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>
This commit is contained in:
GPUCode
2022-12-08 13:27:25 +02:00
committed by GitHub
parent f261daf2fa
commit 48ee112ceb
92 changed files with 3171 additions and 1546 deletions

View File

@ -4,8 +4,8 @@
#include <QColorDialog>
#include "citra_qt/configuration/configure_enhancements.h"
#include "common/settings.h"
#include "core/core.h"
#include "core/settings.h"
#include "ui_configure_enhancements.h"
#include "video_core/renderer_opengl/post_processing_opengl.h"
#include "video_core/renderer_opengl/texture_filters/texture_filterer.h"
@ -21,7 +21,7 @@ ConfigureEnhancements::ConfigureEnhancements(QWidget* parent)
ui->layoutBox->setEnabled(!Settings::values.custom_layout);
ui->resolution_factor_combobox->setEnabled(Settings::values.use_hw_renderer);
ui->resolution_factor_combobox->setEnabled(Settings::values.use_hw_renderer.GetValue());
connect(ui->render_3d_combobox,
static_cast<void (QComboBox::*)(int)>(&QComboBox::currentIndexChanged), this,
@ -50,27 +50,30 @@ ConfigureEnhancements::ConfigureEnhancements(QWidget* parent)
}
void ConfigureEnhancements::SetConfiguration() {
ui->resolution_factor_combobox->setCurrentIndex(Settings::values.resolution_factor);
ui->render_3d_combobox->setCurrentIndex(static_cast<int>(Settings::values.render_3d));
ui->factor_3d->setValue(Settings::values.factor_3d);
ui->mono_render_left_eye->setChecked(Settings::values.mono_render_left_eye);
updateShaders(Settings::values.render_3d);
ui->toggle_linear_filter->setChecked(Settings::values.filter_mode);
ui->resolution_factor_combobox->setCurrentIndex(Settings::values.resolution_factor.GetValue());
ui->render_3d_combobox->setCurrentIndex(
static_cast<int>(Settings::values.render_3d.GetValue()));
ui->factor_3d->setValue(Settings::values.factor_3d.GetValue());
ui->mono_render_left_eye->setChecked(Settings::values.mono_render_left_eye.GetValue());
updateShaders(Settings::values.render_3d.GetValue());
ui->toggle_linear_filter->setChecked(Settings::values.filter_mode.GetValue());
int tex_filter_idx = ui->texture_filter_combobox->findText(
QString::fromStdString(Settings::values.texture_filter_name));
QString::fromStdString(Settings::values.texture_filter_name.GetValue()));
if (tex_filter_idx == -1) {
ui->texture_filter_combobox->setCurrentIndex(0);
} else {
ui->texture_filter_combobox->setCurrentIndex(tex_filter_idx);
}
ui->layout_combobox->setCurrentIndex(static_cast<int>(Settings::values.layout_option));
ui->swap_screen->setChecked(Settings::values.swap_screen);
ui->upright_screen->setChecked(Settings::values.upright_screen);
ui->toggle_dump_textures->setChecked(Settings::values.dump_textures);
ui->toggle_custom_textures->setChecked(Settings::values.custom_textures);
ui->toggle_preload_textures->setChecked(Settings::values.preload_textures);
bg_color = QColor::fromRgbF(Settings::values.bg_red, Settings::values.bg_green,
Settings::values.bg_blue);
ui->layout_combobox->setCurrentIndex(
static_cast<int>(Settings::values.layout_option.GetValue()));
ui->swap_screen->setChecked(Settings::values.swap_screen.GetValue());
ui->upright_screen->setChecked(Settings::values.upright_screen.GetValue());
ui->toggle_dump_textures->setChecked(Settings::values.dump_textures.GetValue());
ui->toggle_custom_textures->setChecked(Settings::values.custom_textures.GetValue());
ui->toggle_preload_textures->setChecked(Settings::values.preload_textures.GetValue());
bg_color =
QColor::fromRgbF(Settings::values.bg_red.GetValue(), Settings::values.bg_green.GetValue(),
Settings::values.bg_blue.GetValue());
QPixmap pixmap(ui->bg_button->size());
pixmap.fill(bg_color);
const QIcon color_icon(pixmap);
@ -93,7 +96,7 @@ void ConfigureEnhancements::updateShaders(Settings::StereoRenderOption stereo_op
for (const auto& shader : OpenGL::GetPostProcessingShaderList(
stereo_option == Settings::StereoRenderOption::Anaglyph)) {
ui->shader_combobox->addItem(QString::fromStdString(shader));
if (Settings::values.pp_shader_name == shader)
if (Settings::values.pp_shader_name.GetValue() == shader)
ui->shader_combobox->setCurrentIndex(ui->shader_combobox->count() - 1);
}
}