dolphin/Source/Plugins/Plugin_VideoOGL/Src/GUI/ConfigDlg.cpp

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// Copyright (C) 2003-2008 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#include "ConfigDlg.h"
#include "../Globals.h"
#include "../Config.h"
#include "../TextureMngr.h"
BEGIN_EVENT_TABLE(ConfigDialog,wxDialog)
EVT_CLOSE(ConfigDialog::OnClose)
EVT_BUTTON(ID_CANCEL,ConfigDialog::OKClick)
EVT_BUTTON(ID_OK,ConfigDialog::OKClick)
EVT_BUTTON(ID_GRAPHIC_ABOUT,ConfigDialog::DllAbout)
EVT_CHECKBOX(ID_FULLSCREEN,ConfigDialog::FullScreenCheck)
EVT_CHECKBOX(ID_RENDERTOMAINWINDOW,ConfigDialog::RenderMainCheck)
EVT_COMBOBOX(ID_FULLSCREENCB,ConfigDialog::FSCB)
EVT_COMBOBOX(ID_WINDOWRESOLUTIONCB,ConfigDialog::WMCB)
EVT_COMBOBOX(ID_ALIASMODECB,ConfigDialog::AACB)
EVT_CHECKBOX(ID_FORCEFILTERING,ConfigDialog::ForceFilteringCheck)
EVT_CHECKBOX(ID_FORCEANISOTROPY,ConfigDialog::ForceAnisotropyCheck)
Added the StretchToFit option to the config menu in the OpenGL plugin. This fixes the blackness in SSBM. I also added a keep aspect ratio option, it will keep your aspect ratio at 4:3, but then SSBM will have the blackness problem again. You find the options under the Enhancements window in the OpenGL configuration. I also added a wx debugging window for the OpenGL plugin. I connected it to the old console window that was in the plugin. Other than that it doesn't do anything at the moment but it could be useful to show all the current important information and parameter statuses and so on. Again there's a problem with wx windows collisions. Show() can't be used because then DLL_PROCESS_DETACH is called immediately after the window is opened, and if we open it with ShowModal() before we have loaded a game the main video window will be blocked. And we can't pass on any variables from a DllDebugger() that is called when Dolphin is started because the dll is reloaded and lose all variables sometime before a game is loaded. So we can't auto open the window that way. So I made the debugging window open as a game is loaded if it is enabled in the ini, the downside is that the ini setting will open the window even if we are not opening Dolphin with the -d flag. However, this will only affect people that have used the debugger at least once so in my opinion this is the most convenient solution. But feel free to come up with a better solution. Preferably some solution to how to use Show() and preventing DLL_PROCESS_DETACH to be called. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@812 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-10-09 18:47:53 +00:00
EVT_CHECKBOX(ID_STRETCHTOFIT,ConfigDialog::StretchToFitCheck)
EVT_CHECKBOX(ID_KEEPAR,ConfigDialog::KeepARCheck)
EVT_CHECKBOX(ID_WIREFRAME,ConfigDialog::WireframeCheck)
EVT_CHECKBOX(ID_SHOWFPS,ConfigDialog::ShowFPSCheck)
EVT_CHECKBOX(ID_STATISTICS,ConfigDialog::OverlayCheck)
EVT_CHECKBOX(ID_SHADERERRORS,ConfigDialog::ShowShaderErrorsCheck)
EVT_CHECKBOX(ID_TEXFMTOVERLAY,ConfigDialog::TexFmtOverlayChange)
EVT_CHECKBOX(ID_TEXFMTCENTER,ConfigDialog::TexFmtOverlayChange)
EVT_CHECKBOX(ID_USEXFB,ConfigDialog::UseXFBChange)
EVT_CHECKBOX(ID_DUMPTEXTURES,ConfigDialog::DumpTexturesChange)
EVT_CHECKBOX(ID_INVERTDEPTH,ConfigDialog::InvertDepth)
EVT_DIRPICKER_CHANGED(ID_TEXTUREPATH,ConfigDialog::TexturePathChange)
END_EVENT_TABLE()
ConfigDialog::ConfigDialog(wxWindow *parent, wxWindowID id, const wxString &title, const wxPoint &position, const wxSize& size, long style)
