pcsx2/pcsx2/ImGui/FullscreenUI.cpp

7238 lines
298 KiB
C++

/* PCSX2 - PS2 Emulator for PCs
* Copyright (C) 2002-2023 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"
#define IMGUI_DEFINE_MATH_OPERATORS
#include "CDVD/CDVDcommon.h"
#include "GS/Renderers/Common/GSDevice.h"
#include "GS/Renderers/Common/GSTexture.h"
#include "Achievements.h"
#include "CDVD/CDVDdiscReader.h"
#include "GameList.h"
#include "Host.h"
#include "INISettingsInterface.h"
#include "ImGui/FullscreenUI.h"
#include "ImGui/ImGuiFullscreen.h"
#include "ImGui/ImGuiManager.h"
#include "Input/InputManager.h"
#include "MTGS.h"
#include "Patch.h"
#include "SysForwardDefs.h"
#include "USB/USB.h"
#include "VMManager.h"
#include "ps2/BiosTools.h"
#include "svnrev.h"
#include "common/Console.h"
#include "common/FileSystem.h"
#include "common/Image.h"
#include "common/Path.h"
#include "common/SettingsInterface.h"
#include "common/SettingsWrapper.h"
#include "common/SmallString.h"
#include "common/StringUtil.h"
#include "common/Threading.h"
#include "common/Timer.h"
#include "SIO/Memcard/MemoryCardFile.h"
#include "SIO/Pad/Pad.h"
#include "SIO/Sio.h"
#include "IconsFontAwesome5.h"
#include "imgui.h"
#include "imgui_internal.h"
#include "fmt/core.h"
#include <array>
#include <bitset>
#include <thread>
#include <utility>
#include <vector>
#define TR_CONTEXT "FullscreenUI"
namespace
{
template <size_t L>
class IconStackString : public SmallStackString<L>
{
public:
__fi IconStackString(const char* icon, const char* str)
{
SmallStackString<L>::fmt("{} {}", icon, Host::TranslateToStringView(TR_CONTEXT, str));
}
__fi IconStackString(const char* icon, const char* str, const char* suffix)
{
SmallStackString<L>::fmt("{} {}##{}", icon, Host::TranslateToStringView(TR_CONTEXT, str), suffix);
}
};
} // namespace
#define FSUI_ICONSTR(icon, str) IconStackString<256>(icon, str).c_str()
#define FSUI_ICONSTR_S(icon, str, suffix) IconStackString<256>(icon, str, suffix).c_str()
#define FSUI_STR(str) Host::TranslateToString(TR_CONTEXT, str)
#define FSUI_CSTR(str) Host::TranslateToCString(TR_CONTEXT, str)
#define FSUI_VSTR(str) Host::TranslateToStringView(TR_CONTEXT, str)
#define FSUI_FSTR(str) fmt::runtime(Host::TranslateToStringView(TR_CONTEXT, str))
#define FSUI_NSTR(str) str
using ImGuiFullscreen::g_large_font;
using ImGuiFullscreen::g_layout_padding_left;
using ImGuiFullscreen::g_layout_padding_top;
using ImGuiFullscreen::g_medium_font;
using ImGuiFullscreen::LAYOUT_LARGE_FONT_SIZE;
using ImGuiFullscreen::LAYOUT_MEDIUM_FONT_SIZE;
using ImGuiFullscreen::LAYOUT_MENU_BUTTON_HEIGHT;
using ImGuiFullscreen::LAYOUT_MENU_BUTTON_HEIGHT_NO_SUMMARY;
using ImGuiFullscreen::LAYOUT_MENU_BUTTON_X_PADDING;
using ImGuiFullscreen::LAYOUT_MENU_BUTTON_Y_PADDING;
using ImGuiFullscreen::LAYOUT_SCREEN_HEIGHT;
using ImGuiFullscreen::LAYOUT_SCREEN_WIDTH;
using ImGuiFullscreen::UIBackgroundColor;
using ImGuiFullscreen::UIBackgroundHighlightColor;
using ImGuiFullscreen::UIBackgroundLineColor;
using ImGuiFullscreen::UIBackgroundTextColor;
using ImGuiFullscreen::UIDisabledColor;
using ImGuiFullscreen::UIPrimaryColor;
using ImGuiFullscreen::UIPrimaryDarkColor;
using ImGuiFullscreen::UIPrimaryLightColor;
using ImGuiFullscreen::UIPrimaryLineColor;
using ImGuiFullscreen::UIPrimaryTextColor;
using ImGuiFullscreen::UISecondaryColor;
using ImGuiFullscreen::UISecondaryStrongColor;
using ImGuiFullscreen::UISecondaryTextColor;
using ImGuiFullscreen::UISecondaryWeakColor;
using ImGuiFullscreen::UITextHighlightColor;
using ImGuiFullscreen::ActiveButton;
using ImGuiFullscreen::AddNotification;
using ImGuiFullscreen::BeginFullscreenColumns;
using ImGuiFullscreen::BeginFullscreenColumnWindow;
using ImGuiFullscreen::BeginFullscreenWindow;
using ImGuiFullscreen::BeginMenuButtons;
using ImGuiFullscreen::BeginNavBar;
using ImGuiFullscreen::CenterImage;
using ImGuiFullscreen::CloseChoiceDialog;
using ImGuiFullscreen::CloseFileSelector;
using ImGuiFullscreen::DPIScale;
using ImGuiFullscreen::EndFullscreenColumns;
using ImGuiFullscreen::EndFullscreenColumnWindow;
using ImGuiFullscreen::EndFullscreenWindow;
using ImGuiFullscreen::EndMenuButtons;
using ImGuiFullscreen::EndNavBar;
using ImGuiFullscreen::EnumChoiceButton;
using ImGuiFullscreen::FloatingButton;
using ImGuiFullscreen::GetCachedTexture;
using ImGuiFullscreen::GetCachedTextureAsync;
using ImGuiFullscreen::GetPlaceholderTexture;
using ImGuiFullscreen::LayoutScale;
using ImGuiFullscreen::LoadTexture;
using ImGuiFullscreen::MenuButton;
using ImGuiFullscreen::MenuButtonFrame;
using ImGuiFullscreen::MenuButtonWithoutSummary;
using ImGuiFullscreen::MenuButtonWithValue;
using ImGuiFullscreen::MenuHeading;
using ImGuiFullscreen::MenuHeadingButton;
using ImGuiFullscreen::MenuImageButton;
using ImGuiFullscreen::ModAlpha;
using ImGuiFullscreen::MulAlpha;
using ImGuiFullscreen::NavButton;
using ImGuiFullscreen::NavTitle;
using ImGuiFullscreen::OpenChoiceDialog;
using ImGuiFullscreen::OpenConfirmMessageDialog;
using ImGuiFullscreen::OpenFileSelector;
using ImGuiFullscreen::OpenInfoMessageDialog;
using ImGuiFullscreen::OpenInputStringDialog;
using ImGuiFullscreen::PopPrimaryColor;
using ImGuiFullscreen::PushPrimaryColor;
using ImGuiFullscreen::QueueResetFocus;
using ImGuiFullscreen::RangeButton;
using ImGuiFullscreen::ResetFocusHere;
using ImGuiFullscreen::RightAlignNavButtons;
using ImGuiFullscreen::ShowToast;
using ImGuiFullscreen::ThreeWayToggleButton;
using ImGuiFullscreen::ToggleButton;
using ImGuiFullscreen::WantsToCloseMenu;
namespace FullscreenUI
{
enum class MainWindowType
{
None,
Landing,
GameList,
Settings,
PauseMenu,
Achievements,
Leaderboards,
};
enum class PauseSubMenu
{
None,
Exit,
Achievements,
};
enum class SettingsPage
{
Summary,
Interface,
BIOS,
Emulation,
Graphics,
Audio,
MemoryCard,
Controller,
Hotkey,
Achievements,
Folders,
Advanced,
Patches,
Cheats,
GameFixes,
Count
};
enum class GameListPage
{
Grid,
List,
Settings,
Count
};
//////////////////////////////////////////////////////////////////////////
// Main
//////////////////////////////////////////////////////////////////////////
static void UpdateGameDetails(std::string path, std::string serial, std::string title, u32 disc_crc, u32 crc);
static void ToggleTheme();
static void PauseForMenuOpen(bool set_pause_menu_open);
static void ClosePauseMenu();
static void OpenPauseSubMenu(PauseSubMenu submenu);
static void DrawLandingWindow();
static void DrawPauseMenu(MainWindowType type);
static void ExitFullscreenAndOpenURL(const std::string_view& url);
static void CopyTextToClipboard(std::string title, const std::string_view& text);
static void DrawAboutWindow();
static void OpenAboutWindow();
static MainWindowType s_current_main_window = MainWindowType::None;
static PauseSubMenu s_current_pause_submenu = PauseSubMenu::None;
static bool s_initialized = false;
static bool s_tried_to_initialize = false;
static bool s_pause_menu_was_open = false;
static bool s_was_paused_on_quick_menu_open = false;
static bool s_about_window_open = false;
// local copies of the currently-running game
static std::string s_current_game_title;
static std::string s_current_game_subtitle;
static std::string s_current_disc_serial;
static std::string s_current_disc_path;
static u32 s_current_disc_crc;
//////////////////////////////////////////////////////////////////////////
// Resources
//////////////////////////////////////////////////////////////////////////
static bool LoadResources();
static void DestroyResources();
static std::shared_ptr<GSTexture> s_app_icon_texture;
static std::array<std::shared_ptr<GSTexture>, static_cast<u32>(GameDatabaseSchema::Compatibility::Perfect)>
s_game_compatibility_textures;
static std::shared_ptr<GSTexture> s_fallback_disc_texture;
static std::shared_ptr<GSTexture> s_fallback_exe_texture;
static std::vector<std::unique_ptr<GSTexture>> s_cleanup_textures;
//////////////////////////////////////////////////////////////////////////
// Landing
//////////////////////////////////////////////////////////////////////////
static void SwitchToLanding();
static ImGuiFullscreen::FileSelectorFilters GetOpenFileFilters();
static ImGuiFullscreen::FileSelectorFilters GetDiscImageFilters();
static void DoStartPath(
const std::string& path, std::optional<s32> state_index = std::nullopt, std::optional<bool> fast_boot = std::nullopt);
static void DoStartFile();
static void DoStartBIOS();
static void DoStartDisc(const std::string& drive);
static void DoStartDisc();
static void DoToggleFrameLimit();
static void DoToggleSoftwareRenderer();
static void DoShutdown(bool save_state);
static void DoReset();
static void DoChangeDiscFromFile();
static void DoChangeDisc();
static void DoRequestExit();
static void DoToggleFullscreen();
//////////////////////////////////////////////////////////////////////////
// Settings
//////////////////////////////////////////////////////////////////////////
static constexpr double INPUT_BINDING_TIMEOUT_SECONDS = 5.0;
static constexpr u32 NUM_MEMORY_CARD_PORTS = 2;
static void SwitchToSettings();
static void SwitchToGameSettings();
static void SwitchToGameSettings(const std::string& path);
static void SwitchToGameSettings(const GameList::Entry* entry);
static void SwitchToGameSettings(const std::string_view& serial, u32 crc);
static void DrawSettingsWindow();
static void DrawSummarySettingsPage();
static void DrawInterfaceSettingsPage();
static void DrawBIOSSettingsPage();
static void DrawEmulationSettingsPage();
static void DrawGraphicsSettingsPage();
static void DrawAudioSettingsPage();
static void DrawMemoryCardSettingsPage();
static void DrawCreateMemoryCardWindow();
static void DrawControllerSettingsPage();
static void DrawHotkeySettingsPage();
static void DrawAchievementsSettingsPage(std::unique_lock<std::mutex>& settings_lock);
static void DrawFoldersSettingsPage();
static void DrawAdvancedSettingsPage();
static void DrawPatchesOrCheatsSettingsPage(bool cheats);
static void DrawGameFixesSettingsPage();
static bool IsEditingGameSettings(SettingsInterface* bsi);
static SettingsInterface* GetEditingSettingsInterface();
static SettingsInterface* GetEditingSettingsInterface(bool game_settings);
static bool ShouldShowAdvancedSettings(SettingsInterface* bsi);
static void SetSettingsChanged(SettingsInterface* bsi);
static bool GetEffectiveBoolSetting(SettingsInterface* bsi, const char* section, const char* key, bool default_value);
static s32 GetEffectiveIntSetting(SettingsInterface* bsi, const char* section, const char* key, s32 default_value);
static void DoCopyGameSettings();
static void DoClearGameSettings();
static void CopyGlobalControllerSettingsToGame();
static void ResetControllerSettings();
static void DoLoadInputProfile();
static void DoSaveInputProfile();
static void DoSaveInputProfile(const std::string& name);
static void DoResetSettings();
static bool DrawToggleSetting(SettingsInterface* bsi, const char* title, const char* summary, const char* section, const char* key,
bool default_value, bool enabled = true, bool allow_tristate = true, float height = ImGuiFullscreen::LAYOUT_MENU_BUTTON_HEIGHT,
ImFont* font = g_large_font, ImFont* summary_font = g_medium_font);
static void DrawIntListSetting(SettingsInterface* bsi, const char* title, const char* summary, const char* section, const char* key,
int default_value, const char* const* options, size_t option_count, bool translate_options, int option_offset = 0,
bool enabled = true, float height = ImGuiFullscreen::LAYOUT_MENU_BUTTON_HEIGHT, ImFont* font = g_large_font,
ImFont* summary_font = g_medium_font);
static void DrawIntRangeSetting(SettingsInterface* bsi, const char* title, const char* summary, const char* section, const char* key,
int default_value, int min_value, int max_value, const char* format = "%d", bool enabled = true,
float height = ImGuiFullscreen::LAYOUT_MENU_BUTTON_HEIGHT, ImFont* font = g_large_font, ImFont* summary_font = g_medium_font);
static void DrawIntSpinBoxSetting(SettingsInterface* bsi, const char* title, const char* summary, const char* section, const char* key,
int default_value, int min_value, int max_value, int step_value, const char* format = "%d", bool enabled = true,
float height = ImGuiFullscreen::LAYOUT_MENU_BUTTON_HEIGHT, ImFont* font = g_large_font, ImFont* summary_font = g_medium_font);
#if 0
// Unused as of now
static void DrawFloatRangeSetting(SettingsInterface* bsi, const char* title, const char* summary, const char* section, const char* key,
float default_value, float min_value, float max_value, const char* format = "%f", float multiplier = 1.0f, bool enabled = true,
float height = ImGuiFullscreen::LAYOUT_MENU_BUTTON_HEIGHT, ImFont* font = g_large_font, ImFont* summary_font = g_medium_font);
#endif
static void DrawFloatSpinBoxSetting(SettingsInterface* bsi, const char* title, const char* summary, const char* section,
const char* key, float default_value, float min_value, float max_value, float step_value, float multiplier,
const char* format = "%f", bool enabled = true, float height = ImGuiFullscreen::LAYOUT_MENU_BUTTON_HEIGHT,
ImFont* font = g_large_font, ImFont* summary_font = g_medium_font);
static void DrawIntRectSetting(SettingsInterface* bsi, const char* title, const char* summary, const char* section,
const char* left_key, int default_left, const char* top_key, int default_top, const char* right_key, int default_right,
