mirror of
https://github.com/yuzu-emu/yuzu.git
synced 2024-11-23 17:15:46 +01:00
main: Add an option to modify the currrent game's configuration
Creates a new entry in the Emulation menu called "Configure Current Game..." that is only available if a game is currently being executed in yuzu. When selected, it opens the game properties dialog for the current game. Thanks to @BSoDGamingYT for reminding me to do this.
This commit is contained in:
parent
2b601e8636
commit
9f972b7d01
@ -894,6 +894,8 @@ void GMainWindow::ConnectMenuEvents() {
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connect(ui.action_Open_FAQ, &QAction::triggered, this, &GMainWindow::OnOpenFAQ);
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connect(ui.action_Open_FAQ, &QAction::triggered, this, &GMainWindow::OnOpenFAQ);
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connect(ui.action_Restart, &QAction::triggered, this, [this] { BootGame(QString(game_path)); });
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connect(ui.action_Restart, &QAction::triggered, this, [this] { BootGame(QString(game_path)); });
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connect(ui.action_Configure, &QAction::triggered, this, &GMainWindow::OnConfigure);
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connect(ui.action_Configure, &QAction::triggered, this, &GMainWindow::OnConfigure);
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connect(ui.action_Configure_Current_Game, &QAction::triggered, this,
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&GMainWindow::OnConfigurePerGame);
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// View
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// View
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connect(ui.action_Single_Window_Mode, &QAction::triggered, this,
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connect(ui.action_Single_Window_Mode, &QAction::triggered, this,
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@ -1167,6 +1169,7 @@ void GMainWindow::ShutdownGame() {
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ui.action_Pause->setEnabled(false);
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ui.action_Pause->setEnabled(false);
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ui.action_Stop->setEnabled(false);
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ui.action_Stop->setEnabled(false);
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ui.action_Restart->setEnabled(false);
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ui.action_Restart->setEnabled(false);
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ui.action_Configure_Current_Game->setEnabled(false);
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ui.action_Report_Compatibility->setEnabled(false);
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ui.action_Report_Compatibility->setEnabled(false);
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ui.action_Load_Amiibo->setEnabled(false);
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ui.action_Load_Amiibo->setEnabled(false);
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ui.action_Capture_Screenshot->setEnabled(false);
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ui.action_Capture_Screenshot->setEnabled(false);
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@ -1718,26 +1721,7 @@ void GMainWindow::OnGameListOpenPerGameProperties(const std::string& file) {
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return;
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return;
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}
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}
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ConfigurePerGame dialog(this, title_id);
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OpenPerGameConfiguration(title_id, file);
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dialog.LoadFromFile(v_file);
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auto result = dialog.exec();
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if (result == QDialog::Accepted) {
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dialog.ApplyConfiguration();
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const auto reload = UISettings::values.is_game_list_reload_pending.exchange(false);
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if (reload) {
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game_list->PopulateAsync(UISettings::values.game_dirs);
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}
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// Do not cause the global config to write local settings into the config file
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Settings::RestoreGlobalState();
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if (!Core::System::GetInstance().IsPoweredOn()) {
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config->Save();
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}
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} else {
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Settings::RestoreGlobalState();
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}
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}
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}
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void GMainWindow::OnMenuLoadFile() {
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void GMainWindow::OnMenuLoadFile() {
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@ -2066,6 +2050,7 @@ void GMainWindow::OnStartGame() {
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ui.action_Pause->setEnabled(true);
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ui.action_Pause->setEnabled(true);
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ui.action_Stop->setEnabled(true);
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ui.action_Stop->setEnabled(true);
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ui.action_Restart->setEnabled(true);
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ui.action_Restart->setEnabled(true);
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ui.action_Configure_Current_Game->setEnabled(true);
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ui.action_Report_Compatibility->setEnabled(true);
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ui.action_Report_Compatibility->setEnabled(true);
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discord_rpc->Update();
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discord_rpc->Update();
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@ -2255,6 +2240,36 @@ void GMainWindow::OnConfigure() {
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UpdateStatusButtons();
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UpdateStatusButtons();
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}
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}
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void GMainWindow::OnConfigurePerGame() {
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const u64 title_id = Core::System::GetInstance().CurrentProcess()->GetTitleID();
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OpenPerGameConfiguration(title_id, game_path.toStdString());
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}
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void GMainWindow::OpenPerGameConfiguration(u64 title_id, const std::string& file_name) {
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const auto v_file = Core::GetGameFileFromPath(vfs, file_name);
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ConfigurePerGame dialog(this, title_id);
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dialog.LoadFromFile(v_file);
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auto result = dialog.exec();
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if (result == QDialog::Accepted) {
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dialog.ApplyConfiguration();
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const auto reload = UISettings::values.is_game_list_reload_pending.exchange(false);
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if (reload) {
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game_list->PopulateAsync(UISettings::values.game_dirs);
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}
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// Do not cause the global config to write local settings into the config file
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Settings::RestoreGlobalState();
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if (!Core::System::GetInstance().IsPoweredOn()) {
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config->Save();
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}
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} else {
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Settings::RestoreGlobalState();
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}
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}
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void GMainWindow::OnLoadAmiibo() {
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void GMainWindow::OnLoadAmiibo() {
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const QString extensions{QStringLiteral("*.bin")};
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const QString extensions{QStringLiteral("*.bin")};
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const QString file_filter = tr("Amiibo File (%1);; All Files (*.*)").arg(extensions);
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const QString file_filter = tr("Amiibo File (%1);; All Files (*.*)").arg(extensions);
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@ -216,6 +216,7 @@ private slots:
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void OnMenuInstallToNAND();
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void OnMenuInstallToNAND();
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void OnMenuRecentFile();
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void OnMenuRecentFile();
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void OnConfigure();
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void OnConfigure();
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void OnConfigurePerGame();
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void OnLoadAmiibo();
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void OnLoadAmiibo();
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void OnOpenYuzuFolder();
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void OnOpenYuzuFolder();
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void OnAbout();
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void OnAbout();
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@ -249,6 +250,7 @@ private:
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void ShowMouseCursor();
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void ShowMouseCursor();
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void OpenURL(const QUrl& url);
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void OpenURL(const QUrl& url);
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void LoadTranslation();
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void LoadTranslation();
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void OpenPerGameConfiguration(u64 title_id, const std::string& file_name);
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Ui::MainWindow ui;
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Ui::MainWindow ui;
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@ -81,6 +81,7 @@
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<addaction name="action_Restart"/>
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<addaction name="action_Restart"/>
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<addaction name="separator"/>
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<addaction name="separator"/>
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<addaction name="action_Configure"/>
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<addaction name="action_Configure"/>
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<addaction name="action_Configure_Current_Game"/>
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</widget>
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</widget>
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<widget class="QMenu" name="menu_View">
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<widget class="QMenu" name="menu_View">
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<property name="title">
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<property name="title">
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@ -287,6 +288,14 @@
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<string>Capture Screenshot</string>
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<string>Capture Screenshot</string>
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</property>
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</property>
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</action>
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</action>
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<action name="action_Configure_Current_Game">
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<property name="enabled">
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<bool>false</bool>
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</property>
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<property name="text">
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<string>Configure Current Game..</string>
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</property>
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</action>
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</widget>
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</widget>
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<resources/>
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<resources/>
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<connections/>
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<connections/>
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