dolphin/Source/Core/DolphinQt/Config/GameConfigWidget.cpp

380 lines
14 KiB
C++

// Copyright 2018 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "DolphinQt/Config/GameConfigWidget.h"
#include <QFont>
#include <QGroupBox>
#include <QHBoxLayout>
#include <QIcon>
#include <QLabel>
#include <QTabWidget>
#include <QTimer>
#include <QToolTip>
#include <QVBoxLayout>
#include "Common/CommonPaths.h"
#include "Common/Config/Config.h"
#include "Common/Config/Layer.h"
#include "Common/FileUtil.h"
#include "Core/Config/GraphicsSettings.h"
#include "Core/Config/MainSettings.h"
#include "Core/ConfigLoaders/GameConfigLoader.h"
#include "Core/ConfigManager.h"
#include "DolphinQt/Config/ConfigControls/ConfigBool.h"
#include "DolphinQt/Config/ConfigControls/ConfigChoice.h"
#include "DolphinQt/Config/ConfigControls/ConfigInteger.h"
#include "DolphinQt/Config/ConfigControls/ConfigRadio.h"
#include "DolphinQt/Config/ConfigControls/ConfigSlider.h"
#include "DolphinQt/Config/GameConfigEdit.h"
#include "DolphinQt/Config/Graphics/AdvancedWidget.h"
#include "DolphinQt/Config/Graphics/EnhancementsWidget.h"
#include "DolphinQt/Config/Graphics/GeneralWidget.h"
#include "DolphinQt/Config/Graphics/HacksWidget.h"
#include "DolphinQt/QtUtils/WrapInScrollArea.h"
#include "UICommon/GameFile.h"
static void PopulateTab(QTabWidget* tab, const std::string& path, std::string& game_id,
u16 revision, bool read_only)
{
for (const std::string& filename : ConfigLoaders::GetGameIniFilenames(game_id, revision))
{
const std::string ini_path = path + filename;
if (File::Exists(ini_path))
{
auto* edit = new GameConfigEdit(nullptr, QString::fromStdString(ini_path), read_only);
tab->addTab(edit, QString::fromStdString(filename));
}
}
}
GameConfigWidget::GameConfigWidget(const UICommon::GameFile& game) : m_game(game)
{
m_game_id = m_game.GetGameID();
m_gameini_local_path =
QString::fromStdString(File::GetUserPath(D_GAMESETTINGS_IDX) + m_game_id + ".ini");
m_layer = std::make_unique<Config::Layer>(
ConfigLoaders::GenerateLocalGameConfigLoader(m_game_id, m_game.GetRevision()));
m_global_layer = std::make_unique<Config::Layer>(
ConfigLoaders::GenerateGlobalGameConfigLoader(m_game_id, m_game.GetRevision()));
CreateWidgets();
connect(&Settings::Instance(), &Settings::ConfigChanged, this, &GameConfigWidget::LoadSettings);
PopulateTab(m_default_tab, File::GetSysDirectory() + GAMESETTINGS_DIR DIR_SEP, m_game_id,
m_game.GetRevision(), true);
PopulateTab(m_local_tab, File::GetUserPath(D_GAMESETTINGS_IDX), m_game_id, m_game.GetRevision(),
false);
bool game_id_tab = false;
for (int i = 0; i < m_local_tab->count(); i++)
{
if (m_local_tab->tabText(i).toStdString() == m_game_id + ".ini")
game_id_tab = true;
}
if (game_id_tab == false)
{
// Create new local game ini tab if none exists.
auto* edit = new GameConfigEdit(
nullptr, QString::fromStdString(File::GetUserPath(D_GAMESETTINGS_IDX) + m_game_id + ".ini"),
false);
m_local_tab->addTab(edit, QString::fromStdString(m_game_id + ".ini"));
}
// Fails to change font if it's directly called at this time. Is there a better workaround?