const char* bottom_key, int default_bottom, int min_value, int max_value, int step_value, const char* format = "%d",
bool enabled = true, float height = ImGuiFullscreen::LAYOUT_MENU_BUTTON_HEIGHT, ImFont* font = g_large_font,
ImFont* summary_font = g_medium_font);
static void DrawStringListSetting(SettingsInterface* bsi, const char* title, const char* summary, const char* section, const char* key,
const char* default_value, const char* const* options, const char* const* option_values, size_t option_count,
bool translate_options, bool enabled = true, float height = ImGuiFullscreen::LAYOUT_MENU_BUTTON_HEIGHT, ImFont* font = g_large_font,
ImFont* summary_font = g_medium_font, const char* translation_ctx = TR_CONTEXT);
static void DrawStringListSetting(SettingsInterface* bsi, const char* title, const char* summary, const char* section, const char* key,
const char* default_value, SettingInfo::GetOptionsCallback options_callback, bool enabled = true,
float height = ImGuiFullscreen::LAYOUT_MENU_BUTTON_HEIGHT, ImFont* font = g_large_font, ImFont* summary_font = g_medium_font);
static void DrawFloatListSetting(SettingsInterface* bsi, const char* title, const char* summary, const char* section, const char* key,
float default_value, const char* const* options, const float* option_values, size_t option_count, bool translate_options,
bool enabled = true, float height = ImGuiFullscreen::LAYOUT_MENU_BUTTON_HEIGHT, ImFont* font = g_large_font,
ImFont* summary_font = g_medium_font);
static void DrawFolderSetting(SettingsInterface* bsi, const char* title, const char* section, const char* key,
const std::string& runtime_var, float height = ImGuiFullscreen::LAYOUT_MENU_BUTTON_HEIGHT, ImFont* font = g_large_font,
ImFont* summary_font = g_medium_font);
static void DrawPathSetting(SettingsInterface* bsi, const char* title, const char* section, const char* key, const char* default_value,
bool enabled = true, float height = ImGuiFullscreen::LAYOUT_MENU_BUTTON_HEIGHT, ImFont* font = g_large_font,
ImFont* summary_font = g_medium_font);
static void DrawClampingModeSetting(SettingsInterface* bsi, const char* title, const char* summary, int vunum);
static void PopulateGraphicsAdapterList();
static void PopulateGameListDirectoryCache(SettingsInterface* si);
static void PopulatePatchesAndCheatsList(const std::string_view& serial, u32 crc);
static void BeginInputBinding(SettingsInterface* bsi, InputBindingInfo::Type type, const std::string_view& section,
const std::string_view& key, const std::string_view& display_name);
static void DrawInputBindingWindow();
static void DrawInputBindingButton(SettingsInterface* bsi, InputBindingInfo::Type type, const char* section, const char* name,
const char* display_name, bool show_type = true);
static void ClearInputBindingVariables();
static void StartAutomaticBinding(u32 port);
static void DrawSettingInfoSetting(SettingsInterface* bsi, const char* section, const char* key, const SettingInfo& si,
const char* translation_ctx);
static SettingsPage s_settings_page = SettingsPage::Interface;
static std::unique_ptr<INISettingsInterface> s_game_settings_interface;
static std::unique_ptr<GameList::Entry> s_game_settings_entry;
static std::vector<std::pair<std::string, bool>> s_game_list_directories_cache;
static std::vector<std::string> s_graphics_adapter_list_cache;
static std::vector<std::string> s_fullscreen_mode_list_cache;
static Patch::PatchInfoList s_game_patch_list;
static std::vector<std::string> s_enabled_game_patch_cache;
static Patch::PatchInfoList s_game_cheats_list;
static std::vector<std::string> s_enabled_game_cheat_cache;
static u32 s_game_cheat_unlabelled_count = 0;
static std::vector<const HotkeyInfo*> s_hotkey_list_cache;
static std::atomic_bool s_settings_changed{false};
static std::atomic_bool s_game_settings_changed{false};
static InputBindingInfo::Type s_input_binding_type = InputBindingInfo::Type::Unknown;
static std::string s_input_binding_section;
static std::string s_input_binding_key;
static std::string s_input_binding_display_name;
static std::vector<InputBindingKey> s_input_binding_new_bindings;
static std::vector<std::pair<InputBindingKey, std::pair<float, float>>> s_input_binding_value_ranges;
static Common::Timer s_input_binding_timer;
//////////////////////////////////////////////////////////////////////////
// Save State List
//////////////////////////////////////////////////////////////////////////
struct SaveStateListEntry
{
std::string title;
std::string summary;
std::string path;
std::unique_ptr<GSTexture> preview_texture;
time_t timestamp;
s32 slot;
};
static void InitializePlaceholderSaveStateListEntry(SaveStateListEntry* li, s32 slot);
static bool InitializeSaveStateListEntry(
SaveStateListEntry* li, const std::string& title, const std::string& serial, u32 crc, s32 slot);
static void ClearSaveStateEntryList();
static u32 PopulateSaveStateListEntries(const std::string& title, const std::string& serial, u32 crc);
static bool OpenLoadStateSelectorForGame(const std::string& game_path);
static bool OpenSaveStateSelector(bool is_loading);
static void CloseSaveStateSelector();
static void DrawSaveStateSelector(bool is_loading);
static bool OpenLoadStateSelectorForGameResume(const GameList::Entry* entry);
static void DrawResumeStateSelector();
static void DoLoadState(std::string path);
static std::vector<SaveStateListEntry> s_save_state_selector_slots;
static std::string s_save_state_selector_game_path;
static s32 s_save_state_selector_submenu_index = -1;
static bool s_save_state_selector_open = false;
static bool s_save_state_selector_loading = true;
static bool s_save_state_selector_resuming = false;
//////////////////////////////////////////////////////////////////////////
// Game List
//////////////////////////////////////////////////////////////////////////
static void DrawGameListWindow();
static void DrawGameList(const ImVec2& heading_size);
static void DrawGameGrid(const ImVec2& heading_size);
static void HandleGameListActivate(const GameList::Entry* entry);
static void HandleGameListOptions(const GameList::Entry* entry);
static void DrawGameListSettingsPage(const ImVec2& heading_size);
static void SwitchToGameList();
static void PopulateGameListEntryList();
static GSTexture* GetTextureForGameListEntryType(GameList::EntryType type);
static GSTexture* GetGameListCover(const GameList::Entry* entry);
static GSTexture* GetCoverForCurrentGame();
// Lazily populated cover images.
static std::unordered_map<std::string, std::string> s_cover_image_map;
static std::vector<const GameList::Entry*> s_game_list_sorted_entries;
static GameListPage s_game_list_page = GameListPage::Grid;
//////////////////////////////////////////////////////////////////////////
// Achievements
//////////////////////////////////////////////////////////////////////////
static void SwitchToAchievementsWindow();
static void SwitchToLeaderboardsWindow();
} // namespace FullscreenUI
//////////////////////////////////////////////////////////////////////////
// Utility
//////////////////////////////////////////////////////////////////////////
TinyString FullscreenUI::TimeToPrintableString(time_t t)
{
struct tm lt = {};
#ifdef _MSC_VER
localtime_s(&lt, &t);
#else
localtime_r(&t, &lt);
#endif
TinyString ret;
std::strftime(ret.data(), ret.buffer_size(), "%c", &lt);
ret.update_size();
return ret;
}
//////////////////////////////////////////////////////////////////////////
// Main
//////////////////////////////////////////////////////////////////////////
bool FullscreenUI::Initialize()
{
if (s_initialized)
return true;
if (s_tried_to_initialize)
return false;
ImGuiFullscreen::SetTheme(Host::GetBaseBoolSettingValue("UI", "UseLightFullscreenUITheme", false));
ImGuiFullscreen::UpdateLayoutScale();
if (!ImGuiManager::AddFullscreenFontsIfMissing() || !ImGuiFullscreen::Initialize("fullscreenui/placeholder.png") || !LoadResources())
{
DestroyResources();
ImGuiFullscreen::Shutdown(true);
s_tried_to_initialize = true;
return false;
}
s_initialized = true;
s_hotkey_list_cache = InputManager::GetHotkeyList();
MTGS::SetRunIdle(true);
if (VMManager::HasValidVM())
{
UpdateGameDetails(VMManager::GetDiscPath(), VMManager::GetDiscSerial(), VMManager::GetTitle(true), VMManager::GetDiscCRC(),
VMManager::GetCurrentCRC());
}
else
{
// only switch to landing if we weren't e.g. in settings
if (s_current_main_window == MainWindowType::None)
SwitchToLanding();
}
return true;
}
bool FullscreenUI::IsInitialized()
{
return s_initialized;
}
bool FullscreenUI::HasActiveWindow()
{
return s_current_main_window != MainWindowType::None || s_save_state_selector_open || ImGuiFullscreen::IsChoiceDialogOpen() ||
ImGuiFullscreen::IsFileSelectorOpen();
}
void FullscreenUI::CheckForConfigChanges(const Pcsx2Config& old_config)
{
if (!IsInitialized())
return;
// If achievements got disabled, we might have the menu open...
// That means we're going to be reaching achievement state.
if (old_config.Achievements.Enabled && !EmuConfig.Achievements.Enabled)
{
// So, wait just in case.
MTGS::RunOnGSThread([]() {
if (s_current_main_window == MainWindowType::Achievements || s_current_main_window == MainWindowType::Leaderboards)
{
ReturnToPreviousWindow();
}
});
MTGS::WaitGS(false, false, false);
}
}
void FullscreenUI::OnVMStarted()
{
if (!IsInitialized())
return;
MTGS::RunOnGSThread([]() {
if (!IsInitialized())
return;
s_current_main_window = MainWindowType::None;
QueueResetFocus();
});
}
void FullscreenUI::OnVMDestroyed()
{
if (!IsInitialized())
return;
MTGS::RunOnGSThread([]() {
if (!IsInitialized())
return;
s_pause_menu_was_open = false;
s_was_paused_on_quick_menu_open = false;
s_current_pause_submenu = PauseSubMenu::None;
SwitchToLanding();
});
}
void FullscreenUI::GameChanged(std::string path, std::string serial, std::string title, u32 disc_crc, u32 crc)
{
if (!IsInitialized())
return;
MTGS::RunOnGSThread([path = std::move(path), serial = std::move(serial), title = std::move(title), disc_crc, crc]() {
if (!IsInitialized())
return;
UpdateGameDetails(std::move(path), std::move(serial), std::move(title), disc_crc, crc);
});
}
void FullscreenUI::UpdateGameDetails(std::string path, std::string serial, std::string title, u32 disc_crc, u32 crc)
{
if (!serial.empty())
s_current_game_subtitle = fmt::format("{} / {:08X}", serial, crc);
else
s_current_game_subtitle = {};
s_current_game_title = std::move(title);
s_current_disc_serial = std::move(serial);
s_current_disc_path = std::move(path);
s_current_disc_crc = disc_crc;
}
void FullscreenUI::ToggleTheme()
{
const bool new_light = !Host::GetBaseBoolSettingValue("UI", "UseLightFullscreenUITheme", false);
Host::SetBaseBoolSettingValue("UI", "UseLightFullscreenUITheme", new_light);
Host::CommitBaseSettingChanges();
ImGuiFullscreen::SetTheme(new_light);
}
void FullscreenUI::PauseForMenuOpen(bool set_pause_menu_open)
{
s_was_paused_on_quick_menu_open = (VMManager::GetState() == VMState::Paused);
if (Host::GetBoolSettingValue("UI", "PauseOnMenu", true) && !s_was_paused_on_quick_menu_open)
Host::RunOnCPUThread([]() { VMManager::SetPaused(true); });
s_pause_menu_was_open |= set_pause_menu_open;
}
void FullscreenUI::OpenPauseMenu()
{
if (!VMManager::HasValidVM())
return;
MTGS::RunOnGSThread([]() {
if (!ImGuiManager::InitializeFullscreenUI() || s_current_main_window != MainWindowType::None)
return;
PauseForMenuOpen(true);
s_current_main_window = MainWindowType::PauseMenu;
s_current_pause_submenu = PauseSubMenu::None;
QueueResetFocus();
});
}
void FullscreenUI::ClosePauseMenu()
{
if (!IsInitialized() || !VMManager::HasValidVM())
return;
if (VMManager::GetState() == VMState::Paused && !s_was_paused_on_quick_menu_open)
Host::RunOnCPUThread([]() { VMManager::SetPaused(false); });
s_current_main_window = MainWindowType::None;
s_current_pause_submenu = PauseSubMenu::None;
s_pause_menu_was_open = false;
QueueResetFocus();
}
void FullscreenUI::OpenPauseSubMenu(PauseSubMenu submenu)
{
s_current_main_window = MainWindowType::PauseMenu;
s_current_pause_submenu = submenu;
QueueResetFocus();
}
void FullscreenUI::Shutdown(bool clear_state)
{
if (clear_state)
{
CloseSaveStateSelector();
s_cover_image_map.clear();
s_game_list_sorted_entries = {};
s_game_list_directories_cache = {};
s_game_cheat_unlabelled_count = 0;
s_enabled_game_cheat_cache = {};
s_game_cheats_list = {};
s_enabled_game_patch_cache = {};
s_game_patch_list = {};
s_fullscreen_mode_list_cache = {};
s_graphics_adapter_list_cache = {};
s_current_game_title = {};
s_current_game_subtitle = {};
s_current_disc_serial = {};
s_current_disc_path = {};
s_current_disc_crc = 0;
s_current_main_window = MainWindowType::None;
s_current_pause_submenu = PauseSubMenu::None;
s_pause_menu_was_open = false;
s_was_paused_on_quick_menu_open = false;
s_about_window_open = false;
}
s_hotkey_list_cache = {};
DestroyResources();
ImGuiFullscreen::Shutdown(clear_state);
s_initialized = false;
s_tried_to_initialize = false;
}
void FullscreenUI::Render()
{
if (!s_initialized)
return;
for (std::unique_ptr<GSTexture>& tex : s_cleanup_textures)
g_gs_device->Recycle(tex.release());
s_cleanup_textures.clear();
ImGuiFullscreen::UploadAsyncTextures();
ImGuiFullscreen::BeginLayout();
// Primed achievements must come first, because we don't want the pause screen to be behind them.