: wxDialog(parent, id, title, position, size, style)
{
g_Config.Load();
CreateGUIControls();
}
ConfigDialog::~ConfigDialog()
{
}
void ConfigDialog::CreateGUIControls()
{
//notebook
m_Notebook = new wxNotebook(this, ID_NOTEBOOK, wxDefaultPosition, wxDefaultSize);
m_PageVideo = new wxPanel(m_Notebook, ID_PAGEVIDEO, wxDefaultPosition, wxDefaultSize);
m_Notebook->AddPage(m_PageVideo, wxT("Video"));
m_PageEnhancements = new wxPanel(m_Notebook, ID_PAGEENHANCEMENTS, wxDefaultPosition, wxDefaultSize);
m_Notebook->AddPage(m_PageEnhancements, wxT("Enhancements"));
m_PageAdvanced = new wxPanel(m_Notebook, ID_PAGEADVANCED, wxDefaultPosition, wxDefaultSize);
m_Notebook->AddPage(m_PageAdvanced, wxT("Advanced"));
m_PageHacks = new wxPanel(m_Notebook, ID_PAGEHACKS, wxDefaultPosition, wxDefaultSize);
m_Notebook->AddPage(m_PageHacks, wxT("Hacks"));
//buttons
m_About = new wxButton(this, ID_GRAPHIC_ABOUT, wxT("About"), wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator);
m_OK = new wxButton(this, ID_OK, wxT("OK"), wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator);
m_Cancel = new wxButton(this, ID_CANCEL, wxT("Cancel"), wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator);
//put notebook and buttons in sizers
wxBoxSizer* sButtons;
sButtons = new wxBoxSizer(wxHORIZONTAL);
sButtons->Add(m_About, 0, wxALL, 5);
sButtons->Add(0, 0, 1, wxEXPAND, 5);
sButtons->Add(m_OK, 0, wxALL, 5);
sButtons->Add(m_Cancel, 0, wxALL, 5);
wxBoxSizer* sMain;
sMain = new wxBoxSizer(wxVERTICAL);
sMain->Add(m_Notebook, 1, wxEXPAND|wxALL, 5);
sMain->Add(sButtons, 0, wxEXPAND, 5);
this->SetSizer(sMain);
this->Layout();
//page1
m_Fullscreen = new wxCheckBox(m_PageVideo, ID_FULLSCREEN, wxT("Fullscreen"), wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator);
m_Fullscreen->SetValue(g_Config.bFullscreen);
m_RenderToMainWindow = new wxCheckBox(m_PageVideo, ID_RENDERTOMAINWINDOW, wxT("Render to main window"), wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator);
m_RenderToMainWindow->SetValue(g_Config.renderToMainframe);
wxStaticText *FSText = new wxStaticText(m_PageVideo, ID_FSTEXT, wxT("Fullscreen video mode:"), wxDefaultPosition, wxDefaultSize, 0);
wxArrayString arrayStringFor_FullscreenCB;
m_FullscreenCB = new wxComboBox(m_PageVideo, ID_FULLSCREENCB, wxEmptyString, wxDefaultPosition, wxDefaultSize, arrayStringFor_FullscreenCB, 0, wxDefaultValidator);
m_FullscreenCB->SetValue(wxString::FromAscii(g_Config.iFSResolution));
wxStaticText *WMText = new wxStaticText(m_PageVideo, ID_WMTEXT, wxT("Windowed resolution:"), wxDefaultPosition, wxDefaultSize, 0);
wxArrayString arrayStringFor_WindowResolutionCB;
m_WindowResolutionCB = new wxComboBox(m_PageVideo, ID_WINDOWRESOLUTIONCB, wxEmptyString, wxDefaultPosition, wxDefaultSize, arrayStringFor_WindowResolutionCB, 0, wxDefaultValidator);
m_WindowResolutionCB->SetValue(wxString::FromAscii(g_Config.iWindowedRes));
wxStaticText *AAText = new wxStaticText(m_PageVideo, ID_AATEXT, wxT("Anti-alias mode:"), wxDefaultPosition, wxDefaultSize, 0);
wxArrayString arrayStringFor_AliasModeCB;
m_AliasModeCB = new wxComboBox(m_PageVideo, ID_ALIASMODECB, wxEmptyString, wxDefaultPosition, wxDefaultSize, arrayStringFor_AliasModeCB, 0, wxDefaultValidator);
wxString tmp;
tmp<<g_Config.iMultisampleMode;
m_AliasModeCB->SetValue(tmp);
