* This fixes#6041 by changing OnCoreError. Instead of there being an "Abort/Continue" prompt when a savestate fails to save or load, it just brings up a warning box.
I also changed "Abort/Continue" to "Quit Game/Continue" for better clarity
* Fixed formatting
* common: Move settings to common from core.
- Removes a dependency on core and input_common from common.
* code: Wrap settings values
* Port from yuzu to allow per game settings
* citra_qt: Initial per-game settings dialog
* citra_qt: Use new API for read/save of config values
* citra_qt: Per game audio settings
* citra_qt: Per game graphics settings
* citra_qt: Per game system settings
* citra_qt: Per game general settings
* citra_qt: Document and run clang format
* citra_qt: Make icon smaller and centered
* citra_qt: Remove version number
* Not sure how to extract that, can always add it back later
* citra_qt: Wrap UISettings
* citra_qt: Fix unthottled fps setting
* citra_qt: Remove margin in emulation tab
* citra_qt: Implement some suggestions
* Bring back speed switch hotkey
* Allow configuration when game is running
* Rename/adjust UI stuff
* citra_qt: Fix build with separate windows
* citra_qt: Address feedback
* citra_qt: Log per-game settings before launching games
* citra_qt: Add shader cache options
* Also fix android build
* citra_qt: Add DLC menu option
* citra_qt: Run clang-format
* citra_qt: Adjust for time offset
* citra_qt: Implement suggestions
* Run clang-format
Co-authored-by: bunnei <bunneidev@gmail.com>
* The current backend heavily depends on many extensions for shadow
rendering and texture cubes in the fragment shaders. All these
extensions were incorporated to core in 4.3. Support is practically
ubiquitous and requiring support for it makes things a lot easier
Previously the movie was started *after* core starts running, causing potential indeterminism.
Some desyncs are still not fixed; they may be caused by core timing. More investigation is required.
Since we do not have an overlay yet, it can be confusing whether movie is being recorded or played. This makes it clear.
Status messages (e.g. system archive missing) will be overriden, but that shouldn't be too important when recording movies.
Doubled the status bar updating frequency to provide a better experience. It now updates every second.
This is completely rebuilt, in order to allow setting author, displaying movie metadata, and toggling read-only mode.
The UX is changed to more closely match other emulators' behaviour. Now you can only record/play from start/reset (In the future, we might want to introduce 'record from savestate')
Also fixed a critical bug where movie file can be corrupted when ending the recording while game is still running.
Saves UISettings and Settings when booting a guest. Moves updating
UISettings::values from GMainWindow::closeEvent into its own function,
then reuses it in GMainWindow::BootGame.
Co-Authored-By: lat9nq <22451773+lat9nq@users.noreply.github.com>
* game_list: Eliminate redundant argument copies
Several functions can be taken by const reference to avoid copies
Co-Authored-By: LC <712067+lioncash@users.noreply.github.com>
* game_list: Make game list function naming consistent
Makes the naming consistent with the rest of the functions that are
present.
Co-Authored-By: LC <712067+lioncash@users.noreply.github.com>
Co-authored-by: Lioncash <mathew1800@gmail.com>
Co-authored-by: LC <712067+lioncash@users.noreply.github.com>
The feature wasn't working when the "single window mode" was off.
Changed the cursor setting to only affect the render_window and
moved to a signal/slot model to show the mouse.
* Forward declare ui and use unique_ptr
* ConfigureEnhancements: use unique_ptr for ui
* Use make_unique instead of new where applicable
* Move some of the ui includes that already used unique_ptr
* main.cpp: also make use of make_unique on Config
* Address review comments