mirror of
https://github.com/yuzu-emu/yuzu.git
synced 2024-07-04 23:31:19 +01:00
yuzu, video_core: Screenshot functionality
Allows capturing screenshot at the current internal resolution (native for software renderer), but a setting is available to capture it in other resolutions. The screenshot is saved to a single PNG in the current layout.
This commit is contained in:
parent
f761e3ef86
commit
a2be49305d
15 changed files with 229 additions and 44 deletions
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@ -6,6 +6,7 @@
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#include "common/assert.h"
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#include "core/frontend/framebuffer_layout.h"
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#include "core/settings.h"
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namespace Layout {
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@ -42,4 +43,18 @@ FramebufferLayout DefaultFrameLayout(unsigned width, unsigned height) {
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return res;
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}
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FramebufferLayout FrameLayoutFromResolutionScale(u16 res_scale) {
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int width, height;
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if (Settings::values.use_docked_mode) {
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width = ScreenDocked::WidthDocked * res_scale;
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height = ScreenDocked::HeightDocked * res_scale;
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} else {
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width = ScreenUndocked::Width * res_scale;
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height = ScreenUndocked::Height * res_scale;
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}
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return DefaultFrameLayout(width, height);
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}
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} // namespace Layout
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@ -9,6 +9,7 @@
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namespace Layout {
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enum ScreenUndocked : unsigned { Width = 1280, Height = 720 };
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enum ScreenDocked : unsigned { WidthDocked = 1920, HeightDocked = 1080 };
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/// Describes the layout of the window framebuffer
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struct FramebufferLayout {
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@ -34,4 +35,10 @@ struct FramebufferLayout {
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*/
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FramebufferLayout DefaultFrameLayout(unsigned width, unsigned height);
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/**
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* Convenience method to get frame layout by resolution scale
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* @param res_scale resolution scale factor
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*/
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FramebufferLayout FrameLayoutFromResolutionScale(u16 res_scale);
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} // namespace Layout
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@ -27,4 +27,16 @@ void RendererBase::UpdateCurrentFramebufferLayout() {
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render_window.UpdateCurrentFramebufferLayout(layout.width, layout.height);
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}
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void RendererBase::RequestScreenshot(void* data, std::function<void()> callback,
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const Layout::FramebufferLayout& layout) {
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if (renderer_settings.screenshot_requested) {
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LOG_ERROR(Render, "A screenshot is already requested or in progress, ignoring the request");
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return;
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}
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renderer_settings.screenshot_bits = data;
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renderer_settings.screenshot_complete_callback = std::move(callback);
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renderer_settings.screenshot_framebuffer_layout = layout;
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renderer_settings.screenshot_requested = true;
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}
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} // namespace VideoCore
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@ -9,6 +9,7 @@
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#include <optional>
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#include "common/common_types.h"
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#include "core/frontend/emu_window.h"
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#include "video_core/gpu.h"
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#include "video_core/rasterizer_interface.h"
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@ -21,6 +22,12 @@ namespace VideoCore {
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struct RendererSettings {
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std::atomic_bool use_framelimiter{false};
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std::atomic_bool set_background_color{false};
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// Screenshot
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std::atomic<bool> screenshot_requested{false};
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void* screenshot_bits;
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std::function<void()> screenshot_complete_callback;
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Layout::FramebufferLayout screenshot_framebuffer_layout;
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};
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class RendererBase : NonCopyable {
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@ -57,9 +64,29 @@ public:
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return *rasterizer;
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}
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Core::Frontend::EmuWindow& GetRenderWindow() {
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return render_window;
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}
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const Core::Frontend::EmuWindow& GetRenderWindow() const {
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return render_window;
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}
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RendererSettings& Settings() {
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return renderer_settings;
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}
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const RendererSettings& Settings() const {
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return renderer_settings;
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}
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/// Refreshes the settings common to all renderers
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void RefreshBaseSettings();
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/// Request a screenshot of the next frame
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void RequestScreenshot(void* data, std::function<void()> callback,
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const Layout::FramebufferLayout& layout);
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protected:
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Core::Frontend::EmuWindow& render_window; ///< Reference to the render window handle.
