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configuration: Simplify applying per-game settings
Originally, every time we add a per-game setting, we'd have to guard for it when setting it on the global config, and use a specific function to do it for the per-game config. This moves the global check into the ApplyPerGameSetting function so that we can use it for changing both the global and per-game states. Less work for the programmer.
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59236b7d0f
commit
4aac1ae4b1
6 changed files with 69 additions and 112 deletions
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@ -99,6 +99,10 @@ void ConfigureAudio::SetVolumeIndicatorText(int percentage) {
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}
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void ConfigureAudio::ApplyConfiguration() {
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.enable_audio_stretching,
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ui->toggle_audio_stretching,
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enable_audio_stretching);
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if (Settings::IsConfiguringGlobal()) {
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Settings::values.sink_id =
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ui->output_sink_combo_box->itemText(ui->output_sink_combo_box->currentIndex())
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@ -108,19 +112,12 @@ void ConfigureAudio::ApplyConfiguration() {
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.toStdString();
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// Guard if during game and set to game-specific value
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if (Settings::values.enable_audio_stretching.UsingGlobal()) {
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Settings::values.enable_audio_stretching.SetValue(
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ui->toggle_audio_stretching->isChecked());
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}
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if (Settings::values.volume.UsingGlobal()) {
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Settings::values.volume.SetValue(
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static_cast<float>(ui->volume_slider->sliderPosition()) /
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ui->volume_slider->maximum());
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}
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} else {
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.enable_audio_stretching,
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ui->toggle_audio_stretching,
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enable_audio_stretching);
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if (ui->volume_combo_box->currentIndex() == 0) {
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Settings::values.volume.SetGlobal(true);
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} else {
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