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https://github.com/dolphin-emu/dolphin.git
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1a2a99c9b3
GraphicsSlider is used by the panes in the Graphics config window to create sliders that change their associated config setting, and update their own state when something else changes the config setting. Despite its current name nothing about this class is particular to the Graphics window, so renaming it to ConfigSlider better reflects its purpose. This should also make it less confusing when ConfigSliders are added to other config panes.
415 lines
14 KiB
C++
415 lines
14 KiB
C++
// Copyright 2018 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include "DolphinQt/Config/GameConfigWidget.h"
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#include <QCheckBox>
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#include <QComboBox>
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#include <QGroupBox>
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#include <QLabel>
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#include <QPushButton>
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#include <QSlider>
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#include <QSpinBox>
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#include <QTabWidget>
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#include <QVBoxLayout>
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#include "Common/CommonPaths.h"
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#include "Common/FileUtil.h"
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#include "Core/ConfigLoaders/GameConfigLoader.h"
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#include "Core/ConfigManager.h"
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#include "DolphinQt/Config/ConfigControls/ConfigSlider.h"
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#include "DolphinQt/Config/GameConfigEdit.h"
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#include "UICommon/GameFile.h"
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constexpr int DETERMINISM_NOT_SET_INDEX = 0;
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constexpr int DETERMINISM_AUTO_INDEX = 1;
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constexpr int DETERMINISM_NONE_INDEX = 2;
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constexpr int DETERMINISM_FAKE_COMPLETION_INDEX = 3;
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constexpr const char* DETERMINISM_NOT_SET_STRING = "";
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constexpr const char* DETERMINISM_AUTO_STRING = "auto";
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constexpr const char* DETERMINISM_NONE_STRING = "none";
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constexpr const char* DETERMINISM_FAKE_COMPLETION_STRING = "fake-completion";
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static void PopulateTab(QTabWidget* tab, const std::string& path, std::string& game_id,
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u16 revision, bool read_only)
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{
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for (const std::string& filename : ConfigLoaders::GetGameIniFilenames(game_id, revision))
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{
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const std::string ini_path = path + filename;
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if (File::Exists(ini_path))
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{
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auto* edit = new GameConfigEdit(nullptr, QString::fromStdString(ini_path), read_only);
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tab->addTab(edit, QString::fromStdString(filename));
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}
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}
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}
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GameConfigWidget::GameConfigWidget(const UICommon::GameFile& game) : m_game(game)
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{
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m_game_id = m_game.GetGameID();
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m_gameini_local_path =
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QString::fromStdString(File::GetUserPath(D_GAMESETTINGS_IDX) + m_game_id + ".ini");
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CreateWidgets();
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LoadSettings();
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ConnectWidgets();
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PopulateTab(m_default_tab, File::GetSysDirectory() + GAMESETTINGS_DIR DIR_SEP, m_game_id,
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m_game.GetRevision(), true);
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PopulateTab(m_local_tab, File::GetUserPath(D_GAMESETTINGS_IDX), m_game_id, m_game.GetRevision(),
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false);
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// Always give the user the opportunity to create a new INI
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if (m_local_tab->count() == 0)
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{
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auto* edit = new GameConfigEdit(
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nullptr, QString::fromStdString(File::GetUserPath(D_GAMESETTINGS_IDX) + m_game_id + ".ini"),
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false);
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m_local_tab->addTab(edit, QString::fromStdString(m_game_id + ".ini"));
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}
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}
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void GameConfigWidget::CreateWidgets()
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{
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// General
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m_refresh_config = new QPushButton(tr("Refresh"));
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// Core
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auto* core_box = new QGroupBox(tr("Core"));
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auto* core_layout = new QGridLayout;
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core_box->setLayout(core_layout);
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m_enable_dual_core = new QCheckBox(tr("Enable Dual Core"));
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m_enable_mmu = new QCheckBox(tr("Enable MMU"));
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m_enable_fprf = new QCheckBox(tr("Enable FPRF"));
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m_sync_gpu = new QCheckBox(tr("Synchronize GPU thread"));
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m_enable_fast_disc = new QCheckBox(tr("Emulate Disc Speed"));
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m_use_dsp_hle = new QCheckBox(tr("DSP HLE (fast)"));
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m_deterministic_dual_core = new QComboBox;
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for (const auto& item : {tr("Not Set"), tr("auto"), tr("none"), tr("fake-completion")})
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m_deterministic_dual_core->addItem(item);
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m_enable_mmu->setToolTip(tr(
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"Enables the Memory Management Unit, needed for some games. (ON = Compatible, OFF = Fast)"));