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std::unique_ptr<RasterizerInterface> rasterizer;
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@ -138,7 +138,12 @@ void RendererOpenGL::SwapBuffers(
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// Load the framebuffer from memory, draw it to the screen, and swap buffers
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LoadFBToScreenInfo(*framebuffer);
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DrawScreen();
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if (renderer_settings.screenshot_requested)
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CaptureScreenshot();
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DrawScreen(render_window.GetFramebufferLayout());
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render_window.SwapBuffers();
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}
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@ -383,14 +388,13 @@ void RendererOpenGL::DrawScreenTriangles(const ScreenInfo& screen_info, float x,
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/**
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* Draws the emulated screens to the emulator window.
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*/
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void RendererOpenGL::DrawScreen() {
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void RendererOpenGL::DrawScreen(const Layout::FramebufferLayout& layout) {
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if (renderer_settings.set_background_color) {
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// Update background color before drawing
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glClearColor(Settings::values.bg_red, Settings::values.bg_green, Settings::values.bg_blue,
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0.0f);
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}
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const auto& layout = render_window.GetFramebufferLayout();
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const auto& screen = layout.screen;
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glViewport(0, 0, layout.width, layout.height);
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@ -414,6 +418,37 @@ void RendererOpenGL::DrawScreen() {
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/// Updates the framerate
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void RendererOpenGL::UpdateFramerate() {}
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void RendererOpenGL::CaptureScreenshot() {
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// Draw the current frame to the screenshot framebuffer
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screenshot_framebuffer.Create();
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GLuint old_read_fb = state.draw.read_framebuffer;
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GLuint old_draw_fb = state.draw.draw_framebuffer;
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state.draw.read_framebuffer = state.draw.draw_framebuffer = screenshot_framebuffer.handle;
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state.Apply();
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Layout::FramebufferLayout layout{renderer_settings.screenshot_framebuffer_layout};
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GLuint renderbuffer;
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glGenRenderbuffers(1, &renderbuffer);
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glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_RGB8, layout.width, layout.height);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, renderbuffer);
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DrawScreen(layout);
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glReadPixels(0, 0, layout.width, layout.height, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV,
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renderer_settings.screenshot_bits);
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screenshot_framebuffer.Release();
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state.draw.read_framebuffer = old_read_fb;
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state.draw.draw_framebuffer = old_draw_fb;
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state.Apply();
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glDeleteRenderbuffers(1, &renderbuffer);
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renderer_settings.screenshot_complete_callback();
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renderer_settings.screenshot_requested = false;
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}
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static const char* GetSource(GLenum source) {
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#define RET(s) \
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case GL_DEBUG_SOURCE_##s: \
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@ -16,6 +16,10 @@ namespace Core::Frontend {
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class EmuWindow;
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}
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namespace Layout {
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class FramebufferLayout;
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}
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namespace OpenGL {
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/// Structure used for storing information about the textures for the Switch screen
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@ -66,10 +70,12 @@ private:
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void ConfigureFramebufferTexture(TextureInfo& texture,
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const Tegra::FramebufferConfig& framebuffer);
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void DrawScreen();
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void DrawScreen(const Layout::FramebufferLayout& layout);
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void DrawScreenTriangles(const ScreenInfo& screen_info, float x, float y, float w, float h);
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void UpdateFramerate();
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void CaptureScreenshot();
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// Loads framebuffer from emulated memory into the display information structure
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void LoadFBToScreenInfo(const Tegra::FramebufferConfig& framebuffer);
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// Fills active OpenGL texture with the given RGBA color.
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@ -82,6 +88,7 @@ private:
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OGLVertexArray vertex_array;
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OGLBuffer vertex_buffer;
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OGLProgram shader;
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OGLFramebuffer screenshot_framebuffer;
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/// Display information for Switch screen
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ScreenInfo screen_info;
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@ -3,6 +3,8 @@
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// Refer to the license.txt file included.
