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Config: Specify/save game title on load too.
Needed when we load and then save, of course.
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0b4f60272c
commit
5e2b4d9f1d
5 files changed
+11
-7
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@@ -1189,7 +1189,7 @@ void Config::Load(const char *iniFileName, const char *controllerIniFilename) {
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//sadly it won't benefit from all the "version conversion" going on up-above
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//but these configs shouldn't contain older versions anyhow
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if (bGameSpecific) {
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loadGameConfig(gameId_);
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loadGameConfig(gameId_, gameIdTitle_);
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}
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CleanRecent();
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@@ -1508,7 +1508,7 @@ bool Config::saveGameConfig(const std::string &pGameId, const std::string &title
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return true;
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}
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bool Config::loadGameConfig(const std::string &pGameId) {
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bool Config::loadGameConfig(const std::string &pGameId, const std::string &title) {
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std::string iniFileNameFull = getGameConfigFile(pGameId);
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if (!hasGameConfig(pGameId)) {
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@@ -1516,7 +1516,7 @@ bool Config::loadGameConfig(const std::string &pGameId) {
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return false;
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}
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changeGameSpecific(pGameId);
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changeGameSpecific(pGameId, title);
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IniFile iniFile;
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iniFile.Load(iniFileNameFull);
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+1
-1
@@ -413,7 +413,7 @@ public:
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void changeGameSpecific(const std::string &gameId = "", const std::string &title = "");
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bool createGameConfig(const std::string &game_id);
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bool deleteGameConfig(const std::string& pGameId);
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bool loadGameConfig(const std::string &game_id);
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bool loadGameConfig(const std::string &game_id, const std::string &title);
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bool saveGameConfig(const std::string &pGameId, const std::string &title);
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void unloadGameConfig();
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std::string getGameConfigFile(const std::string &gameId);
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+1
-1
@@ -252,7 +252,7 @@ bool Load_PSP_ISO(FileLoader *fileLoader, std::string *error_string) {
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}
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//in case we didn't go through EmuScreen::boot
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g_Config.loadGameConfig(id);
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g_Config.loadGameConfig(id, g_paramSFO.GetValueString("TITLE"));
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host->SendUIMessage("config_loaded", "");
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INFO_LOG(LOADER,"Loading %s...", bootpath.c_str());
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+1
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@@ -202,7 +202,7 @@ void EmuScreen::bootGame(const std::string &filename) {
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return;
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if (!info->id.empty()) {
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g_Config.loadGameConfig(info->id);
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g_Config.loadGameConfig(info->id, info->GetTitle());
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// Reset views in case controls are in a different place.
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RecreateViews();
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@@ -132,7 +132,8 @@ void GameSettingsScreen::CreateViews() {
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ReloadAllPostShaderInfo();
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if (editThenRestore_) {
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g_Config.loadGameConfig(gameID_);
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std::shared_ptr<GameInfo> info = g_gameInfoCache->GetInfo(nullptr, gamePath_, 0);
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g_Config.loadGameConfig(gameID_, info->GetTitle());
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}
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iAlternateSpeedPercent1_ = g_Config.iFpsLimit1 < 0 ? -1 : (g_Config.iFpsLimit1 * 100) / 60;
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@@ -1051,6 +1052,9 @@ void GameSettingsScreen::onFinish(DialogResult result) {
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Reporting::UpdateConfig();
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g_Config.Save("GameSettingsScreen::onFinish");
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if (editThenRestore_) {
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// In case we didn't have the title yet before, try again.
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std::shared_ptr<GameInfo> info = g_gameInfoCache->GetInfo(nullptr, gamePath_, 0);
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g_Config.changeGameSpecific(gameID_, info->GetTitle());
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g_Config.unloadGameConfig();
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}
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