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+#include "ResolutionEditor.h"
+#include "UIWidgets.h"
+#include "libultraship/src/Context.h"
+
+#include <ImGui/imgui.h>
+#include <libultraship/libultraship.h>
+#include <graphic/Fast3D/gfx_pc.h>
+
+/* Console Variables are grouped under gAdvancedResolution. (e.g. "gAdvancedResolution.Enabled")
+
+ The following CVars are used in Libultraship and can be edited here:
+ - Enabled - Turns Advanced Resolution Mode on.
+ - AspectRatioX, AspectRatioY - Aspect ratio controls. To toggle off, set either to zero.
+ - VerticalPixelCount, VerticalResolutionToggle - Resolution controls.
+ - PixelPerfectMode, IntegerScale.Factor - Pixel Perfect Mode a.k.a. integer scaling controls.
+ (Waiting on a second PR merge on LUS for this to fully function.):
+ - IntegerScale.FitAutomatically - Automatic resizing for Pixel Perfect Mode.
+ - IntegerScale.NeverExceedBounds - Prevents manual resizing from exceeding screen bounds.
+
+ The following CVars are also implemented in LUS for niche use cases:
+ - IgnoreAspectCorrection - Stretch framebuffer to fill screen.
+ This is something of a power-user setting for niche setups that most people won't need or care about,
+ but may be useful if playing the Switch/Wii U ports on a 4:3 television.
+ - IntegerScale.ExceedBoundsBy - Offset the max screen bounds, usually by +1.
+ This isn't that useful at the moment.
+*/
+
+namespace AdvancedResolutionSettings {
+ enum setting { UPDATE_aspectRatioX, UPDATE_aspectRatioY, UPDATE_verticalPixelCount };
+
+ const char* aspectRatioPresetLabels[] = {
+ "Off", "Custom", "Original (4:3)", "Widescreen (16:9)", "Nintendo 3DS (5:3)", "16:10 (8:5)", "Ultrawide (21:9)"
+ };
+ const float aspectRatioPresetsX[] = { 0.0f, 12.0f, 4.0f, 16.0f, 5.0f, 16.0f, 21.0f };
+ const float aspectRatioPresetsY[] = { 0.0f, 9.0f, 3.0f, 9.0f, 3.0f, 10.0f, 9.0f };
+ const int default_aspectRatio = 1; // Default combo list option
+
+ const char* pixelCountPresetLabels[] = { "Custom", "Native N64 (240p)", "2x (480p)", "3x (720p)", "4x (960p)",
+ "5x (1200p)", "6x (1440p)", "Full HD (1080p)", "4K (2160p)" };
+ const int pixelCountPresets[] = { 480, 240, 480, 720, 960, 1200, 1440, 1080, 2160, 480 };
+ const int default_pixelCount = 0; // Default combo list option
+
+ const uint32_t minVerticalPixelCount = 240; // see: LUS::AdvancedResolution()
+ const uint32_t maxVerticalPixelCount = 4320;
+
+ const unsigned short default_maxIntegerScaleFactor = 6; // Default size of Integer scale factor slider.
+
+ const float enhancementSpacerHeight = 19.0f;
+// This will need to be determined more intelligently when Hi-DPI UI support is added.
+
+ void AdvancedResolutionSettingsWindow::InitElement() {
+ }
+
+ void AdvancedResolutionSettingsWindow::DrawElement() {
+ ImGui::SetNextWindowSize(ImVec2(497, 532), ImGuiCond_FirstUseEver);
+ if (ImGui::Begin("Advanced Resolution Settings", &mIsVisible)) {
+ // Initialise update flags.
+ bool update[sizeof(setting)];
+ for (unsigned short i = 0; i < sizeof(setting); i++)
+ update[i] = false;
+ static short updateCountdown = 0;
+ short countdownStartingValue = CVarGetInteger("gInterpolationFPS", 20) / 2; // half of a second, in frames.
+
+ // Initialise integer scale bounds.
+ short max_integerScaleFactor = default_maxIntegerScaleFactor; // default value, which may or may not get
+ // overridden depending on viewport res
+
+ short integerScale_maximumBounds = 1; // can change when window is resized
+ // This is mostly just for UX purposes, as Fit Automatically logic is part of LUS.