QTimer::singleShot(100, this, [this]() {
SetItalics();
Config::OnConfigChanged();
});
}
void GameConfigWidget::CreateWidgets()
{
Config::Layer* layer = m_layer.get();
// Core
auto* core_box = new QGroupBox(tr("Core"));
auto* core_layout = new QGridLayout;
core_box->setLayout(core_layout);
m_enable_dual_core = new ConfigBool(tr("Enable Dual Core"), Config::MAIN_CPU_THREAD, layer);
m_enable_mmu = new ConfigBool(tr("Enable MMU"), Config::MAIN_MMU, layer);
m_enable_fprf = new ConfigBool(tr("Enable FPRF"), Config::MAIN_FPRF, layer);
m_sync_gpu = new ConfigBool(tr("Synchronize GPU thread"), Config::MAIN_SYNC_GPU, layer);
m_emulate_disc_speed =
new ConfigBool(tr("Emulate Disc Speed"), Config::MAIN_FAST_DISC_SPEED, layer, true);
m_use_dsp_hle = new ConfigBool(tr("DSP HLE (fast)"), Config::MAIN_DSP_HLE, layer);
const std::vector<std::string> choice{tr("auto").toStdString(), tr("none").toStdString(),
tr("fake-completion").toStdString()};
m_deterministic_dual_core =
new ConfigStringChoice(choice, Config::MAIN_GPU_DETERMINISM_MODE, layer);
m_enable_mmu->setToolTip(tr(
"Enables the Memory Management Unit, needed for some games. (ON = Compatible, OFF = Fast)"));
m_enable_fprf->setToolTip(tr("Enables Floating Point Result Flag calculation, needed for a few "
"games. (ON = Compatible, OFF = Fast)"));
m_sync_gpu->setToolTip(tr("Synchronizes the GPU and CPU threads to help prevent random freezes "
"in Dual core mode. (ON = Compatible, OFF = Fast)"));
m_emulate_disc_speed->setToolTip(
tr("Enable emulated disc speed. Disabling this can cause crashes "
"and other problems in some games. "
"(ON = Compatible, OFF = Unlocked)"));
core_layout->addWidget(m_enable_dual_core, 0, 0);
core_layout->addWidget(m_enable_mmu, 1, 0);
core_layout->addWidget(m_enable_fprf, 2, 0);
core_layout->addWidget(m_sync_gpu, 3, 0);
core_layout->addWidget(m_emulate_disc_speed, 4, 0);
core_layout->addWidget(m_use_dsp_hle, 5, 0);
core_layout->addWidget(new QLabel(tr("Deterministic dual core:")), 6, 0);
core_layout->addWidget(m_deterministic_dual_core, 6, 1);
// Stereoscopy
auto* stereoscopy_box = new QGroupBox(tr("Stereoscopy"));
auto* stereoscopy_layout = new QGridLayout;
stereoscopy_box->setLayout(stereoscopy_layout);
m_depth_slider = new ConfigSlider(100, 200, Config::GFX_STEREO_DEPTH_PERCENTAGE, layer);
m_convergence_spin = new ConfigInteger(0, INT32_MAX, Config::GFX_STEREO_CONVERGENCE, layer);
m_use_monoscopic_shadows =
new ConfigBool(tr("Monoscopic Shadows"), Config::GFX_STEREO_EFB_MONO_DEPTH, layer);
m_depth_slider->setToolTip(
tr("This value is multiplied with the depth set in the graphics configuration."));
m_convergence_spin->setToolTip(
tr("This value is added to the convergence value set in the graphics configuration."));
m_use_monoscopic_shadows->setToolTip(
tr("Use a single depth buffer for both eyes. Needed for a few games."));
stereoscopy_layout->addWidget(new ConfigSliderLabel(tr("Depth Percentage:"), m_depth_slider), 0,
0);
stereoscopy_layout->addWidget(m_depth_slider, 0, 1);
stereoscopy_layout->addWidget(new ConfigIntegerLabel(tr("Convergence:"), m_convergence_spin), 1,
0);
stereoscopy_layout->addWidget(m_convergence_spin, 1, 1);
stereoscopy_layout->addWidget(m_use_monoscopic_shadows, 2, 0);
auto* general_layout = new QVBoxLayout;
general_layout->addWidget(core_box);
general_layout->addWidget(stereoscopy_box);
general_layout->addStretch();
auto* general_widget = new QWidget;
general_widget->setLayout(general_layout);
// Editor tab
auto* advanced_layout = new QVBoxLayout;
auto* default_group = new QGroupBox(tr("Default Config (Read Only)"));
auto* default_layout = new QVBoxLayout;
m_default_tab = new QTabWidget;
default_group->setLayout(default_layout);
default_layout->addWidget(m_default_tab);
auto* local_group = new QGroupBox(tr("User Config"));
auto* local_layout = new QVBoxLayout;
m_local_tab = new QTabWidget;
local_group->setLayout(local_layout);
local_layout->addWidget(m_local_tab);
advanced_layout->addWidget(default_group);
advanced_layout->addWidget(local_group);
auto* advanced_widget = new QWidget;
advanced_widget->setLayout(advanced_layout);
auto* layout = new QVBoxLayout;
auto* tab_widget = new QTabWidget;
tab_widget->addTab(general_widget, tr("General"));
// GFX settings tabs. Placed in a QWidget for consistent margins.
auto* gfx_tab_holder = new QWidget;
auto* gfx_layout = new QVBoxLayout;
gfx_tab_holder->setLayout(gfx_layout);
tab_widget->addTab(gfx_tab_holder, tr("Graphics"));
auto* gfx_tabs = new QTabWidget;
gfx_tabs->addTab(GetWrappedWidget(new GeneralWidget(this, m_layer.get()), this, 125, 100),
tr("General"));
gfx_tabs->addTab(GetWrappedWidget(new EnhancementsWidget(this, m_layer.get()), this, 125, 100),
tr("Enhancements"));
gfx_tabs->addTab(GetWrappedWidget(new HacksWidget(this, m_layer.get()), this, 125, 100),
tr("Hacks"));
gfx_tabs->addTab(GetWrappedWidget(new AdvancedWidget(this, m_layer.get()), this, 125, 100),
tr("Advanced"));
const int editor_index = tab_widget->addTab(advanced_widget, tr("Editor"));
gfx_layout->addWidget(gfx_tabs);
connect(tab_widget, &QTabWidget::currentChanged, this, [this, editor_index](int index) {
// Update the ini editor after editing other tabs.
