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Completely removes code related to parsing the settings file on the java side. Now all settings are accessed via NativeConfig.kt and config.cpp has been modified to be closer to the core counterpart. Since the core currently uses QSettings, we can't remove reliance from Wini yet. This also includes simplifications to each settings interface to get closer to native code and prepare for per-game settings.
62 lines
1.5 KiB
C++
62 lines
1.5 KiB
C++
// SPDX-FileCopyrightText: Copyright 2023 yuzu Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include <functional>
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#include <string>
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#include <vector>
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#include "common/settings_common.h"
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namespace Settings {
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BasicSetting::BasicSetting(Linkage& linkage, const std::string& name, enum Category category_,
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bool save_, bool runtime_modifiable_, u32 specialization_,
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BasicSetting* other_setting_)
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: label{name}, category{category_}, id{linkage.count}, save{save_},
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runtime_modifiable{runtime_modifiable_}, specialization{specialization_},
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other_setting{other_setting_} {
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linkage.by_key.insert({name, this});
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linkage.by_category[category].push_back(this);
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linkage.count++;
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}
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BasicSetting::~BasicSetting() = default;
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std::string BasicSetting::ToStringGlobal() const {
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return this->ToString();
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}
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bool BasicSetting::UsingGlobal() const {
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return true;
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}
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void BasicSetting::SetGlobal(bool global) {}
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bool BasicSetting::Save() const {
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return save;
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}
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bool BasicSetting::RuntimeModfiable() const {
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return runtime_modifiable;
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}
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Category BasicSetting::GetCategory() const {
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return category;
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}
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u32 BasicSetting::Specialization() const {
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return specialization;
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}
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BasicSetting* BasicSetting::PairedSetting() const {
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return other_setting;
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}
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const std::string& BasicSetting::GetLabel() const {
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return label;
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}
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Linkage::Linkage(u32 initial_count) : count{initial_count} {}
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Linkage::~Linkage() = default;
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} // namespace Settings
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