+ if (((float)gfx_current_game_window_viewport.width / gfx_current_game_window_viewport.height) >
+ ((float)gfx_current_dimensions.width / gfx_current_dimensions.height)) {
+ // Scale to window height
+ integerScale_maximumBounds = gfx_current_game_window_viewport.height / gfx_current_dimensions.height;
+ } else {
+ // Scale to window width
+ integerScale_maximumBounds = gfx_current_game_window_viewport.width / gfx_current_dimensions.width;
+ }
+ // Lower-clamping maximum bounds value to 1 is no-longer necessary as that's accounted for in LUS.
+ // Letting it go below 1 in this Editor will even allow for checking if screen bounds are being exceeded.
+ if (default_maxIntegerScaleFactor < integerScale_maximumBounds) {
+ max_integerScaleFactor =
+ integerScale_maximumBounds + CVarGetInteger("gAdvancedResolution.IntegerScale.ExceedBoundsBy", 0);
+ }
+
+ // Stored Values for non-UIWidgets elements
+ static float aspectRatioX = CVarGetFloat("gAdvancedResolution.AspectRatioX", 16.0f);
+ static float aspectRatioY = CVarGetFloat("gAdvancedResolution.AspectRatioY", 9.0f);
+ static int verticalPixelCount = CVarGetInteger("gAdvancedResolution.VerticalPixelCount", 480);
+ // Combo List defaults
+ static int item_aspectRatio = default_aspectRatio;
+ static int item_pixelCount = default_pixelCount;
+ // Additional settings
+ static bool showHorizontalResField = false;
+ static int horizontalPixelCount = (verticalPixelCount / aspectRatioY) * aspectRatioX;
+
+#ifdef __APPLE__
+ ImGui::Text("Note: these settings may behave incorrectly on Apple Retina Displays.");
+ UIWidgets::PaddedSeparator(true, true, 3.0f, 3.0f);
+#endif
+
+ // The original resolution slider (for convenience)
+ if (UIWidgets::EnhancementSliderFloat("Internal Resolution: %d %%", "##IMul", "gInternalResolution", 0.5f, 2.0f,
+ "", 1.0f, true, true,
+ (CVarGetInteger("gAdvancedResolution.VerticalResolutionToggle", 0) &&
+ CVarGetInteger("gAdvancedResolution.Enabled", 0)) ||
+ CVarGetInteger("gLowResMode", 0))) {
+ LUS::Context::GetInstance()->GetWindow()->SetResolutionMultiplier(CVarGetFloat("gInternalResolution", 1));
+ }
+ UIWidgets::Tooltip("Multiplies your output resolution by the value entered, as a more intensive but effective "
+ "form of anti-aliasing"); // Description pulled from SohMenuBar.cpp
+
+ // N64 Mode toggle (again for convenience)
+ // UIWidgets::PaddedEnhancementCheckbox("(Enhancements>Graphics) N64 Mode", "gLowResMode", false, false, false,
+ // "", UIWidgets::CheckboxGraphics::Cross, false);
+
+ UIWidgets::PaddedSeparator(true, true, 3.0f, 3.0f);
+ // Activator
+ UIWidgets::PaddedEnhancementCheckbox("Enable advanced settings.", "gAdvancedResolution.Enabled", false, false,
+ false, "", UIWidgets::CheckboxGraphics::Cross, false);
+ // Error/Warning display
+ if (!CVarGetInteger("gLowResMode", 0)) {
+ if (IsDroppingFrames()) { // Significant frame drop warning
+ ImGui::TextColored({ 0.85f, 0.85f, 0.0f, 1.0f },
+ ICON_FA_EXCLAMATION_TRIANGLE " Significant frame rate (FPS) drops may be occuring.");
+ UIWidgets::Spacer(2);
+ } else { // No warnings
+ UIWidgets::Spacer(enhancementSpacerHeight);
+ }
+ } else { // N64 Mode warning
+ ImGui::TextColored({ 0.0f, 0.85f, 0.85f, 1.0f },
+ ICON_FA_QUESTION_CIRCLE " \"N64 Mode\" is overriding these settings.");
+ ImGui::SameLine();
+ if (ImGui::Button("Click to disable")) {
+ CVarSetInteger("gLowResMode", (int)false);
+ CVarSave();
+ }
+ }
+ // Resolution visualiser
+ ImGui::Text("Viewport dimensions: %d x %d", gfx_current_game_window_viewport.width,
+ gfx_current_game_window_viewport.height);
+ ImGui::Text("Internal resolution: %d x %d", gfx_current_dimensions.width, gfx_current_dimensions.height);
+
+ UIWidgets::PaddedSeparator(true, true, 3.0f, 3.0f);
+
+ // Aspect Ratio
+ ImGui::Text("Force aspect ratio:");
+ ImGui::SameLine();
+ ImGui::TextColored({ 0.75f, 0.75f, 0.75f, 1.0f }, "(Select \"Off\" to disable.)");
+ if (ImGui::Combo(" ", &item_aspectRatio, aspectRatioPresetLabels,
+ IM_ARRAYSIZE(aspectRatioPresetLabels)) &&
+ item_aspectRatio != default_aspectRatio) { // don't change anything if "Custom" is selected.
