yuzu: Add docked, GPU accuracy and adapting filter hotkeys
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parent
b720009dc0
commit
49eb78497b
4 changed files with 68 additions and 58 deletions
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@ -806,21 +806,8 @@ void GMainWindow::InitializeWidgets() {
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filter_status_button = new QPushButton();
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filter_status_button->setObjectName(QStringLiteral("TogglableStatusBarButton"));
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filter_status_button->setFocusPolicy(Qt::NoFocus);
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connect(filter_status_button, &QPushButton::clicked, [&] {
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auto filter = Settings::values.scaling_filter.GetValue();
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if (filter == Settings::ScalingFilter::LastFilter) {
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filter = Settings::ScalingFilter::NearestNeighbor;
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} else {
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filter = static_cast<Settings::ScalingFilter>(static_cast<u32>(filter) + 1);
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}
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if (Settings::values.renderer_backend.GetValue() == Settings::RendererBackend::OpenGL &&
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filter == Settings::ScalingFilter::Fsr) {
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filter = Settings::ScalingFilter::NearestNeighbor;
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}
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Settings::values.scaling_filter.SetValue(filter);
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filter_status_button->setChecked(true);
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UpdateFilterText();
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});
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connect(filter_status_button, &QPushButton::clicked, this,
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&GMainWindow::OnToggleAdaptingFilter);
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auto filter = Settings::values.scaling_filter.GetValue();
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if (Settings::values.renderer_backend.GetValue() == Settings::RendererBackend::OpenGL &&
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filter == Settings::ScalingFilter::Fsr) {
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@ -835,25 +822,7 @@ void GMainWindow::InitializeWidgets() {
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dock_status_button = new QPushButton();
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dock_status_button->setObjectName(QStringLiteral("TogglableStatusBarButton"));
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dock_status_button->setFocusPolicy(Qt::NoFocus);
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connect(dock_status_button, &QPushButton::clicked, [&] {
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const bool is_docked = Settings::values.use_docked_mode.GetValue();
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auto* player_1 = system->HIDCore().GetEmulatedController(Core::HID::NpadIdType::Player1);
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auto* handheld = system->HIDCore().GetEmulatedController(Core::HID::NpadIdType::Handheld);
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if (!is_docked && handheld->IsConnected()) {
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QMessageBox::warning(this, tr("Invalid config detected"),
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tr("Handheld controller can't be used on docked mode. Pro "
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"controller will be selected."));
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handheld->Disconnect();
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player_1->SetNpadStyleIndex(Core::HID::NpadStyleIndex::ProController);
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player_1->Connect();
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controller_dialog->refreshConfiguration();
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}
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Settings::values.use_docked_mode.SetValue(!is_docked);
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dock_status_button->setChecked(!is_docked);
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OnDockedModeChanged(is_docked, !is_docked, *system);
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});
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connect(dock_status_button, &QPushButton::clicked, this, &GMainWindow::OnToggleDockedMode);
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dock_status_button->setText(tr("DOCK"));
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dock_status_button->setCheckable(true);
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dock_status_button->setChecked(Settings::values.use_docked_mode.GetValue());
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@ -863,22 +832,7 @@ void GMainWindow::InitializeWidgets() {
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gpu_accuracy_button->setObjectName(QStringLiteral("GPUStatusBarButton"));
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gpu_accuracy_button->setCheckable(true);
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gpu_accuracy_button->setFocusPolicy(Qt::NoFocus);
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connect(gpu_accuracy_button, &QPushButton::clicked, [this] {
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switch (Settings::values.gpu_accuracy.GetValue()) {
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case Settings::GPUAccuracy::High: {
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Settings::values.gpu_accuracy.SetValue(Settings::GPUAccuracy::Normal);
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break;
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}
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case Settings::GPUAccuracy::Normal:
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case Settings::GPUAccuracy::Extreme:
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default: {
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Settings::values.gpu_accuracy.SetValue(Settings::GPUAccuracy::High);
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}
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}
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system->ApplySettings();
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UpdateGPUAccuracyButton();
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});
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connect(gpu_accuracy_button, &QPushButton::clicked, this, &GMainWindow::OnToggleGpuAccuracy);
