mirror of
https://git.citron-emu.org/citron/emulator
synced 2025-12-23 20:33:41 +00:00
Edit configure_per_game.cpp
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@@ -45,6 +45,7 @@
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#include "citron/configuration/configure_per_game.h"
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#include "citron/configuration/configure_per_game_addons.h"
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#include "citron/configuration/configure_system.h"
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#include "citron/theme.h"
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#include "citron/uisettings.h"
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#include "citron/util/util.h"
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#include "citron/vk_device_info.h"
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@@ -74,14 +75,33 @@ tab_group{std::make_shared<std::vector<ConfigurationShared::Tab*>>()} {
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ui->setupUi(this);
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// THIS IS THE NEW FIX: Force a minimum height on the window.
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// This block processes the theme and passes it to the graphics tab
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{
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// 1. Read the raw stylesheet from the UI property.
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QString raw_stylesheet = property("templateStyleSheet").toString();
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// 2. Process a copy of the stylesheet for this dialog itself.
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QString processed_stylesheet = raw_stylesheet;
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QColor accent_color(Theme::GetAccentColor());
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QString accent_color_hover = accent_color.lighter(115).name(QColor::HexRgb);
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QString accent_color_pressed = accent_color.darker(120).name(QColor::HexRgb);
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processed_stylesheet.replace(QStringLiteral("%%ACCENT_COLOR%%"), accent_color.name(QColor::HexRgb));
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processed_stylesheet.replace(QStringLiteral("%%ACCENT_COLOR_HOVER%%"), accent_color_hover);
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processed_stylesheet.replace(QStringLiteral("%%ACCENT_COLOR_PRESSED%%"), accent_color_pressed);
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setStyleSheet(processed_stylesheet);
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// 3. Pass the RAW, UNPROCESSED stylesheet to the graphics tab.
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// This allows the graphics tab to do its own color replacements correctly.
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graphics_tab->SetTemplateStyleSheet(raw_stylesheet);
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}
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setMinimumHeight(400);
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layout()->setSizeConstraint(QLayout::SetDefaultConstraint);
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ui->tabWidget->addTab(addons_tab.get(), tr("Add-Ons"));
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// Create a scroll area for the system tab
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QScrollArea* system_scroll_area = new QScrollArea(this);
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system_scroll_area->setWidgetResizable(true);
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system_scroll_area->setWidget(system_tab.get());
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@@ -89,13 +109,11 @@ tab_group{std::make_shared<std::vector<ConfigurationShared::Tab*>>()} {
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ui->tabWidget->addTab(cpu_tab.get(), tr("CPU"));
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// Create a scroll area for the graphics tab
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QScrollArea* graphics_scroll_area = new QScrollArea(this);
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graphics_scroll_area->setWidgetResizable(true);
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graphics_scroll_area->setWidget(graphics_tab.get());
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ui->tabWidget->addTab(graphics_scroll_area, tr("Graphics"));
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// Create a scroll area for the advanced graphics tab
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QScrollArea* graphics_advanced_scroll_area = new QScrollArea(this);
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graphics_advanced_scroll_area->setWidgetResizable(true);
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graphics_advanced_scroll_area->setWidget(graphics_advanced_tab.get());
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@@ -104,7 +122,6 @@ tab_group{std::make_shared<std::vector<ConfigurationShared::Tab*>>()} {
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ui->tabWidget->addTab(audio_tab.get(), tr("Audio"));
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ui->tabWidget->addTab(input_tab.get(), tr("Input Profiles"));
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// Only show Linux tab on Unix
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linux_tab->setVisible(false);
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#ifdef __unix__
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linux_tab->setVisible(true);
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@@ -232,33 +249,27 @@ void ConfigurePerGame::LoadConfiguration() {
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const auto valueText = ReadableByteSize(file->GetSize());
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ui->display_size->setText(valueText);
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// Display Build ID(s) if available
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std::string base_build_id_hex;
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std::string update_build_id_hex;
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// Try to get build ID based on file type
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const auto file_type = loader->GetFileType();
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if (file_type == Loader::FileType::NSO) {
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// For NSO files, read the build ID directly from the header
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if (file->GetSize() >= 0x100) {
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std::array<u8, 0x100> header_data{};
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if (file->ReadBytes(header_data.data(), 0x100, 0) == 0x100) {
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// Build ID is at offset 0x40 in NSO header
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std::array<u8, 0x20> build_id{};
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std::memcpy(build_id.data(), header_data.data() + 0x40, 0x20);
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base_build_id_hex = Common::HexToString(build_id, false);
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}
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}
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} else if (file_type == Loader::FileType::DeconstructedRomDirectory) {
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// For deconstructed ROM directories, read from the main NSO file
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const auto main_dir = file->GetContainingDirectory();
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if (main_dir) {
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const auto main_nso = main_dir->GetFile("main");
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if (main_nso && main_nso->GetSize() >= 0x100) {
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std::array<u8, 0x100> header_data{};
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if (main_nso->ReadBytes(header_data.data(), 0x100, 0) == 0x100) {
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// Build ID is at offset 0x40 in NSO header
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std::array<u8, 0x20> build_id{};
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std::memcpy(build_id.data(), header_data.data() + 0x40, 0x20);
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base_build_id_hex = Common::HexToString(build_id, false);
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@@ -266,16 +277,12 @@ void ConfigurePerGame::LoadConfiguration() {
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}
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}
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} else {
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// For other file types (XCI, NSP, NCA), try to extract build ID directly
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try {
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if (file_type == Loader::FileType::XCI) {
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// For XCI files, try to construct with the proper parameters
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try {
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// First try to get the program ID from the XCI to use proper parameters
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FileSys::XCI xci_temp(file);
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if (xci_temp.GetStatus() == Loader::ResultStatus::Success) {
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// Try to get the program NCA from the secure partition
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FileSys::XCI xci(file, title_id, 0); // Use detected title_id
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FileSys::XCI xci(file, title_id, 0);
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if (xci.GetStatus() == Loader::ResultStatus::Success) {
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auto program_nca = xci.GetNCAByType(FileSys::NCAContentType::Program);
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if (program_nca && program_nca->GetStatus() == Loader::ResultStatus::Success) {
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@@ -295,8 +302,6 @@ void ConfigurePerGame::LoadConfiguration() {
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}
