general: Make most settings a BasicSetting

Creates a new BasicSettings class in common/settings, and forces setting
a default and label for each setting that uses it in common/settings.
Moves defaults and labels from both frontends into common settings.
Creates a helper function in each frontend to facillitate reading the
settings now with the new default and label properties.

Settings::Setting is also now a subclass of Settings::BasicSetting. Also
adds documentation for both Setting and BasicSetting.
This commit is contained in:
lat9nq
2021-06-28 15:58:16 -04:00
parent 35b17fa5e0
commit b91b76df4f
32 changed files with 813 additions and 666 deletions

View File

@ -69,7 +69,7 @@ void ConfigureAudio::SetOutputSinkFromSinkID() {
[[maybe_unused]] const QSignalBlocker blocker(ui->output_sink_combo_box);
int new_sink_index = 0;
const QString sink_id = QString::fromStdString(Settings::values.sink_id);
const QString sink_id = QString::fromStdString(Settings::values.sink_id.GetValue());
for (int index = 0; index < ui->output_sink_combo_box->count(); index++) {
if (ui->output_sink_combo_box->itemText(index) == sink_id) {
new_sink_index = index;
@ -83,7 +83,7 @@ void ConfigureAudio::SetOutputSinkFromSinkID() {
void ConfigureAudio::SetAudioDeviceFromDeviceID() {
int new_device_index = -1;
const QString device_id = QString::fromStdString(Settings::values.audio_device_id);
const QString device_id = QString::fromStdString(Settings::values.audio_device_id.GetValue());
for (int index = 0; index < ui->audio_device_combo_box->count(); index++) {
if (ui->audio_device_combo_box->itemText(index) == device_id) {
new_device_index = index;
@ -106,9 +106,9 @@ void ConfigureAudio::ApplyConfiguration() {
Settings::values.sink_id =
ui->output_sink_combo_box->itemText(ui->output_sink_combo_box->currentIndex())
.toStdString();
Settings::values.audio_device_id =
Settings::values.audio_device_id.SetValue(
ui->audio_device_combo_box->itemText(ui->audio_device_combo_box->currentIndex())
.toStdString();
.toStdString());
// Guard if during game and set to game-specific value
if (Settings::values.volume.UsingGlobal()) {