// SPDX-FileCopyrightText: 2002-2023 PCSX2 Dev Team // SPDX-License-Identifier: LGPL-3.0+ #include "InterfaceSettingsWidget.h" #include "AutoUpdaterDialog.h" #include "MainWindow.h" #include "SettingWidgetBinder.h" #include "SettingsWindow.h" #include "QtHost.h" const char* InterfaceSettingsWidget::THEME_NAMES[] = { QT_TRANSLATE_NOOP("InterfaceSettingsWidget", "Native"), //: Ignore what Crowdin says in this string about "[Light]/[Dark]" being untouchable here, these are not variables in this case and must be translated. #ifdef _WIN32 QT_TRANSLATE_NOOP("MainWindow", "Classic Windows"), #endif QT_TRANSLATE_NOOP("InterfaceSettingsWidget", "Fusion [Light/Dark]"), //: Ignore what Crowdin says in this string about "[Light]/[Dark]" being untouchable here, these are not variables in this case and must be translated. QT_TRANSLATE_NOOP("InterfaceSettingsWidget", "Dark Fusion (Gray) [Dark]"), //: Ignore what Crowdin says in this string about "[Light]/[Dark]" being untouchable here, these are not variables in this case and must be translated. QT_TRANSLATE_NOOP("InterfaceSettingsWidget", "Dark Fusion (Blue) [Dark]"), //: Ignore what Crowdin says in this string about "[Light]/[Dark]" being untouchable here, these are not variables in this case and must be translated. QT_TRANSLATE_NOOP("InterfaceSettingsWidget", "Grey Matter (Gray) [Dark]"), //: Ignore what Crowdin says in this string about "[Light]/[Dark]" being untouchable here, these are not variables in this case and must be translated. QT_TRANSLATE_NOOP("InterfaceSettingsWidget", "Untouched Lagoon (Grayish Green/-Blue ) [Light]"), //: Ignore what Crowdin says in this string about "[Light]/[Dark]" being untouchable here, these are not variables in this case and must be translated. QT_TRANSLATE_NOOP("InterfaceSettingsWidget", "Baby Pastel (Pink) [Light]"), //: Ignore what Crowdin says in this string about "[Light]/[Dark]" being untouchable here, these are not variables in this case and must be translated. QT_TRANSLATE_NOOP("InterfaceSettingsWidget", "Pizza Time! (Brown-ish/Creamy White) [Light]"), //: Ignore what Crowdin says in this string about "[Light]/[Dark]" being untouchable here, these are not variables in this case and must be translated. QT_TRANSLATE_NOOP("InterfaceSettingsWidget", "PCSX2 (White/Blue) [Light]"), //: Ignore what Crowdin says in this string about "[Light]/[Dark]" being untouchable here, these are not variables in this case and must be translated. QT_TRANSLATE_NOOP("InterfaceSettingsWidget", "Scarlet Devil (Red/Purple) [Dark]"), //: Ignore what Crowdin says in this string about "[Light]/[Dark]" being untouchable here, these are not variables in this case and must be translated. QT_TRANSLATE_NOOP("InterfaceSettingsWidget", "Violet Angel (Blue/Purple) [Dark]"), //: Ignore what Crowdin says in this string about "[Light]/[Dark]" being untouchable here, these are not variables in this case and must be translated. QT_TRANSLATE_NOOP("InterfaceSettingsWidget", "Cobalt Sky (Blue) [Dark]"), //: Ignore what Crowdin says in this string about "[Light]/[Dark]" being untouchable here, these are not variables in this case and must be translated. QT_TRANSLATE_NOOP("InterfaceSettingsWidget", "Ruby (Black/Red) [Dark]"), //: Ignore what Crowdin says in this string about "[Light]/[Dark]" being untouchable here, these are not variables in this case and must be translated. QT_TRANSLATE_NOOP("InterfaceSettingsWidget", "Sapphire (Black/Blue) [Dark]"), //: "Custom.qss" must be kept as-is. QT_TRANSLATE_NOOP("InterfaceSettingsWidget", "Custom.qss [Drop in PCSX2 Folder]"), nullptr}; const