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(ui,)settings: Use explicit instantiation

Reduces compile times a tad on clang.
This commit is contained in:
lat9nq 2023-06-10 23:40:39 -04:00
parent 02265f19d9
commit 04d4b6ab80
10 changed files with 613 additions and 475 deletions

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@ -3,13 +3,12 @@
#pragma once
#include <memory>
#include <string>
#include <string_view>
#include <vector>
#include "common/settings_enums.h"
namespace Settings {
enum class AudioEngine : u32;
}
namespace AudioCore {
class AudioManager;

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@ -110,9 +110,11 @@ add_library(common STATIC
scratch_buffer.h
settings.cpp
settings.h
settings_common.h
settings_enums.h
settings_input.cpp
settings_input.h
settings_setting.h
socket_types.h
spin_lock.cpp
spin_lock.h

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@ -7,10 +7,17 @@
#include <exception>
#include <stdexcept>
#endif
#include <compare>
#include <cstddef>
#include <filesystem>
#include <forward_list>
#include <functional>
#include <string_view>
#include <type_traits>
#include <fmt/core.h>
#include "common/assert.h"
#include "common/fs/fs_util.h"
#include "common/fs/path_util.h"
#include "common/logging/log.h"
#include "common/settings.h"
@ -18,6 +25,43 @@
namespace Settings {
#define SETTING(TYPE, RANGED) template class Setting<TYPE, RANGED>
#define SWITCHABLE(TYPE, RANGED) template class SwitchableSetting<TYPE, RANGED>
SETTING(AudioEngine, false);
SETTING(bool, false);
SETTING(int, false);
SETTING(std::string, false);
SETTING(u16, false);
SWITCHABLE(AnisotropyMode, true);
SWITCHABLE(AntiAliasing, false);
SWITCHABLE(AspectRatio, true);
SWITCHABLE(AstcDecodeMode, true);
SWITCHABLE(AstcRecompression, true);
SWITCHABLE(AudioMode, true);
SWITCHABLE(CpuAccuracy, true);
SWITCHABLE(FullscreenMode, true);
SWITCHABLE(GpuAccuracy, true);
SWITCHABLE(Language, true);
SWITCHABLE(NvdecEmulation, false);
SWITCHABLE(Region, true);
SWITCHABLE(RendererBackend, true);
SWITCHABLE(ScalingFilter, false);
SWITCHABLE(ShaderBackend, true);
SWITCHABLE(TimeZone, true);
SETTING(VSyncMode, true);
SWITCHABLE(bool, false);
SWITCHABLE(int, false);
SWITCHABLE(int, true);
SWITCHABLE(s64, false);
SWITCHABLE(u16, true);
SWITCHABLE(u32, false);
SWITCHABLE(u8, false);
SWITCHABLE(u8, true);
#undef SETTING
#undef SWITCHABLE
Values values;
static bool configuring_global = true;
@ -238,6 +282,14 @@ void UpdateRescalingInfo() {
info.active = info.up_scale != 1 || info.down_shift != 0;
}
std::string BasicSetting::ToStringGlobal() const {
return {};
}
bool BasicSetting::UsingGlobal() const {
return true;
}
void RestoreGlobalState(bool is_powered_on) {
// If a game is running, DO NOT restore the global settings state
if (is_powered_on) {