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UpdateGPUAccuracyButton();
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statusBar()->insertPermanentWidget(0, gpu_accuracy_button);
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@ -1009,12 +963,10 @@ void GMainWindow::InitializeHotkeys() {
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ToggleFullscreen();
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}
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});
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connect_shortcut(QStringLiteral("Change Docked Mode"), [&] {
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Settings::values.use_docked_mode.SetValue(!Settings::values.use_docked_mode.GetValue());
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OnDockedModeChanged(!Settings::values.use_docked_mode.GetValue(),
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Settings::values.use_docked_mode.GetValue(), *system);
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dock_status_button->setChecked(Settings::values.use_docked_mode.GetValue());
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});
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connect_shortcut(QStringLiteral("Change Adapting Filter"),
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&GMainWindow::OnToggleAdaptingFilter);
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connect_shortcut(QStringLiteral("Change Docked Mode"), &GMainWindow::OnToggleDockedMode);
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connect_shortcut(QStringLiteral("Change GPU Accuracy"), &GMainWindow::OnToggleGpuAccuracy);
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connect_shortcut(QStringLiteral("Audio Mute/Unmute"),
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[] { Settings::values.audio_muted = !Settings::values.audio_muted; });
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connect_shortcut(QStringLiteral("Audio Volume Down"), [] {
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@ -2868,6 +2820,59 @@ void GMainWindow::OnTasReset() {
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input_subsystem->GetTas()->Reset();
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}
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void GMainWindow::OnToggleDockedMode() {
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const bool is_docked = Settings::values.use_docked_mode.GetValue();
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auto* player_1 = system->HIDCore().GetEmulatedController(Core::HID::NpadIdType::Player1);
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auto* handheld = system->HIDCore().GetEmulatedController(Core::HID::NpadIdType::Handheld);
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if (!is_docked && handheld->IsConnected()) {
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QMessageBox::warning(this, tr("Invalid config detected"),
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tr("Handheld controller can't be used on docked mode. Pro "
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"controller will be selected."));
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handheld->Disconnect();
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player_1->SetNpadStyleIndex(Core::HID::NpadStyleIndex::ProController);
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player_1->Connect();
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controller_dialog->refreshConfiguration();
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}
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Settings::values.use_docked_mode.SetValue(!is_docked);
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dock_status_button->setChecked(!is_docked);
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OnDockedModeChanged(is_docked, !is_docked, *system);
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}
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void GMainWindow::OnToggleGpuAccuracy() {
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switch (Settings::values.gpu_accuracy.GetValue()) {
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case Settings::GPUAccuracy::High: {
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Settings::values.gpu_accuracy.SetValue(Settings::GPUAccuracy::Normal);
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break;
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}
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case Settings::GPUAccuracy::Normal:
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case Settings::GPUAccuracy::Extreme:
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default: {
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Settings::values.gpu_accuracy.SetValue(Settings::GPUAccuracy::High);
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}
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}
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system->ApplySettings();
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UpdateGPUAccuracyButton();
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}
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void GMainWindow::OnToggleAdaptingFilter() {
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auto filter = Settings::values.scaling_filter.GetValue();
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if (filter == Settings::ScalingFilter::LastFilter) {
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filter = Settings::ScalingFilter::NearestNeighbor;
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} else {
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filter = static_cast<Settings::ScalingFilter>(static_cast<u32>(filter) + 1);
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}
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if (Settings::values.renderer_backend.GetValue() == Settings::RendererBackend::OpenGL &&
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filter == Settings::ScalingFilter::Fsr) {
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filter = Settings::ScalingFilter::NearestNeighbor;
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}
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Settings::values.scaling_filter.SetValue(filter);
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filter_status_button->setChecked(true);
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UpdateFilterText();
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}
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void GMainWindow::OnConfigurePerGame() {
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const u64 title_id = system->GetCurrentProcessProgramID();
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OpenPerGameConfiguration(title_id, game_path.toStdString());
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