Added the StretchToFit option to the config menu in the OpenGL plugin. This fixes the blackness in SSBM. I also added a keep aspect ratio option, it will keep your aspect ratio at 4:3, but then SSBM will have the blackness problem again. You find the options under the Enhancements window in the OpenGL configuration. I also added a wx debugging window for the OpenGL plugin. I connected it to the old console window that was in the plugin. Other than that it doesn't do anything at the moment but it could be useful to show all the current important information and parameter statuses and so on. Again there's a problem with wx windows collisions. Show() can't be used because then DLL_PROCESS_DETACH is called immediately after the window is opened, and if we open it with ShowModal() before we have loaded a game the main video window will be blocked. And we can't pass on any variables from a DllDebugger() that is called when Dolphin is started because the dll is reloaded and lose all variables sometime before a game is loaded. So we can't auto open the window that way. So I made the debugging window open as a game is loaded if it is enabled in the ini, the downside is that the ini setting will open the window even if we are not opening Dolphin with the -d flag. However, this will only affect people that have used the debugger at least once so in my opinion this is the most convenient solution. But feel free to come up with a better solution. Preferably some solution to how to use Show() and preventing DLL_PROCESS_DETACH to be called. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@812 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-10-09 18:47:53 +00:00
// page2 -------------------------
m_ForceFiltering = new wxCheckBox(m_PageEnhancements, ID_FORCEFILTERING, wxT("Force bi/trilinear filtering (May cause small glitches)"), wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator);
m_ForceFiltering->SetValue(g_Config.bForceFiltering);
Added the StretchToFit option to the config menu in the OpenGL plugin. This fixes the blackness in SSBM. I also added a keep aspect ratio option, it will keep your aspect ratio at 4:3, but then SSBM will have the blackness problem again. You find the options under the Enhancements window in the OpenGL configuration. I also added a wx debugging window for the OpenGL plugin. I connected it to the old console window that was in the plugin. Other than that it doesn't do anything at the moment but it could be useful to show all the current important information and parameter statuses and so on. Again there's a problem with wx windows collisions. Show() can't be used because then DLL_PROCESS_DETACH is called immediately after the window is opened, and if we open it with ShowModal() before we have loaded a game the main video window will be blocked. And we can't pass on any variables from a DllDebugger() that is called when Dolphin is started because the dll is reloaded and lose all variables sometime before a game is loaded. So we can't auto open the window that way. So I made the debugging window open as a game is loaded if it is enabled in the ini, the downside is that the ini setting will open the window even if we are not opening Dolphin with the -d flag. However, this will only affect people that have used the debugger at least once so in my opinion this is the most convenient solution. But feel free to come up with a better solution. Preferably some solution to how to use Show() and preventing DLL_PROCESS_DETACH to be called. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@812 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-10-09 18:47:53 +00:00
