suyu/src/yuzu/main.h

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chore: make yuzu REUSE compliant [REUSE] is a specification that aims at making file copyright information consistent, so that it can be both human and machine readable. It basically requires that all files have a header containing copyright and licensing information. When this isn't possible, like when dealing with binary assets, generated files or embedded third-party dependencies, it is permitted to insert copyright information in the `.reuse/dep5` file. Oh, and it also requires that all the licenses used in the project are present in the `LICENSES` folder, that's why the diff is so huge. This can be done automatically with `reuse download --all`. The `reuse` tool also contains a handy subcommand that analyzes the project and tells whether or not the project is (still) compliant, `reuse lint`. Following REUSE has a few advantages over the current approach: - Copyright information is easy to access for users / downstream - Files like `dist/license.md` do not need to exist anymore, as `.reuse/dep5` is used instead - `reuse lint` makes it easy to ensure that copyright information of files like binary assets / images is always accurate and up to date To add copyright information of files that didn't have it I looked up who committed what and when, for each file. As yuzu contributors do not have to sign a CLA or similar I couldn't assume that copyright ownership was of the "yuzu Emulator Project", so I used the name and/or email of the commit author instead. [REUSE]: https://reuse.software Follow-up to 01cf05bc75b1e47beb08937439f3ed9339e7b254
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// SPDX-FileCopyrightText: 2014 Citra Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
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#pragma once
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#include <memory>
#include <optional>
#include <filesystem>
#include <QMainWindow>
#include <QMessageBox>
#include <QPushButton>
#include <QTimer>
#include <QTranslator>
#include "common/announce_multiplayer_room.h"
#include "common/common_types.h"
#include "configuration/qt_config.h"
#include "input_common/drivers/tas_input.h"
#include "yuzu/compatibility_list.h"
#include "yuzu/hotkeys.h"
#include "yuzu/util/controller_navigation.h"
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#ifdef __unix__
#include <QVariant>
#include <QtDBus/QDBusInterface>
#include <QtDBus/QtDBus>
#endif
class QtConfig;
class ClickableLabel;
class EmuThread;
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class GameList;
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class GImageInfo;
class GRenderWindow;
class LoadingScreen;
class MicroProfileDialog;
class OverlayDialog;
class ProfilerWidget;
class ControllerDialog;
class QLabel;
class MultiplayerState;
class QPushButton;
class QProgressDialog;
class QSlider;
class QHBoxLayout;
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class WaitTreeWidget;
enum class GameListOpenTarget;
enum class GameListRemoveTarget;
enum class GameListShortcutTarget;
enum class DumpRomFSTarget;
enum class InstalledEntryType;
class GameListPlaceholder;
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class QtAmiiboSettingsDialog;
class QtControllerSelectorDialog;
class QtProfileSelectionDialog;
class QtSoftwareKeyboardDialog;
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class QtNXWebEngineView;
enum class StartGameType {
Normal, // Can use custom configuration
Global, // Only uses global configuration
};
enum class AmLaunchType {
UserInitiated,
ApplicationInitiated,
};
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namespace Core {
enum class SystemResultStatus : u32;
class System;
} // namespace Core
namespace Core::Frontend {
struct CabinetParameters;
struct ControllerParameters;
struct InlineAppearParameters;
struct InlineTextParameters;
struct KeyboardInitializeParameters;
struct ProfileSelectParameters;
} // namespace Core::Frontend
namespace DiscordRPC {
class DiscordInterface;
}
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namespace PlayTime {
class PlayTimeManager;
}
namespace FileSys {
class ContentProvider;
class ManualContentProvider;
class VfsFilesystem;
} // namespace FileSys
namespace InputCommon {
class InputSubsystem;
}
namespace Service::AM::Applets {
enum class SwkbdResult : u32;
enum class SwkbdTextCheckResult : u32;
enum class SwkbdReplyType : u32;
enum class WebExitReason : u32;
} // namespace Service::AM::Applets
namespace Service::NFC {
class NfcDevice;
} // namespace Service::NFC
namespace Service::NFP {
enum class CabinetMode : u8;
} // namespace Service::NFP
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namespace Ui {
class MainWindow;
}
enum class EmulatedDirectoryTarget {
NAND,
SDMC,
};
enum class InstallResult {
Success,
Overwrite,
Failure,
BaseInstallAttempted,
};
enum class ReinitializeKeyBehavior {
NoWarning,
Warning,
};
namespace VkDeviceInfo {
class Record;
}
class VolumeButton : public QPushButton {
Q_OBJECT
public:
explicit VolumeButton(QWidget* parent = nullptr) : QPushButton(parent), scroll_multiplier(1) {
connect(&scroll_timer, &QTimer::timeout, this, &VolumeButton::ResetMultiplier);
}
signals:
void VolumeChanged();
protected:
void wheelEvent(QWheelEvent* event) override;
private slots:
void ResetMultiplier();
private:
int scroll_multiplier;
QTimer scroll_timer;
constexpr static int MaxMultiplier = 8;
};
class GMainWindow : public QMainWindow {
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Q_OBJECT
/// Max number of recently loaded items to keep track of
static const int max_recent_files_item = 10;
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// TODO: Make use of this!
