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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@ -5,7 +5,7 @@
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#include <memory>
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#include "common/archives.h"
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#include "common/logging/log.h"
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#include "core/settings.h"
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#include "common/settings.h"
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#include "video_core/pica.h"
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#include "video_core/pica_state.h"
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#include "video_core/renderer_base.h"
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@ -44,7 +44,7 @@ ResultStatus Init(Frontend::EmuWindow& emu_window, Frontend::EmuWindow* secondar
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g_memory = &memory;
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Pica::Init();
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OpenGL::GLES = Settings::values.use_gles;
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OpenGL::GLES = Settings::values.use_gles.GetValue();
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g_renderer = std::make_unique<OpenGL::RendererOpenGL>(emu_window, secondary_window);
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ResultStatus result = g_renderer->Init();
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@ -82,8 +82,8 @@ void RequestScreenshot(void* data, std::function<void()> callback,
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u16 GetResolutionScaleFactor() {
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if (g_hw_renderer_enabled) {
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return Settings::values.resolution_factor
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? Settings::values.resolution_factor
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return Settings::values.resolution_factor.GetValue()
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? Settings::values.resolution_factor.GetValue()
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: g_renderer->GetRenderWindow().GetFramebufferLayout().GetScalingRatio();
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} else {
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// Software renderer always render at native resolution
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