mirror of https://github.com/PCSX2/pcsx2.git
UI: Remove option to disable per-game settings
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45421a9f96
commit
987dd805c2
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@ -118,9 +118,6 @@ bool GSRunner::InitializeConfig()
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Pad::ClearPortBindings(si, 0);
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Pad::ClearPortBindings(si, 0);
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si.ClearSection("Hotkeys");
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si.ClearSection("Hotkeys");
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// make sure any gamesettings inis in your tree don't get loaded
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si.SetBoolValue("EmuCore", "EnablePerGameSettings", false);
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// force logging
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// force logging
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si.SetBoolValue("Logging", "EnableSystemConsole", !s_no_console);
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si.SetBoolValue("Logging", "EnableSystemConsole", !s_no_console);
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si.SetBoolValue("Logging", "EnableTimestamps", true);
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si.SetBoolValue("Logging", "EnableTimestamps", true);
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@ -87,12 +87,9 @@ InterfaceSettingsWidget::InterfaceSettingsWidget(SettingsWindow* dialog, QWidget
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connect(m_ui.language, QOverload<int>::of(&QComboBox::currentIndexChanged), [this]() { emit languageChanged(); });
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connect(m_ui.language, QOverload<int>::of(&QComboBox::currentIndexChanged), [this]() { emit languageChanged(); });
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// Per-game settings is special, we don't want to bind it if we're editing per-game settings.
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// Per-game settings is special, we don't want to bind it if we're editing per-game settings.
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m_ui.perGameSettings->setEnabled(!dialog->isPerGameSettings());
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if (!dialog->isPerGameSettings())
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if (!dialog->isPerGameSettings())
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{
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{
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SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.pauseOnStart, "UI", "StartPaused", false);
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SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.pauseOnStart, "UI", "StartPaused", false);
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SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.perGameSettings, "EmuCore", "EnablePerGameSettings", true);
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connect(m_ui.perGameSettings, &QCheckBox::stateChanged, g_emu_thread, &EmuThread::reloadGameSettings);
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}
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}
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if (!dialog->isPerGameSettings() && AutoUpdaterDialog::isSupported())
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if (!dialog->isPerGameSettings() && AutoUpdaterDialog::isSupported())
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@ -154,8 +151,6 @@ InterfaceSettingsWidget::InterfaceSettingsWidget(SettingsWindow* dialog, QWidget
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dialog->registerWidgetHelp(
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dialog->registerWidgetHelp(
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m_ui.hideMainWindow, tr("Hide Main Window When Running"), tr("Unchecked"),
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m_ui.hideMainWindow, tr("Hide Main Window When Running"), tr("Unchecked"),
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tr("Hides the main window (with the game list) when a game is running, requires Render To Separate Window to be enabled."));
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tr("Hides the main window (with the game list) when a game is running, requires Render To Separate Window to be enabled."));
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dialog->registerWidgetHelp(m_ui.perGameSettings, tr("Enable Per-Game Settings"), tr("Checked"),
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tr("When enabled, custom per-game settings will be applied. Disable to always use the global configuration."));
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dialog->registerWidgetHelp(
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dialog->registerWidgetHelp(
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m_ui.discordPresence, tr("Enable Discord Presence"), tr("Unchecked"),
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m_ui.discordPresence, tr("Enable Discord Presence"), tr("Unchecked"),
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tr("Shows the game you are currently playing as part of your profile in Discord."));
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tr("Shows the game you are currently playing as part of your profile in Discord."));
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@ -78,13 +78,6 @@
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</property>
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</property>
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</widget>
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</widget>
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</item>
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</item>
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<item row="4" column="0">
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<widget class="QCheckBox" name="perGameSettings">
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<property name="text">
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<string>Enable Per-Game Settings</string>
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</property>
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</widget>
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</item>
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</layout>
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</layout>
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</widget>
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</widget>
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</item>
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</item>
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@ -1132,7 +1132,6 @@ struct Pcsx2Config
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EnableNoInterlacingPatches : 1,
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EnableNoInterlacingPatches : 1,
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EnableFastBoot : 1,
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EnableFastBoot : 1,
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EnableFastBootFastForward : 1,
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EnableFastBootFastForward : 1,
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EnablePerGameSettings : 1,
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// TODO - Vaser - where are these settings exposed in the Qt UI?