enum {
UI_IDLE,
UI_EMU_BOOTING,
UI_EMU_RUNNING,
UI_EMU_STOPPING,
};
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enum {
CREATE_SHORTCUT_MSGBOX_FULLSCREEN_YES,
CREATE_SHORTCUT_MSGBOX_SUCCESS,
CREATE_SHORTCUT_MSGBOX_ERROR,
CREATE_SHORTCUT_MSGBOX_APPVOLATILE_WARNING,
};
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public:
void filterBarSetChecked(bool state);
void UpdateUITheme();
explicit GMainWindow(std::unique_ptr<QtConfig> config_, bool has_broken_vulkan);
~GMainWindow() override;
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bool DropAction(QDropEvent* event);
void AcceptDropEvent(QDropEvent* event);
signals:
/**
* Signal that is emitted when a new EmuThread has been created and an emulation session is
* about to start. At this time, the core system emulation has been initialized, and all
* emulation handles and memory should be valid.
*
* @param emu_thread Pointer to the newly created EmuThread (to be used by widgets that need to
* access/change emulation state).
*/
void EmulationStarting(EmuThread* emu_thread);
/**
* Signal that is emitted when emulation is about to stop. At this time, the EmuThread and core
* system emulation handles and memory are still valid, but are about become invalid.
*/
void EmulationStopping();
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// Signal that tells widgets to update icons to use the current theme
void UpdateThemedIcons();
void UpdateInstallProgress();
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void AmiiboSettingsFinished(bool is_success, const std::string& name);
void ControllerSelectorReconfigureFinished(bool is_success);
void ErrorDisplayFinished();
void ProfileSelectorFinishedSelection(std::optional<Common::UUID> uuid);
void SoftwareKeyboardSubmitNormalText(Service::AM::Applets::SwkbdResult result,
std::u16string submitted_text, bool confirmed);
void SoftwareKeyboardSubmitInlineText(Service::AM::Applets::SwkbdReplyType reply_type,
std::u16string submitted_text, s32 cursor_position);
void WebBrowserExtractOfflineRomFS();
void WebBrowserClosed(Service::AM::Applets::WebExitReason exit_reason, std::string last_url);
void SigInterrupt();
public slots:
void OnLoadComplete();
void OnExecuteProgram(std::size_t program_index);
void OnExit();
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void OnSaveConfig();
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void AmiiboSettingsShowDialog(const Core::Frontend::CabinetParameters& parameters,
std::shared_ptr<Service::NFC::NfcDevice> nfp_device);
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void AmiiboSettingsRequestExit();
void ControllerSelectorReconfigureControllers(
const Core::Frontend::ControllerParameters& parameters);
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void ControllerSelectorRequestExit();
void SoftwareKeyboardInitialize(
bool is_inline, Core::Frontend::KeyboardInitializeParameters initialize_parameters);
void SoftwareKeyboardShowNormal();
void SoftwareKeyboardShowTextCheck(Service::AM::Applets::SwkbdTextCheckResult text_check_result,
std::u16string text_check_message);
void SoftwareKeyboardShowInline(Core::Frontend::InlineAppearParameters appear_parameters);
void SoftwareKeyboardHideInline();
void SoftwareKeyboardInlineTextChanged(Core::Frontend::InlineTextParameters text_parameters);
void SoftwareKeyboardExit();
void ErrorDisplayDisplayError(QString error_code, QString error_text);
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void ErrorDisplayRequestExit();
void ProfileSelectorSelectProfile(const Core::Frontend::ProfileSelectParameters& parameters);
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void ProfileSelectorRequestExit();
void WebBrowserOpenWebPage(const std::string& main_url, const std::string& additional_args,
bool is_local);
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void WebBrowserRequestExit();
void OnAppFocusStateChanged(Qt::ApplicationState state);
void OnTasStateChanged();
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private:
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/// Updates an action's shortcut and text to reflect an updated hotkey from the hotkey registry.
