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// Copyright 2017 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include "DolphinQt/Config/Graphics/AdvancedWidget.h"
#include <QCheckBox>
#include <QGridLayout>
#include <QGroupBox>
#include <QVBoxLayout>
#include "Core/Config/GraphicsSettings.h"
#include "Core/Config/SYSCONFSettings.h"
#include "Core/ConfigManager.h"
#include "Core/Core.h"
#include "DolphinQt/Config/Graphics/GraphicsBool.h"
#include "DolphinQt/Config/Graphics/GraphicsChoice.h"
#include "DolphinQt/Config/Graphics/GraphicsWindow.h"
#include "DolphinQt/Settings.h"
#include "VideoCommon/VideoConfig.h"
AdvancedWidget::AdvancedWidget(GraphicsWindow* parent) : GraphicsWidget(parent)
{
CreateWidgets();
LoadSettings();
ConnectWidgets();
AddDescriptions();
connect(parent, &GraphicsWindow::BackendChanged, this, &AdvancedWidget::OnBackendChanged);
connect(&Settings::Instance(), &Settings::EmulationStateChanged, this,
[=](Core::State state) { OnEmulationStateChanged(state != Core::State::Uninitialized); });
OnBackendChanged();
OnEmulationStateChanged(Core::GetState() != Core::State::Uninitialized);
}
void AdvancedWidget::CreateWidgets()
{
auto* main_layout = new QVBoxLayout;
// Debugging
auto* debugging_box = new QGroupBox(tr("Debugging"));
auto* debugging_layout = new QGridLayout();
debugging_box->setLayout(debugging_layout);
m_enable_wireframe = new GraphicsBool(tr("Enable Wireframe"), Config::GFX_ENABLE_WIREFRAME);
m_show_statistics = new GraphicsBool(tr("Show Statistics"), Config::GFX_OVERLAY_STATS);
m_enable_format_overlay =
new GraphicsBool(tr("Texture Format Overlay"), Config::GFX_TEXFMT_OVERLAY_ENABLE);
m_enable_api_validation =
new GraphicsBool(tr("Enable API Validation Layers"), Config::GFX_ENABLE_VALIDATION_LAYER);
debugging_layout->addWidget(m_enable_wireframe, 0, 0);
debugging_layout->addWidget(m_show_statistics, 0, 1);
debugging_layout->addWidget(m_enable_format_overlay, 1, 0);
debugging_layout->addWidget(m_enable_api_validation, 1, 1);
// Utility
auto* utility_box = new QGroupBox(tr("Utility"));
auto* utility_layout = new QGridLayout();
utility_box->setLayout(utility_layout);
m_dump_textures = new GraphicsBool(tr("Dump Textures"), Config::GFX_DUMP_TEXTURES);
m_load_custom_textures = new GraphicsBool(tr("Load Custom Textures"), Config::GFX_HIRES_TEXTURES);
m_prefetch_custom_textures =
new GraphicsBool(tr("Prefetch Custom Textures"), Config::GFX_CACHE_HIRES_TEXTURES);
m_use_fullres_framedumps = new GraphicsBool(tr("Internal Resolution Frame Dumps"),
Config::GFX_INTERNAL_RESOLUTION_FRAME_DUMPS);
m_dump_efb_target = new GraphicsBool(tr("Dump EFB Target"), Config::GFX_DUMP_EFB_TARGET);
m_disable_vram_copies =
new GraphicsBool(tr("Disable EFB VRAM Copies"), Config::GFX_HACK_DISABLE_COPY_TO_VRAM);
m_enable_freelook = new GraphicsBool(tr("Free Look"), Config::GFX_FREE_LOOK);
m_dump_use_ffv1 = new GraphicsBool(tr("Frame Dumps Use FFV1"), Config::GFX_USE_FFV1);
utility_layout->addWidget(m_dump_textures, 0, 0);
utility_layout->addWidget(m_load_custom_textures, 0, 1);
utility_layout->addWidget(m_prefetch_custom_textures, 1, 0);
utility_layout->addWidget(m_use_fullres_framedumps, 1, 1);
utility_layout->addWidget(m_dump_efb_target, 2, 0);
utility_layout->addWidget(m_disable_vram_copies, 2, 1);
utility_layout->addWidget(m_enable_freelook, 3, 0);
#if defined(HAVE_FFMPEG)
utility_layout->addWidget(m_dump_use_ffv1, 3, 1);
#endif
// Misc.