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m_enable_fprf->setToolTip(tr("Enables Floating Point Result Flag calculation, needed for a few "
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"games. (ON = Compatible, OFF = Fast)"));
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m_sync_gpu->setToolTip(tr("Synchronizes the GPU and CPU threads to help prevent random freezes "
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"in Dual core mode. (ON = Compatible, OFF = Fast)"));
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m_enable_fast_disc->setToolTip(tr("Enable emulated disc speed. Disabling this can cause crashes "
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"and other problems in some games. "
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"(ON = Compatible, OFF = Unlocked)"));
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core_layout->addWidget(m_enable_dual_core, 0, 0);
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core_layout->addWidget(m_enable_mmu, 1, 0);
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core_layout->addWidget(m_enable_fprf, 2, 0);
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core_layout->addWidget(m_sync_gpu, 3, 0);
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core_layout->addWidget(m_enable_fast_disc, 4, 0);
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core_layout->addWidget(m_use_dsp_hle, 5, 0);
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core_layout->addWidget(new QLabel(tr("Deterministic dual core:")), 6, 0);
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core_layout->addWidget(m_deterministic_dual_core, 6, 1);
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// Stereoscopy
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auto* stereoscopy_box = new QGroupBox(tr("Stereoscopy"));
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auto* stereoscopy_layout = new QGridLayout;
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stereoscopy_box->setLayout(stereoscopy_layout);
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m_depth_slider = new QSlider(Qt::Horizontal);
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m_depth_slider->setMinimum(100);
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m_depth_slider->setMaximum(200);
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m_convergence_spin = new QSpinBox;
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m_convergence_spin->setMinimum(0);
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m_convergence_spin->setMaximum(INT32_MAX);
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m_use_monoscopic_shadows = new QCheckBox(tr("Monoscopic Shadows"));
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m_depth_slider->setToolTip(
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tr("This value is multiplied with the depth set in the graphics configuration."));
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m_convergence_spin->setToolTip(
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tr("This value is added to the convergence value set in the graphics configuration."));
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m_use_monoscopic_shadows->setToolTip(
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tr("Use a single depth buffer for both eyes. Needed for a few games."));
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stereoscopy_layout->addWidget(new QLabel(tr("Depth Percentage:")), 0, 0);
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stereoscopy_layout->addWidget(m_depth_slider, 0, 1);
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stereoscopy_layout->addWidget(new QLabel(tr("Convergence:")), 1, 0);
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stereoscopy_layout->addWidget(m_convergence_spin, 1, 1);
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stereoscopy_layout->addWidget(m_use_monoscopic_shadows, 2, 0);
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auto* settings_box = new QGroupBox(tr("Game-Specific Settings"));
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auto* settings_layout = new QVBoxLayout;
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settings_box->setLayout(settings_layout);
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settings_layout->addWidget(
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new QLabel(tr("These settings override core Dolphin settings.\nUndetermined means the game "
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"uses Dolphin's setting.")));
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settings_layout->addWidget(core_box);
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settings_layout->addWidget(stereoscopy_box);
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auto* general_layout = new QGridLayout;
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general_layout->addWidget(settings_box, 0, 0, 1, -1);
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general_layout->addWidget(m_refresh_config, 1, 0, 1, -1);
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for (QCheckBox* item : {m_enable_dual_core, m_enable_mmu, m_enable_fprf, m_sync_gpu,
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m_enable_fast_disc, m_use_dsp_hle, m_use_monoscopic_shadows})
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item->setTristate(true);
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auto* general_widget = new QWidget;
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general_widget->setLayout(general_layout);
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// Advanced
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auto* advanced_layout = new QVBoxLayout;
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auto* default_group = new QGroupBox(tr("Default Config (Read Only)"));
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auto* default_layout = new QVBoxLayout;
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m_default_tab = new QTabWidget;
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default_group->setLayout(default_layout);
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default_layout->addWidget(m_default_tab);
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auto* local_group = new QGroupBox(tr("User Config"));
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auto* local_layout = new QVBoxLayout;
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m_local_tab = new QTabWidget;
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local_group->setLayout(local_layout);
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local_layout->addWidget(m_local_tab);
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advanced_layout->addWidget(default_group);
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advanced_layout->addWidget(local_group);
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auto* advanced_widget = new QWidget;
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advanced_widget->setLayout(advanced_layout);
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auto* layout = new QVBoxLayout;
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auto* tab_widget = new QTabWidget;
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tab_widget->addTab(general_widget, tr("General"));
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tab_widget->addTab(advanced_widget, tr("Editor"));
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layout->addWidget(tab_widget);
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setLayout(layout);
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}
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void GameConfigWidget::ConnectWidgets()