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@ -5,54 +5,21 @@
#include <algorithm>
#include <array>
#include <forward_list>
#include <functional>
#include <map>
#include <optional>
#include <memory>
#include <stdexcept>
#include <string>
#include <typeindex>
#include <typeinfo>
#include <utility>
#include <vector>
#include "common/common_types.h"
#include "common/settings_common.h"
#include "common/settings_enums.h"
#include "common/settings_input.h"
#include "common/settings_setting.h"
namespace Settings {
enum class Category : u32 {
Audio,
Core,
Cpu,
CpuDebug,
CpuUnsafe,
Renderer,
RendererAdvanced,
RendererDebug,
System,
SystemAudio,
DataStorage,
Debugging,
DebuggingGraphics,
Miscellaneous,
Network,
WebService,
AddOns,
Controls,
Ui,
UiGeneral,
UiLayout,
UiGameList,
Screenshots,
Shortcuts,
Multiplayer,
Services,
Paths,
MaxEnum,
};
const char* TranslateCategory(Settings::Category category);
struct ResolutionScalingInfo {
@ -78,441 +45,45 @@ struct ResolutionScalingInfo {
}
};
class BasicSetting {
protected:
explicit BasicSetting() = default;
// Instantiate the classes elsewhere (settings.cpp) to reduce compiler/linker work
#define SETTING(TYPE, RANGED) extern template class Setting<TYPE, RANGED>
#define SWITCHABLE(TYPE, RANGED) extern template class SwitchableSetting<TYPE, RANGED>
public:
virtual ~BasicSetting() = default;
SETTING(AudioEngine, false);
SETTING(bool, false);
SETTING(int, false);
SETTING(s32, false);
SETTING(std::string, false);
SETTING(std::string, false);
SETTING(u16, false);
SWITCHABLE(AnisotropyMode, true);
SWITCHABLE(AntiAliasing, false);
SWITCHABLE(AspectRatio, true);
SWITCHABLE(AstcDecodeMode, true);
SWITCHABLE(AstcRecompression, true);
SWITCHABLE(AudioMode, true);
SWITCHABLE(CpuAccuracy, true);
SWITCHABLE(FullscreenMode, true);
SWITCHABLE(GpuAccuracy, true);
SWITCHABLE(Language, true);
SWITCHABLE(NvdecEmulation, false);
SWITCHABLE(Region, true);
SWITCHABLE(RendererBackend, true);
SWITCHABLE(ScalingFilter, false);
SWITCHABLE(ShaderBackend, true);
SWITCHABLE(TimeZone, true);
SETTING(VSyncMode, true);
SWITCHABLE(bool, false);
SWITCHABLE(int, false);
SWITCHABLE(int, true);
SWITCHABLE(s64, false);
SWITCHABLE(u16, true);
SWITCHABLE(u32, false);
SWITCHABLE(u8, false);
SWITCHABLE(u8, true);
virtual Category Category() const = 0;
virtual constexpr bool Switchable() const = 0;
virtual std::string ToString() const = 0;
virtual std::string ToStringGlobal() const {
return {};
}
virtual void LoadString(const std::string& load) = 0;
virtual std::string Canonicalize() const = 0;
virtual const std::string& GetLabel() const = 0;
virtual std::string DefaultToString() const = 0;
virtual bool Save() const = 0;
virtual std::type_index TypeId() const = 0;
virtual constexpr bool IsEnum() const = 0;
virtual bool RuntimeModfiable() const = 0;
virtual void SetGlobal(bool global) {}
virtual constexpr u32 Id() const = 0;
virtual std::string MinVal() const = 0;
virtual std::string MaxVal() const = 0;
virtual bool UsingGlobal() const {
return true;
}
};
class Linkage {
public:
explicit Linkage(u32 initial_count = 0);
~Linkage();
std::map<Category, std::forward_list<BasicSetting*>> by_category{};
std::vector<std::function<void()>> restore_functions{};
u32 count;
};
/** The Setting class is a simple resource manager. It defines a label and default value
* alongside the actual value of the setting for simpler and less-error prone use with frontend
* configurations. Specifying a default value and label is required. A minimum and maximum range
* can be specified for sanitization.
*/
template <typename Type, bool ranged = false>
class Setting : public BasicSetting {
protected:
Setting() = default;
/**
* Only sets the setting to the given initializer, leaving the other members to their default
* initializers.
*
* @param global_val Initial value of the setting
*/
explicit Setting(const Type& val) : value{val} {}
public:
/**
* Sets a default value, label, and setting value.
*
* @param linkage Setting registry
* @param default_val Initial value of the setting, and default value of the setting
* @param name Label for the setting
* @param category_ Category of the setting AKA INI group
*/
explicit Setting(Linkage& linkage, const Type& default_val, const std::string& name,
enum Category category_, bool save_ = true, bool runtime_modifiable_ = false)
requires(!ranged)
: value{default_val}, default_value{default_val}, label{name}, category{category_},
id{linkage.count}, save{save_}, runtime_modifiable{runtime_modifiable_} {
linkage.by_category[category].push_front(this);
linkage.count++;
}
virtual ~Setting() = default;
/**
* Sets a default value, minimum value, maximum value, and label.
*
* @param linkage Setting registry
* @param default_val Initial value of the setting, and default value of the setting
* @param min_val Sets the minimum allowed value of the setting
