/* PCSX2 - PS2 Emulator for PCs * Copyright (C) 2002-2022 PCSX2 Dev Team * * PCSX2 is free software: you can redistribute it and/or modify it under the terms * of the GNU Lesser General Public License as published by the Free Software Found- * ation, either version 3 of the License, or (at your option) any later version. * * PCSX2 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 for more details. * * You should have received a copy of the GNU General Public License along with PCSX2. * If not, see . */ #include "PrecompiledHeader.h" #include "MainWindow.h" #include "QtHost.h" #include "QtUtils.h" #include "Settings/AchievementSettingsWidget.h" #include "Settings/AdvancedSettingsWidget.h" #include "Settings/AudioSettingsWidget.h" #include "Settings/BIOSSettingsWidget.h" #include "Settings/DEV9SettingsWidget.h" #include "Settings/DebugSettingsWidget.h" #include "Settings/EmulationSettingsWidget.h" #include "Settings/FolderSettingsWidget.h" #include "Settings/GameFixSettingsWidget.h" #include "Settings/GameListSettingsWidget.h" #include "Settings/GameSummaryWidget.h" #include "Settings/GraphicsSettingsWidget.h" #include "Settings/HotkeySettingsWidget.h" #include "Settings/InterfaceSettingsWidget.h" #include "Settings/MemoryCardSettingsWidget.h" #include "SettingsDialog.h" #include "pcsx2/Achievements.h" #include "pcsx2/GameList.h" #include "pcsx2/Host.h" #include "pcsx2/INISettingsInterface.h" #include "common/FileSystem.h" #include "common/Path.h" #include "common/StringUtil.h" #include #include static QList s_open_game_properties_dialogs; SettingsDialog::SettingsDialog(QWidget* parent) : QDialog(parent) , m_game_crc(0) { setupUi(nullptr); } SettingsDialog::SettingsDialog(QWidget* parent, std::unique_ptr sif, const GameList::Entry* game, u32 game_crc) : QDialog(parent) , m_sif(std::move(sif)) , m_game_crc(game_crc) { setupUi(game); s_open_game_properties_dialogs.push_back(this); } void SettingsDialog::setupUi(const GameList::Entry* game) { const bool show_advanced_settings = QtHost::ShouldShowAdvancedSettings(); m_ui.setupUi(this); setWindowFlags(windowFlags() & ~Qt::WindowContextHelpButtonHint); if (isPerGameSettings()) { if (game) { addWidget(new GameSummaryWidget(game, this, m_ui.settingsContainer), tr("Summary"), QStringLiteral("file-list-line"), tr("Summary
Eventually this will be where we can see patches and compute hashes/verify dumps/etc.")); } m_ui.restoreDefaultsButton->setVisible(false); } addWidget(m_interface_settings = new InterfaceSettingsWidget(this, m_ui.settingsContainer), tr("Interface"), QStringLiteral("settings-3-line"), tr("Interface Settings
These options control how the software looks and behaves.

Mouse over an option " "for additional information.")); // We don't include game list/bios settings in per-game settings. if (!isPerGameSettings()) { addWidget(m_game_list_settings = new GameListSettingsWidget(this, m_ui.settingsContainer), tr("Game List"), QStringLiteral("folder-settings-line"), tr("Game List Settings
The list above shows the directories which will be searched by PCSX2 to populate " "the game list. Search directories can be added, removed, and switched to recursive/non-recursive.")); addWidget(m_bios_settings = new BIOSSettingsWidget(this, m_ui.settingsContainer), tr("BIOS"), QStringLiteral("hard-drive-2-line"), tr("BIOS Settings
Configure your BIOS here.

Mouse over an option for additional information.")); } // Common to both per-game and global settings. addWidget(m_emulation_settings = new EmulationSettingsWidget(this, m_ui.settingsContainer), tr("Emulation"), QStringLiteral("dashboard-line"), tr("Emulation Settings
These options determine the configuration of frame pacing and game " "settings.

Mouse over an option for additional information.")); // Only show the game fixes for per-game settings, there's really no reason to be setting them globally. if (show_advanced_settings && isPerGameSettings()) { addWidget(m_game_fix_settings_widget = new GameFixSettingsWidget(this, m_ui.settingsContainer), tr("Game Fixes"), QStringLiteral("close-line"), tr("Game Fixes Settings
Game Fixes can work around incorrect emulation in some titles.
However, they can " "also cause problems in games if used incorrectly.
It is best to leave them all disabled unless advised otherwise.")); } addWidget(m_graphics_settings = new GraphicsSettingsWidget(this, m_ui.settingsContainer), tr("Graphics"), QStringLiteral("brush-line"), tr("Graphics Settings
These options determine the configuration of the graphical output.