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#include <memory>
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#include "core/core.h"
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#include "core/settings.h"
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#include "video_core/renderer_base.h"
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#include "video_core/renderer_opengl/renderer_opengl.h"
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#include "video_core/video_core.h"
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return std::make_unique<OpenGL::RendererOpenGL>(emu_window);
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}
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u16 GetResolutionScaleFactor(const RendererBase& renderer) {
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return !Settings::values.resolution_factor
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? renderer.GetRenderWindow().GetFramebufferLayout().GetScalingRatio()
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: Settings::values.resolution_factor;
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}
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} // namespace VideoCore
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*/
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std::unique_ptr<RendererBase> CreateRenderer(Core::Frontend::EmuWindow& emu_window);
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u16 GetResolutionScaleFactor(const RendererBase& renderer);
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} // namespace VideoCore
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#include "input_common/keyboard.h"
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#include "input_common/main.h"
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#include "input_common/motion_emu.h"
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#include "video_core/renderer_base.h"
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#include "video_core/video_core.h"
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#include "yuzu/bootmanager.h"
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EmuThread::EmuThread(GRenderWindow* render_window) : render_window(render_window) {}
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BackupGeometry();
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}
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void GRenderWindow::CaptureScreenshot(u16 res_scale, const QString& screenshot_path) {
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auto& renderer = Core::System::GetInstance().Renderer();
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if (!res_scale)
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res_scale = VideoCore::GetResolutionScaleFactor(renderer);
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const Layout::FramebufferLayout layout{Layout::FrameLayoutFromResolutionScale(res_scale)};
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screenshot_image = QImage(QSize(layout.width, layout.height), QImage::Format_RGB32);
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renderer.RequestScreenshot(screenshot_image.bits(),
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[=] {
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screenshot_image.mirrored(false, true).save(screenshot_path);
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LOG_INFO(Frontend, "The screenshot is saved.");
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},
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layout);
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}
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void GRenderWindow::OnMinimalClientAreaChangeRequest(
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const std::pair<unsigned, unsigned>& minimal_size) {
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setMinimumSize(minimal_size.first, minimal_size.second);
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#include <condition_variable>
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#include <mutex>
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#include <QGLWidget>
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#include <QImage>
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#include <QThread>
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#include "common/thread.h"
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#include "core/core.h"
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void InitRenderTarget();
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void CaptureScreenshot(u16 res_scale, const QString& screenshot_path);
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public slots:
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void moveContext(); // overridden
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EmuThread* emu_thread;
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/// Temporary storage of the screenshot taken
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QImage screenshot_image;
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protected:
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void showEvent(QShowEvent* event) override;
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};
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UISettings::values.theme = qt_config->value("theme", UISettings::themes[0].second).toString();
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UISettings::values.enable_discord_presence =
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qt_config->value("enable_discord_presence", true).toBool();
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UISettings::values.screenshot_resolution_factor =
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static_cast<u16>(qt_config->value("screenshot_resolution_factor", 0).toUInt());
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qt_config->beginGroup("UIGameList");
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UISettings::values.show_unknown = qt_config->value("show_unknown", true).toBool();
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qt_config->beginGroup("UI");
