suyu/src/suyu/uisettings.cpp

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// SPDX-FileCopyrightText: 2016 Citra Emulator Project
chore: make yuzu REUSE compliant [REUSE] is a specification that aims at making file copyright information consistent, so that it can be both human and machine readable. It basically requires that all files have a header containing copyright and licensing information. When this isn't possible, like when dealing with binary assets, generated files or embedded third-party dependencies, it is permitted to insert copyright information in the `.reuse/dep5` file. Oh, and it also requires that all the licenses used in the project are present in the `LICENSES` folder, that's why the diff is so huge. This can be done automatically with `reuse download --all`. The `reuse` tool also contains a handy subcommand that analyzes the project and tells whether or not the project is (still) compliant, `reuse lint`. Following REUSE has a few advantages over the current approach: - Copyright information is easy to access for users / downstream - Files like `dist/license.md` do not need to exist anymore, as `.reuse/dep5` is used instead - `reuse lint` makes it easy to ensure that copyright information of files like binary assets / images is always accurate and up to date To add copyright information of files that didn't have it I looked up who committed what and when, for each file. As yuzu contributors do not have to sign a CLA or similar I couldn't assume that copyright ownership was of the "yuzu Emulator Project", so I used the name and/or email of the commit author instead. [REUSE]: https://reuse.software Follow-up to 01cf05bc75b1e47beb08937439f3ed9339e7b254
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include <QSettings>
#include "common/fs/fs.h"
#include "common/fs/path_util.h"
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#include "suyu/uisettings.h"
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#ifndef CANNOT_EXPLICITLY_INSTANTIATE
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
#endif
namespace FS = Common::FS;
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namespace UISettings {
const Themes included_themes{{
{"Default", ":/default"},
{"Default monochrome", ":/monochrome"},
{"Mine Shaft", ":/qdarkstyle"},
{"Mine Shaft monochrome", ":/qdarkstyle_monochrome"},
{"Midnight Blue", ":/qdarkstyle_midnight_blue"},
{"Midnight Blue monochrome", ":/qdarkstyle_midnight_blue_monochrome"},
}};
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Values values = {};
u32 CalculateWidth(u32 height, Settings::AspectRatio ratio) {
switch (ratio) {
case Settings::AspectRatio::R4_3:
return height * 4 / 3;
case Settings::AspectRatio::R21_9:
return height * 21 / 9;
case Settings::AspectRatio::R16_10:
return height * 16 / 10;
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case Settings::AspectRatio::R32_9:
return height * 32 / 9;
case Settings::AspectRatio::R16_9:
case Settings::AspectRatio::Stretch:
// TODO: Move this function wherever appropriate to implement Stretched aspect
break;
}
return height * 16 / 9;
}
void SaveWindowState() {
const auto window_state_config_loc =
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FS::PathToUTF8String(FS::GetSuyuPath(FS::SuyuPath::ConfigDir) / "window_state.ini");
void(FS::CreateParentDir(window_state_config_loc));
QSettings config(QString::fromStdString(window_state_config_loc), QSettings::IniFormat);
config.setValue(QStringLiteral("geometry"), values.geometry);
config.setValue(QStringLiteral("state"), values.state);
config.setValue(QStringLiteral("geometryRenderWindow"), values.renderwindow_geometry);
config.setValue(QStringLiteral("gameListHeaderState"), values.gamelist_header_state);
config.setValue(QStringLiteral("microProfileDialogGeometry"), values.microprofile_geometry);
config.sync();
}
void RestoreWindowState(std::unique_ptr<QtConfig>& qtConfig) {
const auto window_state_config_loc =
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FS::PathToUTF8String(FS::GetSuyuPath(FS::SuyuPath::ConfigDir) / "window_state.ini");
// Migrate window state from old location
if (!FS::Exists(window_state_config_loc) && qtConfig->Exists("UI", "UILayout\\geometry")) {
const auto config_loc =
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FS::PathToUTF8String(FS::GetSuyuPath(FS::SuyuPath::ConfigDir) / "qt-config.ini");
QSettings config(QString::fromStdString(config_loc), QSettings::IniFormat);
config.beginGroup(QStringLiteral("UI"));
config.beginGroup(QStringLiteral("UILayout"));
values.geometry = config.value(QStringLiteral("geometry")).toByteArray();
values.state = config.value(QStringLiteral("state")).toByteArray();
values.renderwindow_geometry =
config.value(QStringLiteral("geometryRenderWindow")).toByteArray();
values.gamelist_header_state =
config.value(QStringLiteral("gameListHeaderState")).toByteArray();
values.microprofile_geometry =
config.value(QStringLiteral("microProfileDialogGeometry")).toByteArray();
config.endGroup();
config.endGroup();
return;
}
void(FS::CreateParentDir(window_state_config_loc));
const QSettings config(QString::fromStdString(window_state_config_loc), QSettings::IniFormat);
values.geometry = config.value(QStringLiteral("geometry")).toByteArray();
values.state = config.value(QStringLiteral("state")).toByteArray();
values.renderwindow_geometry =
config.value(QStringLiteral("geometryRenderWindow")).toByteArray();
values.gamelist_header_state =
config.value(QStringLiteral("gameListHeaderState")).toByteArray();
values.microprofile_geometry =
config.value(QStringLiteral("microProfileDialogGeometry")).toByteArray();
}
} // namespace UISettings