Add TitleId for the instances so that it is easier to track which title it is referring to

This commit is contained in:
WilliamWsyHK 2024-05-18 11:14:23 +08:00
parent a398575513
commit fbe8713a92

View file

@ -588,6 +588,8 @@ namespace Ryujinx.UI.Common.Configuration
/// </summary>
public static ConfigurationState Title { get; private set; }
public string TitleId { get; private set; } = null;
/// <summary>
/// The UI section
/// </summary>
@ -1681,7 +1683,7 @@ namespace Ryujinx.UI.Common.Configuration
string globalAppDataConfigurationPath = Path.Combine(AppDataManager.BaseDirPath, $"Config.json");
string globalConfigurationPath = File.Exists(globalLocalConfigurationPath) ? globalLocalConfigurationPath : File.Exists(globalAppDataConfigurationPath) ? globalAppDataConfigurationPath : null;
Title = new ConfigurationState();
Title = new ConfigurationState { TitleId = titleId };
// No configuration, we load the shared config values and save it to disk.
if (ConfigurationFileFormat.TryLoad(globalConfigurationPath, out ConfigurationFileFormat configurationFileFormat))
@ -1698,7 +1700,7 @@ namespace Ryujinx.UI.Common.Configuration
{
if (!LoadConfigurationStateForTitle(titleId))
{
Title = new ConfigurationState();
Title = new ConfigurationState { TitleId = titleId };
Title.LoadDefault();
}
}
@ -1718,7 +1720,7 @@ namespace Ryujinx.UI.Common.Configuration
if (ConfigurationFileFormat.TryLoad(gameConfigurationPath, out ConfigurationFileFormat configurationFileFormat))
{
Title = new ConfigurationState();
Title = new ConfigurationState { TitleId = titleId };
Title.Load(configurationFileFormat, gameConfigurationPath);
return true;