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}
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} catch (...) {
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// XCI might be encrypted or have other issues
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// Fall back to checking if it's installed in the content provider
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const auto& content_provider = system.GetContentProvider();
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auto base_nca = content_provider.GetEntry(title_id, FileSys::ContentRecordType::Program);
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if (base_nca && base_nca->GetStatus() == Loader::ResultStatus::Success) {
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@@ -315,7 +320,6 @@ void ConfigurePerGame::LoadConfiguration() {
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}
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}
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} else if (file_type == Loader::FileType::NSP) {
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// For NSP files, try to construct and parse directly
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FileSys::NSP nsp(file);
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if (nsp.GetStatus() == Loader::ResultStatus::Success) {
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auto exefs = nsp.GetExeFS();
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@@ -332,7 +336,6 @@ void ConfigurePerGame::LoadConfiguration() {
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}
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}
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} else if (file_type == Loader::FileType::NCA) {
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// For NCA files, try to construct and parse directly
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FileSys::NCA nca(file);
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if (nca.GetStatus() == Loader::ResultStatus::Success) {
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auto exefs = nca.GetExeFS();
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@@ -350,23 +353,15 @@ void ConfigurePerGame::LoadConfiguration() {
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}
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}
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} catch (...) {
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// If anything fails, continue without the build ID
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}
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}
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// Try to get update build ID from patch manager and content provider
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try {
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// Method 1: Try through patch manager (more reliable for updates)
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const FileSys::PatchManager pm_update{title_id, system.GetFileSystemController(),
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system.GetContentProvider()};
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// Check if patch manager has update information
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const auto update_version = pm_update.GetGameVersion();
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if (update_version.has_value() && update_version.value() > 0) {
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// There's an update, try to get its build ID through the patch manager
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// The patch manager should have access to the update NCA
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// Try to get the update NCA through the patch manager's content provider
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const auto& content_provider = system.GetContentProvider();
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const auto update_title_id = FileSys::GetUpdateTitleID(title_id);
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auto update_nca = content_provider.GetEntry(update_title_id, FileSys::ContentRecordType::Program);
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@@ -387,7 +382,6 @@ void ConfigurePerGame::LoadConfiguration() {
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}
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}
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// Method 2: If patch manager approach didn't work, try direct content provider access
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if (update_build_id_hex.empty()) {
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const auto& content_provider = system.GetContentProvider();
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const auto update_title_id = FileSys::GetUpdateTitleID(title_id);
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@@ -409,47 +403,35 @@ void ConfigurePerGame::LoadConfiguration() {
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}
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}
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// Method 3: Try to use the patch manager's GetPatches to detect updates
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if (update_build_id_hex.empty()) {
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const auto patches = pm_update.GetPatches();
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for (const auto& patch : patches) {
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if (patch.type == FileSys::PatchType::Update && patch.enabled) {
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// There's an enabled update patch, but we couldn't get its build ID
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// This indicates an update is available but not currently loaded
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break;
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}
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}
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}
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} catch (...) {
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// If update build ID extraction fails, continue with just base
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}
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// Try to get the actual running build ID from system (this will be the update if one is applied)
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const auto& system_build_id = system.GetApplicationProcessBuildID();
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const auto system_build_id_hex = Common::HexToString(system_build_id, false);
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// If we have a system build ID and it's different from the base, it's likely the update
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if (!system_build_id_hex.empty() && system_build_id_hex != std::string(64, '0')) {
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if (!base_build_id_hex.empty() && system_build_id_hex != base_build_id_hex) {
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// System build ID is different from base, so it's the update
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update_build_id_hex = system_build_id_hex;
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} else if (base_build_id_hex.empty()) {
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// No base build ID found, use system as base
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base_build_id_hex = system_build_id_hex;
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}
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}
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// Additional check: if we still don't have an update build ID but we know there's an update
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// (from the Add-Ons tab showing v1.0.1 etc), try alternative detection methods
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bool update_detected = false;
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if (update_build_id_hex.empty() && !base_build_id_hex.empty()) {
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// Check if the patch manager indicates an update is available
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const auto update_version = pm.GetGameVersion();
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if (update_version.has_value() && update_version.value() > 0) {
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update_detected = true;
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}
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// Also check patches
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const auto patches = pm.GetPatches();
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for (const auto& patch : patches) {
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if (patch.type == FileSys::PatchType::Update && patch.enabled) {
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@@ -459,18 +441,15 @@ void ConfigurePerGame::LoadConfiguration() {
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}
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}
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// Display the Build IDs in separate fields
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bool has_base = !base_build_id_hex.empty() && base_build_id_hex != std::string(64, '0');
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bool has_update = !update_build_id_hex.empty() && update_build_id_hex != std::string(64, '0');
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// Set Base Build ID
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if (has_base) {
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ui->display_build_id->setText(QString::fromStdString(base_build_id_hex));
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} else {
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ui->display_build_id->setText(tr("Not Available"));
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}
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// Set Update Build ID
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if (has_update) {
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ui->display_update_build_id->setText(QString::fromStdString(update_build_id_hex));
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} else if (update_detected) {
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