configuration: Simplify applying per-game settings
Originally, every time we add a per-game setting, we'd have to guard for it when setting it on the global config, and use a specific function to do it for the per-game config. This moves the global check into the ApplyPerGameSetting function so that we can use it for changing both the global and per-game states. Less work for the programmer.
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59236b7d0f
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@ -13,32 +13,44 @@
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void ConfigurationShared::ApplyPerGameSetting(Settings::Setting<bool>* setting,
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const QCheckBox* checkbox,
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const CheckState& tracker) {
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if (tracker == CheckState::Global) {
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setting->SetGlobal(true);
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} else {
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setting->SetGlobal(false);
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if (Settings::IsConfiguringGlobal() && setting->UsingGlobal()) {
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setting->SetValue(checkbox->checkState());
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} else if (!Settings::IsConfiguringGlobal()) {
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if (tracker == CheckState::Global) {
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setting->SetGlobal(true);
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} else {
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setting->SetGlobal(false);
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setting->SetValue(checkbox->checkState());
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}
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}
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}
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void ConfigurationShared::ApplyPerGameSetting(Settings::Setting<int>* setting,
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const QComboBox* combobox) {
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if (combobox->currentIndex() == ConfigurationShared::USE_GLOBAL_INDEX) {
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setting->SetGlobal(true);
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} else {
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setting->SetGlobal(false);
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setting->SetValue(combobox->currentIndex() - ConfigurationShared::USE_GLOBAL_OFFSET);
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if (Settings::IsConfiguringGlobal() && setting->UsingGlobal()) {
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setting->SetValue(combobox->currentIndex());
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} else if (!Settings::IsConfiguringGlobal()) {
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if (combobox->currentIndex() == ConfigurationShared::USE_GLOBAL_INDEX) {
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setting->SetGlobal(true);
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} else {
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setting->SetGlobal(false);
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setting->SetValue(combobox->currentIndex() - ConfigurationShared::USE_GLOBAL_OFFSET);
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}
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}
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}
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void ConfigurationShared::ApplyPerGameSetting(Settings::Setting<Settings::RendererBackend>* setting,
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const QComboBox* combobox) {
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if (combobox->currentIndex() == ConfigurationShared::USE_GLOBAL_INDEX) {
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setting->SetGlobal(true);
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} else {
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setting->SetGlobal(false);
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setting->SetValue(static_cast<Settings::RendererBackend>(
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combobox->currentIndex() - ConfigurationShared::USE_GLOBAL_OFFSET));
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if (Settings::IsConfiguringGlobal() && setting->UsingGlobal()) {
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setting->SetValue(static_cast<Settings::RendererBackend>(combobox->currentIndex()));
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} else if (!Settings::IsConfiguringGlobal()) {
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if (combobox->currentIndex() == ConfigurationShared::USE_GLOBAL_INDEX) {
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setting->SetGlobal(true);
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} else {
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setting->SetGlobal(false);
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setting->SetValue(static_cast<Settings::RendererBackend>(
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combobox->currentIndex() - ConfigurationShared::USE_GLOBAL_OFFSET));
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}
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}
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}
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@ -99,6 +99,10 @@ void ConfigureAudio::SetVolumeIndicatorText(int percentage) {
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}
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void ConfigureAudio::ApplyConfiguration() {
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.enable_audio_stretching,
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ui->toggle_audio_stretching,
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enable_audio_stretching);
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if (Settings::IsConfiguringGlobal()) {
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Settings::values.sink_id =
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ui->output_sink_combo_box->itemText(ui->output_sink_combo_box->currentIndex())
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@ -108,19 +112,12 @@ void ConfigureAudio::ApplyConfiguration() {
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.toStdString();
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// Guard if during game and set to game-specific value
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if (Settings::values.enable_audio_stretching.UsingGlobal()) {
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Settings::values.enable_audio_stretching.SetValue(
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ui->toggle_audio_stretching->isChecked());
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}
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if (Settings::values.volume.UsingGlobal()) {
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Settings::values.volume.SetValue(
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static_cast<float>(ui->volume_slider->sliderPosition()) /
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ui->volume_slider->maximum());
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}
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} else {
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.enable_audio_stretching,
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ui->toggle_audio_stretching,
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enable_audio_stretching);
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if (ui->volume_combo_box->currentIndex() == 0) {
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Settings::values.volume.SetGlobal(true);
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} else {
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@ -50,6 +50,9 @@ void ConfigureGeneral::SetConfiguration() {
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}
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void ConfigureGeneral::ApplyConfiguration() {
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_multi_core,
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ui->use_multi_core, use_multi_core);
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if (Settings::IsConfiguringGlobal()) {
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UISettings::values.confirm_before_closing = ui->toggle_check_exit->isChecked();
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UISettings::values.select_user_on_boot = ui->toggle_user_on_boot->isChecked();
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@ -62,13 +65,7 @@ void ConfigureGeneral::ApplyConfiguration() {
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Qt::Checked);
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Settings::values.frame_limit.SetValue(ui->frame_limit->value());
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}
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if (Settings::values.use_multi_core.UsingGlobal()) {
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Settings::values.use_multi_core.SetValue(ui->use_multi_core->isChecked());
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}
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} else {
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_multi_core,
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ui->use_multi_core, use_multi_core);
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bool global_frame_limit = use_frame_limit == ConfigurationShared::CheckState::Global;
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Settings::values.use_frame_limit.SetGlobal(global_frame_limit);
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Settings::values.frame_limit.SetGlobal(global_frame_limit);
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@ -94,6 +91,9 @@ void ConfigureGeneral::RetranslateUI() {
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void ConfigureGeneral::SetupPerGameUI() {
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if (Settings::IsConfiguringGlobal()) {
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// Disables each setting if:
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// - A game is running (thus settings in use), and
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// - A non-global setting is applied.