if (s_current_main_window == MainWindowType::None && EmuConfig.Achievements.Overlays)
Achievements::DrawGameOverlays();
switch (s_current_main_window)
{
case MainWindowType::Landing:
DrawLandingWindow();
break;
case MainWindowType::GameList:
DrawGameListWindow();
break;
case MainWindowType::Settings:
DrawSettingsWindow();
break;
case MainWindowType::PauseMenu:
DrawPauseMenu(s_current_main_window);
break;
case MainWindowType::Achievements:
Achievements::DrawAchievementsWindow();
break;
case MainWindowType::Leaderboards:
Achievements::DrawLeaderboardsWindow();
break;
default:
break;
}
if (s_save_state_selector_open)
{
if (s_save_state_selector_resuming)
DrawResumeStateSelector();
else
DrawSaveStateSelector(s_save_state_selector_loading);
}
if (s_about_window_open)
DrawAboutWindow();
if (s_input_binding_type != InputBindingInfo::Type::Unknown)
DrawInputBindingWindow();
ImGuiFullscreen::EndLayout();
if (s_settings_changed.load(std::memory_order_relaxed))
{
Host::CommitBaseSettingChanges();
Host::RunOnCPUThread([]() { VMManager::ApplySettings(); });
s_settings_changed.store(false, std::memory_order_release);
}
if (s_game_settings_changed.load(std::memory_order_relaxed))
{
if (s_game_settings_interface)
{
s_game_settings_interface->Save();
if (VMManager::HasValidVM())
Host::RunOnCPUThread([]() { VMManager::ReloadGameSettings(); });
}
s_game_settings_changed.store(false, std::memory_order_release);
}
ImGuiFullscreen::ResetCloseMenuIfNeeded();
}
void FullscreenUI::InvalidateCoverCache()
{
if (!IsInitialized())
return;
MTGS::RunOnGSThread([]() { s_cover_image_map.clear(); });
}
void FullscreenUI::ReturnToPreviousWindow()
{
if (VMManager::HasValidVM() && s_pause_menu_was_open)
{
s_current_main_window = MainWindowType::PauseMenu;
QueueResetFocus();
}
else
{
ReturnToMainWindow();
}
}
void FullscreenUI::ReturnToMainWindow()
{
ClosePauseMenu();
s_current_main_window = VMManager::HasValidVM() ? MainWindowType::None : MainWindowType::Landing;
}
bool FullscreenUI::LoadResources()
{
s_app_icon_texture = LoadTexture("icons/AppIconLarge.png");
s_fallback_disc_texture = LoadTexture("fullscreenui/media-cdrom.png");
s_fallback_exe_texture = LoadTexture("fullscreenui/applications-system.png");
for (u32 i = static_cast<u32>(GameDatabaseSchema::Compatibility::Nothing);
i <= static_cast<u32>(GameDatabaseSchema::Compatibility::Perfect); i++)
{
s_game_compatibility_textures[i - 1] = LoadTexture(fmt::format("icons/star-{}.png", i - 1).c_str());
}
return true;
}
void FullscreenUI::DestroyResources()
{
s_app_icon_texture.reset();
s_fallback_exe_texture.reset();
s_fallback_disc_texture.reset();
for (auto& tex : s_game_compatibility_textures)
tex.reset();
for (auto& tex : s_cleanup_textures)
g_gs_device->Recycle(tex.release());
}
//////////////////////////////////////////////////////////////////////////
// Utility
//////////////////////////////////////////////////////////////////////////
ImGuiFullscreen::FileSelectorFilters FullscreenUI::GetOpenFileFilters()
{
return {"*.bin", "*.iso", "*.cue", "*.mdf", "*.chd", "*.cso", "*.gz", "*.elf", "*.irx", "*.gs", "*.gs.xz", "*.gs.zst", "*.dump"};
}
ImGuiFullscreen::FileSelectorFilters FullscreenUI::GetDiscImageFilters()
{
return {"*.bin", "*.iso", "*.cue", "*.mdf", "*.chd", "*.cso", "*.gz"};
}
void FullscreenUI::DoStartPath(const std::string& path, std::optional<s32> state_index, std::optional<bool> fast_boot)
{
VMBootParameters params;
params.filename = path;
params.state_index = state_index;
params.fast_boot = fast_boot;
// switch to nothing, we'll get brought back if init fails
Host::RunOnCPUThread([params = std::move(params)]() {
if (VMManager::HasValidVM())
return;
if (VMManager::Initialize(std::move(params)))
VMManager::SetState(VMState::Running);
});
}
void FullscreenUI::DoStartFile()
{
auto callback = [](const std::string& path) {
if (!path.empty())
DoStartPath(path);
QueueResetFocus();
CloseFileSelector();
};
OpenFileSelector(FSUI_ICONSTR(ICON_FA_FOLDER_OPEN, "Select Disc Image"), false, std::move(callback), GetOpenFileFilters());
}
void FullscreenUI::DoStartBIOS()
{
Host::RunOnCPUThread([]() {
if (VMManager::HasValidVM())
return;
VMBootParameters params;
if (VMManager::Initialize(std::move(params)))
VMManager::SetState(VMState::Running);
else
SwitchToLanding();
});
// switch to nothing, we'll get brought back if init fails
s_current_main_window = MainWindowType::None;
}
void FullscreenUI::DoStartDisc(const std::string& drive)
{
Host::RunOnCPUThread([drive]() {
if (VMManager::HasValidVM())
return;
VMBootParameters params;
params.filename = std::move(drive);
params.source_type = CDVD_SourceType::Disc;
if (VMManager::Initialize(params))
VMManager::SetState(VMState::Running);
else
SwitchToLanding();
});
}
void FullscreenUI::DoStartDisc()
{
std::vector<std::string> devices(GetOpticalDriveList());
if (devices.empty())
{
ShowToast(std::string(), FSUI_STR("Could not find any CD/DVD-ROM devices. Please ensure you have a drive connected and sufficient "
"permissions to access it."));
return;
}
// if there's only one, select it automatically
if (devices.size() == 1)
{
DoStartDisc(devices.front());
return;
}
ImGuiFullscreen::ChoiceDialogOptions options;
for (std::string& drive : devices)
options.emplace_back(std::move(drive), false);
OpenChoiceDialog(
FSUI_ICONSTR(ICON_FA_COMPACT_DISC, "Select Disc Drive"), false, std::move(options), [](s32, const std::string& path, bool) {
DoStartDisc(path);
CloseChoiceDialog();
QueueResetFocus();
});
}
void FullscreenUI::DoToggleFrameLimit()
{
Host::RunOnCPUThread([]() {
if (!VMManager::HasValidVM())
return;
VMManager::SetLimiterMode(
(VMManager::GetLimiterMode() != LimiterModeType::Unlimited) ? LimiterModeType::Unlimited : LimiterModeType::Nominal);
});
}
void FullscreenUI::DoToggleSoftwareRenderer()
{
Host::RunOnCPUThread([]() {
if (!VMManager::HasValidVM())
return;
MTGS::ToggleSoftwareRendering();
});
}
void FullscreenUI::DoShutdown(bool save_state)
{
Host::RunOnCPUThread([save_state]() { Host::RequestVMShutdown(false, save_state, save_state); });
}
void FullscreenUI::DoReset()
{
Host::RunOnCPUThread([]() {
if (!VMManager::HasValidVM())
return;
VMManager::Reset();
});
}
void FullscreenUI::DoChangeDiscFromFile()
{
auto callback = [](const std::string& path) {
if (!path.empty())
{
if (!VMManager::IsDiscFileName(path))
{
ShowToast({}, fmt::format(FSUI_FSTR("{} is not a valid disc image."), FileSystem::GetDisplayNameFromPath(path)));
}
else
{
Host::RunOnCPUThread([path]() { VMManager::ChangeDisc(CDVD_SourceType::Iso, std::move(path)); });
}
}
QueueResetFocus();
CloseFileSelector();
ReturnToPreviousWindow();
};
OpenFileSelector(FSUI_ICONSTR(ICON_FA_COMPACT_DISC, "Select Disc Image"), false, std::move(callback), GetDiscImageFilters(),
std::string(Path::GetDirectory(s_current_disc_path)));
}
void FullscreenUI::DoChangeDisc()
{
DoChangeDiscFromFile();
}
void FullscreenUI::DoRequestExit()
{
Host::RunOnCPUThread([]() { Host::RequestExit(true); });
}
void FullscreenUI::DoToggleFullscreen()
{
Host::RunOnCPUThread([]() { Host::SetFullscreen(!Host::IsFullscreen()); });
}
//////////////////////////////////////////////////////////////////////////
// Landing Window
//////////////////////////////////////////////////////////////////////////
void FullscreenUI::SwitchToLanding()
{
s_current_main_window = MainWindowType::Landing;
QueueResetFocus();
}
void FullscreenUI::DrawLandingWindow()
{
BeginFullscreenColumns(nullptr, 0.0f, true);
if (BeginFullscreenColumnWindow(0.0f, -710.0f, "logo", UIPrimaryDarkColor))
{
const float image_size = LayoutScale(380.f);
ImGui::SetCursorPos(
ImVec2((ImGui::GetWindowWidth() * 0.5f) - (image_size * 0.5f), (ImGui::GetWindowHeight() * 0.5f) - (image_size * 0.5f)));
ImGui::Image(s_app_icon_texture->GetNativeHandle(), ImVec2(image_size, image_size));
}
EndFullscreenColumnWindow();
if (BeginFullscreenColumnWindow(-710.0f, 0.0f, "menu", UIBackgroundColor))
{
ResetFocusHere();
BeginMenuButtons(6, 0.5f);
if (MenuButton(FSUI_ICONSTR(ICON_FA_LIST, "Game List"), FSUI_CSTR("Launch a game from images scanned from your game directories.")))
{
SwitchToGameList();
}
if (MenuButton(FSUI_ICONSTR(ICON_FA_FOLDER_OPEN, "Start File"), FSUI_CSTR("Launch a game by selecting a file/disc image.")))
{
DoStartFile();
}
if (MenuButton(FSUI_ICONSTR(ICON_FA_TOOLBOX, "Start BIOS"), FSUI_CSTR("Start the console without any disc inserted.")))
{
DoStartBIOS();
}
if (MenuButton(FSUI_ICONSTR(ICON_FA_COMPACT_DISC, "Start Disc"), FSUI_CSTR("Start a game from a disc in your PC's DVD drive.")))
{
DoStartDisc();
}
if (MenuButton(FSUI_ICONSTR(ICON_FA_SLIDERS_H, "Settings"), FSUI_CSTR("Change settings for the emulator.")))
SwitchToSettings();
if (MenuButton(FSUI_ICONSTR(ICON_FA_SIGN_OUT_ALT, "Exit"), FSUI_CSTR("Exits the program.")))
{
DoRequestExit();
}
{
ImVec2 fullscreen_pos;
if (FloatingButton(ICON_FA_WINDOW_CLOSE, 0.0f, 0.0f, -1.0f, -1.0f, 1.0f, 0.0f, true, g_large_font, &fullscreen_pos))
DoRequestExit();
if (FloatingButton(ICON_FA_EXPAND, fullscreen_pos.x, 0.0f, -1.0f, -1.0f, -1.0f, 0.0f, true, g_large_font, &fullscreen_pos))
DoToggleFullscreen();
if (FloatingButton(
ICON_FA_QUESTION_CIRCLE, fullscreen_pos.x, 0.0f, -1.0f, -1.0f, -1.0f, 0.0f, true, g_large_font, &fullscreen_pos))
OpenAboutWindow();
if (FloatingButton(ICON_FA_LIGHTBULB, fullscreen_pos.x, 0.0f, -1.0f, -1.0f, -1.0f, 0.0f, true, g_large_font, &fullscreen_pos))
ToggleTheme();
}
EndMenuButtons();
const ImVec2 rev_size(g_medium_font->CalcTextSizeA(g_medium_font->FontSize, FLT_MAX, 0.0f, GIT_REV));
ImGui::SetCursorPos(
ImVec2(ImGui::GetWindowWidth() - rev_size.x - LayoutScale(20.0f), ImGui::GetWindowHeight() - rev_size.y - LayoutScale(20.0f)));
ImGui::PushFont(g_medium_font);
ImGui::Text(GIT_REV);
ImGui::PopFont();
}
EndFullscreenColumnWindow();
EndFullscreenColumns();
}
bool FullscreenUI::IsEditingGameSettings(SettingsInterface* bsi)
{
return (bsi == s_game_settings_interface.get());
}
SettingsInterface* FullscreenUI::GetEditingSettingsInterface()
{
return s_game_settings_interface ? s_game_settings_interface.get() : Host::Internal::GetBaseSettingsLayer();
}
SettingsInterface* FullscreenUI::GetEditingSettingsInterface(bool game_settings)
{
return (game_settings && s_game_settings_interface) ? s_game_settings_interface.get() : Host::Internal::GetBaseSettingsLayer();
}
bool FullscreenUI::ShouldShowAdvancedSettings(SettingsInterface* bsi)
{
return IsEditingGameSettings(bsi) ? Host::GetBaseBoolSettingValue("UI", "ShowAdvancedSettings", false) :
bsi->GetBoolValue("UI", "ShowAdvancedSettings", false);
}
void FullscreenUI::SetSettingsChanged(SettingsInterface* bsi)
{
if (bsi && bsi == s_game_settings_interface.get())
s_game_settings_changed.store(true, std::memory_order_release);
else
s_settings_changed.store(true, std::memory_order_release);
}
bool FullscreenUI::GetEffectiveBoolSetting(SettingsInterface* bsi, const char* section, const char* key, bool default_value)
{
if (IsEditingGameSettings(bsi))
{
std::optional<bool> value = bsi->GetOptionalBoolValue(section, key, std::nullopt);
if (value.has_value())
return value.value();
}
return Host::Internal::GetBaseSettingsLayer()->GetBoolValue(section, key, default_value);
}
s32 FullscreenUI::GetEffectiveIntSetting(SettingsInterface* bsi, const char* section, const char* key, s32 default_value)
{
if (IsEditingGameSettings(bsi))
{
std::optional<s32> value = bsi->GetOptionalIntValue(section, key, std::nullopt);
if (value.has_value())
return value.value();
}
return Host::Internal::GetBaseSettingsLayer()->GetIntValue(section, key, default_value);
}
void FullscreenUI::DrawInputBindingButton(
SettingsInterface* bsi, InputBindingInfo::Type type, const char* section, const char* name, const char* display_name, bool show_type)
{
std::string title(fmt::format("{}/{}", section, name));
ImRect bb;
bool visible, hovered, clicked;
clicked = MenuButtonFrame(title.c_str(), true, ImGuiFullscreen::LAYOUT_MENU_BUTTON_HEIGHT, &visible, &hovered, &bb.Min, &bb.Max);
if (!visible)
return;
const float midpoint = bb.Min.y + g_large_font->FontSize + LayoutScale(4.0f);
const ImRect title_bb(bb.Min, ImVec2(bb.Max.x, midpoint));
const ImRect summary_bb(ImVec2(bb.Min.x, midpoint), bb.Max);
if (show_type)
{
switch (type)
{
case InputBindingInfo::Type::Button:
title = fmt::format(ICON_FA_DOT_CIRCLE " {}", display_name);
break;
case InputBindingInfo::Type::Axis:
case InputBindingInfo::Type::HalfAxis:
title = fmt::format(ICON_FA_BULLSEYE " {}", display_name);
break;
case InputBindingInfo::Type::Motor:
title = fmt::format(ICON_FA_BELL " {}", display_name);
break;
case InputBindingInfo::Type::Macro:
title = fmt::format(ICON_FA_PIZZA_SLICE " {}", display_name);
break;
default:
title = display_name;
break;
}
}
ImGui::PushFont(g_large_font);
ImGui::RenderTextClipped(
title_bb.Min, title_bb.Max, show_type ? title.c_str() : display_name, nullptr, nullptr, ImVec2(0.0f, 0.0f), &title_bb);
ImGui::PopFont();
const std::string value(bsi->GetStringValue(section, name));
ImGui::PushFont(g_medium_font);
ImGui::RenderTextClipped(summary_bb.Min, summary_bb.Max, value.empty() ? FSUI_CSTR("No Binding") : value.c_str(), nullptr, nullptr,
ImVec2(0.0f, 0.0f), &summary_bb);
ImGui::PopFont();
if (clicked)
{
BeginInputBinding(bsi, type, section, name, display_name);
}
else if (ImGui::IsItemClicked(ImGuiMouseButton_Right) || ImGui::IsNavInputTest(ImGuiNavInput_Input, ImGuiNavReadMode_Pressed))
{
bsi->DeleteValue(section, name);
SetSettingsChanged(bsi);
}
}
void FullscreenUI::ClearInputBindingVariables()
{
s_input_binding_type = InputBindingInfo::Type::Unknown;
s_input_binding_section = {};
s_input_binding_key = {};
s_input_binding_display_name = {};
s_input_binding_new_bindings = {};
s_input_binding_value_ranges = {};
}
void FullscreenUI::BeginInputBinding(SettingsInterface* bsi, InputBindingInfo::Type type, const std::string_view& section,
const std::string_view& key, const std::string_view& display_name)
{
if (s_input_binding_type != InputBindingInfo::Type::Unknown)
{
InputManager::RemoveHook();
ClearInputBindingVariables();
}
s_input_binding_type = type;
s_input_binding_section = section;
s_input_binding_key = key;
s_input_binding_display_name = display_name;
s_input_binding_new_bindings = {};
s_input_binding_value_ranges = {};
s_input_binding_timer.Reset();
const bool game_settings = IsEditingGameSettings(bsi);
InputManager::SetHook([game_settings](InputBindingKey key, float value) -> InputInterceptHook::CallbackResult {
if (s_input_binding_type == InputBindingInfo::Type::Unknown)
return InputInterceptHook::CallbackResult::StopProcessingEvent;
// holding the settings lock here will protect the input binding list
auto lock = Host::GetSettingsLock();
float initial_value = value;
float min_value = value;
auto it = std::find_if(s_input_binding_value_ranges.begin(), s_input_binding_value_ranges.end(),
[key](const auto& it) { return it.first.bits == key.bits; });
if (it != s_input_binding_value_ranges.end())
{
initial_value = it->second.first;
min_value = it->second.second = std::min(it->second.second, value);
}
else
{
s_input_binding_value_ranges.emplace_back(key, std::make_pair(initial_value, min_value));
}
const float abs_value = std::abs(value);
const bool reverse_threshold = (key.source_subtype == InputSubclass::ControllerAxis && initial_value > 0.5f);
for (InputBindingKey& other_key : s_input_binding_new_bindings)
{
// if this key is in our new binding list, it's a "release", and we're done
if (other_key.MaskDirection() == key.MaskDirection())
{
// for pedals, we wait for it to go back to near its starting point to commit the binding
if ((reverse_threshold ? ((initial_value - value) <= 0.25f) : (abs_value < 0.5f)))
{
// did we go the full range?
