pcsx2/pcsx2-qt/Settings/InterfaceSettingsWidget.cpp

195 lines
11 KiB
C++

/* 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 <http://www.gnu.org/licenses/>.
*/
#include "PrecompiledHeader.h"
#include "InterfaceSettingsWidget.h"
#include "AutoUpdaterDialog.h"
#include "MainWindow.h"
#include "SettingWidgetBinder.h"
#include "SettingsDialog.h"
static const char* 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.
QT_TRANSLATE_NOOP("InterfaceSettingsWidget", "Fusion [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", "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", "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};
static const char* THEME_VALUES[] = {
"",
"fusion",
"darkfusion",
"darkfusionblue",
"UntouchedLagoon",
"BabyPastel",
"PizzaBrown",
"PCSX2Blue",
"ScarletDevilRed",
"VioletAngelPurple",
"CobaltSky",
"Ruby",
"Sapphire",
"Custom",
nullptr};
InterfaceSettingsWidget::InterfaceSettingsWidget(SettingsDialog* 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.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::stateChanged, this, &InterfaceSettingsWidget::onRenderToSeparateWindowChanged);
SettingWidgetBinder::BindWidgetToEnumSetting(sif, m_ui.theme, "UI", "Theme", THEME_NAMES, THEME_VALUES,
MainWindow::DEFAULT_THEME_NAME);
connect(m_ui.theme, QOverload<int>::of(&QComboBox::currentIndexChanged), [this]() { emit themeChanged(); });
// Per-game settings is special, we don't want to bind it if we're editing per-game settings.
m_ui.perGameSettings->setEnabled(!dialog->isPerGameSettings());
if (!dialog->isPerGameSettings())
{
SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.pauseOnStart, "UI", "StartPaused", false);
SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.perGameSettings, "EmuCore", "EnablePerGameSettings", true);
connect(m_ui.perGameSettings, &QCheckBox::stateChanged, g_emu_thread, &EmuThread::reloadGameSettings);
}
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();
}
#ifdef ENABLE_DISCORD_PRESENCE
SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.discordPresence, "EmuCore", "EnableDiscordPresence", false);
#else
m_ui.discordPresence->setEnabled(false);
#endif
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.perGameSettings, tr("Enable Per-Game Settings"), tr("Checked"),
tr("When enabled, custom per-game settings will be applied. Disable to always use the global configuration."));
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."));
// Not yet used, disable the options
m_ui.language->setDisabled(true);
onRenderToSeparateWindowChanged();
}
InterfaceSettingsWidget::~InterfaceSettingsWidget() = default;
void InterfaceSettingsWidget::onRenderToSeparateWindowChanged()
{
m_ui.hideMainWindow->setEnabled(m_ui.renderToSeparateWindow->isChecked());
}