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
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
92 changed files with 3171 additions and 1546 deletions

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@ -4,9 +4,10 @@
#include <cmath>
#include <mutex>
#include "common/settings.h"
#include "core/3ds.h"
#include "core/frontend/emu_window.h"
#include "core/frontend/input.h"
#include "core/settings.h"
namespace Frontend {
/// We need a global touch state that is shared across the different window instances
@ -63,14 +64,14 @@ EmuWindow::~EmuWindow() = default;
*/
static bool IsWithinTouchscreen(const Layout::FramebufferLayout& layout, unsigned framebuffer_x,
unsigned framebuffer_y) {
if (Settings::values.render_3d == Settings::StereoRenderOption::SideBySide) {
if (Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::SideBySide) {
return (framebuffer_y >= layout.bottom_screen.top &&
framebuffer_y < layout.bottom_screen.bottom &&
((framebuffer_x >= layout.bottom_screen.left / 2 &&
framebuffer_x < layout.bottom_screen.right / 2) ||
(framebuffer_x >= (layout.bottom_screen.left / 2) + (layout.width / 2) &&
framebuffer_x < (layout.bottom_screen.right / 2) + (layout.width / 2))));
} else if (Settings::values.render_3d == Settings::StereoRenderOption::CardboardVR) {
} else if (Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::CardboardVR) {
return (framebuffer_y >= layout.bottom_screen.top &&
framebuffer_y < layout.bottom_screen.bottom &&
((framebuffer_x >= layout.bottom_screen.left &&
@ -88,13 +89,13 @@ static bool IsWithinTouchscreen(const Layout::FramebufferLayout& layout, unsigne
std::tuple<unsigned, unsigned> EmuWindow::ClipToTouchScreen(unsigned new_x, unsigned new_y) const {
if (new_x >= framebuffer_layout.width / 2) {
if (Settings::values.render_3d == Settings::StereoRenderOption::SideBySide)
if (Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::SideBySide)
new_x -= framebuffer_layout.width / 2;
else if (Settings::values.render_3d == Settings::StereoRenderOption::CardboardVR)
else if (Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::CardboardVR)
new_x -=
(framebuffer_layout.width / 2) - (framebuffer_layout.cardboard.user_x_shift * 2);
}
if (Settings::values.render_3d == Settings::StereoRenderOption::SideBySide) {
if (Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::SideBySide) {
new_x = std::max(new_x, framebuffer_layout.bottom_screen.left / 2);
new_x = std::min(new_x, framebuffer_layout.bottom_screen.right / 2 - 1);
} else {
@ -122,14 +123,14 @@ bool EmuWindow::TouchPressed(unsigned framebuffer_x, unsigned framebuffer_y) {
return false;
if (framebuffer_x >= framebuffer_layout.width / 2) {
if (Settings::values.render_3d == Settings::StereoRenderOption::SideBySide)
if (Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::SideBySide)
framebuffer_x -= framebuffer_layout.width / 2;
else if (Settings::values.render_3d == Settings::StereoRenderOption::CardboardVR)
else if (Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::CardboardVR)
framebuffer_x -=
(framebuffer_layout.width / 2) - (framebuffer_layout.cardboard.user_x_shift * 2);
}
std::lock_guard guard(touch_state->mutex);
if (Settings::values.render_3d == Settings::StereoRenderOption::SideBySide) {
if (Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::SideBySide) {
touch_state->touch_x =
static_cast<float>(framebuffer_x - framebuffer_layout.bottom_screen.left / 2) /
(framebuffer_layout.bottom_screen.right / 2 -
@ -173,55 +174,59 @@ void EmuWindow::UpdateCurrentFramebufferLayout(unsigned width, unsigned height,
bool is_portrait_mode) {
Layout::FramebufferLayout layout;
const auto layout_option = Settings::values.layout_option;
const auto min_size =
Layout::GetMinimumSizeFromLayout(layout_option, Settings::values.upright_screen);
const auto min_size = Layout::GetMinimumSizeFromLayout(
layout_option.GetValue(), Settings::values.upright_screen.GetValue());
if (Settings::values.custom_layout == true) {
if (Settings::values.custom_layout.GetValue() == true) {
layout = Layout::CustomFrameLayout(width, height);
} else {
width = std::max(width, min_size.first);
height = std::max(height, min_size.second);
// If in portrait mode, only the MobilePortrait option really makes sense
const Settings::LayoutOption layout_option = is_portrait_mode
? Settings::LayoutOption::MobilePortrait
: Settings::values.layout_option;
const Settings::LayoutOption layout_option =
is_portrait_mode ? Settings::LayoutOption::MobilePortrait
: Settings::values.layout_option.GetValue();
switch (layout_option) {
case Settings::LayoutOption::SingleScreen:
layout = Layout::SingleFrameLayout(width, height, Settings::values.swap_screen,
Settings::values.upright_screen);
layout =
Layout::SingleFrameLayout(width, height, Settings::values.swap_screen.GetValue(),
Settings::values.upright_screen.GetValue());
break;
case Settings::LayoutOption::LargeScreen:
layout = Layout::LargeFrameLayout(width, height, Settings::values.swap_screen,
Settings::values.upright_screen);
layout =
Layout::LargeFrameLayout(width, height, Settings::values.swap_screen.GetValue(),
Settings::values.upright_screen.GetValue());
break;
case Settings::LayoutOption::SideScreen:
layout = Layout::SideFrameLayout(width, height, Settings::values.swap_screen,
Settings::values.upright_screen);
layout = Layout::SideFrameLayout(width, height, Settings::values.swap_screen.GetValue(),
Settings::values.upright_screen.GetValue());
break;
#ifndef ANDROID
case Settings::LayoutOption::SeparateWindows:
layout = Layout::SeparateWindowsLayout(width, height, is_secondary,
Settings::values.upright_screen);
Settings::values.upright_screen.GetValue());
break;
#endif
case Settings::LayoutOption::MobilePortrait:
layout = Layout::MobilePortraitFrameLayout(width, height, Settings::values.swap_screen);
layout = Layout::MobilePortraitFrameLayout(width, height,
Settings::values.swap_screen.GetValue());
break;
case Settings::LayoutOption::MobileLandscape:
layout = Layout::MobileLandscapeFrameLayout(width, height, Settings::values.swap_screen,
2.25f, false);
layout = Layout::MobileLandscapeFrameLayout(
width, height, Settings::values.swap_screen.GetValue(), 2.25f, false);
break;
case Settings::LayoutOption::Default:
default:
layout = Layout::DefaultFrameLayout(width, height, Settings::values.swap_screen,
Settings::values.upright_screen);
layout =
Layout::DefaultFrameLayout(width, height, Settings::values.swap_screen.GetValue(),
Settings::values.upright_screen.GetValue());
break;
}
UpdateMinimumWindowSize(min_size);
}
if (Settings::values.render_3d == Settings::StereoRenderOption::CardboardVR) {
if (Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::CardboardVR) {
layout = Layout::GetCardboardSettings(layout);
}
NotifyFramebufferLayoutChanged(layout);