+ aspectRatioX = aspectRatioPresetsX[item_aspectRatio];
+ aspectRatioY = aspectRatioPresetsY[item_aspectRatio];
+ update[UPDATE_aspectRatioX] = true;
+ update[UPDATE_aspectRatioY] = true;
+
+ if (showHorizontalResField) {
+ horizontalPixelCount = (verticalPixelCount / aspectRatioY) * aspectRatioX;
+ }
+ }
+ if (item_aspectRatio == default_aspectRatio && !showHorizontalResField) {
+ // Declaring the Y input interaction in particular as a variable beforehand
+ // will prevent a bug where the Y field would disappear when modifying X.
+ bool inputX = ImGui::InputFloat("X", &aspectRatioX, 0.1f, 1.0f, "%.3f");
+ bool inputY = ImGui::InputFloat("Y", &aspectRatioY, 0.1f, 1.0f, "%.3f");
+ if (inputX || inputY) {
+ item_aspectRatio = default_aspectRatio;
+ update[UPDATE_aspectRatioX] = true;
+ update[UPDATE_aspectRatioY] = true;
+ }
+ } else if (showHorizontalResField) { // Show calculated aspect ratio
+ if (item_aspectRatio) {
+ UIWidgets::Spacer(2);
+ float resolvedAspectRatio = (float)gfx_current_dimensions.height / gfx_current_dimensions.width;
+ ImGui::Text("Aspect ratio: %.4f", resolvedAspectRatio);
+ } else {
+ UIWidgets::Spacer(enhancementSpacerHeight);
+ }
+ }
+
+ UIWidgets::Spacer(0);
+ // Vertical Resolution
+ UIWidgets::PaddedEnhancementCheckbox("Set fixed vertical resolution (disables Resolution slider)",
+ "gAdvancedResolution.VerticalResolutionToggle", true, false, false, "",
+ UIWidgets::CheckboxGraphics::Cross, false);
+ UIWidgets::Tooltip(
+ "Override the resolution scale slider and use the settings below, irrespective of window size.");
+ if (ImGui::Combo("Pixel Count Presets", &item_pixelCount, pixelCountPresetLabels,
+ IM_ARRAYSIZE(pixelCountPresetLabels)) &&
+ item_pixelCount != default_pixelCount) { // don't change anything if "Custom" is selected.
+ verticalPixelCount = pixelCountPresets[item_pixelCount];
+ update[UPDATE_verticalPixelCount] = true;
+
+ if (showHorizontalResField) {
+ horizontalPixelCount = (verticalPixelCount / aspectRatioY) * aspectRatioX;
+ }
+ }
+ // Horizontal Resolution, if visibility is enabled for it.
+ if (showHorizontalResField) {
+ // Only show the field if Aspect Ratio is being enforced.
+ if ((aspectRatioX > 0.0f) && (aspectRatioY > 0.0f)) {
+ // So basically we're "faking" this one by setting aspectRatioX instead.
