Implement GetRegionCode and add the RegionCode to settings (#999)

This implement `GetRegionCode` accordingly to RE. I've added a setting in the GUI and a field in the Configuration file with a way to update the Configuration file if needed.
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Ac_K 2020-03-19 23:37:55 +01:00 committed by GitHub
parent 561d64e5bf
commit 32d3f3f690
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GPG key ID: 4AEE18F83AFDEB23
12 changed files with 156 additions and 6 deletions

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@ -39,6 +39,7 @@ namespace Ryujinx.Ui
[GUI] CheckButton _ignoreToggle;
[GUI] CheckButton _directKeyboardAccess;
[GUI] ComboBoxText _systemLanguageSelect;
[GUI] ComboBoxText _systemRegionSelect;
[GUI] CheckButton _custThemeToggle;
[GUI] Entry _custThemePath;
[GUI] ToggleButton _browseThemePath;
@ -197,6 +198,7 @@ namespace Ryujinx.Ui
}
_systemLanguageSelect.SetActiveId(ConfigurationState.Instance.System.Language.Value.ToString());
_systemRegionSelect .SetActiveId(ConfigurationState.Instance.System.Region.Value.ToString());
_controller1Type .SetActiveId(ConfigurationState.Instance.Hid.ControllerType.Value.ToString());
Controller_Changed(null, null, _controller1Type.ActiveId, _controller1Image);
@ -232,6 +234,7 @@ namespace Ryujinx.Ui
_gameDirsBox.AppendColumn("", new CellRendererText(), "text", 0);
_gameDirsBoxStore = new ListStore(typeof(string));
_gameDirsBox.Model = _gameDirsBoxStore;
foreach (string gameDir in ConfigurationState.Instance.Ui.GameDirs.Value)
{
_gameDirsBoxStore.AppendValues(gameDir);
@ -438,6 +441,7 @@ namespace Ryujinx.Ui
};
ConfigurationState.Instance.System.Language.Value = (Language)Enum.Parse(typeof(Language), _systemLanguageSelect.ActiveId);
ConfigurationState.Instance.System.Region.Value = (Configuration.System.Region)Enum.Parse(typeof(Configuration.System.Region), _systemRegionSelect.ActiveId);
ConfigurationState.Instance.Hid.ControllerType.Value = (ControllerType)Enum.Parse(typeof(ControllerType), _controller1Type.ActiveId);
ConfigurationState.Instance.Ui.CustomThemePath.Value = _custThemePath.Buffer.Text;
ConfigurationState.Instance.Graphics.ShadersDumpPath.Value = _graphicsShadersDumpPath.Buffer.Text;