* @param max_val Sets the maximum allowed value of the setting
* @param name Label for the setting
* @param category_ Category of the setting AKA INI group
*/
explicit Setting(Linkage& linkage, const Type& default_val, const Type& min_val,
const Type& max_val, const std::string& name, enum Category category_,
bool save_ = true, bool runtime_modifiable_ = false)
requires(ranged)
: value{default_val}, default_value{default_val}, maximum{max_val}, minimum{min_val},
label{name}, category{category_}, id{linkage.count}, save{save_},
runtime_modifiable{runtime_modifiable_} {
linkage.by_category[category].push_front(this);
linkage.count++;
}
/**
* Returns a reference to the setting's value.
*
* @returns A reference to the setting
*/
[[nodiscard]] virtual const Type& GetValue() const {
return value;
}
/**
* Sets the setting to the given value.
*
* @param val The desired value
*/
virtual void SetValue(const Type& val) {
Type temp{ranged ? std::clamp(val, minimum, maximum) : val};
std::swap(value, temp);
}
/**
* Returns the value that this setting was created with.
*
* @returns A reference to the default value
*/
[[nodiscard]] const Type& GetDefault() const {
return default_value;
}
/**
* Returns the label this setting was created with.
*
* @returns A reference to the label
*/
[[nodiscard]] const std::string& GetLabel() const override {
return label;
}
/**
* Returns the setting's category AKA INI group.
*
* @returns The setting's category
*/
[[nodiscard]] enum Category Category() const override {
return category;
}
[[nodiscard]] bool RuntimeModfiable() const override {
return runtime_modifiable;
}
[[nodiscard]] constexpr bool IsEnum() const override {
return std::is_enum<Type>::value;
}
/**
* Returns whether the current setting is Switchable.
*
* @returns If the setting is a SwitchableSetting
*/
[[nodiscard]] virtual constexpr bool Switchable() const override {
return false;
}
protected:
std::string ToString(const Type& value_) const {
if constexpr (std::is_same<Type, std::string>()) {
return value_;
} else if constexpr (std::is_same<Type, std::optional<u32>>()) {
return value_.has_value() ? std::to_string(*value_) : "none";
} else if constexpr (std::is_same<Type, bool>()) {
return value_ ? "true" : "false";
} else if (std::is_same<Type, AudioEngine>()) {
return CanonicalizeEnum(value_);
} else {
return std::to_string(static_cast<u64>(value_));
}
}
public:
/**
* Converts the value of the setting to a std::string. Respects the global state if the setting
* has one.
*
* @returns The current setting as a std::string
*/
std::string ToString() const override {
return ToString(this->GetValue());
}
/**
* Returns the default value of the setting as a std::string.
*
* @returns The default value as a string.
*/
std::string DefaultToString() const override {
return ToString(default_value);
}
/**
* Assigns a value to the setting.
*
* @param val The desired setting value
*
* @returns A reference to the setting
*/
virtual const Type& operator=(const Type& val) {
Type temp{ranged ? std::clamp(val, minimum, maximum) : val};
std::swap(value, temp);
return value;
}
/**
* Returns a reference to the setting.
*
* @returns A reference to the setting
*/
explicit virtual operator const Type&() const {
return value;
}
/**
* Converts the given value to the Setting's type of value. Uses SetValue to enter the setting,
* thus respecting its constraints.
*
* @param input The desired value
*/
void LoadString(const std::string& input) override {
if (input.empty()) {
this->SetValue(this->GetDefault());
return;
}
try {
if constexpr (std::is_same<Type, std::string>()) {
this->SetValue(input);
} else if constexpr (std::is_same<Type, std::optional<u32>>()) {
this->SetValue(static_cast<u32>(std::stoul(input)));
} else if constexpr (std::is_same<Type, bool>()) {
this->SetValue(input == "true");
} else if constexpr (std::is_same<Type, AudioEngine>()) {
this->SetValue(ToEnum<Type>(input));
} else {
this->SetValue(static_cast<Type>(std::stoll(input)));
}
} catch (std::invalid_argument) {
this->SetValue(this->GetDefault());
}
}
[[nodiscard]] std::string constexpr Canonicalize() const override {
if constexpr (std::is_enum<Type>::value) {
return CanonicalizeEnum(this->GetValue());
}
return ToString(this->GetValue());
}
/**
* Returns the save preference of the setting i.e. when saving or reading the setting from a
* frontend, whether this setting should be skipped.
*
* @returns The save preference
*/
virtual bool Save() const override {
return save;
}
/**
* Gives us another way to identify the setting without having to go through a string.
*
* @returns the type_index of the setting's type
*/
virtual std::type_index TypeId() const override {
return std::type_index(typeid(Type));
}
virtual constexpr u32 Id() const override {
return id;
}
virtual std::string MinVal() const override {
return this->ToString(minimum);
}