char* InterfaceSettingsWidget::THEME_VALUES[] = { "", #ifdef _WIN32 "windowsvista", #endif "fusion", "darkfusion", "darkfusionblue", "GreyMatter", "UntouchedLagoon", "BabyPastel", "PizzaBrown", "PCSX2Blue", "ScarletDevilRed", "VioletAngelPurple", "CobaltSky", "Ruby", "Sapphire", "Custom", nullptr}; InterfaceSettingsWidget::InterfaceSettingsWidget(SettingsWindow* dialog, QWidget* parent) : QWidget(parent) { SettingsInterface* sif = dialog->getSettingsInterface(); m_ui.setupUi(this); SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.inhibitScreensaver, "EmuCore", "InhibitScreensaver", true); SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.confirmShutdown, "UI", "ConfirmShutdown", true); SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.saveStateOnShutdown, "EmuCore", "SaveStateOnShutdown", false); SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.pauseOnFocusLoss, "UI", "PauseOnFocusLoss", false); SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.backupSaveStates, "EmuCore", "BackupSavestate", true); SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.discordPresence, "EmuCore", "EnableDiscordPresence", false); SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.startFullscreen, "UI", "StartFullscreen", false); SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.doubleClickTogglesFullscreen, "UI", "DoubleClickTogglesFullscreen", true); SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.hideMouseCursor, "UI", "HideMouseCursor", false); SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.renderToSeparateWindow, "UI", "RenderToSeparateWindow", false); SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.hideMainWindow, "UI", "HideMainWindowWhenRunning", false); SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.disableWindowResizing, "UI", "DisableWindowResize", false); connect(m_ui.renderToSeparateWindow, &QCheckBox::checkStateChanged, this, &InterfaceSettingsWidget::onRenderToSeparateWindowChanged); SettingWidgetBinder::BindWidgetToEnumSetting(sif, m_ui.theme, "UI", "Theme", THEME_NAMES, THEME_VALUES, QtHost::GetDefaultThemeName(), "InterfaceSettingsWidget"); connect(m_ui.theme, QOverload::of(&QComboBox::currentIndexChanged), [this]() { emit themeChanged(); }); populateLanguages(); SettingWidgetBinder::BindWidgetToStringSetting(sif, m_ui.language, "UI", "Language", QtHost::GetDefaultLanguage()); connect(m_ui.language, QOverload::of(&QComboBox::currentIndexChanged), [this]() { emit languageChanged(); }); // Per-game settings is special, we don't want to bind it if we're editing per-game settings. if (!dialog->isPerGameSettings()) { SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.pauseOnStart, "UI", "StartPaused", false); } if (!dialog->isPerGameSettings() && AutoUpdaterDialog::isSupported()) { SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.autoUpdateEnabled, "AutoUpdater", "CheckAtStartup", true); dialog->registerWidgetHelp(m_ui.autoUpdateEnabled, tr("Enable Automatic Update Check"), tr("Checked"), tr("Automatically checks for updates to the program on startup. Updates can be deferred " "until later or skipped entirely.")); m_ui.autoUpdateTag->addItems(AutoUpdaterDialog::getTagList()); SettingWidgetBinder::BindWidgetToStringSetting(sif, m_ui.autoUpdateTag, "AutoUpdater", "UpdateTag", AutoUpdaterDialog::getDefaultTag()); //: Variable %1 shows the version number and variable %2 shows a timestamp. m_ui.autoUpdateCurrentVersion->setText(tr("%1 (%2)").arg(AutoUpdaterDialog::getCurrentVersion()).arg(AutoUpdaterDialog::getCurrentVersionDate())); connect(m_ui.checkForUpdates, &QPushButton::clicked, this, []() { g_main_window->checkForUpdates(true, true); }); } else { m_ui.verticalLayout->removeWidget(m_ui.automaticUpdaterGroup); m_ui.automaticUpdaterGroup->hide(); } if (dialog->isPerGameSettings()) { // language/theme doesn't make sense to have in per-game settings m_ui.verticalLayout->removeWidget(m_ui.preferencesGroup); m_ui.preferencesGroup->hide(); // start paused doesn't make sense, because settings are applied after ELF load. m_ui.pauseOnStart->setEnabled(false); } dialog->registerWidgetHelp( m_ui.inhibitScreensaver, tr("Inhibit Screensaver"), tr("Checked"), tr("Prevents the screen saver from activating and the host from sleeping while emulation is running.")); dialog->registerWidgetHelp( m_ui.confirmShutdown, tr("Confirm Shutdown"), tr("Checked"), tr("Determines whether a prompt will be displayed to confirm shutting down the virtual machine " "when the hotkey is pressed.")); dialog->registerWidgetHelp(m_ui.saveStateOnShutdown, tr("Save State On Shutdown"), tr("Unchecked"), tr("Automatically saves the emulator state when powering down or exiting. You can then " "resume directly from where you left off next time.")); dialog->registerWidgetHelp(m_ui.pauseOnStart, tr("Pause On Start"), tr("Unchecked"), tr("Pauses the emulator when a game is started.")); dialog->registerWidgetHelp(m_ui.pauseOnFocusLoss, tr("Pause On Focus Loss"), tr("Unchecked"), tr("Pauses the emulator when you minimize the window or switch to another application, " "and unpauses when you switch back.")); dialog->registerWidgetHelp(m_ui.backupSaveStates, tr("Create Save State Backups"), tr("Checked"), //: Do not translate the ".backup" extension. tr("Creates a backup copy of a save state if it already exists when the save is created. The backup copy has a .backup suffix.")); dialog->registerWidgetHelp(m_ui.startFullscreen, tr("Start Fullscreen"), tr("Unchecked"), tr("Automatically switches to fullscreen mode when a game is started.")); dialog->registerWidgetHelp(m_ui.hideMouseCursor, tr("Hide Cursor In Fullscreen"), tr("Unchecked"), tr("Hides the mouse pointer/cursor when the emulator is in fullscreen mode.")); dialog->registerWidgetHelp( m_ui.renderToSeparateWindow, tr("Render To Separate Window"), tr("Unchecked"), tr("Renders the game to a separate window, instead of the main window. If unchecked, the game will display over the top of the game list.")); dialog->registerWidgetHelp( m_ui.hideMainWindow, tr("Hide Main Window When Running"), tr("Unchecked"), tr("Hides the main window (with the game list) when a game is running, requires Render To Separate Window to be enabled.")); dialog->registerWidgetHelp( m_ui.discordPresence, tr("Enable Discord Presence"), tr("Unchecked"), tr("Shows the game you are currently playing as part of your profile in Discord.")); dialog->registerWidgetHelp( m_ui.doubleClickTogglesFullscreen, tr("Double-Click Toggles Fullscreen"), tr("Checked"), tr("Allows switching in and out of fullscreen mode by double-clicking the game window.")); dialog->registerWidgetHelp( m_ui.disableWindowResizing, tr("Disable Window Resizing"), tr("Unchecked"), tr("Prevents the main window from being resized.")); onRenderToSeparateWindowChanged(); } InterfaceSettingsWidget::~InterfaceSettingsWidget() = default; void InterfaceSettingsWidget::onRenderToSeparateWindowChanged() { m_ui.hideMainWindow->setEnabled(m_ui.renderToSeparateWindow->isChecked()); } void InterfaceSettingsWidget::populateLanguages() { for (const std::pair& it : QtHost::GetAvailableLanguageList()) m_ui.language->addItem(it.first, it.second); }