if (index == editor_index)
{
// Layer only auto-saves when it is destroyed.
m_layer->Save();
// There can be multiple ini loaded for a game, only replace the one related to the game
// ini being edited.
for (int i = 0; i < m_local_tab->count(); i++)
{
if (m_local_tab->tabText(i).toStdString() == m_game_id + ".ini")
{
m_local_tab->removeTab(i);
auto* edit = new GameConfigEdit(
nullptr,
QString::fromStdString(File::GetUserPath(D_GAMESETTINGS_IDX) + m_game_id + ".ini"),
false);
m_local_tab->insertTab(i, edit, QString::fromStdString(m_game_id + ".ini"));
break;
}
}
}
// Update other tabs after using ini editor.
if (m_prev_tab_index == editor_index)
{
// Load won't clear deleted keys, so everything is wiped before loading.
m_layer->DeleteAllKeys();
m_layer->Load();
Config::OnConfigChanged();
}
m_prev_tab_index = index;
});
const QString help_msg = tr(
"Italics mark default game settings, bold marks user settings.\nRight-click to remove user "
"settings.\nGraphics tabs don't display the value of a default game setting.\nAnti-Aliasing "
"settings are disabled when the global graphics backend doesn't "
"match the game setting.");
auto help_icon = style()->standardIcon(QStyle::SP_MessageBoxQuestion);
auto* help_label = new QLabel(tr("These settings override core Dolphin settings."));
help_label->setToolTip(help_msg);
auto help_label_icon = new QLabel();
help_label_icon->setPixmap(help_icon.pixmap(12, 12));
help_label_icon->setToolTip(help_msg);
auto* help_layout = new QHBoxLayout();
help_layout->addWidget(help_label);
help_layout->addWidget(help_label_icon);
help_layout->addStretch();
layout->addLayout(help_layout);
layout->addWidget(tab_widget);
setLayout(layout);
}
GameConfigWidget::~GameConfigWidget()
{
// Destructor saves the layer to file.
m_layer.reset();
// If a game is running and the game properties window is closed, update local game layer with
// any new changes. Not sure if doing it more frequently is safe.
auto local_layer = Config::GetLayer(Config::LayerType::LocalGame);
if (local_layer && SConfig::GetInstance().GetGameID() == m_game_id)
{
local_layer->DeleteAllKeys();
local_layer->Load();
Config::OnConfigChanged();
}
// Delete empty configs
if (File::GetSize(m_gameini_local_path.toStdString()) == 0)
File::Delete(m_gameini_local_path.toStdString());
}
void GameConfigWidget::LoadSettings()
{
// Load globals
auto update_bool = [this](auto config, bool reverse = false) {
const Config::Location& setting = config->GetLocation();
// Don't overwrite local with global
if (m_layer->Exists(setting) || !m_global_layer->Exists(setting))
return;
std::optional<bool> value = m_global_layer->Get<bool>(config->GetLocation());
if (value.has_value())
{
const QSignalBlocker blocker(config);
config->setChecked(value.value() ^ reverse);
}
};
auto update_int = [this](auto config) {
const Config::Location& setting = config->GetLocation();
if (m_layer->Exists(setting) || !m_global_layer->Exists(setting))
return;
std::optional<int> value = m_global_layer->Get<int>(setting);
if (value.has_value())
{
const QSignalBlocker blocker(config);
config->setValue(value.value());
}
};
for (ConfigBool* config : {m_enable_dual_core, m_enable_mmu, m_enable_fprf, m_sync_gpu,
m_use_dsp_hle, m_use_monoscopic_shadows})
{
update_bool(config);
}
update_bool(m_emulate_disc_speed, true);
update_int(m_depth_slider);
update_int(m_convergence_spin);
}
void GameConfigWidget::SetItalics()
{
// Mark system game settings with italics. Called once because it should never change.
auto italics = [this](auto config) {
if (!m_global_layer->Exists(config->GetLocation()))
return;
QFont ifont = config->font();
ifont.setItalic(true);
config->setFont(ifont);
};
for (auto* config : findChildren<ConfigBool*>())
italics(config);
for (auto* config : findChildren<ConfigSlider*>())
italics(config);
for (auto* config : findChildren<ConfigInteger*>())
italics(config);
for (auto* config : findChildren<ConfigRadioInt*>())
italics(config);
for (auto* config : findChildren<ConfigChoice*>())
italics(config);
for (auto* config : findChildren<ConfigStringChoice*>())
italics(config);
for (auto* config : findChildren<ConfigComplexChoice*>())
{
std::pair<Config::Location, Config::Location> location = config->GetLocation();
if (m_global_layer->Exists(location.first) || m_global_layer->Exists(location.second))
{
QFont ifont = config->font();
ifont.setItalic(true);
config->setFont(ifont);
}
}
}