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.
This commit is contained in:
lat9nq 2021-05-17 16:13:39 -04:00
parent 7626ca3343
commit c1bad4357a
6 changed files with 59 additions and 20 deletions

View File

@ -2,8 +2,11 @@
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <QAbstractButton>
#include <QDialogButtonBox>
#include <QHash>
#include <QListWidgetItem>
#include <QPushButton>
#include <QSignalBlocker>
#include "common/settings.h"
#include "core/core.h"
@ -31,6 +34,12 @@ ConfigureDialog::ConfigureDialog(QWidget* parent, HotkeyRegistry& registry,
connect(ui->selectorList, &QListWidget::itemSelectionChanged, this,
&ConfigureDialog::UpdateVisibleTabs);
if (Core::System::GetInstance().IsPoweredOn()) {
QPushButton* apply_button = ui->buttonBox->addButton(QDialogButtonBox::Apply);
connect(apply_button, &QAbstractButton::clicked, this,
&ConfigureDialog::HandleApplyButtonClicked);
}
adjustSize();
ui->selectorList->setCurrentRow(0);
}
@ -80,6 +89,11 @@ void ConfigureDialog::RetranslateUI() {
ui->tabWidget->setCurrentIndex(old_index);
}
void ConfigureDialog::HandleApplyButtonClicked() {
UISettings::values.configuration_applied = true;
ApplyConfiguration();
}
Q_DECLARE_METATYPE(QList<QWidget*>);
void ConfigureDialog::PopulateSelectionList() {

View File

@ -35,9 +35,10 @@ signals:
private:
void changeEvent(QEvent* event) override;
void RetranslateUI();
void HandleApplyButtonClicked();
void SetConfiguration();
void UpdateVisibleTabs();
void PopulateSelectionList();

View File

@ -6,9 +6,12 @@
#include <memory>
#include <utility>
#include <QAbstractButton>
#include <QCheckBox>
#include <QDialogButtonBox>
#include <QHeaderView>
#include <QMenu>
#include <QPushButton>
#include <QStandardItemModel>
#include <QString>
#include <QTimer>
@ -44,6 +47,12 @@ ConfigurePerGame::ConfigurePerGame(QWidget* parent, u64 title_id)
scene = new QGraphicsScene;
ui->icon_view->setScene(scene);
if (Core::System::GetInstance().IsPoweredOn()) {
QPushButton* apply_button = ui->buttonBox->addButton(QDialogButtonBox::Apply);
connect(apply_button, &QAbstractButton::clicked, this,
&ConfigurePerGame::HandleApplyButtonClicked);
}
LoadConfiguration();
}
@ -76,6 +85,11 @@ void ConfigurePerGame::RetranslateUI() {
ui->retranslateUi(this);
}
void ConfigurePerGame::HandleApplyButtonClicked() {
UISettings::values.configuration_applied = true;
ApplyConfiguration();
}
void ConfigurePerGame::LoadFromFile(FileSys::VirtualFile file) {
this->file = std::move(file);
LoadConfiguration();

View File

@ -39,6 +39,8 @@ private:
void changeEvent(QEvent* event) override;
void RetranslateUI();
void HandleApplyButtonClicked();
void LoadConfiguration();
std::unique_ptr<Ui::ConfigurePerGame> ui;

View File

@ -2578,12 +2578,12 @@ void GMainWindow::OnConfigure() {
&GMainWindow::OnLanguageChanged);
const auto result = configure_dialog.exec();
if (result != QDialog::Accepted) {
if (result != QDialog::Accepted && !UISettings::values.configuration_applied) {
return;
} else if (result == QDialog::Accepted) {
configure_dialog.ApplyConfiguration();
controller_dialog->refreshConfiguration();
}
configure_dialog.ApplyConfiguration();
controller_dialog->refreshConfiguration();
InitializeHotkeys();
if (UISettings::values.theme != old_theme) {
UpdateUITheme();
@ -2598,6 +2598,8 @@ void GMainWindow::OnConfigure() {
game_list->PopulateAsync(UISettings::values.game_dirs);
}
UISettings::values.configuration_applied = false;
config->Save();
if ((UISettings::values.hide_mouse || Settings::values.mouse_panning) && emulation_running) {
@ -2627,23 +2629,27 @@ void GMainWindow::OpenPerGameConfiguration(u64 title_id, const std::string& file
ConfigurePerGame dialog(this, title_id);
dialog.LoadFromFile(v_file);
const auto result = dialog.exec();
if (result == QDialog::Accepted) {
dialog.ApplyConfiguration();
const auto reload = UISettings::values.is_game_list_reload_pending.exchange(false);
if (reload) {
game_list->PopulateAsync(UISettings::values.game_dirs);
}
// Do not cause the global config to write local settings into the config file
const bool is_powered_on = system.IsPoweredOn();
Settings::RestoreGlobalState(is_powered_on);
if (!is_powered_on) {
config->Save();
}
} else {
if (result != QDialog::Accepted && !UISettings::values.configuration_applied) {
Settings::RestoreGlobalState(system.IsPoweredOn());
return;
} else if (result == QDialog::Accepted) {
dialog.ApplyConfiguration();
}
const auto reload = UISettings::values.is_game_list_reload_pending.exchange(false);
if (reload) {
game_list->PopulateAsync(UISettings::values.game_dirs);
}
// Do not cause the global config to write local settings into the config file
const bool is_powered_on = system.IsPoweredOn();
Settings::RestoreGlobalState(is_powered_on);
UISettings::values.configuration_applied = false;
if (!is_powered_on) {
config->Save();
}
}

View File

@ -95,6 +95,8 @@ struct Values {
uint8_t row_2_text_id;
std::atomic_bool is_game_list_reload_pending{false};
bool cache_game_list;
bool configuration_applied;
};
extern Values values;