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path: root/src/yuzu/configuration/configure_per_game.cpp
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2024-12-31chore: update project branding to citronZephyron
2024-02-05yuzu: Fully hide linux tabgerman77
2024-01-02yuzu: Add per-game linux gamemode configurationflodavid
2023-11-21config: Unify config handling under frontend_commont895
Replaces every way of handling config for each frontend with SimpleIni. frontend_common's Config class is at the center where it saves and loads all of the cross-platform settings and provides a set of pure virtual functions for platform specific settings. As a result of making config handling platform specific, several parts had to be moved to each platform's own config class or to other parts. Default keys were put in platform specific config classes and translatable strings for Qt were moved to shared_translation. Default hotkeys, default_theme, window geometry, and qt metatypes were moved to uisettings. Additionally, to reduce dependence on Qt, QStrings were converted to std::strings where applicable.
2023-08-22general: Use console mode helper across projectlat9nq
2023-08-22config(qt): Sanitize docked handheld controllerlat9nq
2023-08-16yuzu-qt: Screenshots depend more on the graphics settingslat9nq
2023-07-21common,qt-config: Remove usage of forward_listlat9nq
2023-07-21configuration: Use a builder to create widgetslat9nq
This gets rid of some repeated code and sets us up to send more information to the new widget.
2023-07-21configure_cpu: Generate UIlat9nq
2023-07-21configuration: Use a mapping of setting value to namelat9nq
Makes comboboxes always correspond to the value of the setting they're modifying.
2023-07-21configure_audio: Implement ui generationlat9nq
Needs a considerable amount of management specific to some of the comoboboxes due to the audio engine configuration. general: Partial audio config implmentation configure_audio: Implement ui generation Needs a considerable amount of management specific to some of the comoboboxes due to the audio engine configuration. general: Partial audio config implmentation settings: Make audio settings as enums
2023-07-21configure_system: Implement with for looplat9nq
2023-07-21per_game: Remove general tablat9nq
It's empty.
2023-07-21configure_general: Generate UI using containerslat9nq
This leaves per-game config's General tab empty?
2023-07-21configure_graphics: Partial runtime implementationlat9nq
2023-07-21configure_graphics_advance: Generate UI at runtimelat9nq
We can iterate through the AdvancedGraphics settings and generate the UI during runtime. This doesn't help runtime efficiency, but it helps a ton in reducing the amount of work a developer needs in order to add a new setting.
2023-07-21configure_per_game: Rename group to tab_grouplat9nq
2023-07-21configuration: Add base class to tabslat9nq
Tabs that largely configure SwitchableSetting's are now Tabs and grouped together.
2023-06-06yuzu-qt: Load Vulkan device info at startuplat9nq
Loading it when the configuration opens now incurs a noticeable delay. We also don't need to rediscover the same data repeatedly each time the configuration opens. Moves vulkan device info discovery to yuzu's startup as opposed to the configure_graphics constructor.
2023-05-07yuzu-qt/config: Add option to disable compute on Intellat9nq
This option is only visible if an Intel GPU using the proprietary driver is found during Vulkan device enumeration. configure_graphics: More directly get driver id Vulkan::Device does quite a bit more than we need just to see the driver ID here.
2023-01-25main: Globally disable the "?" button on dialogsMorph
Sets the AA_DisableWindowContextHelpButton attribute to disable this useless button globally.
2022-11-28config: Custom profile detection fixesameerj
Also only reads/writes applicable configs for the custom profiles.
2022-11-20Configuration: Add per-game input profilesameerj
2022-09-04yuzu: Use a debugger to generate minidumpslat9nq
yuzu: Move mini_dump out of core startup_checks: Better exception handling
2022-06-14configure_per_game: Eliminate variable shadowingMorph
2022-06-13yuzu: Eliminate variable shadowingMorph
2022-04-23general: Convert source file copyright comments over to SPDXMorph
This formats all copyright comments according to SPDX formatting guidelines. Additionally, this resolves the remaining GPLv2 only licensed files by relicensing them to GPLv2.0-or-later.