if (reverse_threshold && initial_value > 0.5f && min_value <= -0.5f)
other_key.modifier = InputModifier::FullAxis;
SettingsInterface* bsi = GetEditingSettingsInterface(game_settings);
const std::string new_binding(InputManager::ConvertInputBindingKeysToString(
s_input_binding_type, s_input_binding_new_bindings.data(), s_input_binding_new_bindings.size()));
bsi->SetStringValue(s_input_binding_section.c_str(), s_input_binding_key.c_str(), new_binding.c_str());
SetSettingsChanged(bsi);
ClearInputBindingVariables();
return InputInterceptHook::CallbackResult::RemoveHookAndStopProcessingEvent;
}
// otherwise, keep waiting
return InputInterceptHook::CallbackResult::StopProcessingEvent;
}
}
// new binding, add it to the list, but wait for a decent distance first, and then wait for release
if ((reverse_threshold ? (abs_value < 0.5f) : (abs_value >= 0.5f)))
{
InputBindingKey key_to_add = key;
key_to_add.modifier = (value < 0.0f && !reverse_threshold) ? InputModifier::Negate : InputModifier::None;
key_to_add.invert = reverse_threshold;
s_input_binding_new_bindings.push_back(key_to_add);
}
return InputInterceptHook::CallbackResult::StopProcessingEvent;
});
}
void FullscreenUI::DrawInputBindingWindow()
{
pxAssert(s_input_binding_type != InputBindingInfo::Type::Unknown);
const double time_remaining = INPUT_BINDING_TIMEOUT_SECONDS - s_input_binding_timer.GetTimeSeconds();
if (time_remaining <= 0.0)
{
InputManager::RemoveHook();
ClearInputBindingVariables();
return;
}
const char* title = FSUI_ICONSTR(ICON_FA_GAMEPAD, "Set Input Binding");
ImGui::SetNextWindowSize(LayoutScale(500.0f, 0.0f));
ImGui::SetNextWindowPos(ImGui::GetIO().DisplaySize * 0.5f, ImGuiCond_Always, ImVec2(0.5f, 0.5f));
ImGui::OpenPopup(title);
ImGui::PushFont(g_large_font);
ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, LayoutScale(10.0f));
ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, LayoutScale(20.0f, 20.0f));
ImGui::PushStyleVar(ImGuiStyleVar_FrameBorderSize, 0.0f);
ImGui::PushStyleVar(ImGuiStyleVar_FramePadding,
LayoutScale(ImGuiFullscreen::LAYOUT_MENU_BUTTON_X_PADDING, ImGuiFullscreen::LAYOUT_MENU_BUTTON_Y_PADDING));
if (ImGui::BeginPopupModal(title, nullptr, ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoNav | ImGuiWindowFlags_NoInputs))
{
ImGui::TextWrapped(FSUI_CSTR("Setting %s binding %s."), s_input_binding_section.c_str(), s_input_binding_display_name.c_str());
ImGui::TextUnformatted(FSUI_CSTR("Push a controller button or axis now."));
ImGui::NewLine();
ImGui::Text(FSUI_CSTR("Timing out in %.0f seconds..."), time_remaining);
ImGui::EndPopup();
}
ImGui::PopStyleVar(4);
ImGui::PopFont();
}
bool FullscreenUI::DrawToggleSetting(SettingsInterface* bsi, const char* title, const char* summary, const char* section, const char* key,
bool default_value, bool enabled, bool allow_tristate, float height, ImFont* font, ImFont* summary_font)
{
if (!allow_tristate || !IsEditingGameSettings(bsi))
{
bool value = bsi->GetBoolValue(section, key, default_value);
if (!ToggleButton(title, summary, &value, enabled, height, font, summary_font))
return false;
bsi->SetBoolValue(section, key, value);
}
else
{
std::optional<bool> value(false);
if (!bsi->GetBoolValue(section, key, &value.value()))
value.reset();
if (!ThreeWayToggleButton(title, summary, &value, enabled, height, font, summary_font))
return false;
if (value.has_value())
bsi->SetBoolValue(section, key, value.value());
else
bsi->DeleteValue(section, key);
}
SetSettingsChanged(bsi);
return true;
}
void FullscreenUI::DrawIntListSetting(SettingsInterface* bsi, const char* title, const char* summary, const char* section, const char* key,
int default_value, const char* const* options, size_t option_count, bool translate_options, int option_offset, bool enabled,
float height, ImFont* font, ImFont* summary_font)
{
if (options && option_count == 0)
{
while (options[option_count] != nullptr)
option_count++;
}
const bool game_settings = IsEditingGameSettings(bsi);
const std::optional<int> value =
bsi->GetOptionalIntValue(section, key, game_settings ? std::nullopt : std::optional<int>(default_value));
const int index = value.has_value() ? (value.value() - option_offset) : std::numeric_limits<int>::min();
const char* value_text = (value.has_value()) ?
((index < 0 || static_cast<size_t>(index) >= option_count) ?
FSUI_CSTR("Unknown") :
(translate_options ? Host::TranslateToCString(TR_CONTEXT, options[index]) : options[index])) :
FSUI_CSTR("Use Global Setting");
if (MenuButtonWithValue(title, summary, value_text, enabled, height, font, summary_font))
{
ImGuiFullscreen::ChoiceDialogOptions cd_options;
cd_options.reserve(option_count + 1);
if (game_settings)
cd_options.emplace_back(FSUI_STR("Use Global Setting"), !value.has_value());
for (size_t i = 0; i < option_count; i++)
{
cd_options.emplace_back(translate_options ? Host::TranslateToString(TR_CONTEXT, options[i]) : std::string(options[i]),
(i == static_cast<size_t>(index)));
}
OpenChoiceDialog(title, false, std::move(cd_options),
[game_settings, section, key, option_offset](s32 index, const std::string& title, bool checked) {
if (index >= 0)
{
auto lock = Host::GetSettingsLock();
SettingsInterface* bsi = GetEditingSettingsInterface(game_settings);
if (game_settings)
{
if (index == 0)
bsi->DeleteValue(section, key);
else
bsi->SetIntValue(section, key, index - 1 + option_offset);
}
else
{
bsi->SetIntValue(section, key, index + option_offset);
}
SetSettingsChanged(bsi);
}
CloseChoiceDialog();
});
}
}
void FullscreenUI::DrawIntRangeSetting(SettingsInterface* bsi, const char* title, const char* summary, const char* section, const char* key,
int default_value, int min_value, int max_value, const char* format, bool enabled, float height, ImFont* font, ImFont* summary_font)
{
const bool game_settings = IsEditingGameSettings(bsi);
const std::optional<int> value =
bsi->GetOptionalIntValue(section, key, game_settings ? std::nullopt : std::optional<int>(default_value));
const std::string value_text(
value.has_value() ? StringUtil::StdStringFromFormat(format, value.value()) : FSUI_STR("Use Global Setting"));
if (MenuButtonWithValue(title, summary, value_text.c_str(), enabled, height, font, summary_font))
ImGui::OpenPopup(title);
ImGui::SetNextWindowSize(LayoutScale(500.0f, 190.0f));
ImGui::SetNextWindowPos(ImGui::GetIO().DisplaySize * 0.5f, ImGuiCond_Always, ImVec2(0.5f, 0.5f));
ImGui::PushFont(g_large_font);
ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, LayoutScale(10.0f));
ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, LayoutScale(20.0f, 20.0f));
ImGui::PushStyleVar(ImGuiStyleVar_FrameBorderSize, 0.0f);
ImGui::PushStyleVar(ImGuiStyleVar_FramePadding,
LayoutScale(ImGuiFullscreen::LAYOUT_MENU_BUTTON_X_PADDING, ImGuiFullscreen::LAYOUT_MENU_BUTTON_Y_PADDING));
bool is_open = true;
if (ImGui::BeginPopupModal(title, &is_open, ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove))
{
BeginMenuButtons();
const float end = ImGui::GetCurrentWindow()->WorkRect.GetWidth();
ImGui::SetNextItemWidth(end);
s32 dlg_value = static_cast<s32>(value.value_or(default_value));
if (ImGui::SliderInt("##value", &dlg_value, min_value, max_value, format, ImGuiSliderFlags_NoInput))
{
if (IsEditingGameSettings(bsi) && dlg_value == default_value)
bsi->DeleteValue(section, key);
else
bsi->SetIntValue(section, key, dlg_value);
SetSettingsChanged(bsi);
}
ImGui::SetCursorPosY(ImGui::GetCursorPosY() + LayoutScale(10.0f));
if (MenuButtonWithoutSummary(FSUI_CSTR("OK"), true, LAYOUT_MENU_BUTTON_HEIGHT_NO_SUMMARY, g_large_font, ImVec2(0.5f, 0.0f)))
{
ImGui::CloseCurrentPopup();
}
EndMenuButtons();
ImGui::EndPopup();
}
ImGui::PopStyleVar(4);
ImGui::PopFont();
}
void FullscreenUI::DrawIntSpinBoxSetting(SettingsInterface* bsi, const char* title, const char* summary, const char* section,
const char* key, int default_value, int min_value, int max_value, int step_value, const char* format, bool enabled, float height,
ImFont* font, ImFont* summary_font)
{
const bool game_settings = IsEditingGameSettings(bsi);
const std::optional<int> value =
bsi->GetOptionalIntValue(section, key, game_settings ? std::nullopt : std::optional<int>(default_value));
const std::string value_text(
value.has_value() ? StringUtil::StdStringFromFormat(format, value.value()) : FSUI_STR("Use Global Setting"));
static bool manual_input = false;
if (MenuButtonWithValue(title, summary, value_text.c_str(), enabled, height, font, summary_font))
{
ImGui::OpenPopup(title);
manual_input = false;
}
ImGui::SetNextWindowSize(LayoutScale(500.0f, 190.0f));
ImGui::SetNextWindowPos(ImGui::GetIO().DisplaySize * 0.5f, ImGuiCond_Always, ImVec2(0.5f, 0.5f));
ImGui::PushFont(g_large_font);
ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, LayoutScale(10.0f));
ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, LayoutScale(20.0f, 20.0f));
ImGui::PushStyleVar(ImGuiStyleVar_FrameBorderSize, 0.0f);
ImGui::PushStyleVar(ImGuiStyleVar_FramePadding,
LayoutScale(ImGuiFullscreen::LAYOUT_MENU_BUTTON_X_PADDING, ImGuiFullscreen::LAYOUT_MENU_BUTTON_Y_PADDING));
bool is_open = true;
if (ImGui::BeginPopupModal(title, &is_open, ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove))
{
BeginMenuButtons();
s32 dlg_value = static_cast<s32>(value.value_or(default_value));
bool dlg_value_changed = false;
char str_value[32];
std::snprintf(str_value, std::size(str_value), format, dlg_value);
if (manual_input)
{
const float end = ImGui::GetCurrentWindow()->WorkRect.GetWidth();
ImGui::SetNextItemWidth(end);
if (ImGui::InputText("##value", str_value, std::size(str_value), ImGuiInputTextFlags_CharsDecimal))
{
const s32 new_value = StringUtil::FromChars<s32>(str_value).value_or(dlg_value);
dlg_value_changed = (dlg_value != new_value);
dlg_value = new_value;
}
ImGui::SetCursorPosY(ImGui::GetCursorPosY() + LayoutScale(10.0f));
}
else
{
const ImVec2& padding(ImGui::GetStyle().FramePadding);
ImVec2 button_pos(ImGui::GetCursorPos());
// Align value text in middle.