virtual std::string MaxVal() const override {
return this->ToString(maximum);
}
protected:
Type value{}; ///< The setting
const Type default_value{}; ///< The default value
const Type maximum{}; ///< Maximum allowed value of the setting
const Type minimum{}; ///< Minimum allowed value of the setting
const std::string label{}; ///< The setting's label
const enum Category category; ///< The setting's category AKA INI group
const u32 id;
bool save;
bool runtime_modifiable;
};
/**
* The SwitchableSetting class is a slightly more complex version of the Setting class. This adds a
* custom setting to switch to when a guest application specifically requires it. The effect is that
* other components of the emulator can access the setting's intended value without any need for the
* component to ask whether the custom or global setting is needed at the moment.
*
* By default, the global setting is used.
*/
template <typename Type, bool ranged = false>
class SwitchableSetting : virtual public Setting<Type, ranged> {
public:
/**
* Sets a default value, label, and setting value.
*
* @param linkage Setting registry
* @param default_val Initial value of the setting, and default value of the setting
* @param name Label for the setting
* @param category_ Category of the setting AKA INI group
*/
explicit SwitchableSetting(Linkage& linkage, const Type& default_val, const std::string& name,
Category category, bool save = true, bool runtime_modifiable = false)
requires(!ranged)
: Setting<Type, false>{linkage, default_val, name, category, save, runtime_modifiable} {
linkage.restore_functions.emplace_back([this]() { this->SetGlobal(true); });
}
virtual ~SwitchableSetting() = default;
/**
* Sets a default value, minimum value, maximum value, and label.
*
* @param linkage Setting registry
* @param default_val Initial value of the setting, and default value of the setting
* @param min_val Sets the minimum allowed value of the setting
* @param max_val Sets the maximum allowed value of the setting
* @param name Label for the setting
* @param category_ Category of the setting AKA INI group
*/
explicit SwitchableSetting(Linkage& linkage, const Type& default_val, const Type& min_val,
const Type& max_val, const std::string& name, Category category,
bool save = true, bool runtime_modifiable = false)
requires(ranged)
: Setting<Type, true>{linkage, default_val, min_val, max_val,
name, category, save, runtime_modifiable} {
linkage.restore_functions.emplace_back([this]() { this->SetGlobal(true); });
}
/**
* Tells this setting to represent either the global or custom setting when other member
* functions are used.
*
* @param to_global Whether to use the global or custom setting.
*/
void SetGlobal(bool to_global) override {
use_global = to_global;
}
/**
* Returns whether this setting is using the global setting or not.
*
* @returns The global state
*/
[[nodiscard]] bool UsingGlobal() const override {
return use_global;
}
/**
* Returns either the global or custom setting depending on the values of this setting's global
* state or if the global value was specifically requested.
*
* @param need_global Request global value regardless of setting's state; defaults to false
*
* @returns The required value of the setting
*/
[[nodiscard]] virtual const Type& GetValue() const override {
if (use_global) {
return this->value;
}
return custom;
}
[[nodiscard]] virtual const Type& GetValue(bool need_global) const {
if (use_global || need_global) {
return this->value;
}
return custom;
}
/**
* Sets the current setting value depending on the global state.
*
* @param val The new value
*/
void SetValue(const Type& val) override {
Type temp{ranged ? std::clamp(val, this->minimum, this->maximum) : val};
if (use_global) {
std::swap(this->value, temp);
} else {
std::swap(custom, temp);
}
}
[[nodiscard]] virtual constexpr bool Switchable() const override {
return true;
}
[[nodiscard]] virtual std::string ToStringGlobal() const override {
return this->ToString(this->value);
}
/**
* Assigns the current setting value depending on the global state.
*
* @param val The new value
*
* @returns A reference to the current setting value
*/
const Type& operator=(const Type& val) override {
Type temp{ranged ? std::clamp(val, this->minimum, this->maximum) : val};
if (use_global) {
std::swap(this->value, temp);
return this->value;
}
std::swap(custom, temp);
return custom;
}
/**
* Returns the current setting value depending on the global state.
*
* @returns A reference to the current setting value
*/
virtual explicit operator const Type&() const override {
if (use_global) {
return this->value;
}
return custom;
}
protected:
bool use_global{true}; ///< The setting's global state
Type custom{}; ///< The custom value of the setting
};
#undef SETTING
#undef SWITCHABLE
/**
* The InputSetting class allows for getting a reference to either the global or custom members.

