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.
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7626ca3343
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c1bad4357a
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@ -2,8 +2,11 @@
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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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#include <QAbstractButton>
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#include <QDialogButtonBox>
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#include <QHash>
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#include <QListWidgetItem>
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#include <QPushButton>
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#include <QSignalBlocker>
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#include "common/settings.h"
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#include "core/core.h"
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@ -31,6 +34,12 @@ ConfigureDialog::ConfigureDialog(QWidget* parent, HotkeyRegistry& registry,
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connect(ui->selectorList, &QListWidget::itemSelectionChanged, this,
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&ConfigureDialog::UpdateVisibleTabs);
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if (Core::System::GetInstance().IsPoweredOn()) {
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QPushButton* apply_button = ui->buttonBox->addButton(QDialogButtonBox::Apply);
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connect(apply_button, &QAbstractButton::clicked, this,
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&ConfigureDialog::HandleApplyButtonClicked);
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}
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adjustSize();
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ui->selectorList->setCurrentRow(0);
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}
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@ -80,6 +89,11 @@ void ConfigureDialog::RetranslateUI() {
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ui->tabWidget->setCurrentIndex(old_index);
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}
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void ConfigureDialog::HandleApplyButtonClicked() {
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UISettings::values.configuration_applied = true;
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ApplyConfiguration();
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}
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Q_DECLARE_METATYPE(QList<QWidget*>);
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void ConfigureDialog::PopulateSelectionList() {
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@ -35,9 +35,10 @@ signals:
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private:
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void changeEvent(QEvent* event) override;
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void RetranslateUI();
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void HandleApplyButtonClicked();
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void SetConfiguration();
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void UpdateVisibleTabs();
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void PopulateSelectionList();
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@ -6,9 +6,12 @@
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#include <memory>
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#include <utility>
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#include <QAbstractButton>
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#include <QCheckBox>
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#include <QDialogButtonBox>
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#include <QHeaderView>
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#include <QMenu>
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#include <QPushButton>
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#include <QStandardItemModel>
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#include <QString>
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#include <QTimer>
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@ -44,6 +47,12 @@ ConfigurePerGame::ConfigurePerGame(QWidget* parent, u64 title_id)
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scene = new QGraphicsScene;
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ui->icon_view->setScene(scene);
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if (Core::System::GetInstance().IsPoweredOn()) {
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QPushButton* apply_button = ui->buttonBox->addButton(QDialogButtonBox::Apply);
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connect(apply_button, &QAbstractButton::clicked, this,
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&ConfigurePerGame::HandleApplyButtonClicked);
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}
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LoadConfiguration();
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}
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@ -76,6 +85,11 @@ void ConfigurePerGame::RetranslateUI() {
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ui->retranslateUi(this);
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}
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void ConfigurePerGame::HandleApplyButtonClicked() {
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UISettings::values.configuration_applied = true;
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ApplyConfiguration();
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}
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void ConfigurePerGame::LoadFromFile(FileSys::VirtualFile file) {
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this->file = std::move(file);
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LoadConfiguration();
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@ -39,6 +39,8 @@ private:
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void changeEvent(QEvent* event) override;
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void RetranslateUI();
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void HandleApplyButtonClicked();
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void LoadConfiguration();
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std::unique_ptr<Ui::ConfigurePerGame> ui;
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@ -2578,12 +2578,12 @@ void GMainWindow::OnConfigure() {
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&GMainWindow::OnLanguageChanged);
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const auto result = configure_dialog.exec();
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if (result != QDialog::Accepted) {
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if (result != QDialog::Accepted && !UISettings::values.configuration_applied) {
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return;
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} else if (result == QDialog::Accepted) {
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configure_dialog.ApplyConfiguration();
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controller_dialog->refreshConfiguration();
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}
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configure_dialog.ApplyConfiguration();
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controller_dialog->refreshConfiguration();
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InitializeHotkeys();
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if (UISettings::values.theme != old_theme) {
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UpdateUITheme();
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@ -2598,6 +2598,8 @@ void GMainWindow::OnConfigure() {
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game_list->PopulateAsync(UISettings::values.game_dirs);
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}
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UISettings::values.configuration_applied = false;
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config->Save();
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if ((UISettings::values.hide_mouse || Settings::values.mouse_panning) && emulation_running) {
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@ -2627,23 +2629,27 @@ void GMainWindow::OpenPerGameConfiguration(u64 title_id, const std::string& file
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ConfigurePerGame dialog(this, title_id);
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dialog.LoadFromFile(v_file);
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const auto result = dialog.exec();
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if (result == QDialog::Accepted) {
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dialog.ApplyConfiguration();
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const auto reload = UISettings::values.is_game_list_reload_pending.exchange(false);
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if (reload) {
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game_list->PopulateAsync(UISettings::values.game_dirs);
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}
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// Do not cause the global config to write local settings into the config file
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const bool is_powered_on = system.IsPoweredOn();
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Settings::RestoreGlobalState(is_powered_on);
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if (!is_powered_on) {
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config->Save();
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}
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} else {
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if (result != QDialog::Accepted && !UISettings::values.configuration_applied) {
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Settings::RestoreGlobalState(system.IsPoweredOn());
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return;
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} else if (result == QDialog::Accepted) {
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dialog.ApplyConfiguration();
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}
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const auto reload = UISettings::values.is_game_list_reload_pending.exchange(false);
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if (reload) {
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game_list->PopulateAsync(UISettings::values.game_dirs);
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}
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// Do not cause the global config to write local settings into the config file
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const bool is_powered_on = system.IsPoweredOn();
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Settings::RestoreGlobalState(is_powered_on);
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UISettings::values.configuration_applied = false;
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if (!is_powered_on) {
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config->Save();
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}
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}
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@ -95,6 +95,8 @@ struct Values {
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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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bool configuration_applied;
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};
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extern Values values;
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