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

@ -11,6 +11,7 @@
#include "common/assert.h"
#include "common/common_types.h"
#include "common/logging/log.h"
#include "common/settings.h"
#include "core/core.h"
#include "core/hle/kernel/config_mem.h"
#include "core/hle/kernel/memory.h"
@ -19,7 +20,6 @@
#include "core/hle/kernel/vm_manager.h"
#include "core/hle/result.h"
#include "core/memory.h"
#include "core/settings.h"
////////////////////////////////////////////////////////////////////////////////////////////////////
@ -52,7 +52,7 @@ enum N3DSMode : u8 {
void KernelSystem::MemoryInit(u32 mem_type, u8 n3ds_mode) {
ASSERT(mem_type != 1);
const bool is_new_3ds = Settings::values.is_new_3ds;
const bool is_new_3ds = Settings::values.is_new_3ds.GetValue();
u32 reported_mem_type = mem_type;
if (is_new_3ds) {
if (n3ds_mode == MemoryMode::Mode6 || n3ds_mode == MemoryMode::Mode6_2) {