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@ -0,0 +1,78 @@
#pragma once
#include <forward_list>
#include <functional>
#include <map>
#include <string>
#include <typeindex>
#include "common/common_types.h"
namespace Settings {
enum class Category : u32 {
Audio,
Core,
Cpu,
CpuDebug,
CpuUnsafe,
Renderer,
RendererAdvanced,
RendererDebug,
System,
SystemAudio,
DataStorage,
Debugging,
DebuggingGraphics,
Miscellaneous,
Network,
WebService,
AddOns,
Controls,
Ui,
UiGeneral,
UiLayout,
UiGameList,
Screenshots,
Shortcuts,
Multiplayer,
Services,
Paths,
MaxEnum,
};
class BasicSetting {
protected:
explicit BasicSetting() = default;
public:
virtual ~BasicSetting() = default;
virtual Category Category() const = 0;
virtual constexpr bool Switchable() const = 0;
virtual std::string ToString() const = 0;
virtual std::string ToStringGlobal() const;
virtual void LoadString(const std::string& load) = 0;
virtual std::string Canonicalize() const = 0;
virtual const std::string& GetLabel() const = 0;
virtual std::string DefaultToString() const = 0;
virtual bool Save() const = 0;
virtual std::type_index TypeId() const = 0;
virtual constexpr bool IsEnum() const = 0;
virtual bool RuntimeModfiable() const = 0;
virtual void SetGlobal(bool global) {}
virtual constexpr u32 Id() const = 0;
virtual std::string MinVal() const = 0;
virtual std::string MaxVal() const = 0;
virtual bool UsingGlobal() const;
};
class Linkage {
public:
explicit Linkage(u32 initial_count = 0);
~Linkage();
std::map<Category, std::forward_list<BasicSetting*>> by_category{};
std::vector<std::function<void()>> restore_functions{};
u32 count;
};
} // namespace Settings

