// SPDX-FileCopyrightText: 2016 Citra Emulator Project // SPDX-License-Identifier: GPL-2.0-or-later #include #include #include #include #include "common/settings.h" #include "core/core.h" #include "ui_configure_general.h" #include "yuzu/configuration/configuration_shared.h" #include "yuzu/configuration/configure_general.h" #include "yuzu/configuration/shared_widget.h" #include "yuzu/uisettings.h" ConfigureGeneral::ConfigureGeneral(const Core::System& system_, std::shared_ptr> group_, const ConfigurationShared::Builder& builder, QWidget* parent) : Tab(group_, parent), ui{std::make_unique()}, system{system_} { ui->setupUi(this); Setup(builder); SetConfiguration(); connect(ui->button_reset_defaults, &QPushButton::clicked, this, &ConfigureGeneral::ResetDefaults); if (!Settings::IsConfiguringGlobal()) { ui->button_reset_defaults->setVisible(false); } } ConfigureGeneral::~ConfigureGeneral() = default; void ConfigureGeneral::SetConfiguration() {} void ConfigureGeneral::Setup(const ConfigurationShared::Builder& builder) { QLayout& layout = *ui->general_widget->layout(); std::map hold{}; for (const auto setting : UISettings::values.linkage.by_category[Settings::Category::UiGeneral]) { auto* widget = builder.BuildWidget(setting, apply_funcs); if (widget == nullptr) { continue; } if (!widget->Valid()) { widget->deleteLater(); continue; } hold.emplace(setting->Id(), widget); } for (const auto& [id, widget] : hold) { layout.addWidget(widget); } } // Called to set the callback when resetting settings to defaults void ConfigureGeneral::SetResetCallback(std::function callback) { reset_callback = std::move(callback); } void ConfigureGeneral::ResetDefaults() { QMessageBox::StandardButton answer = QMessageBox::question( this, tr("yuzu"), tr("This reset all settings and remove all per-game configurations. This will not delete " "game directories, profiles, or input profiles. Proceed?"), QMessageBox::Yes | QMessageBox::No, QMessageBox::No); if (answer == QMessageBox::No) { return; } UISettings::values.reset_to_defaults = true; UISettings::values.is_game_list_reload_pending.exchange(true); reset_callback(); } void ConfigureGeneral::ApplyConfiguration() { bool powered_on = system.IsPoweredOn(); for (const auto& func : apply_funcs) { func(powered_on); } } void ConfigureGeneral::changeEvent(QEvent* event) { if (event->type() == QEvent::LanguageChange) { RetranslateUI(); } QWidget::changeEvent(event); } void ConfigureGeneral::RetranslateUI() { ui->retranslateUi(this); }