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ui->toggle_frame_limit->setEnabled(Settings::values.use_frame_limit.UsingGlobal());
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ui->frame_limit->setEnabled(Settings::values.frame_limit.UsingGlobal());
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@ -106,6 +106,19 @@ void ConfigureGraphics::SetConfiguration() {
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}
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void ConfigureGraphics::ApplyConfiguration() {
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.fullscreen_mode,
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ui->fullscreen_mode_combobox);
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.aspect_ratio,
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ui->aspect_ratio_combobox);
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_disk_shader_cache,
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ui->use_disk_shader_cache, use_disk_shader_cache);
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_asynchronous_gpu_emulation,
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ui->use_asynchronous_gpu_emulation,
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use_asynchronous_gpu_emulation);
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_nvdec_emulation,
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ui->use_nvdec_emulation, use_nvdec_emulation);
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if (Settings::IsConfiguringGlobal()) {
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// Guard if during game and set to game-specific value
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if (Settings::values.renderer_backend.UsingGlobal()) {
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@ -114,22 +127,6 @@ void ConfigureGraphics::ApplyConfiguration() {
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if (Settings::values.vulkan_device.UsingGlobal()) {
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Settings::values.vulkan_device.SetValue(vulkan_device);
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}
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if (Settings::values.fullscreen_mode.UsingGlobal()) {
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Settings::values.fullscreen_mode.SetValue(ui->fullscreen_mode_combobox->currentIndex());
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}
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if (Settings::values.aspect_ratio.UsingGlobal()) {
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Settings::values.aspect_ratio.SetValue(ui->aspect_ratio_combobox->currentIndex());
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}
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if (Settings::values.use_disk_shader_cache.UsingGlobal()) {
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Settings::values.use_disk_shader_cache.SetValue(ui->use_disk_shader_cache->isChecked());
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}
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if (Settings::values.use_asynchronous_gpu_emulation.UsingGlobal()) {
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Settings::values.use_asynchronous_gpu_emulation.SetValue(
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ui->use_asynchronous_gpu_emulation->isChecked());
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}
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if (Settings::values.use_nvdec_emulation.UsingGlobal()) {
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Settings::values.use_nvdec_emulation.SetValue(ui->use_nvdec_emulation->isChecked());
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}
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if (Settings::values.bg_red.UsingGlobal()) {
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Settings::values.bg_red.SetValue(static_cast<float>(bg_color.redF()));
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Settings::values.bg_green.SetValue(static_cast<float>(bg_color.greenF()));
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@ -150,19 +147,6 @@ void ConfigureGraphics::ApplyConfiguration() {
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}
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}
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.fullscreen_mode,
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ui->fullscreen_mode_combobox);
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.aspect_ratio,
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ui->aspect_ratio_combobox);
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_disk_shader_cache,
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ui->use_disk_shader_cache, use_disk_shader_cache);
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_asynchronous_gpu_emulation,
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ui->use_asynchronous_gpu_emulation,
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use_asynchronous_gpu_emulation);
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_nvdec_emulation,
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ui->use_nvdec_emulation, use_nvdec_emulation);
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if (ui->bg_combobox->currentIndex() == ConfigurationShared::USE_GLOBAL_INDEX) {
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Settings::values.bg_red.SetGlobal(true);
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Settings::values.bg_green.SetGlobal(true);
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@ -54,47 +54,24 @@ void ConfigureGraphicsAdvanced::ApplyConfiguration() {
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ui->gpu_accuracy->currentIndex() -
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((Settings::IsConfiguringGlobal()) ? 0 : ConfigurationShared::USE_GLOBAL_OFFSET));
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.max_anisotropy,
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ui->anisotropic_filtering_combobox);
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_vsync, ui->use_vsync,
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use_vsync);
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_assembly_shaders,
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ui->use_assembly_shaders, use_assembly_shaders);
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_asynchronous_shaders,
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ui->use_asynchronous_shaders,
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use_asynchronous_shaders);
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_fast_gpu_time,
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ui->use_fast_gpu_time, use_fast_gpu_time);
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if (Settings::IsConfiguringGlobal()) {
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// Must guard in case of a during-game configuration when set to be game-specific.