ImGui::SetCursorPosY(
button_pos.y + ((LayoutScale(LAYOUT_MENU_BUTTON_HEIGHT_NO_SUMMARY) + padding.y * 2.0f) - g_large_font->FontSize) * 0.5f);
ImGui::TextUnformatted(str_value);
s32 step = 0;
if (FloatingButton(
ICON_FA_CHEVRON_UP, padding.x, button_pos.y, -1.0f, -1.0f, 1.0f, 0.0f, true, g_large_font, &button_pos, true))
{
step = step_value;
}
if (FloatingButton(ICON_FA_CHEVRON_DOWN, button_pos.x - padding.x, button_pos.y, -1.0f, -1.0f, -1.0f, 0.0f, true, g_large_font,
&button_pos, true))
{
step = -step_value;
}
if (FloatingButton(
ICON_FA_KEYBOARD, button_pos.x - padding.x, button_pos.y, -1.0f, -1.0f, -1.0f, 0.0f, true, g_large_font, &button_pos))
{
manual_input = true;
}
if (FloatingButton(
ICON_FA_TRASH, button_pos.x - padding.x, button_pos.y, -1.0f, -1.0f, -1.0f, 0.0f, true, g_large_font, &button_pos))
{
dlg_value = default_value;
dlg_value_changed = true;
}
if (step != 0)
{
dlg_value += step;
dlg_value_changed = true;
}
ImGui::SetCursorPosY(button_pos.y + (padding.y * 2.0f) + LayoutScale(LAYOUT_MENU_BUTTON_HEIGHT_NO_SUMMARY + 10.0f));
}
if (dlg_value_changed)
{
dlg_value = std::clamp(dlg_value, min_value, max_value);
if (IsEditingGameSettings(bsi) && dlg_value == default_value)
bsi->DeleteValue(section, key);
else
bsi->SetIntValue(section, key, dlg_value);
SetSettingsChanged(bsi);
}
if (MenuButtonWithoutSummary(FSUI_CSTR("OK"), true, LAYOUT_MENU_BUTTON_HEIGHT_NO_SUMMARY, g_large_font, ImVec2(0.5f, 0.0f)))
{
ImGui::CloseCurrentPopup();
}
EndMenuButtons();
ImGui::EndPopup();
}
ImGui::PopStyleVar(4);
ImGui::PopFont();
}
#if 0
// Unused as of now
void FullscreenUI::DrawFloatRangeSetting(SettingsInterface* bsi, const char* title, const char* summary, const char* section,
const char* key, float default_value, float min_value, float max_value, const char* format, float multiplier, bool enabled,
float height, ImFont* font, ImFont* summary_font)
{
const bool game_settings = IsEditingGameSettings(bsi);
const std::optional<float> value =
bsi->GetOptionalFloatValue(section, key, game_settings ? std::nullopt : std::optional<float>(default_value));
const std::string value_text(
value.has_value() ? StringUtil::StdStringFromFormat(format, value.value() * multiplier) : FSUI_STR("Use Global Setting"));
if (MenuButtonWithValue(title, summary, value_text.c_str(), enabled, height, font, summary_font))
ImGui::OpenPopup(title);
ImGui::SetNextWindowSize(LayoutScale(500.0f, 190.0f));
ImGui::SetNextWindowPos(ImGui::GetIO().DisplaySize * 0.5f, ImGuiCond_Always, ImVec2(0.5f, 0.5f));
ImGui::PushFont(g_large_font);
ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, LayoutScale(10.0f));
ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, LayoutScale(20.0f, 20.0f));
ImGui::PushStyleVar(ImGuiStyleVar_FrameBorderSize, 0.0f);
ImGui::PushStyleVar(ImGuiStyleVar_FramePadding,
LayoutScale(ImGuiFullscreen::LAYOUT_MENU_BUTTON_X_PADDING, ImGuiFullscreen::LAYOUT_MENU_BUTTON_Y_PADDING));
bool is_open = true;
if (ImGui::BeginPopupModal(title, &is_open, ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove))
{
BeginMenuButtons();
const float end = ImGui::GetCurrentWindow()->WorkRect.GetWidth();
ImGui::SetNextItemWidth(end);
float dlg_value = value.value_or(default_value) * multiplier;
if (ImGui::SliderFloat("##value", &dlg_value, min_value * multiplier, max_value * multiplier, format, ImGuiSliderFlags_NoInput))
{
dlg_value /= multiplier;
if (IsEditingGameSettings(bsi) && dlg_value == default_value)
bsi->DeleteValue(section, key);
else
bsi->SetFloatValue(section, key, dlg_value);
SetSettingsChanged(bsi);
}
ImGui::SetCursorPosY(ImGui::GetCursorPosY() + LayoutScale(10.0f));
if (MenuButtonWithoutSummary(FSUI_CSTR("OK"), true, LAYOUT_MENU_BUTTON_HEIGHT_NO_SUMMARY, g_large_font, ImVec2(0.5f, 0.0f)))
{
ImGui::CloseCurrentPopup();
}
EndMenuButtons();
ImGui::EndPopup();
}
ImGui::PopStyleVar(4);
ImGui::PopFont();
}
#endif
void FullscreenUI::DrawFloatSpinBoxSetting(SettingsInterface* bsi, const char* title, const char* summary, const char* section,
const char* key, float default_value, float min_value, float max_value, float step_value, float multiplier, const char* format,
bool enabled, float height, ImFont* font, ImFont* summary_font)
{
const bool game_settings = IsEditingGameSettings(bsi);
const std::optional<float> value =
bsi->GetOptionalFloatValue(section, key, game_settings ? std::nullopt : std::optional<int>(default_value));
const std::string value_text(
value.has_value() ? StringUtil::StdStringFromFormat(format, value.value() * multiplier) : FSUI_STR("Use Global Setting"));
static bool manual_input = false;
if (MenuButtonWithValue(title, summary, value_text.c_str(), enabled, height, font, summary_font))
{
ImGui::OpenPopup(title);
manual_input = false;
}
ImGui::SetNextWindowSize(LayoutScale(500.0f, 190.0f));
ImGui::SetNextWindowPos(ImGui::GetIO().DisplaySize * 0.5f, ImGuiCond_Always, ImVec2(0.5f, 0.5f));
ImGui::PushFont(g_large_font);
ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, LayoutScale(10.0f));
ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, LayoutScale(20.0f, 20.0f));
ImGui::PushStyleVar(ImGuiStyleVar_FrameBorderSize, 0.0f);
ImGui::PushStyleVar(ImGuiStyleVar_FramePadding,
LayoutScale(ImGuiFullscreen::LAYOUT_MENU_BUTTON_X_PADDING, ImGuiFullscreen::LAYOUT_MENU_BUTTON_Y_PADDING));
bool is_open = true;
if (ImGui::BeginPopupModal(title, &is_open, ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove))
{
BeginMenuButtons();
float dlg_value = value.value_or(default_value) * multiplier;
bool dlg_value_changed = false;
char str_value[32];
std::snprintf(str_value, std::size(str_value), format, dlg_value);
if (manual_input)
{
const float end = ImGui::GetCurrentWindow()->WorkRect.GetWidth();
ImGui::SetNextItemWidth(end);
// round trip to drop any suffixes (e.g. percent)
if (auto tmp_value = StringUtil::FromChars<float>(str_value); tmp_value.has_value())
{
std::snprintf(str_value, std::size(str_value),
((tmp_value.value() - std::floor(tmp_value.value())) < 0.01f) ? "%.0f" : "%f", tmp_value.value());
}
if (ImGui::InputText("##value", str_value, std::size(str_value), ImGuiInputTextFlags_CharsDecimal))
{
const float new_value = StringUtil::FromChars<float>(str_value).value_or(dlg_value);
dlg_value_changed = (dlg_value != new_value);
dlg_value = new_value;
}
ImGui::SetCursorPosY(ImGui::GetCursorPosY() + LayoutScale(10.0f));
}
else
{
const ImVec2& padding(ImGui::GetStyle().FramePadding);
ImVec2 button_pos(ImGui::GetCursorPos());
// Align value text in middle.
ImGui::SetCursorPosY(
button_pos.y + ((LayoutScale(LAYOUT_MENU_BUTTON_HEIGHT_NO_SUMMARY) + padding.y * 2.0f) - g_large_font->FontSize) * 0.5f);
ImGui::TextUnformatted(str_value);
float step = 0;
if (FloatingButton(
ICON_FA_CHEVRON_UP, padding.x, button_pos.y, -1.0f, -1.0f, 1.0f, 0.0f, true, g_large_font, &button_pos, true))
{
step = step_value;
}
if (FloatingButton(ICON_FA_CHEVRON_DOWN, button_pos.x - padding.x, button_pos.y, -1.0f, -1.0f, -1.0f, 0.0f, true, g_large_font,
&button_pos, true))
{
step = -step_value;
}
if (FloatingButton(
ICON_FA_KEYBOARD, button_pos.x - padding.x, button_pos.y, -1.0f, -1.0f, -1.0f, 0.0f, true, g_large_font, &button_pos))
{
manual_input = true;
}
if (FloatingButton(
ICON_FA_TRASH, button_pos.x - padding.x, button_pos.y, -1.0f, -1.0f, -1.0f, 0.0f, true, g_large_font, &button_pos))
{
dlg_value = default_value * multiplier;
dlg_value_changed = true;
}
if (step != 0)
{
dlg_value += step * multiplier;
dlg_value_changed = true;
}
ImGui::SetCursorPosY(button_pos.y + (padding.y * 2.0f) + LayoutScale(LAYOUT_MENU_BUTTON_HEIGHT_NO_SUMMARY + 10.0f));
}
if (dlg_value_changed)
{
dlg_value = std::clamp(dlg_value / multiplier, min_value, max_value);
if (IsEditingGameSettings(bsi) && dlg_value == default_value)
bsi->DeleteValue(section, key);
else
bsi->SetFloatValue(section, key, dlg_value);
SetSettingsChanged(bsi);
}
if (MenuButtonWithoutSummary(FSUI_CSTR("OK"), true, LAYOUT_MENU_BUTTON_HEIGHT_NO_SUMMARY, g_large_font, ImVec2(0.5f, 0.0f)))
{
ImGui::CloseCurrentPopup();
}
EndMenuButtons();
ImGui::EndPopup();
}
ImGui::PopStyleVar(4);
ImGui::PopFont();
}
void FullscreenUI::DrawIntRectSetting(SettingsInterface* bsi, const char* title, const char* summary, const char* section,
const char* left_key, int default_left, const char* top_key, int default_top, const char* right_key, int default_right,
const char* bottom_key, int default_bottom, int min_value, int max_value, int step_value, const char* format, bool enabled,
float height, ImFont* font, ImFont* summary_font)
{
const bool game_settings = IsEditingGameSettings(bsi);
const std::optional<int> left_value =
bsi->GetOptionalIntValue(section, left_key, game_settings ? std::nullopt : std::optional<int>(default_left));
const std::optional<int> top_value =
bsi->GetOptionalIntValue(section, top_key, game_settings ? std::nullopt : std::optional<int>(default_top));
const std::optional<int> right_value =
bsi->GetOptionalIntValue(section, right_key, game_settings ? std::nullopt : std::optional<int>(default_right));
const std::optional<int> bottom_value =
bsi->GetOptionalIntValue(section, bottom_key, game_settings ? std::nullopt : std::optional<int>(default_bottom));
const std::string value_text(fmt::format(FSUI_FSTR("{0}/{1}/{2}/{3}"),
left_value.has_value() ? StringUtil::StdStringFromFormat(format, left_value.value()) : FSUI_STR("Default"),
top_value.has_value() ? StringUtil::StdStringFromFormat(format, top_value.value()) : FSUI_STR("Default"),
right_value.has_value() ? StringUtil::StdStringFromFormat(format, right_value.value()) : FSUI_STR("Default"),
bottom_value.has_value() ? StringUtil::StdStringFromFormat(format, bottom_value.value()) : FSUI_STR("Default")));
static bool manual_input = false;
if (MenuButtonWithValue(title, summary, value_text.c_str(), enabled, height, font, summary_font))
{
ImGui::OpenPopup(title);
manual_input = false;
}
ImGui::SetNextWindowSize(LayoutScale(550.0f, 370.0f));
ImGui::SetNextWindowPos(ImGui::GetIO().DisplaySize * 0.5f, ImGuiCond_Always, ImVec2(0.5f, 0.5f));
ImGui::PushFont(g_large_font);
ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, LayoutScale(10.0f));
ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, LayoutScale(20.0f, 20.0f));
ImGui::PushStyleVar(ImGuiStyleVar_FrameBorderSize, 0.0f);
ImGui::PushStyleVar(ImGuiStyleVar_FramePadding,
LayoutScale(ImGuiFullscreen::LAYOUT_MENU_BUTTON_X_PADDING, ImGuiFullscreen::LAYOUT_MENU_BUTTON_Y_PADDING));
bool is_open = true;
if (ImGui::BeginPopupModal(title, &is_open, ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove))
{
static constexpr const char* labels[4] = {FSUI_NSTR("Left: "), FSUI_NSTR("Top: "), FSUI_NSTR("Right: "), FSUI_NSTR("Bottom: ")};
const char* keys[4] = {left_key, top_key, right_key, bottom_key};
int defaults[4] = {default_left, default_top, default_right, default_bottom};
s32 values[4] = {static_cast<s32>(left_value.value_or(default_left)), static_cast<s32>(top_value.value_or(default_top)),
static_cast<s32>(right_value.value_or(default_right)), static_cast<s32>(bottom_value.value_or(default_bottom))};
BeginMenuButtons();
const ImVec2& padding(ImGui::GetStyle().FramePadding);
for (u32 i = 0; i < std::size(labels); i++)
{
s32 dlg_value = values[i];
bool dlg_value_changed = false;
char str_value[32];
std::snprintf(str_value, std::size(str_value), format, dlg_value);
ImGui::PushID(i);
const float midpoint = LayoutScale(125.0f);
const float end = (ImGui::GetCurrentWindow()->WorkRect.GetWidth() - midpoint) + ImGui::GetStyle().WindowPadding.x;
ImVec2 button_pos(ImGui::GetCursorPos());
// Align value text in middle.