+ if (ImGui::InputInt("Horiz. Pixel Count", &horizontalPixelCount, 8, 320)) {
+ item_aspectRatio = default_aspectRatio;
+ if (horizontalPixelCount < (minVerticalPixelCount / 3.0f) * 4.0f) {
+ horizontalPixelCount = (minVerticalPixelCount / 3.0f) * 4.0f;
+ }
+ aspectRatioX = aspectRatioY * horizontalPixelCount / verticalPixelCount;
+ update[UPDATE_aspectRatioX] = true;
+ }
+ } else { // Display a notice instead.
+ ImGui::TextColored({ 0.0f, 0.85f, 0.85f, 1.0f },
+ ICON_FA_QUESTION_CIRCLE " \"Force aspect ratio\" required.");
+ // ImGui::Text(" ");
+ ImGui::SameLine();
+ if (ImGui::Button("Click to resolve")) {
+ item_aspectRatio = default_aspectRatio; // Set it to Custom
+ aspectRatioX = aspectRatioPresetsX[2]; // but use the 4:3 defaults
+ aspectRatioY = aspectRatioPresetsY[2];
+ update[UPDATE_aspectRatioX] = true;
+ update[UPDATE_aspectRatioY] = true;
+ horizontalPixelCount = (verticalPixelCount / aspectRatioY) * aspectRatioX;
+ }
+ }
+ }
+ // Vertical Resolution part 2
+ if (ImGui::InputInt("Vertical Pixel Count", &verticalPixelCount, 8, 240)) {
+ item_pixelCount = default_pixelCount;
+ update[UPDATE_verticalPixelCount] = true;
+
+ // Account for the natural instinct to enter horizontal first.
+ // Ignore vertical resolutions that are below the lower clamp constant.
+ if (showHorizontalResField && !(verticalPixelCount < minVerticalPixelCount)) {
+ aspectRatioX = aspectRatioY * horizontalPixelCount / verticalPixelCount;
+ update[UPDATE_aspectRatioX] = true;
+ }
+ }
+
+ UIWidgets::Spacer(0);
+ // UIWidgets::PaddedSeparator(true, true, 3.0f, 3.0f);
+
+ // Integer scaling settings group
+ if (ImGui::CollapsingHeader("Integer Scaling Settings")) {
+ // Pixel-perfect Mode
+ UIWidgets::PaddedEnhancementCheckbox("Pixel-perfect Mode", "gAdvancedResolution.PixelPerfectMode", true,
+ true,
+ !CVarGetInteger("gAdvancedResolution.VerticalResolutionToggle", 0), "",
+ UIWidgets::CheckboxGraphics::Cross, false);
+ UIWidgets::Tooltip("Don't scale image to fill window.");
+ if (!CVarGetInteger("gAdvancedResolution.VerticalResolutionToggle", 0)) {
+ CVarSetInteger("gAdvancedResolution.PixelPerfectMode", (int)false);
+ CVarSave();
+ }
+
+ // Integer Scaling
+ UIWidgets::EnhancementSliderInt("Integer scale factor: %d", "##ARSIntScale",
+ "gAdvancedResolution.IntegerScale.Factor", 1, max_integerScaleFactor, "%d",
+ 1, true,
+ !CVarGetInteger("gAdvancedResolution.PixelPerfectMode", 0) ||
+ CVarGetInteger("gAdvancedResolution.IntegerScale.FitAutomatically", 0));
+ UIWidgets::Tooltip("Integer scales the image. Only available in pixel-perfect mode.");
+ // Display warning if size is being clamped or if framebuffer is larger than viewport.
+ if (CVarGetInteger("gAdvancedResolution.PixelPerfectMode", 0) &&
+ (CVarGetInteger("gAdvancedResolution.IntegerScale.NeverExceedBounds", 1) &&
+ CVarGetInteger("gAdvancedResolution.IntegerScale.Factor", 1) > integerScale_maximumBounds)) {
+ ImGui::SameLine();
+ ImGui::TextColored({ 0.85f, 0.85f, 0.0f, 1.0f }, ICON_FA_EXCLAMATION_TRIANGLE " Window exceeded.");
+ }
+
+ UIWidgets::PaddedEnhancementCheckbox("Automatically scale image to fit viewport",
+ "gAdvancedResolution.IntegerScale.FitAutomatically", true, true,
+ !CVarGetInteger("gAdvancedResolution.PixelPerfectMode", 0), "",
+ UIWidgets::CheckboxGraphics::Cross, false);
+ UIWidgets::Tooltip("Automatically sets scale factor to fit window. Only available in pixel-perfect mode.");
+ if (CVarGetInteger("gAdvancedResolution.IntegerScale.FitAutomatically", 0)) {
+ // This is just here to update the value shown on the slider.
