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* common/fileutil: Convert namespace to Common::FSLioncash2020-08-161-2/+2
| | | | | | | | | | | | Migrates a remaining common file over to the Common namespace, making it consistent with the rest of common files. This also allows for high-traffic FS related code to alias the filesystem function namespace as namespace FS = Common::FS; for more concise typing.
* configure_graphics: Remove Force 30 FPS modeMorph2020-07-281-1/+0
| | | | | | The introduction of multicore rendered this setting non-functional as timing code was changed. This removes the setting entirely.
* Drop settings namespaceDavid Marcec2020-07-171-2/+1
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* Rebase for per game settingsDavid Marcec2020-07-171-0/+3
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* Merge pull request #4347 from lioncash/loggingDavid2020-07-171-38/+39
|\ | | | | settings: Make use of std::string_view over std::string for logging
| * settings: Resolve a sign conversion warning within GetTimeZoneString()Lioncash2020-07-151-5/+5
| | | | | | | | | | A sign conversion warning was occurring due to an int < size_t comparison.
| * settings: Make use of std::string_view over std::string for loggingLioncash2020-07-151-33/+34
| | | | | | | | | | | | | | | | | | In all usages of LogSetting(), string literals are provided. std::string_view is better suited here, as we won't churn a bunch of string allocations every time the settings are logged out. While we're at it, we can fold LogSetting() into LogSettings(), given it's only ever used there.
* | clang-formatlat9nq2020-07-141-2/+1
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* | settings: Move settings sanitization to its own functionlat9nq2020-07-141-0/+6
|/ | | | Creates a new function that can be expanded later to fix other settings that are known to cause emulation errors across executables.
* configuration: implement per-game configurations (#4098)lat9nq2020-07-101-21/+63
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * 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>
* Add a "Mute Audio" hotkeyKewlan2020-06-261-0/+7
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* yuzu: Add frontend settings for assembly shadersReinUsesLisp2020-05-191-0/+1
| | | | | Add settings for assembly shaders. Currently hidden to avoid users from accidentally enabled them.
* core: settings: Add a setting for time zone.bunnei2020-05-111-0/+16
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* settings: Add anisotropic filtering level to the yuzu configuration log (#3875)Morph2020-05-031-0/+1
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* Correct Linux Compile Error.Fernando Sahmkow2020-04-221-0/+8
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* UI: Replasce accurate GPU option for GPU Accuracy LevelFernando Sahmkow2020-04-221-1/+1
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* set: implement GetRegionCodeDan2020-03-191-0/+1
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* core: settings: Add setting to enable vsync, which is on by default.bunnei2020-02-261-0/+1
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* settings: Add option to set BCAT backendZach Hilman2019-09-301-0/+2
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* settings: Update LogSettings to show NAND/SDMC paths from FileUtilZach Hilman2019-09-211-2/+3
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* yuzu: Remove setting for using UnicornLioncash2019-07-111-1/+0
| | | | | | | | | | The JIT is mature enough that this setting can be removed, falling back to Unicorn only on unsupported architectures. Any missing features from Unicorn (of which there are extremely few), are mostly developer-oriented, which most users don't care about. Features should be coordinated with the JIT, not the interpreter, anyhow.
* yuzu: Remove CPU Jit setting from the UIfearlessTobi2019-07-041-1/+1
| | | | A normal user shouldn't change this, as it will slow down the emulation and can lead to bugs or crashes. The renaming is done in order to prevent users from leaving this on without a way to turn it off from the UI.
* rasterizer_opengl: Remove OpenGL core profileReinUsesLisp2019-05-301-1/+0
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* Allow picking a Compatibility Profile for OpenGL.Fernando Sahmkow2019-04-201-0/+1
| | | | | | This option allows picking the compatibility profile since a lot of bugs are fixed in it. We devs will use this option to easierly debug current problems in our Core implementation.:wq
* core/yuzu: Remove enable_nfc settingfearlessTobi2019-03-291-1/+0
| | | | This was initially added to prevent problems from stubbed/not implemented NFC services, but as we never encountered such and as it's only used in a deprecated function anyway, I guess we can just remove it to prevent more clutter of the settings.
* clang fixHexagon122019-03-091-1/+2
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* Log 2 new setting valuesHexagon122019-03-091-0/+2
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* citra_qt: Log settings on launchzhupengfei2019-01-221-0/+29
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* hid: Use player-defined controller type as PREFERRED_CONTROLLERZach Hilman2018-11-191-0/+50
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* video_core; Get rid of global g_toggle_framelimit_enabled variableLioncash2018-08-111-5/+1
| | | | | | | | | Instead, we make a struct for renderer settings and allow the renderer to update all of these settings, getting rid of the need for global-scoped variables. This also uncovered a few indirect inclusions for certain headers, which this commit also fixes.