ImGui::SetCursorPosY(ImGui::GetCursorPosY() +
((LayoutScale(LAYOUT_MENU_BUTTON_HEIGHT_NO_SUMMARY) + padding.y * 2.0f) - g_large_font->FontSize) * 0.5f);
ImGui::TextUnformatted(Host::TranslateToCString(TR_CONTEXT, labels[i]));
ImGui::SameLine(midpoint);
ImGui::SetNextItemWidth(end);
button_pos.x = ImGui::GetCursorPosX();
if (manual_input)
{
ImGui::SetNextItemWidth(end);
ImGui::SetCursorPosY(button_pos.y);
if (ImGui::InputText("##value", str_value, std::size(str_value), ImGuiInputTextFlags_CharsDecimal))
{
const s32 new_value = StringUtil::FromChars<s32>(str_value).value_or(dlg_value);
dlg_value_changed = (dlg_value != new_value);
dlg_value = new_value;
}
ImGui::SetCursorPosY(ImGui::GetCursorPosY() + LayoutScale(10.0f));
}
else
{
ImGui::TextUnformatted(str_value);
s32 step = 0;
if (FloatingButton(
ICON_FA_CHEVRON_UP, padding.x, button_pos.y, -1.0f, -1.0f, 1.0f, 0.0f, true, g_large_font, &button_pos, true))
{
step = step_value;
}
if (FloatingButton(ICON_FA_CHEVRON_DOWN, button_pos.x - padding.x, button_pos.y, -1.0f, -1.0f, -1.0f, 0.0f, true,
g_large_font, &button_pos, true))
{
step = -step_value;
}
if (FloatingButton(ICON_FA_KEYBOARD, button_pos.x - padding.x, button_pos.y, -1.0f, -1.0f, -1.0f, 0.0f, true, g_large_font,
&button_pos))
{
manual_input = true;
}
if (FloatingButton(
ICON_FA_TRASH, button_pos.x - padding.x, button_pos.y, -1.0f, -1.0f, -1.0f, 0.0f, true, g_large_font, &button_pos))
{
dlg_value = defaults[i];
dlg_value_changed = true;
}
if (step != 0)
{
dlg_value += step;
dlg_value_changed = true;
}
ImGui::SetCursorPosY(button_pos.y + (padding.y * 2.0f) + LayoutScale(LAYOUT_MENU_BUTTON_HEIGHT_NO_SUMMARY + 10.0f));
}
if (dlg_value_changed)
{
dlg_value = std::clamp(dlg_value, min_value, max_value);
if (IsEditingGameSettings(bsi) && dlg_value == defaults[i])
bsi->DeleteValue(section, keys[i]);
else
bsi->SetIntValue(section, keys[i], dlg_value);
SetSettingsChanged(bsi);
}
ImGui::PopID();
}
if (MenuButtonWithoutSummary(FSUI_CSTR("OK"), true, LAYOUT_MENU_BUTTON_HEIGHT_NO_SUMMARY, g_large_font, ImVec2(0.5f, 0.0f)))
{
ImGui::CloseCurrentPopup();
}
EndMenuButtons();
ImGui::EndPopup();
}
ImGui::PopStyleVar(4);
ImGui::PopFont();
}
void FullscreenUI::DrawStringListSetting(SettingsInterface* bsi, const char* title, const char* summary, const char* section,
const char* key, const char* default_value, const char* const* options, const char* const* option_values, size_t option_count,
bool translate_options, bool enabled, float height, ImFont* font, ImFont* summary_font, const char* translation_ctx)
{
const bool game_settings = IsEditingGameSettings(bsi);
const std::optional<std::string> value(
bsi->GetOptionalStringValue(section, key, game_settings ? std::nullopt : std::optional<const char*>(default_value)));
if (option_count == 0)
{
// select from null entry
while (options && options[option_count] != nullptr)
option_count++;
}
size_t index = option_count;
if (value.has_value())
{
for (size_t i = 0; i < option_count; i++)
{
if (value == option_values[i])
{
index = i;
break;
}
}
}
if (MenuButtonWithValue(title, summary,
value.has_value() ?
((index < option_count) ? (translate_options ? Host::TranslateToCString(translation_ctx, options[index]) : options[index]) :
FSUI_CSTR("Unknown")) :
FSUI_CSTR("Use Global Setting"),
enabled, height, font, summary_font))
{
ImGuiFullscreen::ChoiceDialogOptions cd_options;
cd_options.reserve(option_count + 1);
if (game_settings)
cd_options.emplace_back(FSUI_STR("Use Global Setting"), !value.has_value());
for (size_t i = 0; i < option_count; i++)
{
cd_options.emplace_back(translate_options ? Host::TranslateToString(translation_ctx, options[i]) : std::string(options[i]),
(value.has_value() && i == static_cast<size_t>(index)));
}
OpenChoiceDialog(title, false, std::move(cd_options),
[game_settings, section, key, option_values](s32 index, const std::string& title, bool checked) {
if (index >= 0)
{
auto lock = Host::GetSettingsLock();
SettingsInterface* bsi = GetEditingSettingsInterface(game_settings);
if (game_settings)
{
if (index == 0)
bsi->DeleteValue(section, key);
else
bsi->SetStringValue(section, key, option_values[index - 1]);
}
else
{
bsi->SetStringValue(section, key, option_values[index]);
}
SetSettingsChanged(bsi);
}
CloseChoiceDialog();
});
}
}
void FullscreenUI::DrawStringListSetting(SettingsInterface* bsi, const char* title, const char* summary, const char* section,
const char* key, const char* default_value, SettingInfo::GetOptionsCallback option_callback, bool enabled, float height, ImFont* font,
ImFont* summary_font)
{
const bool game_settings = IsEditingGameSettings(bsi);
const std::optional<std::string> value(
bsi->GetOptionalStringValue(section, key, game_settings ? std::nullopt : std::optional<const char*>(default_value)));
if (MenuButtonWithValue(
title, summary, value.has_value() ? value->c_str() : FSUI_CSTR("Use Global Setting"), enabled, height, font, summary_font))
{
std::vector<std::pair<std::string, std::string>> raw_options(option_callback());
ImGuiFullscreen::ChoiceDialogOptions cd_options;
cd_options.reserve(raw_options.size() + 1);
if (game_settings)
cd_options.emplace_back(FSUI_STR("Use Global Setting"), !value.has_value());
for (size_t i = 0; i < raw_options.size(); i++)
cd_options.emplace_back(raw_options[i].second, (value.has_value() && value.value() == raw_options[i].first));
OpenChoiceDialog(title, false, std::move(cd_options),
[game_settings, section, key, raw_options = std::move(raw_options)](s32 index, const std::string& title, bool checked) {
if (index >= 0)
{
auto lock = Host::GetSettingsLock();
SettingsInterface* bsi = GetEditingSettingsInterface(game_settings);
if (game_settings)
{
if (index == 0)
bsi->DeleteValue(section, key);
else
bsi->SetStringValue(section, key, raw_options[index - 1].first.c_str());
}
else
{
bsi->SetStringValue(section, key, raw_options[index].first.c_str());
}
SetSettingsChanged(bsi);
}
CloseChoiceDialog();
});
}
}
void FullscreenUI::DrawFloatListSetting(SettingsInterface* bsi, const char* title, const char* summary, const char* section,
const char* key, float default_value, const char* const* options, const float* option_values, size_t option_count,
bool translate_options, bool enabled, float height, ImFont* font, ImFont* summary_font)
{
const bool game_settings = IsEditingGameSettings(bsi);
const std::optional<float> value(
bsi->GetOptionalFloatValue(section, key, game_settings ? std::nullopt : std::optional<float>(default_value)));
if (option_count == 0)
{
// select from null entry
while (options && options[option_count] != nullptr)
option_count++;
}
size_t index = option_count;
if (value.has_value())
{
for (size_t i = 0; i < option_count; i++)
{
if (value == option_values[i])
{
index = i;
break;
}
}
}
if (MenuButtonWithValue(title, summary,
value.has_value() ?
((index < option_count) ? (translate_options ? Host::TranslateToCString(TR_CONTEXT, options[index]) : options[index]) :
FSUI_CSTR("Unknown")) :
FSUI_CSTR("Use Global Setting"),
enabled, height, font, summary_font))
{
ImGuiFullscreen::ChoiceDialogOptions cd_options;
cd_options.reserve(option_count + 1);
if (game_settings)
cd_options.emplace_back(FSUI_STR("Use Global Setting"), !value.has_value());
for (size_t i = 0; i < option_count; i++)
{
cd_options.emplace_back(translate_options ? Host::TranslateToString(TR_CONTEXT, options[i]) : std::string(options[i]),
(value.has_value() && i == static_cast<size_t>(index)));
}
OpenChoiceDialog(title, false, std::move(cd_options),
[game_settings, section, key, option_values](s32 index, const std::string& title, bool checked) {
if (index >= 0)
{
auto lock = Host::GetSettingsLock();
SettingsInterface* bsi = GetEditingSettingsInterface(game_settings);
if (game_settings)
{
if (index == 0)
bsi->DeleteValue(section, key);
else
bsi->SetFloatValue(section, key, option_values[index - 1]);
}
else
{
bsi->SetFloatValue(section, key, option_values[index]);
}
SetSettingsChanged(bsi);
}
CloseChoiceDialog();
});
}
}
void FullscreenUI::DrawFolderSetting(SettingsInterface* bsi, const char* title, const char* section, const char* key,
const std::string& runtime_var, float height /* = ImGuiFullscreen::LAYOUT_MENU_BUTTON_HEIGHT */, ImFont* font /* = g_large_font */,
ImFont* summary_font /* = g_medium_font */)
{
if (MenuButton(title, runtime_var.c_str()))
{
OpenFileSelector(title, true,
[game_settings = IsEditingGameSettings(bsi), section = std::string(section), key = std::string(key)](const std::string& dir) {
if (dir.empty())
return;
auto lock = Host::GetSettingsLock();
SettingsInterface* bsi = GetEditingSettingsInterface(game_settings);
std::string relative_path(Path::MakeRelative(dir, EmuFolders::DataRoot));
bsi->SetStringValue(section.c_str(), key.c_str(), relative_path.c_str());
SetSettingsChanged(bsi);
Host::RunOnCPUThread(&VMManager::Internal::UpdateEmuFolders);
s_cover_image_map.clear();
CloseFileSelector();
});
}
}
void FullscreenUI::DrawPathSetting(SettingsInterface* bsi, const char* title, const char* section, const char* key,
const char* default_value, bool enabled /* = true */, float height /* = ImGuiFullscreen::LAYOUT_MENU_BUTTON_HEIGHT */,
ImFont* font /* = g_large_font */, ImFont* summary_font /* = g_medium_font */)
{
const bool game_settings = IsEditingGameSettings(bsi);
const std::optional<std::string> value(
bsi->GetOptionalStringValue(section, key, game_settings ? std::nullopt : std::optional<const char*>(default_value)));
if (MenuButton(title, value.has_value() ? value->c_str() : FSUI_CSTR("Use Global Setting")))
{
auto callback = [game_settings = IsEditingGameSettings(bsi), section = std::string(section), key = std::string(key)](
const std::string& dir) {
if (dir.empty())
return;
auto lock = Host::GetSettingsLock();
SettingsInterface* bsi = GetEditingSettingsInterface(game_settings);
std::string relative_path(Path::MakeRelative(dir, EmuFolders::DataRoot));
bsi->SetStringValue(section.c_str(), key.c_str(), relative_path.c_str());
SetSettingsChanged(bsi);
Host::RunOnCPUThread(&VMManager::Internal::UpdateEmuFolders);
s_cover_image_map.clear();
CloseFileSelector();
};
std::string initial_path;
if (value.has_value())
initial_path = Path::GetDirectory(value.value());
OpenFileSelector(title, false, std::move(callback), {"*"}, std::move(initial_path));
}
}
void FullscreenUI::StartAutomaticBinding(u32 port)
{
// messy because the enumeration has to happen on the input thread
Host::RunOnCPUThread([port]() {
std::vector<std::pair<std::string, std::string>> devices(InputManager::EnumerateDevices());
MTGS::RunOnGSThread([port, devices = std::move(devices)]() {
if (devices.empty())
{
ShowToast({}, FSUI_STR("Automatic binding failed, no devices are available."));
return;
}
std::vector<std::string> names;
ImGuiFullscreen::ChoiceDialogOptions options;
options.reserve(devices.size());
names.reserve(devices.size());
for (auto& [name, display_name] : devices)
{
names.push_back(std::move(name));
options.emplace_back(std::move(display_name), false);
}
OpenChoiceDialog(FSUI_CSTR("Select Device"), false, std::move(options),
[port, names = std::move(names)](s32 index, const std::string& title, bool checked) {
if (index < 0)
return;
// since this is working with the device, it has to happen on the input thread too
Host::RunOnCPUThread([port, name = std::move(names[index])]() {
auto lock = Host::GetSettingsLock();
SettingsInterface* bsi = GetEditingSettingsInterface();
const bool result = Pad::MapController(*bsi, port, InputManager::GetGenericBindingMapping(name));
SetSettingsChanged(bsi);
// and the toast needs to happen on the UI thread.