//TODO: make the following work ^^
m_ForceAnisotropy = new wxCheckBox(m_PageEnhancements, ID_FORCEANISOTROPY, wxT("Force maximum anisotropy filtering"), wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator);
//m_ForceAnisotropy->SetValue(g_Config.bForceMaxAniso);
m_ForceAnisotropy->Enable(false);
m_StretchToFit = new wxCheckBox(m_PageEnhancements, ID_STRETCHTOFIT, wxT("Stretch to fit (instead of changing res.)"),
wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator);
m_StretchToFit->SetValue(g_Config.bStretchToFit);
m_KeepAR = new wxCheckBox(m_PageEnhancements, ID_KEEPAR, wxT("Keep 4:3 aspect ratio"),
wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator);
m_KeepAR->SetValue(g_Config.bKeepAR);
// page3 -------------------------
m_ShowFPS = new wxCheckBox(m_PageAdvanced, ID_SHOWFPS, wxT("Overlay FPS"), wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator);
m_ShowFPS->SetValue(g_Config.bShowFPS);
m_Statistics = new wxCheckBox(m_PageAdvanced, ID_STATISTICS, wxT("Overlay some statistics"), wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator);
m_Statistics->SetValue(g_Config.bOverlayStats);
m_TexFmtOverlay = new wxCheckBox(m_PageAdvanced, ID_TEXFMTOVERLAY, wxT("Overlay texture format"), wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator);
m_TexFmtOverlay->SetValue(g_Config.bTexFmtOverlayEnable);
m_TexFmtCenter = new wxCheckBox(m_PageAdvanced, ID_TEXFMTCENTER, wxT("centered"), wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator);
m_TexFmtCenter->SetValue(g_Config.bTexFmtOverlayCenter);
m_TexFmtCenter->Enable(m_TexFmtOverlay->IsChecked());
m_UseXFB = new wxCheckBox(m_PageAdvanced, ID_USEXFB, wxT("Use XFB"), wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator);
m_UseXFB->SetValue(g_Config.bUseXFB);
m_DumpTextures = new wxCheckBox(m_PageAdvanced, ID_DUMPTEXTURES, wxT("Dump textures to:"), wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator);
m_DumpTextures->SetValue(g_Config.bDumpTextures);
m_TexturePath = new wxDirPickerCtrl(m_PageAdvanced, ID_TEXTUREPATH, wxEmptyString, wxT("Choose a directory to store texture dumps:"), wxDefaultPosition, wxDefaultSize, wxDIRP_USE_TEXTCTRL);
m_TexturePath->SetPath(wxString::FromAscii(g_Config.texDumpPath));
m_TexturePath->Enable(m_DumpTextures->IsChecked());
m_Wireframe = new wxCheckBox(m_PageAdvanced, ID_WIREFRAME, wxT("Wireframe"), wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator);
//m_Wireframe->SetValue(g_Config.bWireFrame);
m_Wireframe->Enable(false);
m_ShaderErrors = new wxCheckBox(m_PageAdvanced, ID_SHADERERRORS, wxT("Show shader compilation issues"), wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator);
//m_ShaderErrors->SetValue(g_Config.bShowShaderErrors);
m_ShaderErrors->Enable(false);
// Page 4 (hacks)
m_InvertDepth = new wxCheckBox(m_PageHacks, ID_INVERTDEPTH, wxT("Invert Depth"), wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator);
m_InvertDepth->Enable(true);
m_InvertDepth->SetValue(g_Config.bInvertDepth);
//Put options in sizers within the notebook
wxGridBagSizer* sPage1;
sPage1 = new wxGridBagSizer(0, 0);
sPage1->SetFlexibleDirection(wxBOTH);
sPage1->SetNonFlexibleGrowMode(wxFLEX_GROWMODE_SPECIFIED);
sPage1->Add(m_Fullscreen, wxGBPosition(0, 0), wxGBSpan(1, 2), wxALL, 5);
sPage1->Add(m_RenderToMainWindow, wxGBPosition(1, 0), wxGBSpan(1, 2), wxALL, 5);