* video_core: Eliminate the g_renderer global variableLioncash2018-08-041-2/+4
| | | | | | | | | | | | | | We move the initialization of the renderer to the core class, while keeping the creation of it and any other specifics in video_core. This way we can ensure that the renderer is initialized and doesn't give unfettered access to the renderer. This also makes dependencies on types more explicit. For example, the GPU class doesn't need to depend on the existence of a renderer, it only needs to care about whether or not it has a rasterizer, but since it was accessing the global variable, it was also making the renderer a part of its dependency chain. By adjusting the interface, we can get rid of this dependency.
* video_core: Make global EmuWindow instance part of the base renderer classLioncash2018-08-021-5/+3
| | | | | | | | | | | Makes the global a member of the RendererBase class. We also change this to be a reference. Passing any form of null pointer to these functions is incorrect entirely, especially given the code itself assumes that the pointer would always be in a valid state. This also makes it easier to follow the lifecycle of instances being used, as we explicitly interact the renderer with the rasterizer, rather than it just operating on a global pointer.
* Remove references to PICA and rasterizers in video_coreJames Rowe2018-01-131-6/+0
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* hle: Remove a large amount of 3ds-specific service code.bunnei2017-10-101-2/+0
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* SidebySide Layout (#2859)ThaMighty902017-08-251-1/+1
| | | | | | | | | | | | | | | | | | | | | | * added a SidebySide Layout * Reworked, so both screen have the same height and cleaned up screen translates. * added the option in the UI, hope this is the right way to do it. formated framebuffer_layout.cpp * delete the x64 files * deleted ui_configure_graphics.h * added Option for the Layout in the xml * got rid of SIDE_BY_SIDE_ASPECT_RATIO because it was useless. pulled translate into variables * changed shift variables to u32 and moved them in their respective branch. remove notr="true" for the Screen layout drop down * reworked intends :). changed function description for SideFrameLayout * some description reworking
* Core: Fix some out-of-style includesYuri Kunde Schlesner2017-05-281-1/+1
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* ir: implement new 3ds HID via ir:rstwwylele2017-05-041-1/+1
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* ir: implement circle pad prowwylele2017-05-031-0/+2
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* HID: use ButtonDevicewwylele2017-03-011-0/+3
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* removed the possibly uneeded cast on values.gdbstub_portnoah the goodra2017-01-311-1/+1
| | | | as far as i could tell this cast is unneeded because [GDBStub::SetServerPort](https://github.com/citra-emu/citra/blob/master/src/core/gdbstub/gdbstub.cpp#L897) takes a u16 and [values.gdbstub_port](https://github.com/citra-emu/citra/blob/master/src/core/settings.h#L116) is already a u16
* config: Add option for specifying screen resolution scale factor.bunnei2017-01-071-1/+0
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* core: Move emu_window and key_map into coreMerryMage2016-12-231-1/+1
| | | | * Removes circular dependences (common should not depend on core)
* Implement Frame rate limiter (#2223)emmauss2016-12-061-0/+1
| | | | | | * implement frame limiter * fixes
* Support additional screen layouts.James Rowe2016-11-051-0/+7
| | | | | Allows users to choose a single screen layout or a large screen layout. Adds a configuration option to change the prominent screen.
* Use negative priorities to avoid special-casing the self-includeYuri Kunde Schlesner2016-09-211-1/+1
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* Remove empty newlines in #include blocks.Emmanuel Gil Peyrot2016-09-211-3/+0
| | | | | | | This makes clang-format useful on those. Also add a bunch of forgotten transitive includes, which otherwise prevented compilation.
* Sources: Run clang-format on everything.Emmanuel Gil Peyrot2016-09-181-1/+0
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* configure_audio: User-configuratble option to enable/disable audio stretchingMerryMage2016-08-311-0/+1
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* Audio: Add sink selection to configuration filesMerryMage2016-04-301-0/+5
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* Config: Add scaled resolution optiontfarley2016-04-211-1/+1
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* CitraQt: Apply config at startupJannik Vogel2016-04-111-0/+14
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* License changepurpasmart962014-12-211-1/+1
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* Added configuration file system.archshift2014-10-081-0/+11
Uses QSettings on citra-qt, and inih on citra-cli.