mirror of https://github.com/mgba-emu/mgba.git
Qt: don't save shader choice until OK/Apply is clicked
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parent
f930184efb
commit
a2e7e5b902
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@ -428,6 +428,7 @@ void SettingsView::setShaderSelector(ShaderSelector* shaderSelector) {
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}
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}
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m_shader = shaderSelector;
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m_shader = shaderSelector;
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QObject::connect(this, &SettingsView::saveSettingsRequested, m_shader, &ShaderSelector::saveSettings);
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QObject::connect(this, &SettingsView::saveSettingsRequested, m_shader, &ShaderSelector::saveSettings);
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QObject::connect(m_ui.buttonBox, &QDialogButtonBox::rejected, m_shader, &ShaderSelector::revert);
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if (shaderSelector) {
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if (shaderSelector) {
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addPage(tr("Shaders"), m_shader, Page::SHADERS);
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addPage(tr("Shaders"), m_shader, Page::SHADERS);
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} else {
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} else {
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@ -50,7 +50,25 @@ ShaderSelector::~ShaderSelector() {
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}
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}
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void ShaderSelector::saveSettings() {
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void ShaderSelector::saveSettings() {
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emit saved();
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QString oldPath = config->getOption("shader");
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if (oldPath != m_shaderPath) {
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if (m_shaderPath.isEmpty()) {
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clearShader(true);
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} else {
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loadShader(m_shaderPath, true);
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}
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}
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emit saveSettingsRequested();
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}
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void ShaderSelector::revert() {
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QString shaderPath = m_config->getOption("shader");
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if (shaderPath.isEmpty()) {
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clearShader();
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} else {
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loadShader(shaderPath);
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emit reset();
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}
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}
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}
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void ShaderSelector::clear() {
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void ShaderSelector::clear() {
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@ -78,7 +96,7 @@ void ShaderSelector::selectShader() {
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}
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}
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}
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}
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void ShaderSelector::loadShader(const QString& path) {
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void ShaderSelector::loadShader(const QString& path, bool saveToSettings) {
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VDir* shader = VFileDevice::openDir(path);
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VDir* shader = VFileDevice::openDir(path);
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if (!shader) {
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if (!shader) {
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shader = VFileDevice::openArchive(path);
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shader = VFileDevice::openArchive(path);
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@ -89,14 +107,18 @@ void ShaderSelector::loadShader(const QString& path) {
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m_display->setShaders(shader);
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m_display->setShaders(shader);
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shader->close(shader);
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shader->close(shader);
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m_shaderPath = path;
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m_shaderPath = path;
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m_config->setOption("shader", m_shaderPath);
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if (saveToSettings) {
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m_config->setOption("shader", path);
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}
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}
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}
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void ShaderSelector::clearShader() {
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void ShaderSelector::clearShader(bool saveToSettings) {
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m_display->clearShaders();
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m_display->clearShaders();
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refreshShaders();
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m_shaderPath = "";
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m_shaderPath = "";
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if (saveToSettings) {
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m_config->setOption("shader", m_shaderPath);
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m_config->setOption("shader", m_shaderPath);
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}
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refreshShaders();
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}
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}
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void ShaderSelector::refreshShaders() {
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void ShaderSelector::refreshShaders() {
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@ -121,7 +143,7 @@ void ShaderSelector::refreshShaders() {
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m_ui.author->clear();
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m_ui.author->clear();
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}
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}
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disconnect(this, &ShaderSelector::saved, 0, 0);
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disconnect(this, &ShaderSelector::saveSettingsRequested, 0, 0);
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disconnect(this, &ShaderSelector::reset, 0, 0);
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disconnect(this, &ShaderSelector::reset, 0, 0);
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disconnect(this, &ShaderSelector::resetToDefault, 0, 0);
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disconnect(this, &ShaderSelector::resetToDefault, 0, 0);
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@ -160,7 +182,7 @@ void ShaderSelector::addUniform(QGridLayout* settings, const QString& section, c
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connect(f, static_cast<void (QDoubleSpinBox::*)(double)>(&QDoubleSpinBox::valueChanged), [value](double v) {
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connect(f, static_cast<void (QDoubleSpinBox::*)(double)>(&QDoubleSpinBox::valueChanged), [value](double v) {
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*value = v;
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*value = v;
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});
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});
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connect(this, &ShaderSelector::saved, [this, section, name, f]() {
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connect(this, &ShaderSelector::saveSettingsRequested, [this, section, name, f]() {
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m_config->setQtOption(name, f->value(), section);
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m_config->setQtOption(name, f->value(), section);
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});
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});
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connect(this, &ShaderSelector::reset, [this, section, name, f]() {
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connect(this, &ShaderSelector::reset, [this, section, name, f]() {
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@ -194,7 +216,7 @@ void ShaderSelector::addUniform(QGridLayout* settings, const QString& section, c
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connect(i, static_cast<void (QSpinBox::*)(int)>(&QSpinBox::valueChanged), [value](int v) {
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connect(i, static_cast<void (QSpinBox::*)(int)>(&QSpinBox::valueChanged), [value](int v) {
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*value = v;
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*value = v;
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});
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});
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connect(this, &ShaderSelector::saved, [this, section, name, i]() {
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connect(this, &ShaderSelector::saveSettingsRequested, [this, section, name, i]() {
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m_config->setQtOption(name, i->value(), section);
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m_config->setQtOption(name, i->value(), section);
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});
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});
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connect(this, &ShaderSelector::reset, [this, section, name, i]() {
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connect(this, &ShaderSelector::reset, [this, section, name, i]() {
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@ -31,15 +31,16 @@ public slots:
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void saveSettings();
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void saveSettings();
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void refreshShaders();
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void refreshShaders();
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void clear();
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void clear();
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void revert();
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private slots:
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private slots:
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void selectShader();
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void selectShader();
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void loadShader(const QString& path);
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void loadShader(const QString& path, bool saveToSettings = false);
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void clearShader();
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void clearShader(bool saveToSettings = false);
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void buttonPressed(QAbstractButton*);
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void buttonPressed(QAbstractButton*);
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signals:
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signals:
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void saved();
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void saveSettingsRequested();
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void reset();
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void reset();
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void resetToDefault();
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void resetToDefault();
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