Commit graph

14 commits

Author SHA1 Message Date
lat9nq
c41451af75 yuzu qt: Revert some usages of string_view
Causes a heap-use-after free reported by AddressSanitizer. This makes
use of std::filesystem::path, but due to that we have to use their
string() function which may not work for all characters.
2021-06-02 19:50:20 -04:00
bunnei
91f559a71f
Merge pull request #6361 from lat9nq/per-hb-cfg
yuzu qt: Handle per-game configs for title id 0
2021-06-01 17:24:08 -07:00
Ameer J
9110cfdefb
Merge pull request #6346 from lat9nq/apply-config-pgc
yuzu qt: Add an Apply button to configuration dialogs
2021-05-27 13:07:53 -04:00
lat9nq
bc38d4c81b yuzu qt: Restore const qualifiers
This addresses review comments.

Co-authored-by: LC <mathew1800@gmail.com>
2021-05-25 21:39:57 -04:00
lat9nq
cfb9bcbe42 yuzu qt: Handle per-game configs for title id 0
Currently with programs that have a 0 title id, yuzu loads the custom
configuration 0000000000000000.ini for per-game configs. This is not
ideal since many homebrews share this id. Instead for these programs, we
load a config that is simply the file name and `.ini` appended to it.
2021-05-25 20:10:41 -04:00
Morph
065867e2c2
common: fs: Rework the Common Filesystem interface to make use of std::filesystem (#6270)
* common: fs: fs_types: Create filesystem types

Contains various filesystem types used by the Common::FS library

* common: fs: fs_util: Add std::string to std::u8string conversion utility

* common: fs: path_util: Add utlity functions for paths

Contains various utility functions for getting or manipulating filesystem paths used by the Common::FS library

* common: fs: file: Rewrite the IOFile implementation

* common: fs: Reimplement Common::FS library using std::filesystem

* common: fs: fs_paths: Add fs_paths to replace common_paths

* common: fs: path_util: Add the rest of the path functions

* common: Remove the previous Common::FS implementation

* general: Remove unused fs includes

* string_util: Remove unused function and include

* nvidia_flags: Migrate to the new Common::FS library

* settings: Migrate to the new Common::FS library

* logging: backend: Migrate to the new Common::FS library

* core: Migrate to the new Common::FS library

* perf_stats: Migrate to the new Common::FS library

* reporter: Migrate to the new Common::FS library

* telemetry_session: Migrate to the new Common::FS library

* key_manager: Migrate to the new Common::FS library

* bis_factory: Migrate to the new Common::FS library

* registered_cache: Migrate to the new Common::FS library

* xts_archive: Migrate to the new Common::FS library

* service: acc: Migrate to the new Common::FS library

* applets/profile: Migrate to the new Common::FS library

* applets/web: Migrate to the new Common::FS library

* service: filesystem: Migrate to the new Common::FS library

* loader: Migrate to the new Common::FS library

* gl_shader_disk_cache: Migrate to the new Common::FS library

* nsight_aftermath_tracker: Migrate to the new Common::FS library

* vulkan_library: Migrate to the new Common::FS library

* configure_debug: Migrate to the new Common::FS library

* game_list_worker: Migrate to the new Common::FS library

* config: Migrate to the new Common::FS library

* configure_filesystem: Migrate to the new Common::FS library

* configure_per_game_addons: Migrate to the new Common::FS library

* configure_profile_manager: Migrate to the new Common::FS library

* configure_ui: Migrate to the new Common::FS library

* input_profiles: Migrate to the new Common::FS library

* yuzu_cmd: config: Migrate to the new Common::FS library

* yuzu_cmd: Migrate to the new Common::FS library

* vfs_real: Migrate to the new Common::FS library

* vfs: Migrate to the new Common::FS library

* vfs_libzip: Migrate to the new Common::FS library

* service: bcat: Migrate to the new Common::FS library

* yuzu: main: Migrate to the new Common::FS library

* vfs_real: Delete the contents of an existing file in CreateFile

Current usages of CreateFile expect to delete the contents of an existing file, retain this behavior for now.

* input_profiles: Don't iterate the input profile dir if it does not exist

Silences an error produced in the log if the directory does not exist.

* game_list_worker: Skip parsing file if the returned VfsFile is nullptr

Prevents crashes in GetLoader when the virtual file is nullptr

* common: fs: Validate paths for path length

* service: filesystem: Open the mod load directory as read only
2021-05-25 19:32:56 -04:00
lat9nq
c1bad4357a yuzu qt: Add an Apply button to configuration dialogs
Most of the code already exists to do this, but the Apply button itself
was never added. This adds a button and boolean that tells yuzu to save
the configuration after applying settings, even if close/Cancel is
pressed on the dialog. Changes after applying will not be saved when
Cancel is pressed, though.
2021-05-25 02:25:39 -04:00
lat9nq
ab2677f0a1 configuration: Add CPU tab to game properties
Allows setting CPU accuracy to Accurate or Unsafe per-game, as well as
the accuracy options for Unsafe. Debug is not allowed here as a per-game
CPU accuracy.
2021-05-16 01:31:42 -04:00
bunnei
a4c6712a4b common: Move settings to common from core.
- Removes a dependency on core and input_common from common.
2021-04-14 16:24:03 -07:00
Lioncash
5bc4eabe36 core: Eliminate remaining usages of the global system instance
Removes all remaining usages of the global system instance. After this,
migration can begin to migrate to being constructed and managed entirely
by the various frontends.
2020-11-27 11:40:45 -05:00
Lioncash
6f8a06bac5 patch_manager: Remove usages of the global system instance
With this, only 19 usages of the global system instance remain within
the core library.

We're almost there.
2020-11-18 09:36:48 -05:00
Morph
57d89e291d input_profiles: Implement input profiles 2020-11-15 23:33:19 -05:00
Lioncash
7aae6d6d2b core/settings: Move configuring_global behind an API
Rather than have directly modified global state here, we can make it an
implementation detail and have an interface that changes are queried
through.
2020-11-04 04:16:37 -05:00
lat9nq
63d23835ef
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>
2020-07-09 22:42:09 -04:00