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We can simply enable CMAKE_AUTOUIC and let CMake take care of handling the UI code generation for targets. As part of letting CMake automatically handle the header file parsing, we must not name includes with "ui_*" unless they're related to the output of the Qt UIC compiler. Because of this, we need to rename ui_settings, given it would conflict with this restriction.
87 lines
1.7 KiB
C++
87 lines
1.7 KiB
C++
// Copyright 2016 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#pragma once
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#include <array>
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#include <atomic>
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#include <vector>
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#include <QByteArray>
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#include <QString>
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#include <QStringList>
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#include "common/common_types.h"
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namespace UISettings {
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using ContextualShortcut = std::pair<QString, int>;
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struct Shortcut {
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QString name;
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QString group;
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ContextualShortcut shortcut;
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};
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using Themes = std::array<std::pair<const char*, const char*>, 2>;
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extern const Themes themes;
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struct Values {
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QByteArray geometry;
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QByteArray state;
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QByteArray renderwindow_geometry;
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QByteArray gamelist_header_state;
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QByteArray microprofile_geometry;
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bool microprofile_visible;
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bool single_window_mode;
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bool fullscreen;
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bool display_titlebar;
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bool show_filter_bar;
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bool show_status_bar;
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bool confirm_before_closing;
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bool first_start;
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bool select_user_on_boot;
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// Discord RPC
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bool enable_discord_presence;
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u16 screenshot_resolution_factor;
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QString roms_path;
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QString symbols_path;
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QString screenshot_path;
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QString game_directory_path;
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bool game_directory_deepscan;
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QStringList recent_files;
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QString theme;
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// Shortcut name <Shortcut, context>
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std::vector<Shortcut> shortcuts;
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uint32_t callout_flags;
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// logging
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bool show_console;
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// Controllers
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int profile_index;
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// Game List
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bool show_unknown;
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bool show_add_ons;
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uint32_t icon_size;
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uint8_t row_1_text_id;
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uint8_t row_2_text_id;
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std::atomic_bool is_game_list_reload_pending{false};
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bool cache_game_list;
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};
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extern Values values;
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} // namespace UISettings
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