: Implement some suggestions * Bring back speed switch hotkey * Allow configuration when game is running * Rename/adjust UI stuff * citra_qt: Fix build with separate windows * citra_qt: Address feedback * citra_qt: Log per-game settings before launching games * citra_qt: Add shader cache options * Also fix android build * citra_qt: Add DLC menu option * citra_qt: Run clang-format * citra_qt: Adjust for time offset * citra_qt: Implement suggestions * Run clang-format Co-authored-by: bunnei <bunneidev@gmail.com>
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@ -4,8 +4,8 @@
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#include <QColorDialog>
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#include "citra_qt/configuration/configure_enhancements.h"
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#include "common/settings.h"
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#include "core/core.h"
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#include "core/settings.h"
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#include "ui_configure_enhancements.h"
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#include "video_core/renderer_opengl/post_processing_opengl.h"
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#include "video_core/renderer_opengl/texture_filters/texture_filterer.h"
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@ -21,7 +21,7 @@ ConfigureEnhancements::ConfigureEnhancements(QWidget* parent)
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ui->layoutBox->setEnabled(!Settings::values.custom_layout);
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ui->resolution_factor_combobox->setEnabled(Settings::values.use_hw_renderer);
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ui->resolution_factor_combobox->setEnabled(Settings::values.use_hw_renderer.GetValue());
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connect(ui->render_3d_combobox,
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static_cast<void (QComboBox::*)(int)>(&QComboBox::currentIndexChanged), this,
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@ -50,27 +50,30 @@ ConfigureEnhancements::ConfigureEnhancements(QWidget* parent)
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}
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void ConfigureEnhancements::SetConfiguration() {
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ui->resolution_factor_combobox->setCurrentIndex(Settings::values.resolution_factor);
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ui->render_3d_combobox->setCurrentIndex(static_cast<int>(Settings::values.render_3d));
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ui->factor_3d->setValue(Settings::values.factor_3d);
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ui->mono_render_left_eye->setChecked(Settings::values.mono_render_left_eye);
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updateShaders(Settings::values.render_3d);
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ui->toggle_linear_filter->setChecked(Settings::values.filter_mode);
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ui->resolution_factor_combobox->setCurrentIndex(Settings::values.resolution_factor.GetValue());
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ui->render_3d_combobox->setCurrentIndex(
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static_cast<int>(Settings::values.render_3d.GetValue()));
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ui->factor_3d->setValue(Settings::values.factor_3d.GetValue());
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ui->mono_render_left_eye->setChecked(Settings::values.mono_render_left_eye.GetValue());
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updateShaders(Settings::values.render_3d.GetValue());
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ui->toggle_linear_filter->setChecked(Settings::values.filter_mode.GetValue());
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int tex_filter_idx = ui->texture_filter_combobox->findText(
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QString::fromStdString(Settings::values.texture_filter_name));
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QString::fromStdString(Settings::values.texture_filter_name.GetValue()));
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if (tex_filter_idx == -1) {
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ui->texture_filter_combobox->setCurrentIndex(0);
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} else {
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ui->texture_filter_combobox->setCurrentIndex(tex_filter_idx);
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}
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ui->layout_combobox->setCurrentIndex(static_cast<int>(Settings::values.layout_option));
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ui->swap_screen->setChecked(Settings::values.swap_screen);
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ui->upright_screen->setChecked(Settings::values.upright_screen);
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ui->toggle_dump_textures->setChecked(Settings::values.dump_textures);
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ui->toggle_custom_textures->setChecked(Settings::values.custom_textures);
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ui->toggle_preload_textures->setChecked(Settings::values.preload_textures);
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bg_color = QColor::fromRgbF(Settings::values.bg_red, Settings::values.bg_green,
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Settings::values.bg_blue);
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ui->layout_combobox->setCurrentIndex(
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static_cast<int>(Settings::values.layout_option.GetValue()));
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ui->swap_screen->setChecked(Settings::values.swap_screen.GetValue());
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ui->upright_screen->setChecked(Settings::values.upright_screen.GetValue());
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ui->toggle_dump_textures->setChecked(Settings::values.dump_textures.GetValue());
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ui->toggle_custom_textures->setChecked(Settings::values.custom_textures.GetValue());
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ui->toggle_preload_textures->setChecked(Settings::values.preload_textures.GetValue());
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bg_color =
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QColor::fromRgbF(Settings::values.bg_red.GetValue(), Settings::values.bg_green.GetValue(),
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Settings::values.bg_blue.GetValue());
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QPixmap pixmap(ui->bg_button->size());
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pixmap.fill(bg_color);
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const QIcon color_icon(pixmap);
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@ -93,7 +96,7 @@ void ConfigureEnhancements::updateShaders(Settings::StereoRenderOption stereo_op
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for (const auto& shader : OpenGL::GetPostProcessingShaderList(
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stereo_option == Settings::StereoRenderOption::Anaglyph)) {
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ui->shader_combobox->addItem(QString::fromStdString(shader));
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if (Settings::values.pp_shader_name == shader)
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if (Settings::values.pp_shader_name.GetValue() == shader)
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ui->shader_combobox->setCurrentIndex(ui->shader_combobox->count() - 1);
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}
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}
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