MTGS::RunOnGSThread([result, name = std::move(name)]() {
ShowToast({}, result ? fmt::format(FSUI_FSTR("Automatic mapping completed for {}."), name) :
fmt::format(FSUI_FSTR("Automatic mapping failed for {}."), name));
});
});
CloseChoiceDialog();
});
});
});
}
void FullscreenUI::DrawSettingInfoSetting(SettingsInterface* bsi, const char* section, const char* key, const SettingInfo& si,
const char* translation_ctx)
{
SmallString title;
title.fmt(ICON_FA_COG " {}", Host::TranslateToStringView(translation_ctx, si.display_name));
switch (si.type)
{
case SettingInfo::Type::Boolean:
DrawToggleSetting(bsi, title.c_str(), si.description, section, key, si.BooleanDefaultValue(), true, false);
break;
case SettingInfo::Type::Integer:
DrawIntRangeSetting(bsi, title.c_str(), si.description, section, key, si.IntegerDefaultValue(), si.IntegerMinValue(),
si.IntegerMaxValue(), si.format, true);
break;
case SettingInfo::Type::IntegerList:
DrawIntListSetting(
bsi, title.c_str(), si.description, section, key, si.IntegerDefaultValue(), si.options, 0, si.IntegerMinValue(), true);
break;
case SettingInfo::Type::Float:
DrawFloatSpinBoxSetting(bsi, title.c_str(), si.description, section, key, si.FloatDefaultValue(), si.FloatMinValue(),
si.FloatMaxValue(), si.FloatStepValue(), si.multiplier, si.format, true);
break;
case SettingInfo::Type::StringList:
{
if (si.get_options)
{
DrawStringListSetting(bsi, title.c_str(), si.description, section, key, si.StringDefaultValue(), si.get_options, true);
}
else
{
DrawStringListSetting(
bsi, title.c_str(), si.description, section, key, si.StringDefaultValue(), si.options, si.options, 0, false, true,
LAYOUT_MENU_BUTTON_HEIGHT, g_large_font, g_medium_font, translation_ctx);
}
}
break;
case SettingInfo::Type::Path:
DrawPathSetting(bsi, title.c_str(), section, key, si.StringDefaultValue(), true);
break;
default:
break;
}
}
void FullscreenUI::SwitchToSettings()
{
s_game_settings_entry.reset();
s_game_settings_interface.reset();
s_game_patch_list = {};
s_enabled_game_patch_cache = {};
s_game_cheats_list = {};
s_enabled_game_cheat_cache = {};
PopulateGraphicsAdapterList();
s_current_main_window = MainWindowType::Settings;
s_settings_page = SettingsPage::Interface;
}
void FullscreenUI::SwitchToGameSettings(const std::string_view& serial, u32 crc)
{
s_game_settings_entry.reset();
s_game_settings_interface = std::make_unique<INISettingsInterface>(VMManager::GetGameSettingsPath(serial, crc));
s_game_settings_interface->Load();
PopulatePatchesAndCheatsList(serial, crc);
s_current_main_window = MainWindowType::Settings;
s_settings_page = SettingsPage::Summary;
QueueResetFocus();
}
void FullscreenUI::SwitchToGameSettings()
{
if (s_current_disc_serial.empty() || s_current_disc_crc == 0)
return;
auto lock = GameList::GetLock();
const GameList::Entry* entry = GameList::GetEntryForPath(s_current_disc_path.c_str());
if (!entry)
entry = GameList::GetEntryBySerialAndCRC(s_current_disc_serial.c_str(), s_current_disc_crc);
if (entry)
SwitchToGameSettings(entry);
}
void FullscreenUI::SwitchToGameSettings(const std::string& path)
{
auto lock = GameList::GetLock();
const GameList::Entry* entry = GameList::GetEntryForPath(path.c_str());
if (entry)
SwitchToGameSettings(entry);
}
void FullscreenUI::SwitchToGameSettings(const GameList::Entry* entry)
{
SwitchToGameSettings((entry->type != GameList::EntryType::ELF) ? std::string_view(entry->serial) : std::string_view(), entry->crc);
s_game_settings_entry = std::make_unique<GameList::Entry>(*entry);
}
void FullscreenUI::PopulateGraphicsAdapterList()
{
GSGetAdaptersAndFullscreenModes(GSConfig.Renderer, &s_graphics_adapter_list_cache, &s_fullscreen_mode_list_cache);
}
void FullscreenUI::PopulateGameListDirectoryCache(SettingsInterface* si)
{
s_game_list_directories_cache.clear();
for (std::string& dir : si->GetStringList("GameList", "Paths"))
s_game_list_directories_cache.emplace_back(std::move(dir), false);
for (std::string& dir : si->GetStringList("GameList", "RecursivePaths"))
s_game_list_directories_cache.emplace_back(std::move(dir), true);
}
void FullscreenUI::PopulatePatchesAndCheatsList(const std::string_view& serial, u32 crc)
{
constexpr auto sort_patches = [](Patch::PatchInfoList& list) {
std::sort(list.begin(), list.end(), [](const Patch::PatchInfo& lhs, const Patch::PatchInfo& rhs) { return lhs.name < rhs.name; });
};
s_game_patch_list = Patch::GetPatchInfo(serial, crc, false, nullptr);
sort_patches(s_game_patch_list);
s_game_cheats_list = Patch::GetPatchInfo(serial, crc, true, &s_game_cheat_unlabelled_count);
sort_patches(s_game_cheats_list);
pxAssert(s_game_settings_interface);
s_enabled_game_patch_cache = s_game_settings_interface->GetStringList(Patch::PATCHES_CONFIG_SECTION, Patch::PATCH_ENABLE_CONFIG_KEY);
s_enabled_game_cheat_cache = s_game_settings_interface->GetStringList(Patch::CHEATS_CONFIG_SECTION, Patch::PATCH_ENABLE_CONFIG_KEY);
}
void FullscreenUI::DoCopyGameSettings()
{
if (!s_game_settings_interface)
return;
Pcsx2Config::CopyConfiguration(s_game_settings_interface.get(), *GetEditingSettingsInterface(false));
SetSettingsChanged(s_game_settings_interface.get());
ShowToast(std::string(), fmt::format(FSUI_FSTR("Game settings initialized with global settings for '{}'."),
Path::GetFileTitle(s_game_settings_interface->GetFileName())));
}
void FullscreenUI::DoClearGameSettings()
{
if (!s_game_settings_interface)
return;
Pcsx2Config::ClearConfiguration(s_game_settings_interface.get());
SetSettingsChanged(s_game_settings_interface.get());
ShowToast(std::string(),
fmt::format(FSUI_FSTR("Game settings have been cleared for '{}'."), Path::GetFileTitle(s_game_settings_interface->GetFileName())));
}
void FullscreenUI::DrawSettingsWindow()
{
ImGuiIO& io = ImGui::GetIO();
ImVec2 heading_size =
ImVec2(io.DisplaySize.x, LayoutScale(LAYOUT_MENU_BUTTON_HEIGHT_NO_SUMMARY + LAYOUT_MENU_BUTTON_Y_PADDING * 2.0f + 2.0f));
const float bg_alpha = VMManager::HasValidVM() ? 0.90f : 1.0f;
if (BeginFullscreenWindow(
ImVec2(0.0f, 0.0f), heading_size, "settings_category", ImVec4(UIPrimaryColor.x, UIPrimaryColor.y, UIPrimaryColor.z, bg_alpha)))
{
static constexpr float ITEM_WIDTH = 25.0f;
static constexpr const char* global_icons[] = {ICON_FA_WINDOW_MAXIMIZE, ICON_FA_MICROCHIP, ICON_FA_SLIDERS_H, ICON_FA_MAGIC,
ICON_FA_HEADPHONES, ICON_FA_SD_CARD, ICON_FA_GAMEPAD, ICON_FA_KEYBOARD, ICON_FA_TROPHY, ICON_FA_FOLDER_OPEN, ICON_FA_COGS};
static constexpr const char* per_game_icons[] = {ICON_FA_PARAGRAPH, ICON_FA_SLIDERS_H, ICON_FA_MICROCHIP, ICON_FA_FROWN,
ICON_FA_MAGIC, ICON_FA_HEADPHONES, ICON_FA_SD_CARD, ICON_FA_GAMEPAD, ICON_FA_BAN};
static constexpr SettingsPage global_pages[] = {SettingsPage::Interface, SettingsPage::BIOS, SettingsPage::Emulation,
SettingsPage::Graphics, SettingsPage::Audio, SettingsPage::MemoryCard, SettingsPage::Controller, SettingsPage::Hotkey,
SettingsPage::Achievements, SettingsPage::Folders, SettingsPage::Advanced};
static constexpr SettingsPage per_game_pages[] = {SettingsPage::Summary, SettingsPage::Emulation, SettingsPage::Patches,
SettingsPage::Cheats, SettingsPage::Graphics, SettingsPage::Audio, SettingsPage::MemoryCard, SettingsPage::Controller,
SettingsPage::GameFixes};
static constexpr const char* titles[] = {FSUI_NSTR("Summary"), FSUI_NSTR("Interface Settings"), FSUI_NSTR("BIOS Settings"),
FSUI_NSTR("Emulation Settings"), FSUI_NSTR("Graphics Settings"), FSUI_NSTR("Audio Settings"), FSUI_NSTR("Memory Card Settings"),
FSUI_NSTR("Controller Settings"), FSUI_NSTR("Hotkey Settings"), FSUI_NSTR("Achievements Settings"),
FSUI_NSTR("Folder Settings"), FSUI_NSTR("Advanced Settings"), FSUI_NSTR("Patches"), FSUI_NSTR("Cheats"),
FSUI_NSTR("Game Fixes")};
SettingsInterface* bsi = GetEditingSettingsInterface();
const bool game_settings = IsEditingGameSettings(bsi);
const u32 count = game_settings ? (ShouldShowAdvancedSettings(bsi) ? std::size(per_game_pages) : (std::size(per_game_pages) - 1)) :
std::size(global_pages);
const char* const* icons = game_settings ? per_game_icons : global_icons;
const SettingsPage* pages = game_settings ? per_game_pages : global_pages;
u32 index = 0;
for (u32 i = 0; i < count; i++)
{
if (pages[i] == s_settings_page)
{
index = i;
break;
}
}
BeginNavBar();
if (!ImGui::IsPopupOpen(0u, ImGuiPopupFlags_AnyPopup))
{
if (ImGui::IsNavInputTest(ImGuiNavInput_FocusPrev, ImGuiNavReadMode_Pressed))
{
index = (index == 0) ? (count - 1) : (index - 1);
s_settings_page = pages[index];
}
else if (ImGui::IsNavInputTest(ImGuiNavInput_FocusNext, ImGuiNavReadMode_Pressed))
{
index = (index + 1) % count;
s_settings_page = pages[index];
}
}
if (NavButton(ICON_FA_BACKWARD, true, true))
ReturnToMainWindow();
if (s_game_settings_entry)
{
NavTitle(SmallString::from_fmt(
"{} ({})", Host::TranslateToCString(TR_CONTEXT, titles[static_cast<u32>(pages[index])]), s_game_settings_entry->GetTitle(true)));
}
else
{
NavTitle(Host::TranslateToCString(TR_CONTEXT, titles[static_cast<u32>(pages[index])]));
}
RightAlignNavButtons(count, ITEM_WIDTH, LAYOUT_MENU_BUTTON_HEIGHT_NO_SUMMARY);
for (u32 i = 0; i < count; i++)
{
if (NavButton(icons[i], i == index, true, ITEM_WIDTH, LAYOUT_MENU_BUTTON_HEIGHT_NO_SUMMARY))
{
s_settings_page = pages[i];
}
}
EndNavBar();
}
EndFullscreenWindow();
if (BeginFullscreenWindow(ImVec2(0.0f, heading_size.y), ImVec2(io.DisplaySize.x, io.DisplaySize.y - heading_size.y), "settings_parent",
ImVec4(UIBackgroundColor.x, UIBackgroundColor.y, UIBackgroundColor.z, bg_alpha)))
{
ResetFocusHere();
if (WantsToCloseMenu())
{
if (ImGui::IsWindowFocused())
ReturnToPreviousWindow();
}
auto lock = Host::GetSettingsLock();
switch (s_settings_page)
{
case SettingsPage::Summary:
DrawSummarySettingsPage();
break;
case SettingsPage::Interface:
DrawInterfaceSettingsPage();
break;
case SettingsPage::BIOS:
DrawBIOSSettingsPage();
break;
case SettingsPage::Emulation:
DrawEmulationSettingsPage();
break;
case SettingsPage::Graphics:
DrawGraphicsSettingsPage();
break;
case SettingsPage::Audio:
DrawAudioSettingsPage();
break;
case SettingsPage::MemoryCard:
DrawMemoryCardSettingsPage();
break;
case SettingsPage::Controller:
DrawControllerSettingsPage();
break;
case SettingsPage::Hotkey:
DrawHotkeySettingsPage();
break;
case SettingsPage::Achievements:
DrawAchievementsSettingsPage(lock);
break;
case SettingsPage::Folders:
DrawFoldersSettingsPage();
break;
case SettingsPage::Patches:
DrawPatchesOrCheatsSettingsPage(false);
break;
case SettingsPage::Cheats:
DrawPatchesOrCheatsSettingsPage(true);
break;
case SettingsPage::Advanced:
DrawAdvancedSettingsPage();
break;
case SettingsPage::GameFixes:
DrawGameFixesSettingsPage();
break;
default:
break;
}
}
EndFullscreenWindow();
}
void FullscreenUI::DrawSummarySettingsPage()
{
SettingsInterface* bsi = GetEditingSettingsInterface();
BeginMenuButtons();
MenuHeading(FSUI_CSTR("Details"));
if (s_game_settings_entry)
{
if (MenuButton(FSUI_ICONSTR(ICON_FA_WINDOW_MAXIMIZE, "Title"), s_game_settings_entry->GetTitle(true).c_str(), true))
CopyTextToClipboard(FSUI_STR("Game title copied to clipboard."), s_game_settings_entry->GetTitle(true));
if (MenuButton(FSUI_ICONSTR(ICON_FA_PAGER, "Serial"), s_game_settings_entry->serial.c_str(), true))
CopyTextToClipboard(FSUI_STR("Game serial copied to clipboard."), s_game_settings_entry->serial);
if (MenuButton(FSUI_ICONSTR(ICON_FA_CODE, "CRC"), fmt::format("{:08X}", s_game_settings_entry->crc).c_str(), true))
CopyTextToClipboard(FSUI_STR("Game CRC copied to clipboard."), fmt::format("{:08X}", s_game_settings_entry->crc));
if (MenuButton(FSUI_ICONSTR(ICON_FA_LIST, "Type"), GameList::EntryTypeToString(s_game_settings_entry->type), true))
CopyTextToClipboard(FSUI_STR("Game type copied to clipboard."), GameList::EntryTypeToString(s_game_settings_entry->type));
if (MenuButton(FSUI_ICONSTR(ICON_FA_BOX, "Region"), GameList::RegionToString(s_game_settings_entry->region), true))
CopyTextToClipboard(FSUI_STR("Game region copied to clipboard."), GameList::RegionToString(s_game_settings_entry->region));
if (MenuButton(FSUI_ICONSTR(ICON_FA_STAR, "Compatibility Rating"),
GameList::EntryCompatibilityRatingToString(s_game_settings_entry->compatibility_rating), true))
{
CopyTextToClipboard(FSUI_STR("Game compatibility copied to clipboard."),
GameList::EntryCompatibilityRatingToString(s_game_settings_entry->compatibility_rating));
}
if (MenuButton(FSUI_ICONSTR(ICON_FA_FOLDER_OPEN, "Path"), s_game_settings_entry->path.c_str(), true))
CopyTextToClipboard(FSUI_STR("Game path copied to clipboard."), s_game_settings_entry->path);
if (s_game_settings_entry->type == GameList::EntryType::ELF)
{
const std::string iso_path(bsi->GetStringValue("EmuCore", "DiscPath"));
if (MenuButton(FSUI_ICONSTR(ICON_FA_COMPACT_DISC, "Disc Path"), iso_path.empty() ? "No Disc" : iso_path.c_str()))
{
auto callback = [](const std::string& path) {
if (!path.empty())
{
{
auto lock = Host::GetSettingsLock();
if (s_game_settings_interface)
{
s_game_settings_interface->SetStringValue("EmuCore", "DiscPath", path.c_str());
s_game_settings_interface->Save();
}
}
if (s_game_settings_entry)
{
// re-scan the entry to update its serial.
if (GameList::RescanPath(s_game_settings_entry->path))
{
auto lock = GameList::GetLock();
const GameList::Entry* entry = GameList::GetEntryForPath(s_game_settings_entry->path.c_str());
if (entry)
*s_game_settings_entry = *entry;
}
}
}
QueueResetFocus();
CloseFileSelector();
};
OpenFileSelector(FSUI_ICONSTR(ICON_FA_COMPACT_DISC, "Select Disc Path"), false, std::move(callback), GetDiscImageFilters());
}
}
}
else
{
MenuButton(FSUI_ICONSTR(ICON_FA_BAN, "Cannot show details for games which were not scanned in the game list."), "");
}
MenuHeading(FSUI_CSTR("Options"));
if (MenuButton(FSUI_ICONSTR(ICON_FA_COPY, "Copy Settings"), FSUI_CSTR("Copies the current global settings to this game.")))