2022-03-20yuzu: Reduce unused includesameerj
2022-01-04configure_per_game: Initialize tabs after loading custom configurationlat9nq
Changes tab initialization to happen after the configuration is loaded, which means that it no longer happens as member initializers in the ConfigurePerGame constructor. Removes the cluster of ??_tab->SetConfiguration's that I added earlier to get around this issue initially. Fixes a regression in #6774
2021-10-25Geometry property removal and rewordingMoonlacer
2021-10-07yuzu qt: Remove global system instances from config, WaitTree, mainlat9nq
2021-06-23Simple resizing of the Per-Game configuration window and removal of useless ↵OZtistic
Help question mark button in the title bar
2021-06-02yuzu qt: Revert some usages of string_viewlat9nq
Causes a heap-use-after free reported by AddressSanitizer. This makes use of std::filesystem::path, but due to that we have to use their string() function which may not work for all characters.
2021-06-01Merge pull request #6361 from lat9nq/per-hb-cfgbunnei
yuzu qt: Handle per-game configs for title id 0
2021-05-27Merge pull request #6346 from lat9nq/apply-config-pgcAmeer J
yuzu qt: Add an Apply button to configuration dialogs
2021-05-25yuzu qt: Restore const qualifierslat9nq
This addresses review comments. Co-authored-by: LC <mathew1800@gmail.com>
2021-05-25yuzu qt: Handle per-game configs for title id 0lat9nq
Currently with programs that have a 0 title id, yuzu loads the custom configuration 0000000000000000.ini for per-game configs. This is not ideal since many homebrews share this id. Instead for these programs, we load a config that is simply the file name and `.ini` appended to it.
2021-05-25common: fs: Rework the Common Filesystem interface to make use of ↵Morph
std::filesystem (#6270) * common: fs: fs_types: Create filesystem types Contains various filesystem types used by the Common::FS library * common: fs: fs_util: Add std::string to std::u8string conversion utility * common: fs: path_util: Add utlity functions for paths Contains various utility functions for getting or manipulating filesystem paths used by the Common::FS library * common: fs: file: Rewrite the IOFile implementation * common: fs: Reimplement Common::FS library using std::filesystem * common: fs: fs_paths: Add fs_paths to replace common_paths * common: fs: path_util: Add the rest of the path functions * common: Remove the previous Common::FS implementation * general: Remove unused fs includes * string_util: Remove unused function and include * nvidia_flags: Migrate to the new Common::FS library * settings: Migrate to the new Common::FS library * logging: backend: Migrate to the new Common::FS library * core: Migrate to the new Common::FS library * perf_stats: Migrate to the new Common::FS library * reporter: Migrate to the new Common::FS library * telemetry_session: Migrate to the new Common::FS library * key_manager: Migrate to the new Common::FS library * bis_factory: Migrate to the new Common::FS library * registered_cache: Migrate to the new Common::FS library * xts_archive: Migrate to the new Common::FS library * service: acc: Migrate to the new Common::FS library * applets/profile: Migrate to the new Common::FS library * applets/web: Migrate to the new Common::FS library * service: filesystem: Migrate to the new Common::FS library * loader: Migrate to the new Common::FS library * gl_shader_disk_cache: Migrate to the new Common::FS library * nsight_aftermath_tracker: Migrate to the new Common::FS library * vulkan_library: Migrate to the new Common::FS library * configure_debug: Migrate to the new Common::FS library * game_list_worker: Migrate to the new Common::FS library * config: Migrate to the new Common::FS library * configure_filesystem: Migrate to the new Common::FS library * configure_per_game_addons: Migrate to the new Common::FS library * configure_profile_manager: Migrate to the new Common::FS library * configure_ui: Migrate to the new Common::FS library * input_profiles: Migrate to the new Common::FS library * yuzu_cmd: config: Migrate to the new Common::FS library * yuzu_cmd: Migrate to the new Common::FS library * vfs_real: Migrate to the new Common::FS library * vfs: Migrate to the new Common::FS library * vfs_libzip: Migrate to the new Common::FS library * service: bcat: Migrate to the new Common::FS library * yuzu: main: Migrate to the new Common::FS library * vfs_real: Delete the contents of an existing file in CreateFile Current usages of CreateFile expect to delete the contents of an existing file, retain this behavior for now. * input_profiles: Don't iterate the input profile dir if it does not exist Silences an error produced in the log if the directory does not exist. * game_list_worker: Skip parsing file if the returned VfsFile is nullptr Prevents crashes in GetLoader when the virtual file is nullptr * common: fs: Validate paths for path length * service: filesystem: Open the mod load directory as read only
2021-05-25yuzu qt: Add an Apply button to configuration dialogslat9nq
Most of the code already exists to do this, but the Apply button itself was never added. This adds a button and boolean that tells yuzu to save the configuration after applying settings, even if close/Cancel is pressed on the dialog. Changes after applying will not be saved when Cancel is pressed, though.
