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[android] Allow manual overlay toggle even with controller connected + move async GPU options to hacks (#3862)
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3862 Co-authored-by: PavelBARABANOV <pavelbarabanov94@gmail.com> Co-committed-by: PavelBARABANOV <pavelbarabanov94@gmail.com>
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parent
e6ad51e3d5
commit
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3 changed files with 5 additions and 5 deletions
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@ -284,8 +284,6 @@ class SettingsFragmentPresenter(
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add(BooleanSetting.SYNC_MEMORY_OPERATIONS.key)
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add(BooleanSetting.SYNC_MEMORY_OPERATIONS.key)
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add(BooleanSetting.RENDERER_USE_DISK_SHADER_CACHE.key)
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add(BooleanSetting.RENDERER_USE_DISK_SHADER_CACHE.key)
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add(BooleanSetting.RENDERER_FORCE_MAX_CLOCK.key)
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add(BooleanSetting.RENDERER_FORCE_MAX_CLOCK.key)
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add(BooleanSetting.RENDERER_ASYNCHRONOUS_GPU_EMULATION.key)
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add(BooleanSetting.RENDERER_ASYNC_PRESENTATION.key)
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add(BooleanSetting.RENDERER_REACTIVE_FLUSHING.key)
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add(BooleanSetting.RENDERER_REACTIVE_FLUSHING.key)
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add(BooleanSetting.ENABLE_BUFFER_HISTORY.key)
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add(BooleanSetting.ENABLE_BUFFER_HISTORY.key)
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add(BooleanSetting.USE_OPTIMIZED_VERTEX_BUFFERS.key)
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add(BooleanSetting.USE_OPTIMIZED_VERTEX_BUFFERS.key)
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@ -296,6 +294,8 @@ class SettingsFragmentPresenter(
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add(BooleanSetting.SKIP_CPU_INNER_INVALIDATION.key)
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add(BooleanSetting.SKIP_CPU_INNER_INVALIDATION.key)
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add(BooleanSetting.FIX_BLOOM_EFFECTS.key)
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add(BooleanSetting.FIX_BLOOM_EFFECTS.key)
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add(BooleanSetting.RENDERER_ASYNCHRONOUS_SHADERS.key)
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add(BooleanSetting.RENDERER_ASYNCHRONOUS_SHADERS.key)
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add(BooleanSetting.RENDERER_ASYNCHRONOUS_GPU_EMULATION.key)
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add(BooleanSetting.RENDERER_ASYNC_PRESENTATION.key)
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add(SettingsItem.GPU_UNSWIZZLE_COMBINED)
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add(SettingsItem.GPU_UNSWIZZLE_COMBINED)
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add(HeaderSetting(R.string.extensions))
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add(HeaderSetting(R.string.extensions))
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@ -2509,7 +2509,6 @@ class EmulationFragment : Fragment(), SurfaceHolder.Callback {
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fun toggleOverlay(enable: Boolean) {
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fun toggleOverlay(enable: Boolean) {
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if (!isAdded || _binding == null) return
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if (!isAdded || _binding == null) return
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if (enable && hasPhysicalControllerConnected && !args.overlayGamelessEditMode) return
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if (enable == !BooleanSetting.SHOW_INPUT_OVERLAY.getBoolean()) {
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if (enable == !BooleanSetting.SHOW_INPUT_OVERLAY.getBoolean()) {
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// Reset controller input flag so controller can hide overlay again
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// Reset controller input flag so controller can hide overlay again
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if (!enable) {
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if (!enable) {
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@ -2547,7 +2546,8 @@ class EmulationFragment : Fragment(), SurfaceHolder.Callback {
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if (binding.surfaceInputOverlay.isGamelessMode()) return
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if (binding.surfaceInputOverlay.isGamelessMode()) return
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if (hasConnectedControllers) {
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if (hasConnectedControllers) {
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if (BooleanSetting.SHOW_INPUT_OVERLAY.getBoolean()) {
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if (BooleanSetting.SHOW_INPUT_OVERLAY.getBoolean() &&
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BooleanSetting.HIDE_OVERLAY_ON_CONTROLLER_INPUT.getBoolean()) {
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overlayHiddenByPhysicalController = true
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overlayHiddenByPhysicalController = true
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toggleOverlay(false)
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toggleOverlay(false)
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}
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}
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@ -95,7 +95,7 @@ namespace AndroidSettings {
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Settings::Setting<u32> input_overlay_auto_hide{linkage, 5, "input_overlay_auto_hide",
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Settings::Setting<u32> input_overlay_auto_hide{linkage, 5, "input_overlay_auto_hide",
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Settings::Category::Overlay,
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Settings::Category::Overlay,
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Settings::Specialization::Default, true, true, &enable_input_overlay_auto_hide};
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Settings::Specialization::Default, true, true, &enable_input_overlay_auto_hide};
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Settings::Setting<bool> hide_overlay_on_controller_input{linkage, false,
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Settings::Setting<bool> hide_overlay_on_controller_input{linkage, true,
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"hide_overlay_on_controller_input",
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"hide_overlay_on_controller_input",
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Settings::Category::Overlay,
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Settings::Category::Overlay,
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Settings::Specialization::Default, true,
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Settings::Specialization::Default, true,
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