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if (Settings::values.gpu_accuracy.UsingGlobal()) {
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Settings::values.gpu_accuracy.SetValue(gpu_accuracy);
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}
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if (Settings::values.use_vsync.UsingGlobal()) {
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Settings::values.use_vsync.SetValue(ui->use_vsync->isChecked());
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}
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if (Settings::values.use_assembly_shaders.UsingGlobal()) {
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Settings::values.use_assembly_shaders.SetValue(ui->use_assembly_shaders->isChecked());
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}
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if (Settings::values.use_asynchronous_shaders.UsingGlobal()) {
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Settings::values.use_asynchronous_shaders.SetValue(
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ui->use_asynchronous_shaders->isChecked());
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}
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if (Settings::values.use_asynchronous_shaders.UsingGlobal()) {
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Settings::values.use_asynchronous_shaders.SetValue(
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ui->use_asynchronous_shaders->isChecked());
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}
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if (Settings::values.use_fast_gpu_time.UsingGlobal()) {
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Settings::values.use_fast_gpu_time.SetValue(ui->use_fast_gpu_time->isChecked());
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}
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if (Settings::values.max_anisotropy.UsingGlobal()) {
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Settings::values.max_anisotropy.SetValue(
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ui->anisotropic_filtering_combobox->currentIndex());
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}
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} else {
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.max_anisotropy,
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ui->anisotropic_filtering_combobox);
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_vsync, ui->use_vsync,
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use_vsync);
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_assembly_shaders,
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ui->use_assembly_shaders, use_assembly_shaders);
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_asynchronous_shaders,
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ui->use_asynchronous_shaders,
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use_asynchronous_shaders);
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_fast_gpu_time,
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ui->use_fast_gpu_time, use_fast_gpu_time);
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.max_anisotropy,
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ui->anisotropic_filtering_combobox);
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if (ui->gpu_accuracy->currentIndex() == ConfigurationShared::USE_GLOBAL_INDEX) {
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Settings::values.gpu_accuracy.SetGlobal(true);
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} else {
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@ -127,21 +127,15 @@ void ConfigureSystem::ApplyConfiguration() {
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return;
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}
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.language_index,
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ui->combo_language);
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.region_index, ui->combo_region);
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.time_zone_index,
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ui->combo_time_zone);
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.sound_index, ui->combo_sound);
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if (Settings::IsConfiguringGlobal()) {
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// Guard if during game and set to game-specific value
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if (Settings::values.language_index.UsingGlobal()) {
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Settings::values.language_index.SetValue(ui->combo_language->currentIndex());
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}
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if (Settings::values.region_index.UsingGlobal()) {
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Settings::values.region_index.SetValue(ui->combo_region->currentIndex());
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}
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if (Settings::values.time_zone_index.UsingGlobal()) {
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Settings::values.time_zone_index.SetValue(ui->combo_time_zone->currentIndex());
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}
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if (Settings::values.sound_index.UsingGlobal()) {
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Settings::values.sound_index.SetValue(ui->combo_sound->currentIndex());
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}
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if (Settings::values.rng_seed.UsingGlobal()) {
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if (ui->rng_seed_checkbox->isChecked()) {
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Settings::values.rng_seed.SetValue(
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@ -151,13 +145,6 @@ void ConfigureSystem::ApplyConfiguration() {
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}
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}
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} else {
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.language_index,
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ui->combo_language);
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.region_index, ui->combo_region);
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.time_zone_index,
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ui->combo_time_zone);
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.sound_index, ui->combo_sound);
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switch (use_rng_seed) {
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case ConfigurationShared::CheckState::On:
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case ConfigurationShared::CheckState::Off:
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