core/settings: Move configuring_global behind an API
Rather than have directly modified global state here, we can make it an implementation detail and have an interface that changes are queried through.
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9 changed files with 50 additions and 39 deletions
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@ -32,7 +32,7 @@ void ConfigureGraphicsAdvanced::SetConfiguration() {
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ui->use_asynchronous_shaders->setChecked(Settings::values.use_asynchronous_shaders.GetValue());
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ui->use_fast_gpu_time->setChecked(Settings::values.use_fast_gpu_time.GetValue());
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if (Settings::configuring_global) {
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if (Settings::IsConfiguringGlobal()) {
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ui->gpu_accuracy->setCurrentIndex(
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static_cast<int>(Settings::values.gpu_accuracy.GetValue()));
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ui->anisotropic_filtering_combobox->setCurrentIndex(
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@ -52,9 +52,9 @@ void ConfigureGraphicsAdvanced::ApplyConfiguration() {
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// Subtract 2 if configuring per-game (separator and "use global configuration" take 2 slots)
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const auto gpu_accuracy = static_cast<Settings::GPUAccuracy>(
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ui->gpu_accuracy->currentIndex() -
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((Settings::configuring_global) ? 0 : ConfigurationShared::USE_GLOBAL_OFFSET));
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((Settings::IsConfiguringGlobal()) ? 0 : ConfigurationShared::USE_GLOBAL_OFFSET));
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if (Settings::configuring_global) {
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if (Settings::IsConfiguringGlobal()) {
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// Must guard in case of a during-game configuration when set to be game-specific.
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if (Settings::values.gpu_accuracy.UsingGlobal()) {
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Settings::values.gpu_accuracy.SetValue(gpu_accuracy);
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@ -118,7 +118,7 @@ void ConfigureGraphicsAdvanced::RetranslateUI() {
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void ConfigureGraphicsAdvanced::SetupPerGameUI() {
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// Disable if not global (only happens during game)
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if (Settings::configuring_global) {
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if (Settings::IsConfiguringGlobal()) {
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ui->gpu_accuracy->setEnabled(Settings::values.gpu_accuracy.UsingGlobal());
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ui->use_vsync->setEnabled(Settings::values.use_vsync.UsingGlobal());
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ui->use_assembly_shaders->setEnabled(Settings::values.use_assembly_shaders.UsingGlobal());
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