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@ -0,0 +1,413 @@
#pragma once
#include <map>
#include <optional>
#include <string>
#include <typeindex>
#include <typeinfo>
#include "common/common_types.h"
#include "common/settings_common.h"
#include "common/settings_enums.h"
namespace Settings {
/** The Setting class is a simple resource manager. It defines a label and default value
* alongside the actual value of the setting for simpler and less-error prone use with frontend
* configurations. Specifying a default value and label is required. A minimum and maximum range
* can be specified for sanitization.
*/
template <typename Type, bool ranged = false>
class Setting : public BasicSetting {
protected:
Setting() = default;
/**
* Only sets the setting to the given initializer, leaving the other members to their default
* initializers.
*
* @param global_val Initial value of the setting
*/
explicit Setting(const Type& val)
: value{val},
default_value{}, maximum{}, minimum{}, label{}, category{Category::Miscellaneous}, id{} {}
public:
/**
* Sets a default value, label, and setting value.
*
* @param linkage Setting registry
* @param default_val Initial value of the setting, and default value of the setting
* @param name Label for the setting
* @param category_ Category of the setting AKA INI group
*/
explicit Setting(Linkage& linkage, const Type& default_val, const std::string& name,
enum Category category_, bool save_ = true, bool runtime_modifiable_ = false)
requires(!ranged)
: value{default_val}, default_value{default_val}, label{name}, category{category_},
id{linkage.count}, save{save_}, runtime_modifiable{runtime_modifiable_} {
linkage.by_category[category].push_front(this);
linkage.count++;
}
virtual ~Setting() = default;
/**
* Sets a default value, minimum value, maximum value, and label.
*
* @param linkage Setting registry
* @param default_val Initial value of the setting, and default value of the setting
* @param min_val Sets the minimum allowed value of the setting
* @param max_val Sets the maximum allowed value of the setting
* @param name Label for the setting
* @param category_ Category of the setting AKA INI group
*/
explicit Setting(Linkage& linkage, const Type& default_val, const Type& min_val,
const Type& max_val, const std::string& name, enum Category category_,
bool save_ = true, bool runtime_modifiable_ = false)
requires(ranged)
: value{default_val}, default_value{default_val}, maximum{max_val}, minimum{min_val},
label{name}, category{category_}, id{linkage.count}, save{save_},
runtime_modifiable{runtime_modifiable_} {
linkage.by_category[category].push_front(this);
linkage.count++;
}
/**
* Returns a reference to the setting's value.
*
* @returns A reference to the setting
*/
[[nodiscard]] virtual const Type& GetValue() const {
return value;
}
/**
* Sets the setting to the given value.
*
* @param val The desired value
*/
virtual void SetValue(const Type& val) {
Type temp{ranged ? std::clamp(val, minimum, maximum) : val};
std::swap(value, temp);
}
/**
* Returns the value that this setting was created with.
*
* @returns A reference to the default value
*/
[[nodiscard]] const Type& GetDefault() const {
return default_value;
}
/**
* Returns the label this setting was created with.
*
* @returns A reference to the label
*/
[[nodiscard]] const std::string& GetLabel() const override {
return label;
}
/**
* Returns the setting's category AKA INI group.
*
* @returns The setting's category
*/
[[nodiscard]] enum Category Category() const override {
return category;
}
[[nodiscard]] bool RuntimeModfiable() const override {
return runtime_modifiable;
}
[[nodiscard]] constexpr bool IsEnum() const override {
return std::is_enum<Type>::value;
}
/**
* Returns whether the current setting is Switchable.
*
* @returns If the setting is a SwitchableSetting
*/
[[nodiscard]] virtual constexpr bool Switchable() const override {
return false;
}
protected:
std::string ToString(const Type& value_) const {
if constexpr (std::is_same<Type, std::string>()) {
return value_;
} else if constexpr (std::is_same<Type, std::optional<u32>>()) {
return value_.has_value() ? std::to_string(*value_) : "none";
} else if constexpr (std::is_same<Type, bool>()) {
return value_ ? "true" : "false";
} else if (std::is_same<Type, AudioEngine>()) {
return CanonicalizeEnum(value_);
} else {
return std::to_string(static_cast<u64>(value_));
}
}
public:
/**
* Converts the value of the setting to a std::string. Respects the global state if the setting
* has one.
*
* @returns The current setting as a std::string
*/
std::string ToString() const override {
return ToString(this->GetValue());
}
/**
* Returns the default value of the setting as a std::string.
*
* @returns The default value as a string.
*/
std::string DefaultToString() const override {
return ToString(default_value);
}
/**
* Assigns a value to the setting.
*
* @param val The desired setting value
*
* @returns A reference to the setting
*/
virtual const Type& operator=(const Type& val) {
Type temp{ranged ? std::clamp(val, minimum, maximum) : val};
std::swap(value, temp);
return value;
}
/**
* Returns a reference to the setting.
*
* @returns A reference to the setting
*/
explicit virtual operator const Type&() const {
return value;
}
/**
* Converts the given value to the Setting's type of value. Uses SetValue to enter the setting,
* thus respecting its constraints.
*
* @param input The desired value
*/
void LoadString(const std::string& input) override {
if (input.empty()) {
this->SetValue(this->GetDefault());
return;
}
try {
if constexpr (std::is_same<Type, std::string>()) {
this->SetValue(input);
} else if constexpr (std::is_same<Type, std::optional<u32>>()) {
this->SetValue(static_cast<u32>(std::stoul(input)));
} else if constexpr (std::is_same<Type, bool>()) {
this->SetValue(input == "true");
