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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92 changed files with 3171 additions and 1546 deletions
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@ -12,6 +12,7 @@
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#include "common/atomic_ops.h"
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#include "common/common_types.h"
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#include "common/logging/log.h"
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#include "common/settings.h"
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#include "common/swap.h"
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#include "core/arm/arm_interface.h"
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#include "core/core.h"
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#include "core/hle/kernel/process.h"
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#include "core/hle/lock.h"
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#include "core/memory.h"
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#include "core/settings.h"
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#include "video_core/renderer_base.h"
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#include "video_core/video_core.h"
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@ -289,7 +289,7 @@ private:
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friend class boost::serialization::access;
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template <class Archive>
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void serialize(Archive& ar, const unsigned int file_version) {
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bool save_n3ds_ram = Settings::values.is_new_3ds;
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bool save_n3ds_ram = Settings::values.is_new_3ds.GetValue();
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ar& save_n3ds_ram;
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ar& boost::serialization::make_binary_object(vram.get(), Memory::VRAM_SIZE);
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ar& boost::serialization::make_binary_object(
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