void LinkActionShortcut(QAction* action, const QString& action_name,
const bool tas_allowed = false);
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void RegisterMetaTypes();
void InitializeWidgets();
void InitializeDebugWidgets();
void InitializeRecentFileMenuActions();
void SetDefaultUIGeometry();
void RestoreUIState();
void ConnectWidgetEvents();
void ConnectMenuEvents();
void UpdateMenuState();
void SetupPrepareForSleep();
void PreventOSSleep();
void AllowOSSleep();
bool LoadROM(const QString& filename, u64 program_id, std::size_t program_index,
AmLaunchType launch_type);
void BootGame(const QString& filename, u64 program_id = 0, std::size_t program_index = 0,
StartGameType with_config = StartGameType::Normal,
AmLaunchType launch_type = AmLaunchType::UserInitiated);
void ShutdownGame();
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void ShowTelemetryCallout();
void SetDiscordEnabled(bool state);
void LoadAmiibo(const QString& filename);
bool SelectAndSetCurrentUser(const Core::Frontend::ProfileSelectParameters& parameters);
/**
* Stores the filename in the recently loaded files list.
* The new filename is stored at the beginning of the recently loaded files list.
* After inserting the new entry, duplicates are removed meaning that if
* this was inserted from \a OnMenuRecentFile(), the entry will be put on top
* and remove from its previous position.
*
* Finally, this function calls \a UpdateRecentFiles() to update the UI.
*
* @param filename the filename to store
*/
void StoreRecentFile(const QString& filename);
/**
* Updates the recent files menu.
* Menu entries are rebuilt from the configuration file.
* If there is no entry in the menu, the menu is greyed out.
*/
void UpdateRecentFiles();
/**
* If the emulation is running,
* asks the user if he really want to close the emulator
*
* @return true if the user confirmed
*/
bool ConfirmClose();
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bool ConfirmChangeGame();
bool ConfirmForceLockedExit();
void RequestGameExit();
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void RequestGameResume();
void changeEvent(QEvent* event) override;
void closeEvent(QCloseEvent* event) override;
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std::string CreateTASFramesString(
std::array<size_t, InputCommon::TasInput::PLAYER_NUMBER> frames) const;
#ifdef __unix__
void SetupSigInterrupts();
static void HandleSigInterrupt(int);
void OnSigInterruptNotifierActivated();
#endif
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private slots:
void OnStartGame();
void OnRestartGame();
void OnPauseGame();
void OnPauseContinueGame();
void OnStopGame();
void OnPrepareForSleep(bool prepare_sleep);
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void OnMenuReportCompatibility();
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void OnOpenModsPage();
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void OnOpenQuickstartGuide();
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void OnOpenFAQ();
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/// Called whenever a user selects a game in the game list widget.