} else if constexpr (std::is_same<Type, AudioEngine>()) {
this->SetValue(ToEnum<Type>(input));
} else {
this->SetValue(static_cast<Type>(std::stoll(input)));
}
} catch (std::invalid_argument) {
this->SetValue(this->GetDefault());
}
}
[[nodiscard]] std::string constexpr Canonicalize() const override {
if constexpr (std::is_enum<Type>::value) {
return CanonicalizeEnum(this->GetValue());
}
return ToString(this->GetValue());
}
/**
* Returns the save preference of the setting i.e. when saving or reading the setting from a
* frontend, whether this setting should be skipped.
*
* @returns The save preference
*/
virtual bool Save() const override {
return save;
}
/**
* Gives us another way to identify the setting without having to go through a string.
*
* @returns the type_index of the setting's type
*/
virtual std::type_index TypeId() const override {
return std::type_index(typeid(Type));
}
virtual constexpr u32 Id() const override {
return id;
}
virtual std::string MinVal() const override {
return this->ToString(minimum);
}
virtual std::string MaxVal() const override {
return this->ToString(maximum);
}
protected:
Type value{}; ///< The setting
const Type default_value{}; ///< The default value
const Type maximum{}; ///< Maximum allowed value of the setting
const Type minimum{}; ///< Minimum allowed value of the setting
const std::string label{}; ///< The setting's label
const enum Category category; ///< The setting's category AKA INI group
const u32 id;
bool save;
bool runtime_modifiable;
};
/**
* The SwitchableSetting class is a slightly more complex version of the Setting class. This adds a
* custom setting to switch to when a guest application specifically requires it. The effect is that
* other components of the emulator can access the setting's intended value without any need for the
* component to ask whether the custom or global setting is needed at the moment.
*
* By default, the global setting is used.
*/
template <typename Type, bool ranged = false>
class SwitchableSetting : virtual public Setting<Type, ranged> {
public:
/**
* Sets a default value, label, and setting value.
*
* @param linkage Setting registry
* @param default_val Initial value of the setting, and default value of the setting
* @param name Label for the setting
* @param category_ Category of the setting AKA INI group
*/
explicit SwitchableSetting(Linkage& linkage, const Type& default_val, const std::string& name,
Category category, bool save = true, bool runtime_modifiable = false)
requires(!ranged)
: Setting<Type, false>{linkage, default_val, name, category, save, runtime_modifiable} {
linkage.restore_functions.emplace_back([this]() { this->SetGlobal(true); });
}
virtual ~SwitchableSetting() = default;
/**
* Sets a default value, minimum value, maximum value, and label.
*
* @param linkage Setting registry
* @param default_val Initial value of the setting, and default value of the setting
* @param min_val Sets the minimum allowed value of the setting
* @param max_val Sets the maximum allowed value of the setting
* @param name Label for the setting
* @param category_ Category of the setting AKA INI group
*/
explicit SwitchableSetting(Linkage& linkage, const Type& default_val, const Type& min_val,
const Type& max_val, const std::string& name, Category category,
bool save = true, bool runtime_modifiable = false)
requires(ranged)
: Setting<Type, true>{linkage, default_val, min_val, max_val,
name, category, save, runtime_modifiable} {
linkage.restore_functions.emplace_back([this]() { this->SetGlobal(true); });
}
/**
* Tells this setting to represent either the global or custom setting when other member
* functions are used.
*
* @param to_global Whether to use the global or custom setting.
*/
void SetGlobal(bool to_global) override {
use_global = to_global;
}
/**
* Returns whether this setting is using the global setting or not.
*
* @returns The global state
*/
[[nodiscard]] bool UsingGlobal() const override {
return use_global;
}
/**
* Returns either the global or custom setting depending on the values of this setting's global
* state or if the global value was specifically requested.
*
* @param need_global Request global value regardless of setting's state; defaults to false
*
* @returns The required value of the setting
*/
[[nodiscard]] virtual const Type& GetValue() const override {
if (use_global) {
return this->value;
}
return custom;
}
[[nodiscard]] virtual const Type& GetValue(bool need_global) const {
if (use_global || need_global) {
return this->value;
}
return custom;
}
/**
* Sets the current setting value depending on the global state.
*
* @param val The new value
*/
void SetValue(const Type& val) override {
Type temp{ranged ? std::clamp(val, this->minimum, this->maximum) : val};
if (use_global) {
std::swap(this->value, temp);
} else {
std::swap(custom, temp);
}
}
[[nodiscard]] virtual constexpr bool Switchable() const override {
return true;
}
[[nodiscard]] virtual std::string ToStringGlobal() const override {
return this->ToString(this->value);
}
/**
* Assigns the current setting value depending on the global state.
*
* @param val The new value
*
* @returns A reference to the current setting value
*/
const Type& operator=(const Type& val) override {
Type temp{ranged ? std::clamp(val, this->minimum, this->maximum) : val};
if (use_global) {
std::swap(this->value, temp);
return this->value;
}
std::swap(custom, temp);
return custom;
}
/**
* Returns the current setting value depending on the global state.
*
* @returns A reference to the current setting value
*/
virtual explicit operator const Type&() const override {
if (use_global) {
return this->value;
}
return custom;
}
protected:
bool use_global{true}; ///< The setting's global state
Type custom{}; ///< The custom value of the setting
};
} // namespace Settings

