More UI work (#21035)

* Improve a couple of on-screen buttons (menu, fastforward)

* Fix the new continue button, oops

* Add some missing translations

* Split a translation string to make portrait look better

* More GameScreen redesign

* Don't accidentally go into game-specific mode

* Fix layout issue with popupscreens, fix context menu positioning

* One more icon
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Henrik Rydgård authored and GitHub committed 2025-11-24 20:33:13 +01:00
1 parent b71ee0ba89
commit 3116eba395
66 files changed
+400 -200

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@@ -798,7 +798,7 @@ static const ConfigSetting soundSettings[] = {
ConfigSetting("AudioBufferSize", SETTING(g_Config, iSDLAudioBufferSize), 256, CfgFlag::DEFAULT),
ConfigSetting("FillAudioGaps", SETTING(g_Config, bFillAudioGaps), true, CfgFlag::DEFAULT),
ConfigSetting("AudioSyncMode", SETTING(g_Config, iAudioSyncMode), (int)AudioSyncMode::CLASSIC_PITCH, CfgFlag::DEFAULT),
ConfigSetting("AudioSyncMode", SETTING(g_Config, iAudioPlaybackMode), (int)AudioSyncMode::CLASSIC_PITCH, CfgFlag::DEFAULT),
// Legacy volume settings, these get auto upgraded through default handlers on the new settings. NOTE: Must be before the new ones in the order here.
// The default settings here are still relevant, they will get propagated into the new ones.
@@ -1734,19 +1734,20 @@ bool Config::SaveGameConfig(const std::string &gameId, std::string_view titleFor
}
bool Config::LoadGameConfig(const std::string &gameId) {
bool exists;
Path iniFileNameFull = GetGameConfigFilePath(gameId, &exists);
if (!exists) {
// Bail if there's no game-specific config.
DEBUG_LOG(Log::Loader, "No game-specific settings found in %s. Using global defaults.", iniFileNameFull.c_str());
return false;
}
// Switch to game specific mode, if we're not in it.
if (gameId_.empty()) {
INFO_LOG(Log::Loader, "Switching to game specific mode before load: %s", gameId.c_str());
gameId_ = gameId;
}
bool exists;
Path iniFileNameFull = GetGameConfigFilePath(gameId, &exists);
if (!exists) {
DEBUG_LOG(Log::Loader, "No game-specific settings found in %s. Using global defaults.", iniFileNameFull.c_str());
return false;
}
IniFile iniFile;
iniFile.Load(iniFileNameFull);