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// TODO - Vaser - where are these settings exposed in the Qt UI?
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EnableRecordingTools : 1,
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EnableRecordingTools : 1,
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EnableGameFixes : 1, // enables automatic game fixes
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EnableGameFixes : 1, // enables automatic game fixes
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@ -2731,12 +2731,6 @@ void FullscreenUI::DrawInterfaceSettingsPage()
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FSUI_CSTR("Automatically saves the emulator state when powering down or exiting. You can then resume directly from where you left "
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FSUI_CSTR("Automatically saves the emulator state when powering down or exiting. You can then resume directly from where you left "
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"off next time."),
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"off next time."),
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"EmuCore", "SaveStateOnShutdown", false);
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"EmuCore", "SaveStateOnShutdown", false);
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if (DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_WRENCH, "Enable Per-Game Settings"),
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FSUI_CSTR("When enabled, custom per-game settings will be applied. Disable to always use the global configuration."), "EmuCore", "EnablePerGameSettings",
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IsEditingGameSettings(bsi)))
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{
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Host::RunOnCPUThread(&VMManager::ReloadGameSettings);
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}
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if (DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_PAINT_BRUSH, "Use Light Theme"),
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if (DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_PAINT_BRUSH, "Use Light Theme"),
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FSUI_CSTR("Uses a light coloured theme instead of the default dark theme."), "UI", "UseLightFullscreenUITheme", false))
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FSUI_CSTR("Uses a light coloured theme instead of the default dark theme."), "UI", "UseLightFullscreenUITheme", false))
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{
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{
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@ -1692,7 +1692,6 @@ Pcsx2Config::Pcsx2Config()
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McdFolderAutoManage = true;
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McdFolderAutoManage = true;
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EnablePatches = true;
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EnablePatches = true;
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EnableFastBoot = true;
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EnableFastBoot = true;
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EnablePerGameSettings = true;
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EnableRecordingTools = true;
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EnableRecordingTools = true;
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EnableGameFixes = true;
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EnableGameFixes = true;
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InhibitScreensaver = true;
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InhibitScreensaver = true;
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@ -1727,7 +1726,6 @@ void Pcsx2Config::LoadSaveCore(SettingsWrapper& wrap)
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SettingsWrapBitBool(EnableNoInterlacingPatches);
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SettingsWrapBitBool(EnableNoInterlacingPatches);
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SettingsWrapBitBool(EnableFastBoot);
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SettingsWrapBitBool(EnableFastBoot);
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SettingsWrapBitBool(EnableFastBootFastForward);
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SettingsWrapBitBool(EnableFastBootFastForward);
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SettingsWrapBitBool(EnablePerGameSettings);
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SettingsWrapBitBool(EnableRecordingTools);
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SettingsWrapBitBool(EnableRecordingTools);
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SettingsWrapBitBool(EnableGameFixes);
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SettingsWrapBitBool(EnableGameFixes);
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SettingsWrapBitBool(SaveStateOnShutdown);
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SettingsWrapBitBool(SaveStateOnShutdown);
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@ -849,7 +849,7 @@ std::string VMManager::GetSerialForGameSettings()
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bool VMManager::UpdateGameSettingsLayer()
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bool VMManager::UpdateGameSettingsLayer()
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{
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{
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std::unique_ptr<INISettingsInterface> new_interface;
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std::unique_ptr<INISettingsInterface> new_interface;
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if (s_disc_crc != 0 && EmuConfig.EnablePerGameSettings)
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if (s_disc_crc != 0)
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{
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{
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std::string filename(GetGameSettingsPath(GetSerialForGameSettings(), s_disc_crc));
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std::string filename(GetGameSettingsPath(GetSerialForGameSettings(), s_disc_crc));
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if (!FileSystem::FileExists(filename.c_str()))
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if (!FileSystem::FileExists(filename.c_str()))
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