summaryrefslogtreecommitdiff
path: root/src/core/settings.h (follow)
Commit message (Collapse)AuthorAgeFilesLines
* common: Move settings to common from core.Gravatar bunnei2021-04-141-265/+0
| | | | - Removes a dependency on core and input_common from common.
* core: settings: Add setting for debug assertions and disable by default.Gravatar bunnei2021-04-141-0/+1
| | | | | | - This is a developer-only setting and no longer needs to be enabled by default. - Also adds "use_auto_stub" setting to SDL frontend while we are here. - Supersedes #1340.
* Merge pull request #6135 from Morph1984/borderless-windowed-fullscreenGravatar bunnei2021-04-111-0/+1
|\ | | | | configure_graphics: Add Borderless Windowed fullscreen mode
| * configure_graphics: Add Borderless Windowed fullscreen modeGravatar Morph2021-04-061-0/+1
| | | | | | | | | | | | The borderless windowed fullscreen mode solves several issues with the presentation of the overlay dialogs and on-screen keyboard in exclusive fullscreen mode, and also has other benefits such as smoother gameplay, lower latency and a significant reduction in screen tearing. Co-authored-by: Its-Rei <kupfel@gmail.com>
* | configuration: Add auto stub toggle that resets on bootGravatar ameerj2021-03-301-0/+1
|/ | | | Auto-stub is an experimental debugging feature that may cause unforseen bugs. This adds a toggle to only allow auto-stubbing unimplemented functions when explicitly enabled when yuzu is launched.
* Add mouse panningGravatar german2021-02-071-2/+3
|
* Merge pull request #5278 from MerryMage/cpuopt_unsafe_inaccurate_nanGravatar bunnei2021-01-031-0/+1
|\ | | | | dynarmic: Add Unsafe_InaccurateNaN optimization
| * dynarmic: Add Unsafe_InaccurateNaN optimizationGravatar MerryMage2021-01-021-0/+1
| |
* | typo fixGravatar Timotej Leginus2021-01-011-1/+1
|/ | | typo fix
* core: settings: Untangle multicore from asynchronous GPU.Gravatar bunnei2020-12-281-3/+0
| | | | - Now that GPU is always threaded, we can support multicore with synchronous GPU.
* Merge pull request #5020 from german77/AnalogfromButtonFixGravatar Morph2020-12-081-0/+2
|\ | | | | Disable analog joystick from buttons by default
| * Disable analog joystick from buttons by defaultGravatar german2020-12-071-0/+2
| |
* | Merge pull request #4937 from german77/multiUDPGravatar bunnei2020-12-011-3/+1
|\ \ | | | | | | InputCommon: Add multiple udp server support
| * | Add multiple udp server supportGravatar german2020-11-251-3/+1
| |/
* / core: Eliminate remaining usages of the global system instanceGravatar Lioncash2020-11-271-2/+6
|/ | | | | | 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.
* Merge pull request #4451 from slashiee/extended-loggingGravatar bunnei2020-11-231-0/+1
|\ | | | | logging/settings: Increase maximum log size to 100 MB and add extended logging option
| * logging/settings: Increase maximum log size to 100 MB and add extended ↵Gravatar M&M2020-08-241-0/+1
| | | | | | | | | | | | | | logging option The extended logging option is automatically disabled on boot but can be enabled afterwards, allowing the log file to go up to 1 GB during that session. This commit also fixes a few errors that are present in the general debug menu.
* | configure_input: Add per-player vibrationGravatar Morph2020-11-151-0/+1
| | | | | | | | | | | | | | Allows for enabling and modifying vibration and vibration strength per player. Also adds a toggle for enabling/disabling accurate vibrations. Co-authored-by: Its-Rei <kupfel@gmail.com>
* | settings: Remove global vibration strength modifierGravatar Morph2020-11-151-1/+0
| | | | | | | | This will be replaced in favor of per-player vibration strength modifiers.
* | configure_input: Hook up the vibration percentage spinboxGravatar Morph2020-11-151-0/+1
| | | | | | | | | | This allows setting the vibration strength percentage anywhere from 1% to 100%. Also hooks up the remaining motion button and checkbox in the Controller Applet.
* | settings: Preparation for per-game input settingsGravatar Morph2020-11-151-11/+46
| |
* | settings: Simplify initializer of resolution factorGravatar Lioncash2020-11-051-1/+1
| | | | | | | | | | This can use a braced initializer to accomplish the same thing with less code.
* | core/settings: Move configuring_global behind an APIGravatar Lioncash2020-11-041-4/+7
| | | | | | | | | | | | Rather than have directly modified global state here, we can make it an implementation detail and have an interface that changes are queried through.