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qt_config->setValue("theme", UISettings::values.theme);
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qt_config->setValue("enable_discord_presence", UISettings::values.enable_discord_presence);
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qt_config->setValue("screenshot_resolution_factor",
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UISettings::values.screenshot_resolution_factor);
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qt_config->beginGroup("UIGameList");
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qt_config->setValue("show_unknown", UISettings::values.show_unknown);
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qt_config->beginGroup("Paths");
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qt_config->setValue("romsPath", UISettings::values.roms_path);
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qt_config->setValue("symbolsPath", UISettings::values.symbols_path);
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qt_config->setValue("screenshotPath", UISettings::values.screenshot_path);
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qt_config->setValue("gameListRootDir", UISettings::values.gamedir);
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qt_config->setValue("gameListDeepScan", UISettings::values.gamedir_deepscan);
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qt_config->setValue("recentFiles", UISettings::values.recent_files);
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Qt::ApplicationShortcut);
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hotkey_registry.RegisterHotkey("Main Window", "Load Amiibo", QKeySequence(Qt::Key_F2),
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Qt::ApplicationShortcut);
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hotkey_registry.RegisterHotkey("Main Window", "Capture Screenshot",
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QKeySequence(QKeySequence::Print));
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hotkey_registry.LoadHotkeys();
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connect(hotkey_registry.GetHotkey("Main Window", "Load File", this), &QShortcut::activated,
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OnLoadAmiibo();
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}
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});
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connect(hotkey_registry.GetHotkey("Main Window", "Capture Screenshot", this),
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&QShortcut::activated, this, [&] {
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if (emu_thread->IsRunning()) {
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OnCaptureScreenshot();
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}
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});
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}
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void GMainWindow::SetDefaultUIGeometry() {
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hotkey_registry.GetHotkey("Main Window", "Fullscreen", this)->key());
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connect(ui.action_Fullscreen, &QAction::triggered, this, &GMainWindow::ToggleFullscreen);
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// Movie
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connect(ui.action_Capture_Screenshot, &QAction::triggered, this,
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&GMainWindow::OnCaptureScreenshot);
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// Help
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connect(ui.action_Open_yuzu_Folder, &QAction::triggered, this, &GMainWindow::OnOpenYuzuFolder);
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connect(ui.action_Rederive, &QAction::triggered, this,
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ui.action_Restart->setEnabled(false);
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ui.action_Report_Compatibility->setEnabled(false);
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ui.action_Load_Amiibo->setEnabled(false);
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ui.action_Capture_Screenshot->setEnabled(false);
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render_window->hide();
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game_list->show();
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game_list->setFilterFocus();
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discord_rpc->Update();
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ui.action_Load_Amiibo->setEnabled(true);
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ui.action_Capture_Screenshot->setEnabled(true);
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}
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void GMainWindow::OnPauseGame() {
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ui.action_Start->setEnabled(true);
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ui.action_Pause->setEnabled(false);
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ui.action_Stop->setEnabled(true);
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ui.action_Capture_Screenshot->setEnabled(false);
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}
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void GMainWindow::OnStopGame() {
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}
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}
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void GMainWindow::OnCaptureScreenshot() {
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OnPauseGame();
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const QString path =
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QFileDialog::getSaveFileName(this, tr("Capture Screenshot"),
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UISettings::values.screenshot_path, tr("PNG Image (*.png)"));
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if (!path.isEmpty()) {
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UISettings::values.screenshot_path = QFileInfo(path).path();
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render_window->CaptureScreenshot(UISettings::values.screenshot_resolution_factor, path);
