pcsx2/pcsx2-qt/Settings/SettingsDialog.cpp

499 lines
17 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 "common/FileSystem.h"
#include "common/Path.h"
#include "common/StringUtil.h"
#include "pcsx2/Frontend/GameList.h"
#include "pcsx2/HostSettings.h"
#include "pcsx2/INISettingsInterface.h"
#include "MainWindow.h"
#include "QtHost.h"
#include "QtUtils.h"
#include "SettingsDialog.h"
#include "AdvancedSettingsWidget.h"
#include "AudioSettingsWidget.h"
#include "BIOSSettingsWidget.h"
#include "EmulationSettingsWidget.h"
#include "GameSummaryWidget.h"
#include "GameFixSettingsWidget.h"
#include "GameListSettingsWidget.h"
#include "GraphicsSettingsWidget.h"
#include "DEV9SettingsWidget.h"
#include "FolderSettingsWidget.h"
#include "HotkeySettingsWidget.h"
#include "InterfaceSettingsWidget.h"
#include "MemoryCardSettingsWidget.h"
#ifdef ENABLE_ACHIEVEMENTS
#include "AchievementSettingsWidget.h"
#include "pcsx2/Frontend/Achievements.h"
#endif
#include <QtWidgets/QMessageBox>
#include <QtWidgets/QTextEdit>
static QList<SettingsDialog*> s_open_game_properties_dialogs;
SettingsDialog::SettingsDialog(QWidget* parent)
: QDialog(parent)
, m_game_crc(0)
{
setupUi(nullptr);
}
SettingsDialog::SettingsDialog(QWidget* parent, std::unique_ptr<SettingsInterface> 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("<strong>Summary</strong><hr>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("<strong>Interface Settings</strong><hr>These options control how the software looks and behaves.<br><br>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("<strong>Game List Settings</strong><hr>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("<strong>BIOS Settings</strong><hr>Configure your BIOS here.<br><br>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("<strong>Emulation Settings</strong><hr>These options determine the configuration of frame pacing and game settings.<br><br>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 Fix"),
QStringLiteral("close-line"), tr("<strong>Game Fix Settings</strong><hr>Gamefixes can work around incorrect emulation in some titles<br>however they can also cause problems in games if used incorrectly.<br>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("<strong>Graphics Settings</strong><hr>These options determine the configuration of the graphical output.<br><br>Mouse over an option for additional information."));
addWidget(m_audio_settings = new AudioSettingsWidget(this, m_ui.settingsContainer), tr("Audio"), QStringLiteral("volume-up-line"),
tr("<strong>Audio Settings</strong><hr>These options control the audio output of the console.<br><br>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("<strong>Memory Card Settings</strong><hr>Create and configure Memory Cards here.<br><br>Mouse over an option for additional information."));
}
addWidget(m_dev9_settings = new DEV9SettingsWidget(this, m_ui.settingsContainer), tr("Network & HDD"), QStringLiteral("dashboard-line"),
tr("<strong>Network & HDD Settings</strong><hr>These options control the network connectivity and internal HDD storage of the console.<br><br>"
"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("<strong>Folder Settings</strong><hr>These options control where PCSX2 will save runtime data files."));
}
{
QString title = tr("Achievements");
QString icon_text(QStringLiteral("trophy-line"));
QString help_text = tr(
"<strong>Achievements Settings</strong><hr>"
"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("<strong>Advanced Settings</strong><hr>These are advanced options to determine the configuration of the simulated console.<br><br>Mouse over an option for additional information."));
}
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::accept);
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 += "<table width='100%' cellpadding='0' cellspacing='0'><tr><td><strong>";
full_text += title;
full_text += "</strong></td><td align='right'><strong>";
full_text += tr("Recommended Value");
full_text += ": </strong>";
full_text += recommended_value;
full_text += "</td></table><hr>";
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<bool> SettingsDialog::getBoolValue(const char* section, const char* key, std::optional<bool> default_value) const
{
std::optional<bool> 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<int> SettingsDialog::getIntValue(const char* section, const char* key, std::optional<int> default_value) const
{
std::optional<int> 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<float> SettingsDialog::getFloatValue(const char* section, const char* key, std::optional<float> default_value) const
{
std::optional<float> 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<std::string> SettingsDialog::getStringValue(const char* section, const char* key, std::optional<const char*> default_value) const
{
std::optional<std::string> 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<bool> 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<int> 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<float> 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<const char*> 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::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<INISettingsInterface> sif = std::make_unique<INISettingsInterface>(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("<UNKNOWN>"))
.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();
}