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