2021-05-16configuration: Add CPU tab to game propertieslat9nq
Allows setting CPU accuracy to Accurate or Unsafe per-game, as well as the accuracy options for Unsafe. Debug is not allowed here as a per-game CPU accuracy.
2021-04-14common: Move settings to common from core.bunnei
- Removes a dependency on core and input_common from common.
2020-11-27core: Eliminate remaining usages of the global system instanceLioncash
Removes all remaining usages of the global system instance. After this, migration can begin to migrate to being constructed and managed entirely by the various frontends.
2020-11-18patch_manager: Remove usages of the global system instanceLioncash
With this, only 19 usages of the global system instance remain within the core library. We're almost there.
2020-11-15input_profiles: Implement input profilesMorph
2020-11-04core/settings: Move configuring_global behind an APILioncash
Rather than have directly modified global state here, we can make it an implementation detail and have an interface that changes are queried through.
2020-07-09configuration: implement per-game configurations (#4098)lat9nq
* Switch game settings to use a pointer In order to add full per-game settings, we need to be able to tell yuzu to switch to using either the global or game configuration. Using a pointer makes it easier to switch. * configuration: add new UI without changing existing funcitonality The new UI also adds General, System, Graphics, Advanced Graphics, and Audio tabs, but as yet they do nothing. This commit keeps yuzu to the same functionality as originally branched. * configuration: Rename files These weren't included in the last commit. Now they are. * configuration: setup global configuration checkbox Global config checkbox now enables/disables the appropriate tabs in the game properties dialog. The use global configuration setting is now saved to the config, defaulting to true. This also addresses some changes requested in the PR. * configuration: swap to per-game config memory for properties dialog Does not set memory going in-game. Swaps to game values when opening the properties dialog, then swaps back when closing it. Uses a `memcpy` to swap. Also implements saving config files, limited to certain groups of configurations so as to not risk setting unsafe configurations. * configuration: change config interfaces to use config-specific pointers When a game is booted, we need to be able to open the configuration dialogs without changing the settings pointer in the game's emualtion. A new pointer specific to just the configuration dialogs can be used to separate changes to just those config dialogs without affecting the emulation. * configuration: boot a game using per-game settings Swaps values where needed to boot a game. * configuration: user correct config during emulation Creates a new pointer specifically for modifying the configuration while emulation is in progress. Both the regular configuration dialog and the game properties dialog now use the pointer Settings::config_values to focus edits to the correct struct. * settings: split Settings::values into two different structs By splitting the settings into two mutually exclusive structs, it becomes easier, as a developer, to determine how to use the Settings structs after per-game configurations is merged. Other benefits include only duplicating the required settings in memory. * settings: move use_docked_mode to Controls group `use_docked_mode` is set in the input settings and cannot be accessed from the system settings. Grouping it with system settings causes it to be saved with per-game settings, which may make transferring configs more difficult later on, especially since docked mode cannot be set from within the game properties dialog. * configuration: Fix the other yuzu executables and a regression In main.cpp, we have to get the title ID before the ROM is loaded, else the renderer will reflect only the global settings and now the user's game specific settings. * settings: use a template to duplicate memory for each setting Replaces the type of each variable in the Settings::Values struct with a new class that allows basic data reading and writing. The new struct Settings::Setting duplicates the data in memory and can manage global overrides per each setting. * configuration: correct add-ons config and swap settings when apropriate Any add-ons interaction happens directly through the global values struct. Swapping bewteen structs now also includes copying the necessary global configs that cannot be changed nor saved in per-game settings. General and System config menus now update based on whether it is viewing the global or per-game settings. * settings: restore old values struct No longer needed with the Settings::Setting class template. * configuration: implement hierarchical game properties dialog This sets