Mouse over an " "option for additional information.")); addWidget(m_audio_settings = new AudioSettingsWidget(this, m_ui.settingsContainer), tr("Audio"), QStringLiteral("volume-up-line"), tr("Audio Settings
These options control the audio output of the console.

Mouse over an option for " "additional information.")); // for now, Memory Cards aren't settable per-game if (!isPerGameSettings()) { addWidget(m_memory_card_settings = new MemoryCardSettingsWidget(this, m_ui.settingsContainer), tr("Memory Cards"), QStringLiteral("sd-card-line"), tr("Memory Card Settings
Create and configure Memory Cards here.

Mouse over an option for " "additional information.")); } addWidget(m_dev9_settings = new DEV9SettingsWidget(this, m_ui.settingsContainer), tr("Network & HDD"), QStringLiteral("dashboard-line"), tr("Network & HDD Settings
These options control the network connectivity and internal HDD storage of the " "console.

Mouse over an option for additional information.")); if (!isPerGameSettings()) { addWidget(m_folder_settings = new FolderSettingsWidget(this, m_ui.settingsContainer), tr("Folders"), QStringLiteral("folder-open-line"), tr("Folder Settings
These options control where PCSX2 will save runtime data files.")); } { QString title = tr("Achievements"); QString icon_text(QStringLiteral("trophy-line")); QString help_text = tr("Achievements Settings
" "These options control the RetroAchievements implementation in PCSX2, allowing you to earn achievements in your games."); #ifdef ENABLE_ACHIEVEMENTS if (Achievements::IsUsingRAIntegration()) { QLabel* placeholder_label = new QLabel(tr("RAIntegration is being used, built-in RetroAchievements support is disabled."), m_ui.settingsContainer); placeholder_label->setAlignment(Qt::AlignLeft | Qt::AlignTop); addWidget(placeholder_label, std::move(title), std::move(icon_text), std::move(help_text)); } else { addWidget((m_achievement_settings = new AchievementSettingsWidget(this, m_ui.settingsContainer)), std::move(title), std::move(icon_text), std::move(help_text)); } #else QLabel* placeholder_label = new QLabel(tr("This PCSX2 build was not compiled with RetroAchievements support."), m_ui.settingsContainer); placeholder_label->setAlignment(Qt::AlignLeft | Qt::AlignTop); addWidget(placeholder_label, std::move(title), std::move(icon_text), std::move(help_text)); #endif } if (show_advanced_settings) { addWidget(m_advanced_settings = new AdvancedSettingsWidget(this, m_ui.settingsContainer), tr("Advanced"), QStringLiteral("artboard-2-line"), tr("Advanced Settings
These are advanced options to determine the configuration of the simulated " "console.