auto* misc_box = new QGroupBox(tr("Misc"));
auto* misc_layout = new QGridLayout();
misc_box->setLayout(misc_layout);
m_enable_cropping = new GraphicsBool(tr("Crop"), Config::GFX_CROP);
m_enable_prog_scan = new QCheckBox(tr("Enable Progressive Scan"));
misc_layout->addWidget(m_enable_cropping, 0, 0);
misc_layout->addWidget(m_enable_prog_scan, 0, 1);
#ifdef _WIN32
m_borderless_fullscreen =
new GraphicsBool(tr("Borderless Fullscreen"), Config::GFX_BORDERLESS_FULLSCREEN);
misc_layout->addWidget(m_borderless_fullscreen, 1, 0);
#endif
main_layout->addWidget(debugging_box);
main_layout->addWidget(utility_box);
main_layout->addWidget(misc_box);
main_layout->addStretch();
setLayout(main_layout);
}
void AdvancedWidget::ConnectWidgets()
{
connect(m_load_custom_textures, &QCheckBox::toggled, this, &AdvancedWidget::SaveSettings);
connect(m_enable_prog_scan, &QCheckBox::toggled, this, &AdvancedWidget::SaveSettings);
}
void AdvancedWidget::LoadSettings()
{
m_prefetch_custom_textures->setEnabled(Config::Get(Config::GFX_HIRES_TEXTURES));
m_enable_prog_scan->setChecked(Config::Get(Config::SYSCONF_PROGRESSIVE_SCAN));
}
void AdvancedWidget::SaveSettings()
{
const auto hires_enabled = Config::Get(Config::GFX_HIRES_TEXTURES);
m_prefetch_custom_textures->setEnabled(hires_enabled);
Config::SetBase(Config::SYSCONF_PROGRESSIVE_SCAN, m_enable_prog_scan->isChecked());
}
void AdvancedWidget::OnBackendChanged()
{
}
void AdvancedWidget::OnEmulationStateChanged(bool running)
{
m_enable_prog_scan->setEnabled(!running);
}
void AdvancedWidget::AddDescriptions()
{
static const char TR_WIREFRAME_DESCRIPTION[] =
QT_TR_NOOP("Render the scene as a wireframe.\n\nIf unsure, leave this unchecked.");
static const char TR_SHOW_STATS_DESCRIPTION[] =
QT_TR_NOOP("Show various rendering statistics.\n\nIf unsure, leave this unchecked.");
static const char TR_TEXTURE_FORMAT_DECRIPTION[] =
QT_TR_NOOP("Modify textures to show the format they're encoded in. Needs an emulation reset "
"in most cases.\n\nIf unsure, leave this unchecked.");
static const char TR_VALIDATION_LAYER_DESCRIPTION[] =
QT_TR_NOOP("Enables validation of API calls made by the video backend, which may assist in "
"debugging graphical issues.\n\nIf unsure, leave this unchecked.");
static const char TR_DUMP_TEXTURE_DESCRIPTION[] =
QT_TR_NOOP("Dump decoded game textures to User/Dump/Textures/<game_id>/.\n\nIf unsure, leave "
"this unchecked.");
static const char TR_LOAD_CUSTOM_TEXTURE_DESCRIPTION[] = QT_TR_NOOP(
"Load custom textures from User/Load/Textures/<game_id>/.\n\nIf unsure, leave this "
"unchecked.");
static const char TR_CACHE_CUSTOM_TEXTURE_DESCRIPTION[] =
QT_TR_NOOP("Cache custom textures to system RAM on startup.\nThis can require exponentially "
"more RAM but fixes possible stuttering.\n\nIf unsure, leave this unchecked.");
static const char TR_DUMP_EFB_DESCRIPTION[] =
QT_TR_NOOP("Dump the contents of EFB copies to User/Dump/Textures/.\n\nIf unsure, leave this "
"unchecked.");
static const char TR_DISABLE_VRAM_COPIES_DESCRIPTION[] =
QT_TR_NOOP("Disables the VRAM copy of the EFB, forcing a round-trip to RAM. Inhibits all "