the apropriate global or local data in each setting. * clang format * clang format take 2 can the docker container save this? * address comments and style issues * config: read and write settings with global awareness Adds new functions to read and write settings while keeping the global state in focus. Files now generated per-game are much smaller since often they only need address the global state. * settings: restore global state when necessary Upon closing a game or the game properties dialog, we need to restore all global settings to the original global state so that we can properly open the configuration dialog or boot a different game. * configuration: guard setting values incorrectly This disables setting values while a game is running if the setting is overwritten by a per game setting. * config: don't write local settings in the global config Simple guards to prevent writing the wrong settings in the wrong files. * configuration: add comments, assume less, and clang format No longer assumes that a disabled UI element means the global state is turned off, instead opting to directly answer that question. Still however assumes a game is running if it is in that state. * configuration: fix a logic error Should not be negated * restore settings' global state regardless of accept/cancel Fixes loading a properties dialog and causing the global config dialog to show local settings. * fix more logic errors Fixed the frame limit would set the global setting from the game properties dialog. Also strengthened the Settings::Setting member variables and simplified the logic in config reading (ReadSettingGlobal). * fix another logic error In my efforts to guard RestoreGlobalState, I accidentally negated the IsPowered condition. * configure_audio: set toggle_stretched_audio to tristate * fixed custom rtc and rng seed overwriting the global value * clang format * rebased * clang format take 4 * address my own review Basically revert unintended changes * settings: literal instead of casting "No need to cast, use 1U instead" Thanks, Morph! Co-authored-by: Morph <39850852+Morph1984@users.noreply.github.com> * Revert "settings: literal instead of casting " This reverts commit 95e992a87c898f3e882ffdb415bb0ef9f80f613f. * main: fix status buttons reporting wrong settings after stop emulation * settings: Log UseDockedMode in the Controls group This should have happened when use_docked_mode was moved over to the controls group internally. This just reflects this in the log. * main: load settings if the file has a title id In other words, don't exit if the loader has trouble getting a title id. * use a zero * settings: initalize resolution factor with constructor instead of casting * Revert "settings: initalize resolution factor with constructor instead of casting" This reverts commit 54c35ecb46a29953842614620f9b7de1aa9d5dc8. * configure_graphics: guard device selector when Vulkan is global Prevents the user from editing the device selector if Vulkan is the global renderer backend. Also resets the vulkan_device variable when the users switches back-and-forth between global and Vulkan. * address reviewer concerns Changes function variables to const wherever they don't need to be changed. Sets Settings::Setting to final as it should not be inherited from. Sets ConfigurationShared::use_global_text to static. Co-Authored-By: VolcaEM <volcaem@users.noreply.github.com> * main: load per-game settings after LoadROM This prevents `Restart Emulation` from restoring the global settings *after* the per-game settings were applied. Thanks to BSoDGamingYT for finding this bug. * Revert "main: load per-game settings after LoadROM" This reverts commit 9d0d48c52d2dcf3bfb1806cc8fa7d5a271a8a804. * main: only restore global settings when necessary Loading the per-game settings cannot happen after the ROM is loaded, so we have to specify when to restore the global state. Again thanks to BSoD for finding the bug. * configuration_shared: address reviewer concerns except operator overrides Dropping operator override usage in next commit. Co-Authored-By: LC <lioncash@users.noreply.github.com> * settings: Drop operator overrides from Setting template Requires using GetValue and SetValue explicitly. Also reverts a change that broke title ID formatting in the game properties dialog. * complete rebase * configuration_shared: translate "Use global configuration" Uses ConfigurePerGame to do so, since its usage, at least as of now, corresponds with ConfigurationShared. * configure_per_game: address reviewer concern As far as I understand, it prevents the program from unnecessarily copying strings. Co-Authored-By: LC <lioncash@users.noreply.github.com> Co-authored-by: Morph <39850852+Morph1984@users.noreply.github.com> Co-authored-by: VolcaEM <volcaem@users.noreply.github.com> Co-authored-by: LC <lioncash@users.noreply.github.com>