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{
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// Buttons
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connect(m_refresh_config, &QPushButton::clicked, this, &GameConfigWidget::LoadSettings);
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for (QCheckBox* box : {m_enable_dual_core, m_enable_mmu, m_enable_fprf, m_sync_gpu,
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m_enable_fast_disc, m_use_dsp_hle, m_use_monoscopic_shadows})
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connect(box, &QCheckBox::stateChanged, this, &GameConfigWidget::SaveSettings);
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connect(m_deterministic_dual_core, qOverload<int>(&QComboBox::currentIndexChanged), this,
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&GameConfigWidget::SaveSettings);
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connect(m_depth_slider, qOverload<int>(&QSlider::valueChanged), this,
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&GameConfigWidget::SaveSettings);
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connect(m_convergence_spin, qOverload<int>(&QSpinBox::valueChanged), this,
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&GameConfigWidget::SaveSettings);
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}
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void GameConfigWidget::LoadCheckBox(QCheckBox* checkbox, const std::string& section,
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const std::string& key)
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{
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bool checked;
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if (key == "FastDiscSpeed")
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{
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if (m_gameini_local.GetOrCreateSection(section)->Get("FastDiscSpeed", &checked))
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return checkbox->setCheckState(!checked ? Qt::Checked : Qt::Unchecked);
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if (m_gameini_default.GetOrCreateSection(section)->Get("FastDiscSpeed", &checked))
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return checkbox->setCheckState(!checked ? Qt::Checked : Qt::Unchecked);
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}
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else
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{
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if (m_gameini_local.GetOrCreateSection(section)->Get(key, &checked))
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return checkbox->setCheckState(checked ? Qt::Checked : Qt::Unchecked);
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if (m_gameini_default.GetOrCreateSection(section)->Get(key, &checked))
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return checkbox->setCheckState(checked ? Qt::Checked : Qt::Unchecked);
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}
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checkbox->setCheckState(Qt::PartiallyChecked);
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}
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void GameConfigWidget::SaveCheckBox(QCheckBox* checkbox, const std::string& section,
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const std::string& key)
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{
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// Delete any existing entries from the local gameini if checkbox is undetermined.
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// Otherwise, write the current value to the local gameini if the value differs from the default
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// gameini values.
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// Delete any existing entry from the local gameini if the value does not differ from the default
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// gameini value.
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if (checkbox->checkState() == Qt::PartiallyChecked)
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{
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m_gameini_local.DeleteKey(section, key);
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return;
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}
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bool checked = checkbox->checkState() == Qt::Checked;
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if (key == "FastDiscSpeed")
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{
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m_gameini_local.GetOrCreateSection(section)->Set(key, !checked);
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return;
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}
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if (m_gameini_default.Exists(section, key))
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{
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bool default_value;
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m_gameini_default.GetOrCreateSection(section)->Get(key, &default_value);
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if (default_value != checked)
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m_gameini_local.GetOrCreateSection(section)->Set(key, checked);
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else
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m_gameini_local.DeleteKey(section, key);
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return;
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}
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m_gameini_local.GetOrCreateSection(section)->Set(key, checked);
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}
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void GameConfigWidget::LoadSettings()
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{
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// Reload config
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m_gameini_local = SConfig::LoadLocalGameIni(m_game_id, m_game.GetRevision());
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m_gameini_default = SConfig::LoadDefaultGameIni(m_game_id, m_game.GetRevision());
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// Load game-specific settings
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// Core
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LoadCheckBox(m_enable_dual_core, "Core", "CPUThread");
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LoadCheckBox(m_enable_mmu, "Core", "MMU");
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LoadCheckBox(m_enable_fprf, "Core", "FPRF");
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LoadCheckBox(m_sync_gpu, "Core", "SyncGPU");
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LoadCheckBox(m_enable_fast_disc, "Core", "FastDiscSpeed");
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LoadCheckBox(m_use_dsp_hle, "Core", "DSPHLE");
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std::string determinism_mode;
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int determinism_index = DETERMINISM_NOT_SET_INDEX;
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m_gameini_default.GetIfExists("Core", "GPUDeterminismMode", &determinism_mode);
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m_gameini_local.GetIfExists("Core", "GPUDeterminismMode", &determinism_mode);
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if (determinism_mode == DETERMINISM_AUTO_STRING)
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{