void OnGameListLoadFile(QString game_path, u64 program_id);
void OnGameListOpenFolder(u64 program_id, GameListOpenTarget target,
const std::string& game_path);
void OnTransferableShaderCacheOpenFile(u64 program_id);
void OnGameListRemoveInstalledEntry(u64 program_id, InstalledEntryType type);
void OnGameListRemoveFile(u64 program_id, GameListRemoveTarget target,
const std::string& game_path);
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void OnGameListRemovePlayTimeData(u64 program_id);
void OnGameListDumpRomFS(u64 program_id, const std::string& game_path, DumpRomFSTarget target);
void OnGameListVerifyIntegrity(const std::string& game_path);
void OnGameListCopyTID(u64 program_id);
void OnGameListNavigateToGamedbEntry(u64 program_id,
const CompatibilityList& compatibility_list);
void OnGameListCreateShortcut(u64 program_id, const std::string& game_path,
GameListShortcutTarget target);
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void OnGameListOpenDirectory(const QString& directory);
void OnGameListAddDirectory();
void OnGameListShowList(bool show);
void OnGameListOpenPerGameProperties(const std::string& file);
void OnMenuLoadFile();
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void OnMenuLoadFolder();
void IncrementInstallProgress();
void OnMenuInstallToNAND();
void OnMenuRecentFile();
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void OnConfigure();
void OnConfigureTas();
void OnDecreaseVolume();
void OnIncreaseVolume();
void OnMute();
void OnTasStartStop();
void OnTasRecord();
void OnTasReset();
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void OnToggleGraphicsAPI();
void OnToggleDockedMode();
void OnToggleGpuAccuracy();
void OnToggleAdaptingFilter();
void OnConfigurePerGame();
void OnLoadAmiibo();
void OnOpenYuzuFolder();
void OnVerifyInstalledContents();
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void OnAbout();
void OnToggleFilterBar();
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void OnToggleStatusBar();
void OnDisplayTitleBars(bool);
void InitializeHotkeys();
void ToggleFullscreen();
bool UsingExclusiveFullscreen();
void ShowFullscreen();
void HideFullscreen();
void ToggleWindowMode();
void ResetWindowSize(u32 width, u32 height);
void ResetWindowSize720();
void ResetWindowSize900();
void ResetWindowSize1080();
void OnAlbum();
void OnCabinet(Service::NFP::CabinetMode mode);
void OnMiiEdit();
void OnOpenControllerMenu();
void OnCaptureScreenshot();
void OnReinitializeKeys(ReinitializeKeyBehavior behavior);
void OnLanguageChanged(const QString& locale);
void OnMouseActivity();
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bool OnShutdownBegin();
void OnShutdownBeginDialog();
void OnEmulationStopped();
void OnEmulationStopTimeExpired();
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private:
QString GetGameListErrorRemoving(InstalledEntryType type) const;
void RemoveBaseContent(u64 program_id, InstalledEntryType type);
void RemoveUpdateContent(u64 program_id, InstalledEntryType type);
void RemoveAddOnContent(u64 program_id, InstalledEntryType type);
void RemoveTransferableShaderCache(u64 program_id, GameListRemoveTarget target);
void RemoveVulkanDriverPipelineCache(u64 program_id);
void RemoveAllTransferableShaderCaches(u64 program_id);
void RemoveCustomConfiguration(u64 program_id, const std::string& game_path);
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void RemovePlayTimeData(u64 program_id);
void RemoveCacheStorage(u64 program_id);
bool SelectRomFSDumpTarget(const FileSys::ContentProvider&, u64 program_id,
u64* selected_title_id, u8* selected_content_record_type);
InstallResult InstallNSP(const QString& filename);
InstallResult InstallNCA(const QString& filename);
void MigrateConfigFiles();
void UpdateWindowTitle(std::string_view title_name = {}, std::string_view title_version = {},
std::string_view gpu_vendor = {});
void UpdateDockedButton();
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void UpdateAPIText();
void UpdateFilterText();
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void UpdateAAText();
void UpdateVolumeUI();
void UpdateStatusBar();
void UpdateGPUAccuracyButton();
configuration: implement per-game configurations (#4098) * 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>
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void UpdateStatusButtons();
void UpdateUISettings();
void UpdateInputDrivers();
void HideMouseCursor();
void ShowMouseCursor();
void CenterMouseCursor();
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void OpenURL(const QUrl& url);
void LoadTranslation();
void OpenPerGameConfiguration(u64 title_id, const std::string& file_name);
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bool CheckDarkMode();
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bool CheckSystemArchiveDecryption();
bool CheckFirmwarePresence();
void ConfigureFilesystemProvider(const std::string& filepath);
/**
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* Open (or not) the right confirm dialog based on current setting and game exit lock
* @returns true if the player confirmed or the settings do no require it
*/
bool ConfirmShutdownGame();
QString GetTasStateDescription() const;
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bool CreateShortcutMessagesGUI(QWidget* parent, int imsg, const QString& game_title);
bool MakeShortcutIcoPath(const u64 program_id, const std::string_view game_file_name,
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std::filesystem::path& out_icon_path);
bool CreateShortcutLink(const std::filesystem::path& shortcut_path, const std::string& comment,
const std::filesystem::path& icon_path,
const std::filesystem::path& command, const std::string& arguments,
const std::string& categories, const std::string& keywords,
const std::string& name);
/**
* Mimic the behavior of QMessageBox::question but link controller navigation to the dialog
* The only difference is that it returns a boolean.
