// Copyright 2017 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #include "DolphinQt2/Config/Graphics/AdvancedWidget.h" #include #include #include #include #include "Core/Config/GraphicsSettings.h" #include "Core/Config/SYSCONFSettings.h" #include "Core/ConfigManager.h" #include "Core/Core.h" #include "DolphinQt2/Config/Graphics/GraphicsBool.h" #include "DolphinQt2/Config/Graphics/GraphicsChoice.h" #include "DolphinQt2/Config/Graphics/GraphicsWindow.h" #include "DolphinQt2/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(); } 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//.\n\nIf unsure, leave " "this unchecked."); static const char* TR_LOAD_CUSTOM_TEXTURE_DESCRIPTION = QT_TR_NOOP( "Load custom textures from User/Load/Textures//.\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 }