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configure_graphics_advance: Generate UI at runtime
We can iterate through the AdvancedGraphics settings and generate the UI during runtime. This doesn't help runtime efficiency, but it helps a ton in reducing the amount of work a developer needs in order to add a new setting.
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@ -41,8 +41,10 @@
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ConfigurePerGame::ConfigurePerGame(QWidget* parent, u64 title_id_, const std::string& file_name,
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std::vector<VkDeviceInfo::Record>& vk_device_records,
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Core::System& system_)
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: QDialog(parent), ui(std::make_unique<Ui::ConfigurePerGame>()), title_id{title_id_},
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system{system_}, tab_group{std::make_shared<std::forward_list<ConfigurationShared::Tab*>>()} {
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: QDialog(parent),
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ui(std::make_unique<Ui::ConfigurePerGame>()), title_id{title_id_}, system{system_},
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translations{ConfigurationShared::InitializeTranslations(this)},
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tab_group{std::make_shared<std::forward_list<ConfigurationShared::Tab*>>()} {
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const auto file_path = std::filesystem::path(Common::FS::ToU8String(file_name));
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const auto config_file_name = title_id == 0 ? Common::FS::PathToUTF8String(file_path.filename())
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: fmt::format("{:016X}", title_id);
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@ -52,7 +54,8 @@ ConfigurePerGame::ConfigurePerGame(QWidget* parent, u64 title_id_, const std::st
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audio_tab = std::make_unique<ConfigureAudio>(system_, tab_group, this);
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cpu_tab = std::make_unique<ConfigureCpu>(system_, tab_group, this);
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general_tab = std::make_unique<ConfigureGeneral>(system_, tab_group, this);
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graphics_advanced_tab = std::make_unique<ConfigureGraphicsAdvanced>(system_, tab_group, this);
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graphics_advanced_tab =
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std::make_unique<ConfigureGraphicsAdvanced>(system_, tab_group, *translations, this);
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graphics_tab = std::make_unique<ConfigureGraphics>(
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system_, vk_device_records, [&]() { graphics_advanced_tab->ExposeComputeOption(); },
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tab_group, this);
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