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}
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OnStartGame();
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}
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void GMainWindow::UpdateStatusBar() {
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if (emu_thread == nullptr) {
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status_bar_update_timer.stop();
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void ShowFullscreen();
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void HideFullscreen();
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void ToggleWindowMode();
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void OnCaptureScreenshot();
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void OnCoreError(Core::System::ResultStatus, std::string);
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void OnReinitializeKeys(ReinitializeKeyBehavior behavior);
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@ -101,11 +101,13 @@
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<addaction name="action_Show_Status_Bar"/>
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<addaction name="menu_View_Debugging"/>
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</widget>
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<widget class ="QMenu" name="menu_Tools">
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<widget class="QMenu" name="menu_Tools">
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<property name="title">
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<string>Tools</string>
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</property>
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<addaction name="action_Rederive" />
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<addaction name="action_Rederive"/>
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<addaction name="separator"/>
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<addaction name="action_Capture_Screenshot"/>
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</widget>
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<widget class="QMenu" name="menu_Help">
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<property name="title">
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<addaction name="menu_File"/>
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<addaction name="menu_Emulation"/>
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<addaction name="menu_View"/>
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<addaction name="menu_Tools" />
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<addaction name="menu_Tools"/>
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<addaction name="menu_Help"/>
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</widget>
|
||||
<action name="action_Install_File_NAND">
|
||||
|
@ -173,11 +175,11 @@
|
|||
<string>&Stop</string>
|
||||
</property>
|
||||
</action>
|
||||
<action name="action_Rederive">
|
||||
<property name="text">
|
||||
<string>Reinitialize keys...</string>
|
||||
</property>
|
||||
</action>
|
||||
<action name="action_Rederive">
|
||||
<property name="text">
|
||||
<string>Reinitialize keys...</string>
|
||||
</property>
|
||||
</action>
|
||||
<action name="action_About">
|
||||
<property name="text">
|
||||
<string>About yuzu</string>
|
||||
|
@ -252,39 +254,47 @@
|
|||
<string>Fullscreen</string>
|
||||
</property>
|
||||
</action>
|
||||
<action name="action_Restart">
|
||||
<property name="enabled">
|
||||
<bool>false</bool>
|
||||
</property>
|
||||
<property name="text">
|
||||
<string>Restart</string>
|
||||
</property>
|
||||
</action>
|
||||
<action name="action_Load_Amiibo">
|
||||
<property name="enabled">
|
||||
<bool>false</bool>
|
||||
</property>
|
||||
<property name="text">
|
||||
<string>Load Amiibo...</string>
|
||||
</property>
|
||||
<action name="action_Restart">
|
||||
<property name="enabled">
|
||||
<bool>false</bool>
|
||||
</property>
|
||||
<property name="text">
|
||||
<string>Restart</string>
|
||||
</property>
|
||||
</action>
|
||||
<action name="action_Report_Compatibility">
|
||||
<property name="enabled">
|
||||
<bool>false</bool>
|
||||
</property>
|
||||
<property name="text">
|
||||
<string>Report Compatibility</string>
|
||||
</property>
|
||||
<property name="visible">
|
||||
<bool>false</bool>
|
||||
</property>
|
||||
</action>
|
||||
<action name="action_Open_yuzu_Folder">
|
||||
<property name="text">
|
||||
<string>Open yuzu Folder</string>
|
||||
</property>
|
||||
</action>
|
||||
</widget>
|
||||
<action name="action_Load_Amiibo">
|
||||
<property name="enabled">
|
||||
<bool>false</bool>
|
||||
</property>
|
||||
<property name="text">
|
||||
<string>Load Amiibo...</string>
|
||||
</property>
|
||||
</action>
|
||||
<action name="action_Report_Compatibility">
|
||||
<property name="enabled">
|
||||
<bool>false</bool>
|
||||
</property>
|
||||
<property name="text">
|
||||
<string>Report Compatibility</string>
|
||||
</property>
|
||||
<property name="visible">
|
||||
<bool>false</bool>
|
||||
</property>
|
||||
</action>
|
||||
<action name="action_Open_yuzu_Folder">
|
||||
<property name="text">
|
||||
<string>Open yuzu Folder</string>
|
||||
</property>
|
||||
</action>
|
||||
<action name="action_Capture_Screenshot">
|
||||
<property name="enabled">
|
||||
<bool>false</bool>
|
||||
</property>
|
||||
<property name="text">
|
||||
<string>Capture Screenshot</string>
|
||||
</property>
|
||||
</action>
|
||||
</widget>
|
||||
<resources/>
|
||||
<connections/>
|
||||
</ui>
|
||||
|
|
|
@ -10,6 +10,7 @@
|
|||
#include <QByteArray>
|
||||
#include <QString>
|
||||
#include <QStringList>
|
||||
#include "common/common_types.h"
|
||||
|
||||
namespace UISettings {
|
||||
|
||||
|
@ -42,8 +43,11 @@ struct Values {
|
|||
// Discord RPC
|
||||
bool enable_discord_presence;
|
||||
|
||||
u16 screenshot_resolution_factor;
|
||||
|
||||
QString roms_path;
|
||||
QString symbols_path;
|
||||
QString screenshot_path;
|
||||
QString gamedir;
|
||||
bool gamedir_deepscan;
|
||||
QStringList recent_files;
|
||||
|
|
Loading…
Reference in a new issue