"upscaling.\n\nIf unsure, leave this unchecked.");
static const char TR_INTERNAL_RESOLUTION_FRAME_DUMPING_DESCRIPTION[] = QT_TR_NOOP(
"Create frame dumps and screenshots at the internal resolution of the renderer, rather than "
"the size of the window it is displayed within. If the aspect ratio is widescreen, the "
"output "
"image will be scaled horizontally to preserve the vertical resolution.\n\nIf unsure, leave "
"this unchecked.");
#if defined(HAVE_FFMPEG)
static const char TR_USE_FFV1_DESCRIPTION[] =
QT_TR_NOOP("Encode frame dumps using the FFV1 codec.\n\nIf unsure, leave this unchecked.");
#endif
static const char TR_FREE_LOOK_DESCRIPTION[] = QT_TR_NOOP(
"This feature allows you to change the game's camera.\nMove the mouse while holding the "
"right "
"mouse button to pan and while holding the middle button to move.\nHold SHIFT and press "
"one of "
"the WASD keys to move the camera by a certain step distance (SHIFT+2 to move faster and "
"SHIFT+1 to move slower). Press SHIFT+R to reset the camera and SHIFT+F to reset the "
"speed.\n\nIf unsure, leave this unchecked.");
static const char TR_CROPPING_DESCRIPTION[] =
QT_TR_NOOP("Crop the picture from its native aspect ratio to 4:3 or "
"16:9.\n\nIf unsure, leave this unchecked.");
static const char TR_PROGRESSIVE_SCAN_DESCRIPTION[] = QT_TR_NOOP(
"Enables progressive scan if supported by the emulated software.\nMost games don't "
"care about this.\n\nIf unsure, leave this unchecked.");
#ifdef _WIN32
static const char TR_BORDERLESS_FULLSCREEN_DESCRIPTION[] = QT_TR_NOOP(
"Implement fullscreen mode with a borderless window spanning the whole screen instead of "
"using "
"exclusive mode.\nAllows for faster transitions between fullscreen and windowed mode, but "
"slightly increases input latency, makes movement less smooth and slightly decreases "
"performance.\nExclusive mode is required for Nvidia 3D Vision to work in the Direct3D "
"backend.\n\nIf unsure, leave this unchecked.");
#endif
AddDescription(m_enable_wireframe, TR_WIREFRAME_DESCRIPTION);
AddDescription(m_show_statistics, TR_SHOW_STATS_DESCRIPTION);
AddDescription(m_enable_format_overlay, TR_TEXTURE_FORMAT_DECRIPTION);
AddDescription(m_enable_api_validation, TR_VALIDATION_LAYER_DESCRIPTION);
AddDescription(m_dump_textures, TR_DUMP_TEXTURE_DESCRIPTION);
AddDescription(m_load_custom_textures, TR_LOAD_CUSTOM_TEXTURE_DESCRIPTION);
AddDescription(m_prefetch_custom_textures, TR_CACHE_CUSTOM_TEXTURE_DESCRIPTION);
AddDescription(m_dump_efb_target, TR_DUMP_EFB_DESCRIPTION);
AddDescription(m_disable_vram_copies, TR_DISABLE_VRAM_COPIES_DESCRIPTION);
AddDescription(m_use_fullres_framedumps, TR_INTERNAL_RESOLUTION_FRAME_DUMPING_DESCRIPTION);
#ifdef HAVE_FFMPEG
AddDescription(m_dump_use_ffv1, TR_USE_FFV1_DESCRIPTION);
#endif
AddDescription(m_enable_cropping, TR_CROPPING_DESCRIPTION);
AddDescription(m_enable_prog_scan, TR_PROGRESSIVE_SCAN_DESCRIPTION);
AddDescription(m_enable_freelook, TR_FREE_LOOK_DESCRIPTION);
#ifdef _WIN32
AddDescription(m_borderless_fullscreen, TR_BORDERLESS_FULLSCREEN_DESCRIPTION);
#endif
}
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