View file

@ -102,9 +102,9 @@ const std::map<Settings::RendererBackend, QString> Config::renderer_backend_text
};
const std::map<Settings::ShaderBackend, QString> Config::shader_backend_texts_map = {
{Settings::ShaderBackend::GLSL, QStringLiteral(QT_TRANSLATE_NOOP("GMainWindow", "GLSL"))},
{Settings::ShaderBackend::GLASM, QStringLiteral(QT_TRANSLATE_NOOP("GMainWindow", "GLASM"))},
{Settings::ShaderBackend::SPIRV, QStringLiteral(QT_TRANSLATE_NOOP("GMainWindow", "SPIRV"))},
{Settings::ShaderBackend::Glsl, QStringLiteral(QT_TRANSLATE_NOOP("GMainWindow", "GLSL"))},
{Settings::ShaderBackend::Glasm, QStringLiteral(QT_TRANSLATE_NOOP("GMainWindow", "GLASM"))},
{Settings::ShaderBackend::SpirV, QStringLiteral(QT_TRANSLATE_NOOP("GMainWindow", "SPIRV"))},
};
// This shouldn't have anything except static initializers (no functions). So

View file

@ -21,7 +21,10 @@
#include <QStyle>
#include <QValidator>
#include <QWidget>
#include <fmt/core.h>
#include "common/assert.h"
#include "common/common_types.h"
#include "common/logging/log.h"
#include "common/settings.h"
#include "yuzu/configuration/configuration_shared.h"
#include "yuzu/configuration/shared_translation.h"

View file

@ -3,6 +3,16 @@
#include "yuzu/uisettings.h"
namespace Settings {
template class Setting<bool>;
template class Setting<std::string>;
template class Setting<u16, true>;
template class Setting<u32>;
template class Setting<u8, true>;
template class Setting<u8>;
template class Setting<unsigned long long>;
} // namespace Settings
namespace UISettings {
const Themes themes{{

View file

@ -17,6 +17,16 @@
using Settings::Category;
using Settings::Setting;
namespace Settings {
extern template class Setting<bool>;
extern template class Setting<std::string>;
extern template class Setting<u16, true>;
extern template class Setting<u32>;
extern template class Setting<u8, true>;
extern template class Setting<u8>;
extern template class Setting<unsigned long long>;
} // namespace Settings
namespace UISettings {
bool IsDarkTheme();