Added the StretchToFit option to the config menu in the OpenGL plugin. This fixes the blackness in SSBM. I also added a keep aspect ratio option, it will keep your aspect ratio at 4:3, but then SSBM will have the blackness problem again. You find the options under the Enhancements window in the OpenGL configuration. I also added a wx debugging window for the OpenGL plugin. I connected it to the old console window that was in the plugin. Other than that it doesn't do anything at the moment but it could be useful to show all the current important information and parameter statuses and so on. Again there's a problem with wx windows collisions. Show() can't be used because then DLL_PROCESS_DETACH is called immediately after the window is opened, and if we open it with ShowModal() before we have loaded a game the main video window will be blocked. And we can't pass on any variables from a DllDebugger() that is called when Dolphin is started because the dll is reloaded and lose all variables sometime before a game is loaded. So we can't auto open the window that way. So I made the debugging window open as a game is loaded if it is enabled in the ini, the downside is that the ini setting will open the window even if we are not opening Dolphin with the -d flag. However, this will only affect people that have used the debugger at least once so in my opinion this is the most convenient solution. But feel free to come up with a better solution. Preferably some solution to how to use Show() and preventing DLL_PROCESS_DETACH to be called. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@812 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-10-09 18:47:53 +00:00
sPage1->Add(FSText, wxGBPosition(2, 0), wxGBSpan(1, 1), wxALIGN_CENTER_VERTICAL|wxALL, 5); // drop down boxes
sPage1->Add(m_FullscreenCB, wxGBPosition(2, 1), wxGBSpan(1, 1), wxALL, 5);
sPage1->Add(WMText, wxGBPosition(3, 0), wxGBSpan(1, 1), wxALIGN_CENTER_VERTICAL|wxALL, 5);
sPage1->Add(m_WindowResolutionCB, wxGBPosition(3, 1), wxGBSpan(1, 1), wxALL, 5);
sPage1->Add(AAText, wxGBPosition(4, 0), wxGBSpan(1, 1), wxALIGN_CENTER_VERTICAL|wxALL, 5);
sPage1->Add(m_AliasModeCB, wxGBPosition(4, 1), wxGBSpan(1, 1), wxALL, 5);
m_PageVideo->SetSizer(sPage1);
sPage1->Layout();
wxBoxSizer* sPage2;
sPage2 = new wxBoxSizer(wxVERTICAL);
sPage2->Add(m_ForceFiltering, 0, wxALL, 5);
sPage2->Add(m_ForceAnisotropy, 0, wxALL, 5);
Added the StretchToFit option to the config menu in the OpenGL plugin. This fixes the blackness in SSBM. I also added a keep aspect ratio option, it will keep your aspect ratio at 4:3, but then SSBM will have the blackness problem again. You find the options under the Enhancements window in the OpenGL configuration. I also added a wx debugging window for the OpenGL plugin. I connected it to the old console window that was in the plugin. Other than that it doesn't do anything at the moment but it could be useful to show all the current important information and parameter statuses and so on. Again there's a problem with wx windows collisions. Show() can't be used because then DLL_PROCESS_DETACH is called immediately after the window is opened, and if we open it with ShowModal() before we have loaded a game the main video window will be blocked. And we can't pass on any variables from a DllDebugger() that is called when Dolphin is started because the dll is reloaded and lose all variables sometime before a game is loaded. So we can't auto open the window that way. So I made the debugging window open as a game is loaded if it is enabled in the ini, the downside is that the ini setting will open the window even if we are not opening Dolphin with the -d flag. However, this will only affect people that have used the debugger at least once so in my opinion this is the most convenient solution. But feel free to come up with a better solution. Preferably some solution to how to use Show() and preventing DLL_PROCESS_DETACH to be called. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@812 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-10-09 18:47:53 +00:00
sPage2->Add(m_StretchToFit, 0, wxALL, 5); // stretch
sPage2->Add(m_KeepAR, 0, wxALL, 5); // keep AR
m_PageEnhancements->SetSizer(sPage2);
sPage2->Layout();
wxGridBagSizer* sPage3;
sPage3 = new wxGridBagSizer(0, 0);
sPage3->SetFlexibleDirection(wxBOTH);
sPage3->SetNonFlexibleGrowMode(wxFLEX_GROWMODE_SPECIFIED);
sPage3->Add(m_Wireframe, wxGBPosition(0, 0), wxGBSpan(1, 2), wxALL, 5);
sPage3->Add(m_ShaderErrors, wxGBPosition(1, 0), wxGBSpan(1, 2), wxALL, 5);
sPage3->Add(m_ShowFPS, wxGBPosition(2, 0), wxGBSpan(1, 2), wxALL, 5);
sPage3->Add(m_Statistics, wxGBPosition(3, 0), wxGBSpan(1, 2), wxALL, 5);
sPage3->Add(m_TexFmtOverlay, wxGBPosition(4, 0), wxGBSpan(1, 1), wxALL, 5);
sPage3->Add(m_TexFmtCenter, wxGBPosition(4, 1), wxGBSpan(1, 1), wxALL, 5);
sPage3->Add(m_UseXFB, wxGBPosition(5, 0), wxGBSpan(1, 1), wxALL, 5);
sPage3->Add(m_DumpTextures, wxGBPosition(6, 0), wxGBSpan(1, 1), wxALL, 5);
sPage3->Add(m_TexturePath, wxGBPosition(6, 1), wxGBSpan(1, 1), wxALL, 5);
m_PageAdvanced->SetSizer(sPage3);
sPage3->Layout();
wxGridBagSizer* sPage4;
sPage4 = new wxGridBagSizer(0, 0);
sPage4->SetFlexibleDirection(wxBOTH);
sPage4->SetNonFlexibleGrowMode(wxFLEX_GROWMODE_SPECIFIED);
sPage4->Add(m_InvertDepth, wxGBPosition(0, 0), wxGBSpan(1, 2), wxALL, 5);
m_PageHacks->SetSizer(sPage4);
sPage4->Layout();
SetIcon(wxNullIcon);
Fit();
}
void ConfigDialog::OnClose(wxCloseEvent& event)
{
EndModal(0);
}
void ConfigDialog::OKClick(wxCommandEvent& event)
{
switch(event.GetId())
{
case ID_CANCEL:
Close();
break;
case ID_OK:
g_Config.Save();
Close();
break;
}
}
void ConfigDialog::FullScreenCheck(wxCommandEvent& event)
{
g_Config.bFullscreen = m_Fullscreen->IsChecked();
}
void ConfigDialog::RenderMainCheck(wxCommandEvent& event)
{
g_Config.renderToMainframe = m_RenderToMainWindow->IsChecked();
}
Added the StretchToFit option to the config menu in the OpenGL plugin. This fixes the blackness in SSBM. I also added a keep aspect ratio option, it will keep your aspect ratio at 4:3, but then SSBM will have the blackness problem again. You find the options under the Enhancements window in the OpenGL configuration. I also added a wx debugging window for the OpenGL plugin. I connected it to the old console window that was in the plugin. Other than that it doesn't do anything at the moment but it could be useful to show all the current important information and parameter statuses and so on. Again there's a problem with wx windows collisions. Show() can't be used because then DLL_PROCESS_DETACH is called immediately after the window is opened, and if we open it with ShowModal() before we have loaded a game the main video window will be blocked. And we can't pass on any variables from a DllDebugger() that is called when Dolphin is started because the dll is reloaded and lose all variables sometime before a game is loaded. So we can't auto open the window that way. So I made the debugging window open as a game is loaded if it is enabled in the ini, the downside is that the ini setting will open the window even if we are not opening Dolphin with the -d flag. However, this will only affect people that have used the debugger at least once so in my opinion this is the most convenient solution. But feel free to come up with a better solution. Preferably some solution to how to use Show() and preventing DLL_PROCESS_DETACH to be called. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@812 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-10-09 18:47:53 +00:00
void ConfigDialog::StretchToFitCheck(wxCommandEvent& event) // stretch
{
g_Config.bStretchToFit = m_StretchToFit->IsChecked();
}
void ConfigDialog::KeepARCheck(wxCommandEvent& event) // keep AR
{
g_Config.bKeepAR = m_KeepAR->IsChecked();
}
void ConfigDialog::AddFSReso(char *reso)
{
m_FullscreenCB->Append(wxString::FromAscii(reso));
}
void ConfigDialog::FSCB(wxCommandEvent& event)
{
strcpy(g_Config.iFSResolution, m_FullscreenCB->GetValue().mb_str() );
}
void ConfigDialog::AddWindowReso(char *reso)
{
m_WindowResolutionCB->Append(wxString::FromAscii(reso));
}
void ConfigDialog::WMCB(wxCommandEvent& event)
{
strcpy(g_Config.iWindowedRes, m_WindowResolutionCB->GetValue().mb_str() );
}
void ConfigDialog::AddAAMode(int mode)
{
wxString tmp;
tmp<<mode;
m_AliasModeCB->Append(tmp);
}
void ConfigDialog::AACB(wxCommandEvent& event)
{
g_Config.iMultisampleMode = atoi(m_AliasModeCB->GetValue().mb_str());
}
void ConfigDialog::ForceFilteringCheck(wxCommandEvent& event)
{
g_Config.bForceFiltering = m_ForceFiltering->IsChecked();
}
void ConfigDialog::ForceAnisotropyCheck(wxCommandEvent& event)
{
g_Config.bForceMaxAniso = m_ForceAnisotropy->IsChecked();
}
void ConfigDialog::WireframeCheck(wxCommandEvent& event)
{
g_Config.bWireFrame = m_Wireframe->IsChecked();
}
void ConfigDialog::ShowShaderErrorsCheck(wxCommandEvent& event)
{
g_Config.bShowShaderErrors = m_ShaderErrors->IsChecked();
}
void ConfigDialog::ShowFPSCheck(wxCommandEvent& event)
{
g_Config.bShowFPS = m_ShowFPS->IsChecked();
}
void ConfigDialog::OverlayCheck(wxCommandEvent& event)
{
g_Config.bOverlayStats = m_Statistics->IsChecked();
}
void ConfigDialog::TexFmtOverlayChange(wxCommandEvent& event)
{
switch(event.GetId())
{
case ID_TEXFMTOVERLAY:
g_Config.bTexFmtOverlayEnable = m_TexFmtOverlay->IsChecked();
m_TexFmtCenter->Enable(m_TexFmtOverlay->IsChecked());
break;
case ID_TEXFMTCENTER:
g_Config.bTexFmtOverlayCenter = m_TexFmtCenter->IsChecked();
break;
}
TextureMngr::Invalidate();
}
void ConfigDialog::UseXFBChange(wxCommandEvent& event)
{
g_Config.bUseXFB = m_UseXFB->IsChecked();
}
void ConfigDialog::DumpTexturesChange(wxCommandEvent& event)
{
m_TexturePath->Enable(m_DumpTextures->IsChecked());
g_Config.bDumpTextures = m_DumpTextures->IsChecked();
}
void ConfigDialog::TexturePathChange(wxFileDirPickerEvent& event)
{
//note: if a user inputs an incorrect path(by typing, not by choosing from
// the combobox, this event wil not be fired.
strcpy(g_Config.texDumpPath,event.GetPath().mb_str());
}
void ConfigDialog::DllAbout(wxCommandEvent& event)
{
wxAboutDialogInfo info;
info.AddDeveloper(_T("zerofrog(@gmail.com)"));
info.SetDescription(_T("Vertex/Pixel Shader 2.0 or higher, framebuffer objects, multiple render targets"));
wxAboutBox(info);
}
void ConfigDialog::InvertDepth(wxCommandEvent& event)
{
g_Config.bInvertDepth = m_InvertDepth->IsChecked();
}