* | video_core: NVDEC ImplementationGravatar ameerj2020-10-261-0/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | This commit aims to implement the NVDEC (Nvidia Decoder) functionality, with video frame decoding being handled by the FFmpeg library. The process begins with Ioctl commands being sent to the NVDEC and VIC (Video Image Composer) emulated devices. These allocate the necessary GPU buffers for the frame data, along with providing information on the incoming video data. A Submit command then signals the GPU to process and decode the frame data. To decode the frame, the respective codec's header must be manually composed from the information provided by NVDEC, then sent with the raw frame data to the ffmpeg library. Currently, H264 and VP9 are supported, with VP9 having some minor artifacting issues related mainly to the reference frame composition in its uncompressed header. Async GPU is not properly implemented at the moment. Co-Authored-By: David <25727384+ogniK5377@users.noreply.github.com>
* | configure_input: Hook up the motion button and checkboxGravatar Morph2020-09-051-0/+1
| | | | | | | | | | This allows toggling motion on or off, and allows access to the motion configuration. Also changes the [waiting] text for motion buttons to Shake! as this is how motion is connected to a player.
* | yuzu: Add motion and touch configurationGravatar FearlessTobi2020-08-291-2/+10
| |
* | Project Mjölnir: Part 1Gravatar Morph2020-08-261-333/+6
|/ | | | | Co-authored-by: James Rowe <jroweboy@gmail.com> Co-authored-by: Its-Rei <kupfel@gmail.com>
* dynarmic: Add unsafe optimizationsGravatar MerryMage2020-08-161-1/+5
|
* configure_graphics: Remove Force 30 FPS modeGravatar Morph2020-07-281-1/+0
| | | | | | The introduction of multicore rendered this setting non-functional as timing code was changed. This removes the setting entirely.
* Rebase for per game settingsGravatar David Marcec2020-07-171-0/+1
|
* Merge pull request #4337 from lat9nq/fix-per-game-asyncGravatar bunnei2020-07-161-0/+3
|\ | | | | main: Set async gpu properly after loading per-game setting
| * settings: Move settings sanitization to its own functionGravatar lat9nq2020-07-141-0/+3
| | | | | | | | Creates a new function that can be expanded later to fix other settings that are known to cause emulation errors across executables.
* | Merge pull request #4294 from MerryMage/cpu-opt-settingsGravatar bunnei2020-07-141-1/+17
|\ \ | | | | | | configuration: Add settings to enable/disable specific CPU optimizations
| * | configure_cpu: Show/Hide debugging optionsGravatar MerryMage2020-07-111-0/+7
| | |
| * | configuration: Add settings to enable/disable specific CPU optimizationsGravatar MerryMage2020-07-111-1/+10
| |/
* / settings: Remove storage size optionsGravatar Morph2020-07-101-29/+0
|/
* configuration: implement per-game configurations (#4098)Gravatar lat9nq2020-07-091-43/+81
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * 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>
* Add a "Mute Audio" hotkeyGravatar Kewlan2020-06-261-0/+3
|
* Merge pull request #3966 from Morph1984/hide-internal-resolution-uiGravatar bunnei2020-06-161-1/+1
|\ | | | | yuzu/frontend: Remove internal resolution option
| * yuzu/frontend: Remove internal resolution optionGravatar Morph2020-06-061-1/+1
| |
* | Implement macro JITGravatar David Marcec2020-05-301-0/+1
|/
* yuzu: Add frontend settings for assembly shadersGravatar ReinUsesLisp2020-05-191-0/+1
| | | | | Add settings for assembly shaders. Currently hidden to avoid users from accidentally enabled them.
* core: settings: Add a setting for time zone.Gravatar bunnei2020-05-111-0/+4
|
* GPU: Add Fast GPU Time Option.Gravatar Fernando Sahmkow2020-04-231-0/+1
|
* Correct Linux Compile Error.Gravatar Fernando Sahmkow2020-04-221-7/+2
|
* UI: Replasce accurate GPU option for GPU Accuracy LevelGravatar Fernando Sahmkow2020-04-221-1/+15
|
* dynarmic: Add option to disable CPU JIT optimizationsGravatar MerryMage2020-04-201-0/+1
|
* set: implement GetRegionCodeGravatar Dan2020-03-191-0/+1
|
* yuzu: Save sound output mode and set it to Stereo by defaultGravatar FearlessTobi2020-03-171-0/+1
|
* Create an "Advanced" tab in the graphics configuration tab and add ↵Gravatar Morph2020-02-271-0/+1
| | | | anisotropic filtering levels.