Mouse over an option for additional information.")); addWidget(m_debug_settings = new DebugSettingsWidget(this, m_ui.settingsContainer), tr("Debug"), QStringLiteral("folder-download-line"), tr("Debug Settings
These are options which can be used to log internal information about the application. " "Do not modify unless you know what you are doing, it will cause significant slowdown, and can waste large " "amounts of disk space.")); } m_ui.settingsCategory->setSizePolicy(QSizePolicy::Minimum, QSizePolicy::Minimum); m_ui.settingsCategory->setCurrentRow(0); m_ui.settingsContainer->setCurrentIndex(0); m_ui.helpText->setText(m_category_help_text[0]); connect(m_ui.settingsCategory, &QListWidget::currentRowChanged, this, &SettingsDialog::onCategoryCurrentRowChanged); connect(m_ui.closeButton, &QPushButton::clicked, this, &SettingsDialog::close); connect(m_ui.restoreDefaultsButton, &QPushButton::clicked, this, &SettingsDialog::onRestoreDefaultsClicked); } SettingsDialog::~SettingsDialog() { if (isPerGameSettings()) s_open_game_properties_dialogs.removeOne(this); } void SettingsDialog::closeEvent(QCloseEvent*) { // we need to clean up ourselves, since we're not modal if (isPerGameSettings()) deleteLater(); } QString SettingsDialog::getCategory() const { return m_ui.settingsCategory->item(m_ui.settingsCategory->currentRow())->text(); } void SettingsDialog::setCategory(const char* category) { // the titles in the category list will be translated. const QString translated_category(qApp->translate("SettingsDialog", category)); for (int i = 0; i < m_ui.settingsCategory->count(); i++) { if (translated_category == m_ui.settingsCategory->item(i)->text()) { // will also update the visible widget m_ui.settingsCategory->setCurrentRow(i); break; } } } void SettingsDialog::onCategoryCurrentRowChanged(int row) { m_ui.settingsContainer->setCurrentIndex(row); m_ui.helpText->setText(m_category_help_text[row]); } void SettingsDialog::onRestoreDefaultsClicked() { QMessageBox msgbox(this); msgbox.setIcon(QMessageBox::Question); msgbox.setWindowTitle(tr("Confirm Restore Defaults")); msgbox.setText(tr("Are you sure you want to restore the default settings? Any preferences will be lost.")); QCheckBox* ui_cb = new QCheckBox(tr("Reset UI Settings"), &msgbox); msgbox.setCheckBox(ui_cb); msgbox.addButton(QMessageBox::Yes); msgbox.addButton(QMessageBox::No); msgbox.setDefaultButton(QMessageBox::Yes); if (msgbox.exec() != QMessageBox::Yes) return; g_main_window->resetSettings(ui_cb->isChecked()); } void SettingsDialog::addWidget(QWidget* widget, QString title, QString icon, QString help_text) { const int index = m_ui.settingsCategory->count(); QListWidgetItem* item = new QListWidgetItem(m_ui.settingsCategory); item->setText(title); if (!icon.isEmpty()) item->setIcon(QIcon::fromTheme(icon)); m_ui.settingsContainer->addWidget(widget); m_category_help_text[index] = std::move(help_text); } void SettingsDialog::registerWidgetHelp(QObject* object, QString title, QString recommended_value, QString text) { if (!object) return; // construct rich text with formatted description QString full_text; full_text += "
"; full_text += title; full_text += ""; full_text += tr("Recommended Value"); full_text += ": "; full_text += recommended_value; full_text += "

