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

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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/
#ifndef __CONFIGDIALOG_h__
#define __CONFIGDIALOG_h__
#include <wx/wx.h>
#include <wx/aboutdlg.h>
#include <wx/dialog.h>
#include <wx/textctrl.h>
#include <wx/button.h>
#include <wx/stattext.h>
#include <wx/combobox.h>
#include <wx/checkbox.h>
#include <wx/notebook.h>
#include <wx/panel.h>
#include <wx/filepicker.h>
#include <wx/gbsizer.h>
#undef ConfigDialog_STYLE
#define ConfigDialog_STYLE wxCAPTION | wxSYSTEM_MENU | wxDIALOG_NO_PARENT | wxCLOSE_BOX
class ConfigDialog : public wxDialog
{
private:
DECLARE_EVENT_TABLE();
public:
ConfigDialog(wxWindow *parent, wxWindowID id = 1, const wxString &title = wxT("OpenGL Plugin Configuration"), const wxPoint& pos = wxDefaultPosition, const wxSize& size = wxDefaultSize, long style = ConfigDialog_STYLE);
virtual ~ConfigDialog();
void OKClick(wxCommandEvent& event);
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
// General
void FullScreenCheck(wxCommandEvent& event);
void RenderMainCheck(wxCommandEvent& event);
void AddFSReso(char *reso);
void AddWindowReso(char *reso);
void StretchToFitCheck(wxCommandEvent& event);
void KeepARCheck(wxCommandEvent& event);
void DllAbout(wxCommandEvent& event);
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
// Enhancements
void AddAAMode(int mode);
void FSCB(wxCommandEvent& event);
void WMCB(wxCommandEvent& event);
void AACB(wxCommandEvent& event);
void ForceFilteringCheck(wxCommandEvent& event);
void ForceAnisotropyCheck(wxCommandEvent& event);
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
// Information
void ShowFPSCheck(wxCommandEvent& event);
void OverlayCheck(wxCommandEvent& event);
void ShowShaderErrorsCheck(wxCommandEvent& event);
void TexFmtOverlayChange(wxCommandEvent& event);
// Render
void WireframeCheck(wxCommandEvent& event);
void UseXFBChange(wxCommandEvent& event);
void DisableLighting(wxCommandEvent& event);
void DisableTexturing(wxCommandEvent& event);
void DisableCulling(wxCommandEvent& event);
// Util
void DumpTexturesChange(wxCommandEvent& event);
void TexturePathChange(wxFileDirPickerEvent& event);
// Hacks
void InvertDepth(wxCommandEvent& event);
void ProjectionHax1(wxCommandEvent& event);
void ProjectionHax2(wxCommandEvent& event);
void EFBToTextureDisable(wxCommandEvent& event);
private:
wxButton* m_About;
wxButton *m_Cancel;
wxButton *m_OK;
wxDirPickerCtrl *m_TexturePath;
wxCheckBox *m_DumpTextures;
wxCheckBox *m_UseXFB;
wxCheckBox *m_TexFmtCenter;
wxCheckBox *m_TexFmtOverlay;
wxCheckBox *m_Statistics;
wxCheckBox *m_ShowFPS;
wxCheckBox *m_ShaderErrors;
wxCheckBox *m_Wireframe;
wxCheckBox *m_ForceAnisotropy;
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
wxCheckBox *m_StretchToFit;
wxCheckBox *m_KeepAR;
wxCheckBox *m_ForceFiltering;
wxComboBox *m_AliasModeCB;
wxComboBox *m_WindowResolutionCB;
wxComboBox *m_FullscreenCB;
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
wxCheckBox *m_RenderToMainWindow;
wxCheckBox *m_Fullscreen;
wxCheckBox *m_DisableLighting;
wxCheckBox *m_DisableTexturing;
wxCheckBox *m_InvertDepth;
wxCheckBox *m_ProjectionHax1;
wxCheckBox *m_ProjectionHax2;
wxCheckBox *m_EFBToTextureDisable;
wxCheckBox *m_DisableCulling;
wxPanel *m_PageGeneral;
wxPanel *m_PageEnhancements;
wxPanel *m_PageInformation;
wxPanel *m_PageRender;
wxPanel *m_PageUtility;
wxPanel *m_PageHacks;
wxNotebook *m_Notebook;
private:
enum
{
////GUI Enum Control ID Start
ID_CANCEL = 1000,
ID_OK,
ID_TEXTUREPATH,
ID_SHADERERRORS,
ID_USEXFB,
ID_TEXFMTCENTER,
ID_TEXFMTOVERLAY,
ID_SHOWFPS,
ID_STATISTICS,
ID_DUMPTEXTURES,
ID_WIREFRAME,
ID_FORCEANISOTROPY,
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
ID_STRETCHTOFIT,
ID_KEEPAR,
ID_FORCEFILTERING,
ID_ALIASMODECB,
ID_AATEXT,
ID_WINDOWRESOLUTIONCB,
ID_WMTEXT,
ID_FULLSCREENCB,
ID_FSTEXT,
ID_RENDERTOMAINWINDOW,
ID_FULLSCREEN,
ID_NOTEBOOK,
ID_INVERTDEPTH,
ID_PROJECTIONHAX1,
ID_PROJECTIONHAX2,
ID_DISABLELIGHTING,
ID_DISABLETEXTURING,
ID_EFBTOTEXTUREDISABLE,
ID_DISABLECULLING,
ID_PAGEGENERAL,
ID_PAGEENHANCEMENTS,
ID_PAGEINFORMATION,
ID_PAGERENDER,
ID_PAGEUTILITY,
ID_PAGEHACKS,
ID_GRAPHIC_ABOUT,
////GUI Enum Control ID End
ID_DUMMY_VALUE_ //don't remove this value unless you have other enum values
};
private:
void OnClose(wxCloseEvent& event);
void CreateGUIControls();
};
#endif