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settings,uisettings: Add IDs to settings
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f8435d676f
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@ -191,6 +191,7 @@ public:
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virtual bool IsEnum() const = 0;
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virtual bool RuntimeModfiable() const = 0;
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virtual void SetGlobal(bool global) {}
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virtual u32 Id() const = 0;
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virtual bool UsingGlobal() const {
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return false;
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}
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@ -200,6 +201,7 @@ class Linkage {
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public:
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std::map<Category, std::forward_list<BasicSetting*>> by_category;
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std::vector<std::function<void()>> restore_functions;
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u32 count;
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};
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/** The Setting class is a simple resource manager. It defines a label and default value
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@ -232,8 +234,10 @@ public:
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explicit Setting(Linkage& linkage, const Type& default_val, const std::string& name,
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enum Category category_)
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requires(!ranged)
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: value{default_val}, default_value{default_val}, label{name}, category{category_} {
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: value{default_val},
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default_value{default_val}, label{name}, category{category_}, id{linkage.count} {
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linkage.by_category[category].push_front(this);
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linkage.count++;
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}
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virtual ~Setting() = default;
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@ -251,8 +255,9 @@ public:
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const Type& max_val, const std::string& name, enum Category category_)
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requires(ranged)
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: value{default_val}, default_value{default_val}, maximum{max_val}, minimum{min_val},
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label{name}, category{category_} {
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label{name}, category{category_}, id{linkage.count} {
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linkage.by_category[category].push_front(this);
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linkage.count++;
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}
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/**
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@ -418,6 +423,10 @@ public:
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return std::type_index(typeid(Type));
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}
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virtual u32 Id() const override {
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return id;
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}
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protected:
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Type value{}; ///< The setting
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const Type default_value{}; ///< The default value
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@ -425,6 +434,7 @@ protected:
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const Type minimum{}; ///< Minimum allowed value of the setting
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const std::string label{}; ///< The setting's label
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const enum Category category; ///< The setting's category AKA INI group
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const u32 id;
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};
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/**
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@ -728,7 +738,7 @@ struct Values {
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linkage, VSyncMode::FIFO, VSyncMode::Immediate, VSyncMode::FIFORelaxed,
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"use_vsync", Category::Renderer};
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SwitchableSetting<bool> use_reactive_flushing{linkage, true, "use_reactive_flushing",
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Category::Renderer};
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Category::RendererAdvanced};
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SwitchableSetting<ShaderBackend, true> shader_backend{
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linkage, ShaderBackend::GLSL, ShaderBackend::GLSL, ShaderBackend::SPIRV,
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"shader_backend", Category::Renderer};
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