"; full_text += text; m_widget_help_text_map[object] = std::move(full_text); object->installEventFilter(this); } bool SettingsDialog::eventFilter(QObject* object, QEvent* event) { if (event->type() == QEvent::Enter) { auto iter = m_widget_help_text_map.constFind(object); if (iter != m_widget_help_text_map.end()) { m_current_help_widget = object; m_ui.helpText->setText(iter.value()); } } else if (event->type() == QEvent::Leave) { if (m_current_help_widget) { m_current_help_widget = nullptr; m_ui.helpText->setText(m_category_help_text[m_ui.settingsCategory->currentRow()]); } } return QDialog::eventFilter(object, event); } bool SettingsDialog::getEffectiveBoolValue(const char* section, const char* key, bool default_value) const { bool value; if (m_sif && m_sif->GetBoolValue(section, key, &value)) return value; else return Host::GetBaseBoolSettingValue(section, key, default_value); } int SettingsDialog::getEffectiveIntValue(const char* section, const char* key, int default_value) const { int value; if (m_sif && m_sif->GetIntValue(section, key, &value)) return value; else return Host::GetBaseIntSettingValue(section, key, default_value); } float SettingsDialog::getEffectiveFloatValue(const char* section, const char* key, float default_value) const { float value; if (m_sif && m_sif->GetFloatValue(section, key, &value)) return value; else return Host::GetBaseFloatSettingValue(section, key, default_value); } std::string SettingsDialog::getEffectiveStringValue(const char* section, const char* key, const char* default_value) const { std::string value; if (!m_sif || !m_sif->GetStringValue(section, key, &value)) value = Host::GetBaseStringSettingValue(section, key, default_value); return value; } std::optional SettingsDialog::getBoolValue(const char* section, const char* key, std::optional default_value) const { std::optional value; if (m_sif) { bool bvalue; if (m_sif->GetBoolValue(section, key, &bvalue)) value = bvalue; else value = default_value; } else { value = Host::GetBaseBoolSettingValue(section, key, default_value.value_or(false)); } return value; } std::optional SettingsDialog::getIntValue(const char* section, const char* key, std::optional default_value) const { std::optional value; if (m_sif) { int ivalue; if (m_sif->GetIntValue(section, key, &ivalue)) value = ivalue; else value = default_value; } else { value = Host::GetBaseIntSettingValue(section, key, default_value.value_or(0)); } return value; } std::optional SettingsDialog::getFloatValue(const char* section, const char* key, std::optional default_value) const { std::optional value; if (m_sif) { float fvalue; if (m_sif->GetFloatValue(section, key, &fvalue)) value = fvalue; else value = default_value; } else { value = Host::GetBaseFloatSettingValue(section, key, default_value.value_or(0.0f)); } return value; } std::optional SettingsDialog::getStringValue( const char* section, const char* key, std::optional default_value) const { std::optional value; if (m_sif) { std::string svalue; if (m_sif->GetStringValue(section, key, &svalue)) value = std::move(svalue); else if (default_value.has_value()) value = default_value.value(); } else { value = Host::GetBaseStringSettingValue(section, key, default_value.value_or("")); } return value; } void SettingsDialog::setBoolSettingValue(const char* section, const char* key, std::optional value) { if (m_sif) { value.has_value() ? m_sif->SetBoolValue(section, key, value.value()) : m_sif->DeleteValue(section, key); m_sif->Save(); g_emu_thread->reloadGameSettings(); } else { value.has_value() ? Host::SetBaseBoolSettingValue(section, key, value.value()) : Host::RemoveBaseSettingValue(section, key); Host::CommitBaseSettingChanges(); g_emu_thread->applySettings(); } } void SettingsDialog::setIntSettingValue(const char* section, const char* key, std::optional value) { if (m_sif) { value.has_value() ? m_sif->SetIntValue(section, key, value.value()) : m_sif->DeleteValue(section, key); m_sif->Save(); g_emu_thread->reloadGameSettings(); } else { value.has_value() ? Host::SetBaseIntSettingValue(section, key, value.value()) : Host::RemoveBaseSettingValue(section, key); Host::CommitBaseSettingChanges(); g_emu_thread->applySettings(); } } void SettingsDialog::setFloatSettingValue(const char* section, const char* key, std::optional value) { if (m_sif) { value.has_value() ? m_sif->SetFloatValue(section, key, value.value()) : m_sif->DeleteValue(section, key); m_sif->Save(); g_emu_thread->reloadGameSettings(); } else { value.has_value() ? Host::SetBaseFloatSettingValue(section, key, value.value()) : Host::RemoveBaseSettingValue(section, key); Host::CommitBaseSettingChanges(); g_emu_thread->applySettings(); } } void SettingsDialog::setStringSettingValue(const char* section, const char* key, std::optional value) { if (m_sif) { value.has_value() ? m_sif->SetStringValue(section, key, value.value()) : m_sif->DeleteValue(section, key); m_sif->Save(); g_emu_thread->reloadGameSettings(); } else { value.has_value() ? Host::SetBaseStringSettingValue(section, key, value.value()) : Host::RemoveBaseSettingValue(section, key); Host::CommitBaseSettingChanges(); g_emu_thread->applySettings(); } } void SettingsDialog::removeSettingValue(const char* section, const char* key) { if (m_sif) { m_sif->DeleteValue(section, key); m_sif->Save(); g_emu_thread->reloadGameSettings(); } else { Host::RemoveBaseSettingValue(section, key); Host::CommitBaseSettingChanges(); g_emu_thread->applySettings(); } } void SettingsDialog::openGamePropertiesDialog(const GameList::Entry* game, const std::string_view& serial, u32 crc) { // check for an existing dialog with this crc for (SettingsDialog* dialog : s_open_game_properties_dialogs) { if (dialog->m_game_crc == crc) { dialog->show(); dialog->setFocus(); return; } } std::string filename(VMManager::GetGameSettingsPath(serial, crc)); std::unique_ptr sif = std::make_unique(std::move(filename)); if (FileSystem::FileExists(sif->GetFileName().c_str())) sif->Load(); const QString window_title(tr("%1 [%2]") .arg(game ? QtUtils::StringViewToQString(game->title) : QStringLiteral("")) .arg(QtUtils::StringViewToQString(Path::GetFileName(sif->GetFileName())))); SettingsDialog* dialog = new SettingsDialog(g_main_window, std::move(sif), game, crc); dialog->setWindowTitle(window_title); dialog->setModal(false); dialog->show(); }