+ // The function in LUS to handle this setting will ignore IntegerScaleFactor while active.
+ CVarSetInteger("gAdvancedResolution.IntegerScale.Factor", integerScale_maximumBounds);
+ // CVarSave();
+ }
+ }
+
+ UIWidgets::PaddedSeparator(true, true, 3.0f, 3.0f);
+
+ // Collapsible panel for additional settings
+ if (ImGui::CollapsingHeader("Additional Settings")) {
+ UIWidgets::Spacer(0);
+#if defined(__SWITCH__) || defined(__WIIU__)
+ // Disable aspect correction, stretching the framebuffer to fill the viewport.
+ // This option is only really needed on systems limited to 16:9 TV resolutions, such as consoles.
+ // The associated CVar is still functional on PC platforms if you want to use it though.
+ UIWidgets::PaddedEnhancementCheckbox("Disable aspect correction and stretch the output image.\n"
+ "(Might be useful for 4:3 televisions!)\n"
+ "Not available in Pixel Perfect Mode.",
+ "gAdvancedResolution.IgnoreAspectCorrection", false, true,
+ CVarGetInteger("gAdvancedResolution.PixelPerfectMode", 0), "",
+ UIWidgets::CheckboxGraphics::Cross, false);
+#else
+ if (CVarGetInteger("gAdvancedResolution.IgnoreAspectCorrection", 0)) {
+ // This setting is intentionally not exposed on PC platforms,
+ // but may be accidentally activated for varying reasons.
+ // Having this button should hopefully prevent support headaches.
+ ImGui::TextColored({ 0.0f, 0.85f, 0.85f, 1.0f }, ICON_FA_QUESTION_CIRCLE
+ " If the image is stretched and you don't know why, click this.");
+ if (ImGui::Button("Click to reenable aspect correction.")) {
+ CVarSetInteger("gAdvancedResolution.IgnoreAspectCorrection", (int)false);
+ CVarSave();
+ }
+ UIWidgets::Spacer(2);
+ }
+#endif
+
+ if (ImGui::Checkbox("Show a horizontal resolution field.", &showHorizontalResField)) {
+ if (!showHorizontalResField && (aspectRatioX > 0.0f)) { // when turning this setting off
+ // Refresh relevant values
+ aspectRatioX = aspectRatioY * horizontalPixelCount / verticalPixelCount;
+ horizontalPixelCount = (verticalPixelCount / aspectRatioY) * aspectRatioX;
+ } else { // when turning this setting on
+ item_aspectRatio = default_aspectRatio;
+ if (aspectRatioX > 0.0f) {
+ // Refresh relevant values in the opposite order
+ horizontalPixelCount = (verticalPixelCount / aspectRatioY) * aspectRatioX;
+ aspectRatioX = aspectRatioY * horizontalPixelCount / verticalPixelCount;
+ }
+ }
+ update[UPDATE_aspectRatioX] = true;
+ }
+
+ UIWidgets::PaddedEnhancementCheckbox(
+ "Don't allow integer scaling to exceed screen bounds.\n"
+ "(Makes screen bounds take priority over specified factor.)",
+ "gAdvancedResolution.IntegerScale.NeverExceedBounds", true, false,
+ !CVarGetInteger("gAdvancedResolution.PixelPerfectMode", 0) ||
+ CVarGetInteger("gAdvancedResolution.IntegerScale.FitAutomatically", 0),
+ "", UIWidgets::CheckboxGraphics::Cross, true);
+
+ if (!CVarGetInteger("gAdvancedResolution.IntegerScale.NeverExceedBounds", 1) ||
+ CVarGetInteger("gAdvancedResolution.IntegerScale.ExceedBoundsBy", 0)) {
+ ImGui::TextColored({ 0.0f, 0.85f, 0.85f, 1.0f },
+ " " ICON_FA_QUESTION_CIRCLE
+ " A scroll bar may become visible if screen bounds are exceeded.");
+ // Another helpful button for an unused CVar.