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determinism_index = DETERMINISM_AUTO_INDEX;
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}
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else if (determinism_mode == DETERMINISM_NONE_STRING)
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{
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determinism_index = DETERMINISM_NONE_INDEX;
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}
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else if (determinism_mode == DETERMINISM_FAKE_COMPLETION_STRING)
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{
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determinism_index = DETERMINISM_FAKE_COMPLETION_INDEX;
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}
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m_deterministic_dual_core->setCurrentIndex(determinism_index);
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// Stereoscopy
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int depth_percentage = 100;
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m_gameini_default.GetIfExists("Video_Stereoscopy", "StereoDepthPercentage", &depth_percentage);
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m_gameini_local.GetIfExists("Video_Stereoscopy", "StereoDepthPercentage", &depth_percentage);
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m_depth_slider->setValue(depth_percentage);
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int convergence = 0;
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m_gameini_default.GetIfExists("Video_Stereoscopy", "StereoConvergence", &convergence);
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m_gameini_local.GetIfExists("Video_Stereoscopy", "StereoConvergence", &convergence);
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m_convergence_spin->setValue(convergence);
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LoadCheckBox(m_use_monoscopic_shadows, "Video_Stereoscopy", "StereoEFBMonoDepth");
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}
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void GameConfigWidget::SaveSettings()
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{
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// Core
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SaveCheckBox(m_enable_dual_core, "Core", "CPUThread");
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SaveCheckBox(m_enable_mmu, "Core", "MMU");
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SaveCheckBox(m_enable_fprf, "Core", "FPRF");
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SaveCheckBox(m_sync_gpu, "Core", "SyncGPU");
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SaveCheckBox(m_enable_fast_disc, "Core", "FastDiscSpeed");
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SaveCheckBox(m_use_dsp_hle, "Core", "DSPHLE");
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int determinism_num = m_deterministic_dual_core->currentIndex();
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std::string determinism_mode = DETERMINISM_NOT_SET_STRING;
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switch (determinism_num)
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{
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case DETERMINISM_AUTO_INDEX:
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determinism_mode = DETERMINISM_AUTO_STRING;
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break;
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case DETERMINISM_NONE_INDEX:
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determinism_mode = DETERMINISM_NONE_STRING;
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break;
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case DETERMINISM_FAKE_COMPLETION_INDEX:
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determinism_mode = DETERMINISM_FAKE_COMPLETION_STRING;
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break;
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}
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if (determinism_mode != DETERMINISM_NOT_SET_STRING)
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{
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std::string default_mode = DETERMINISM_NOT_SET_STRING;
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if (!(m_gameini_default.GetIfExists("Core", "GPUDeterminismMode", &default_mode) &&
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default_mode == determinism_mode))
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{
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m_gameini_local.GetOrCreateSection("Core")->Set("GPUDeterminismMode", determinism_mode);
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}
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}
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else
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{
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m_gameini_local.DeleteKey("Core", "GPUDeterminismMode");
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}
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// Stereoscopy
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int depth_percentage = m_depth_slider->value();
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if (depth_percentage != 100)
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{
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int default_value = 0;
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if (!(m_gameini_default.GetIfExists("Video_Stereoscopy", "StereoDepthPercentage",
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&default_value) &&
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default_value == depth_percentage))
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{
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m_gameini_local.GetOrCreateSection("Video_Stereoscopy")
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->Set("StereoDepthPercentage", depth_percentage);
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}
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}
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int convergence = m_convergence_spin->value();
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if (convergence != 0)
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{
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int default_value = 0;
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if (!(m_gameini_default.GetIfExists("Video_Stereoscopy", "StereoConvergence", &default_value) &&
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default_value == convergence))
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{
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m_gameini_local.GetOrCreateSection("Video_Stereoscopy")
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->Set("StereoConvergence", convergence);
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}
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}
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SaveCheckBox(m_use_monoscopic_shadows, "Video_Stereoscopy", "StereoEFBMonoDepth");
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bool success = m_gameini_local.Save(m_gameini_local_path.toStdString());
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// If the resulting file is empty, delete it. Kind of a hack, but meh.
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if (success && File::GetSize(m_gameini_local_path.toStdString()) == 0)
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File::Delete(m_gameini_local_path.toStdString());
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}
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