citra/src/citra_qt/configuration/configure_per_game.cpp
GPUCode 48ee112ceb
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>
2022-12-08 13:27:25 +02:00

129 lines
4.3 KiB
C++

// SPDX-FileCopyrightText: Copyright 2020 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include <utility>
#include <vector>
#include <QPushButton>
#include <QString>
#include <fmt/format.h>
#include "citra_qt/configuration/config.h"
#include "citra_qt/configuration/configure_audio.h"
#include "citra_qt/configuration/configure_general.h"
#include "citra_qt/configuration/configure_graphics.h"
#include "citra_qt/configuration/configure_per_game.h"
#include "citra_qt/configuration/configure_system.h"
#include "citra_qt/util/util.h"
#include "core/core.h"
#include "core/loader/loader.h"
#include "core/loader/smdh.h"
#include "ui_configure_per_game.h"
ConfigurePerGame::ConfigurePerGame(QWidget* parent, u64 title_id_, const QString& file_name,
Core::System& system_)
: QDialog(parent), ui(std::make_unique<Ui::ConfigurePerGame>()),
filename{file_name.toStdString()}, title_id{title_id_}, system{system_} {
const auto config_file_name = title_id == 0 ? filename : fmt::format("{:016X}", title_id);
game_config = std::make_unique<Config>(config_file_name, Config::ConfigType::PerGameConfig);
audio_tab = std::make_unique<ConfigureAudio>(this);
general_tab = std::make_unique<ConfigureGeneral>(this);
graphics_tab = std::make_unique<ConfigureGraphics>(this);
system_tab = std::make_unique<ConfigureSystem>(this);
ui->setupUi(this);
ui->tabWidget->addTab(general_tab.get(), tr("General"));
ui->tabWidget->addTab(system_tab.get(), tr("System"));
ui->tabWidget->addTab(graphics_tab.get(), tr("Graphics"));
ui->tabWidget->addTab(audio_tab.get(), tr("Audio"));
setFocusPolicy(Qt::ClickFocus);
setWindowTitle(tr("Properties"));
// remove Help question mark button from the title bar
setWindowFlags(windowFlags() & ~Qt::WindowContextHelpButtonHint);
scene = new QGraphicsScene;
ui->icon_view->setScene(scene);
if (system.IsPoweredOn()) {
QPushButton* apply_button = ui->buttonBox->addButton(QDialogButtonBox::Apply);
connect(apply_button, &QAbstractButton::clicked, this,
&ConfigurePerGame::HandleApplyButtonClicked);
}
LoadConfiguration();
}
ConfigurePerGame::~ConfigurePerGame() = default;
void ConfigurePerGame::ApplyConfiguration() {
general_tab->ApplyConfiguration();
system_tab->ApplyConfiguration();
graphics_tab->ApplyConfiguration();
audio_tab->ApplyConfiguration();
Settings::LogSettings();
game_config->Save();
}
void ConfigurePerGame::changeEvent(QEvent* event) {
if (event->type() == QEvent::LanguageChange) {
RetranslateUI();
}
QDialog::changeEvent(event);
}
void ConfigurePerGame::RetranslateUI() {
ui->retranslateUi(this);
}
void ConfigurePerGame::HandleApplyButtonClicked() {
ApplyConfiguration();
}
static QPixmap GetQPixmapFromSMDH(std::vector<u8>& smdh_data) {
Loader::SMDH smdh;
memcpy(&smdh, smdh_data.data(), sizeof(Loader::SMDH));
bool large = true;
std::vector<u16> icon_data = smdh.GetIcon(large);
const uchar* data = reinterpret_cast<const uchar*>(icon_data.data());
int size = large ? 48 : 24;
QImage icon(data, size, size, QImage::Format::Format_RGB16);
return QPixmap::fromImage(icon);
}
void ConfigurePerGame::LoadConfiguration() {
if (filename.empty()) {
return;
}
ui->display_title_id->setText(
QStringLiteral("%1").arg(title_id, 16, 16, QLatin1Char{'0'}).toUpper());
const auto loader = Loader::GetLoader(filename);
std::string title;
if (loader->ReadTitle(title) == Loader::ResultStatus::Success)
ui->display_name->setText(QString::fromStdString(title));
std::vector<u8> bytes;
if (loader->ReadIcon(bytes) == Loader::ResultStatus::Success) {
scene->clear();
QPixmap map = GetQPixmapFromSMDH(bytes);
scene->addPixmap(map.scaled(ui->icon_view->width(), ui->icon_view->height(),
Qt::IgnoreAspectRatio, Qt::SmoothTransformation));
}
ui->display_filepath->setText(QString::fromStdString(filename));
ui->display_format->setText(
QString::fromStdString(Loader::GetFileTypeString(loader->GetFileType())));
const auto valueText = ReadableByteSize(FileUtil::GetSize(filename));
ui->display_size->setText(valueText);
}