+ if (CVarGetInteger("gAdvancedResolution.IntegerScale.ExceedBoundsBy", 0)) {
+ if (ImGui::Button("Click to reset an unused CVar that may be causing this.")) {
+ CVarSetInteger("gAdvancedResolution.IntegerScale.ExceedBoundsBy", 0);
+ CVarSave();
+ }
+ }
+ } else {
+ UIWidgets::Spacer(enhancementSpacerHeight);
+ }
+
+ // I've ended up dummying this one out because it doesn't function in a satisfactory way.
+ // Consider this idea on the table, but I don't deem it an important enough feature to push for.
+ /*
+ UIWidgets::PaddedEnhancementCheckbox("Allow integer scale factor to go 1x above maximum screen bounds.",
+ "gAdvancedResolution.IntegerScale.ExceedBoundsBy", false, false,
+ !CVarGetInteger("gAdvancedResolution.PixelPerfectMode", 0), "",
+ UIWidgets::CheckboxGraphics::Cross, false);
+ if (CVarGetInteger("gAdvancedResolution.IntegerScale.ExceedBoundsBy", 0)) {
+ ImGui::TextColored({ 0.0f, 0.85f, 0.85f, 1.0f },
+ " " ICON_FA_QUESTION_CIRCLE
+ " A scroll bar may become visible if screen bounds are exceeded.");
+ }*/
+
+ } // end of Additional Settings
+
+ // Clamp and update the CVars that don't use UIWidgets
+ if (IsBoolArrayTrue(update)) {
+ if (update[UPDATE_aspectRatioX]) {
+ if (aspectRatioX < 0.0f) {
+ aspectRatioX = 0.0f;
+ }
+ CVarSetFloat("gAdvancedResolution.AspectRatioX", aspectRatioX);
+ }
+ if (update[UPDATE_aspectRatioY]) {
+ if (aspectRatioY < 0.0f) {
+ aspectRatioY = 0.0f;
+ }
+ CVarSetFloat("gAdvancedResolution.AspectRatioY", aspectRatioY);
+ }
+ if (update[UPDATE_verticalPixelCount]) {
+ // There's a upper and lower clamp on the Libultraship side too,
+ // so clamping it here is purely visual, so the vertical resolution field reflects it.
+ if (verticalPixelCount < minVerticalPixelCount) {
+ verticalPixelCount = minVerticalPixelCount;
+ }
+ if (verticalPixelCount > maxVerticalPixelCount) {
+ verticalPixelCount = maxVerticalPixelCount;
+ }
+ CVarSetInteger("gAdvancedResolution.VerticalPixelCount", verticalPixelCount);
+ }
+ // Delay saving this set of CVars by a predetermined length of time, in frames.
+ updateCountdown = countdownStartingValue;
+ }
+ if (updateCountdown > 0) {
+ updateCountdown--;
+ } else {
+ CVarSave();
+ }
+ }
+ ImGui::End();
+ }
+
+ void AdvancedResolutionSettingsWindow::UpdateElement() {
+ }
+
+ bool AdvancedResolutionSettingsWindow::IsDroppingFrames() {
+ // a rather imprecise way of checking for frame drops.
+ // but it's mostly there to inform the player of large drops.
+ const short targetFPS = CVarGetInteger("gInterpolationFPS", 20);
+ const float threshold = targetFPS / 20.0f + 4.1f;
+ return ImGui::GetIO().Framerate < targetFPS - threshold;
+ }
+
+ bool AdvancedResolutionSettingsWindow::IsBoolArrayTrue(bool* foo) {
+ for (unsigned short i = 0; i < sizeof(&foo); i++)
+ if (&foo[i])
+ return true;
+ return false;
+ }
+} // namespace AdvancedResolutionSettings \ No newline at end of file