*
* @returns true if buttons contains QMessageBox::Yes and the user clicks on the "Yes" button.
*/
bool question(QWidget* parent, const QString& title, const QString& text,
QMessageBox::StandardButtons buttons =
QMessageBox::StandardButtons(QMessageBox::Yes | QMessageBox::No),
QMessageBox::StandardButton defaultButton = QMessageBox::NoButton);
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std::unique_ptr<Ui::MainWindow> ui;
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std::unique_ptr<Core::System> system;
std::unique_ptr<DiscordRPC::DiscordInterface> discord_rpc;
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std::unique_ptr<PlayTime::PlayTimeManager> play_time_manager;
std::shared_ptr<InputCommon::InputSubsystem> input_subsystem;
MultiplayerState* multiplayer_state = nullptr;
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GRenderWindow* render_window;
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GameList* game_list;
LoadingScreen* loading_screen;
QTimer shutdown_timer;
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OverlayDialog* shutdown_dialog{};
GameListPlaceholder* game_list_placeholder;
std::vector<VkDeviceInfo::Record> vk_device_records;
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// Status bar elements
QLabel* message_label = nullptr;
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QLabel* shader_building_label = nullptr;
QLabel* res_scale_label = nullptr;
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QLabel* emu_speed_label = nullptr;
QLabel* game_fps_label = nullptr;
QLabel* emu_frametime_label = nullptr;
QLabel* tas_label = nullptr;
QPushButton* gpu_accuracy_button = nullptr;
QPushButton* renderer_status_button = nullptr;
QPushButton* dock_status_button = nullptr;
QPushButton* filter_status_button = nullptr;
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QPushButton* aa_status_button = nullptr;
VolumeButton* volume_button = nullptr;
QWidget* volume_popup = nullptr;
QSlider* volume_slider = nullptr;
QTimer status_bar_update_timer;
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std::unique_ptr<QtConfig> config;
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// Whether emulation is currently running in yuzu.
bool emulation_running = false;
std::unique_ptr<EmuThread> emu_thread;
// The path to the game currently running
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QString current_game_path;
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bool auto_paused = false;
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bool auto_muted = false;
QTimer mouse_hide_timer;
QTimer mouse_center_timer;
QTimer update_input_timer;
QString startup_icon_theme;
bool os_dark_mode = false;
// FS
std::shared_ptr<FileSys::VfsFilesystem> vfs;
std::unique_ptr<FileSys::ManualContentProvider> provider;
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// Debugger panes
ProfilerWidget* profilerWidget;
MicroProfileDialog* microProfileDialog;
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WaitTreeWidget* waitTreeWidget;
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ControllerDialog* controller_dialog;
QAction* actions_recent_files[max_recent_files_item];
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// stores default icon theme search paths for the platform
QStringList default_theme_paths;
HotkeyRegistry hotkey_registry;
QTranslator translator;
// Install progress dialog
QProgressDialog* install_progress;
// Last game booted, used for multi-process apps
QString last_filename_booted;
// Applets
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QtAmiiboSettingsDialog* cabinet_applet = nullptr;
QtControllerSelectorDialog* controller_applet = nullptr;
QtProfileSelectionDialog* profile_select_applet = nullptr;
QDialog* error_applet = nullptr;
QtSoftwareKeyboardDialog* software_keyboard = nullptr;
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QtNXWebEngineView* web_applet = nullptr;
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// True if amiibo file select is visible
bool is_amiibo_file_select_active{};
// True if load file select is visible
bool is_load_file_select_active{};
// True if TAS recording dialog is visible
bool is_tas_recording_dialog_active{};
#ifdef __unix__
QSocketNotifier* sig_interrupt_notifier;
static std::array<int, 3> sig_interrupt_fds;
#endif
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protected:
void dropEvent(QDropEvent* event) override;
void dragEnterEvent(QDragEnterEvent* event) override;
void dragMoveEvent(QDragMoveEvent* event) override;
void leaveEvent(QEvent* event) override;
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};