DoCopyGameSettings();
if (MenuButton(FSUI_ICONSTR(ICON_FA_TRASH, "Clear Settings"), FSUI_CSTR("Clears all settings set for this game.")))
DoClearGameSettings();
EndMenuButtons();
}
void FullscreenUI::DrawInterfaceSettingsPage()
{
SettingsInterface* bsi = GetEditingSettingsInterface();
BeginMenuButtons();
MenuHeading(FSUI_CSTR("Behaviour"));
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_MAGIC, "Inhibit Screensaver"),
FSUI_CSTR("Prevents the screen saver from activating and the host from sleeping while emulation is running."), "EmuCore",
"InhibitScreensaver", true);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_CHARGING_STATION, "Enable Discord Presence"),
FSUI_CSTR("Shows the game you are currently playing as part of your profile on Discord."), "UI", "DiscordPresence", false);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_PAUSE, "Pause On Start"), FSUI_CSTR("Pauses the emulator when a game is started."), "UI",
"StartPaused", false);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_VIDEO, "Pause On Focus Loss"),
FSUI_CSTR("Pauses the emulator when you minimize the window or switch to another application, and unpauses when you switch back."),
"UI", "PauseOnFocusLoss", false);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_WINDOW_MAXIMIZE, "Pause On Menu"),
FSUI_CSTR("Pauses the emulator when you open the quick menu, and unpauses when you close it."), "UI", "PauseOnMenu", true);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_POWER_OFF, "Confirm Shutdown"),
FSUI_CSTR("Determines whether a prompt will be displayed to confirm shutting down the emulator/game when the hotkey is pressed."),
"UI", "ConfirmShutdown", true);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_SAVE, "Save State On Shutdown"),
FSUI_CSTR("Automatically saves the emulator state when powering down or exiting. You can then resume directly from where you left "
"off next time."),
"EmuCore", "SaveStateOnShutdown", false);
if (DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_WRENCH, "Enable Per-Game Settings"),
FSUI_CSTR("When enabled, custom per-game settings will be applied. Disable to always use the global configuration."), "EmuCore", "EnablePerGameSettings",
IsEditingGameSettings(bsi)))
{
Host::RunOnCPUThread(&VMManager::ReloadGameSettings);
}
if (DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_PAINT_BRUSH, "Use Light Theme"),
FSUI_CSTR("Uses a light coloured theme instead of the default dark theme."), "UI", "UseLightFullscreenUITheme", false))
{
ImGuiFullscreen::SetTheme(bsi->GetBoolValue("UI", "UseLightFullscreenUITheme", false));
}
MenuHeading(FSUI_CSTR("Game Display"));
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_TV, "Start Fullscreen"),
FSUI_CSTR("Automatically switches to fullscreen mode when a game is started."), "UI", "StartFullscreen", false);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_MOUSE, "Double-Click Toggles Fullscreen"),
FSUI_CSTR("Switches between full screen and windowed when the window is double-clicked."), "UI", "DoubleClickTogglesFullscreen",
true);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_MOUSE_POINTER, "Hide Cursor In Fullscreen"),
FSUI_CSTR("Hides the mouse pointer/cursor when the emulator is in fullscreen mode."), "UI", "HideMouseCursor", false);
MenuHeading(FSUI_CSTR("On-Screen Display"));
DrawIntSpinBoxSetting(bsi, FSUI_ICONSTR(ICON_FA_SEARCH, "OSD Scale"),
FSUI_CSTR("Determines how large the on-screen messages and monitor are."), "EmuCore/GS", "OsdScale", 100, 25, 500, 1, FSUI_CSTR("%d%%"));
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_LIST, "Show Messages"),
FSUI_CSTR(
"Shows on-screen-display messages when events occur such as save states being created/loaded, screenshots being taken, etc."),
"EmuCore/GS", "OsdShowMessages", true);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_CLOCK, "Show Speed"),
FSUI_CSTR("Shows the current emulation speed of the system in the top-right corner of the display as a percentage."), "EmuCore/GS",
"OsdShowSpeed", false);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_RULER, "Show FPS"),
FSUI_CSTR(
"Shows the number of video frames (or v-syncs) displayed per second by the system in the top-right corner of the display."),
"EmuCore/GS", "OsdShowFPS", false);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_BATTERY_HALF, "Show CPU Usage"),
FSUI_CSTR("Shows the CPU usage based on threads in the top-right corner of the display."), "EmuCore/GS", "OsdShowCPU", false);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_SPINNER, "Show GPU Usage"),
FSUI_CSTR("Shows the host's GPU usage in the top-right corner of the display."), "EmuCore/GS", "OsdShowGPU", false);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_RULER_VERTICAL, "Show Resolution"),
FSUI_CSTR("Shows the resolution of the game in the top-right corner of the display."), "EmuCore/GS",
"OsdShowResolution", false);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_BARS, "Show GS Statistics"),
FSUI_CSTR("Shows statistics about GS (primitives, draw calls) in the top-right corner of the display."), "EmuCore/GS",
"OsdShowGSStats", false);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_PLAY, "Show Status Indicators"),
FSUI_CSTR("Shows indicators when fast forwarding, pausing, and other abnormal states are active."), "EmuCore/GS",
"OsdShowIndicators", true);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_SLIDERS_H, "Show Settings"),
FSUI_CSTR("Shows the current configuration in the bottom-right corner of the display."), "EmuCore/GS", "OsdShowSettings", false);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_GAMEPAD, "Show Inputs"),
FSUI_CSTR("Shows the current controller state of the system in the bottom-left corner of the display."), "EmuCore/GS",
"OsdShowInputs", false);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_RULER_HORIZONTAL, "Show Frame Times"),
FSUI_CSTR("Shows a visual history of frame times in the upper-left corner of the display."), "EmuCore/GS", "OsdShowFrameTimes",
false);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_EXCLAMATION_CIRCLE, "Warn About Unsafe Settings"),
FSUI_CSTR("Displays warnings when settings are enabled which may break games."), "EmuCore", "WarnAboutUnsafeSettings", true);
MenuHeading(FSUI_CSTR("Operations"));
if (MenuButton(FSUI_ICONSTR(ICON_FA_FOLDER_MINUS, "Reset Settings"),
FSUI_CSTR("Resets configuration to defaults (excluding controller settings)."), !IsEditingGameSettings(bsi)))
{
DoResetSettings();
}
EndMenuButtons();
}
void FullscreenUI::DrawBIOSSettingsPage()
{
SettingsInterface* bsi = GetEditingSettingsInterface();
BeginMenuButtons();
MenuHeading(FSUI_CSTR("BIOS Configuration"));
DrawFolderSetting(bsi, FSUI_ICONSTR(ICON_FA_FOLDER_OPEN, "Change Search Directory"), "Folders", "Bios", EmuFolders::Bios);
const std::string bios_selection(GetEditingSettingsInterface()->GetStringValue("Filenames", "BIOS", ""));
if (MenuButtonWithValue(FSUI_ICONSTR(ICON_FA_MICROCHIP, "BIOS Selection"),
FSUI_CSTR("Changes the BIOS image used to start future sessions."),
bios_selection.empty() ? FSUI_CSTR("Automatic") : bios_selection.c_str()))
{
ImGuiFullscreen::ChoiceDialogOptions choices;
choices.emplace_back(FSUI_STR("Automatic"), bios_selection.empty());
std::vector<std::string> values;
values.push_back("");
FileSystem::FindResultsArray results;
FileSystem::FindFiles(EmuFolders::Bios.c_str(), "*", FILESYSTEM_FIND_FILES | FILESYSTEM_FIND_HIDDEN_FILES, &results);
for (const FILESYSTEM_FIND_DATA& fd : results)
{
u32 version, region;
std::string description, zone;
if (!IsBIOS(fd.FileName.c_str(), version, description, region, zone))
continue;
const std::string_view filename(Path::GetFileName(fd.FileName));
choices.emplace_back(fmt::format("{} ({})", description, filename), bios_selection == filename);
values.emplace_back(filename);
}
OpenChoiceDialog(FSUI_CSTR("BIOS Selection"), false, std::move(choices),
[game_settings = IsEditingGameSettings(bsi), values = std::move(values)](s32 index, const std::string& title, bool checked) {
if (index < 0)
return;
auto lock = Host::GetSettingsLock();
SettingsInterface* bsi = GetEditingSettingsInterface(game_settings);
bsi->SetStringValue("Filenames", "BIOS", values[index].c_str());
SetSettingsChanged(bsi);
CloseChoiceDialog();
});
}
MenuHeading(FSUI_CSTR("Options and Patches"));
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_LIGHTBULB, "Fast Boot"), FSUI_CSTR("Skips the intro screen, and bypasses region checks."),
"EmuCore", "EnableFastBoot", true);
EndMenuButtons();
}
void FullscreenUI::DrawEmulationSettingsPage()
{
static constexpr int DEFAULT_FRAME_LATENCY = 2;
static constexpr const char* speed_entries[] = {
FSUI_NSTR("2% [1 FPS (NTSC) / 1 FPS (PAL)]"),
FSUI_NSTR("10% [6 FPS (NTSC) / 5 FPS (PAL)]"),
FSUI_NSTR("25% [15 FPS (NTSC) / 12 FPS (PAL)]"),
FSUI_NSTR("50% [30 FPS (NTSC) / 25 FPS (PAL)]"),
FSUI_NSTR("75% [45 FPS (NTSC) / 37 FPS (PAL)]"),
FSUI_NSTR("90% [54 FPS (NTSC) / 45 FPS (PAL)]"),
FSUI_NSTR("100% [60 FPS (NTSC) / 50 FPS (PAL)]"),
FSUI_NSTR("110% [66 FPS (NTSC) / 55 FPS (PAL)]"),
FSUI_NSTR("120% [72 FPS (NTSC) / 60 FPS (PAL)]"),
FSUI_NSTR("150% [90 FPS (NTSC) / 75 FPS (PAL)]"),
FSUI_NSTR("175% [105 FPS (NTSC) / 87 FPS (PAL)]"),
FSUI_NSTR("200% [120 FPS (NTSC) / 100 FPS (PAL)]"),
FSUI_NSTR("300% [180 FPS (NTSC) / 150 FPS (PAL)]"),
FSUI_NSTR("400% [240 FPS (NTSC) / 200 FPS (PAL)]"),
FSUI_NSTR("500% [300 FPS (NTSC) / 250 FPS (PAL)]"),
FSUI_NSTR("1000% [600 FPS (NTSC) / 500 FPS (PAL)]"),
};
static constexpr const float speed_values[] = {
0.02f,
0.10f,
0.25f,
0.50f,
0.75f,
0.90f,
1.00f,
1.10f,
1.20f,
1.50f,
1.75f,
2.00f,
3.00f,
4.00f,
5.00f,
10.00f,
};
static constexpr const char* ee_cycle_rate_settings[] = {
FSUI_NSTR("50% Speed"),
FSUI_NSTR("60% Speed"),
FSUI_NSTR("75% Speed"),
FSUI_NSTR("100% Speed (Default)"),
FSUI_NSTR("130% Speed"),
FSUI_NSTR("180% Speed"),
FSUI_NSTR("300% Speed"),
};
static constexpr const char* ee_cycle_skip_settings[] = {
FSUI_NSTR("Normal (Default)"),
FSUI_NSTR("Mild Underclock"),
FSUI_NSTR("Moderate Underclock"),
FSUI_NSTR("Maximum Underclock"),
};
static constexpr const char* affinity_control_settings[] = {
FSUI_NSTR("Disabled"),
FSUI_NSTR("EE > VU > GS"),
FSUI_NSTR("EE > GS > VU"),
FSUI_NSTR("VU > EE > GS"),
FSUI_NSTR("VU > GS > EE"),
FSUI_NSTR("GS > EE > VU"),
FSUI_NSTR("GS > VU > EE"),
};
static constexpr const char* queue_entries[] = {
FSUI_NSTR("0 Frames (Hard Sync)"),
FSUI_NSTR("1 Frame"),
FSUI_NSTR("2 Frames"),
FSUI_NSTR("3 Frames"),
};
SettingsInterface* bsi = GetEditingSettingsInterface();
BeginMenuButtons();
MenuHeading(FSUI_CSTR("Speed Control"));
DrawFloatListSetting(bsi, FSUI_CSTR("Normal Speed"), FSUI_CSTR("Sets the speed when running without fast forwarding."), "Framerate",
"NominalScalar", 1.00f, speed_entries, speed_values, std::size(speed_entries), true);
DrawFloatListSetting(bsi, FSUI_CSTR("Fast Forward Speed"), FSUI_CSTR("Sets the speed when using the fast forward hotkey."), "Framerate",
"TurboScalar", 2.00f, speed_entries, speed_values, std::size(speed_entries), true);
DrawFloatListSetting(bsi, FSUI_CSTR("Slow Motion Speed"), FSUI_CSTR("Sets the speed when using the slow motion hotkey."), "Framerate",
"SlomoScalar", 0.50f, speed_entries, speed_values, std::size(speed_entries), true);
DrawToggleSetting(bsi, FSUI_CSTR("Enable Speed Limiter"), FSUI_CSTR("When disabled, the game will run as fast as possible."),
"EmuCore/GS", "FrameLimitEnable", true);
MenuHeading(FSUI_CSTR("System Settings"));
DrawIntListSetting(bsi, FSUI_CSTR("EE Cycle Rate"), FSUI_CSTR("Underclocks or overclocks the emulated Emotion Engine CPU."),
"EmuCore/Speedhacks", "EECycleRate", 0, ee_cycle_rate_settings, std::size(ee_cycle_rate_settings), true, -3);
DrawIntListSetting(bsi, FSUI_CSTR("EE Cycle Skipping"),
FSUI_CSTR("Makes the emulated Emotion Engine skip cycles. Helps a small subset of games like SOTC. Most of the time it's harmful to performance."), "EmuCore/Speedhacks", "EECycleSkip", 0,
ee_cycle_skip_settings, std::size(ee_cycle_skip_settings), true);
DrawIntListSetting(bsi, FSUI_CSTR("Affinity Control Mode"),
FSUI_CSTR("Pins emulation threads to CPU cores to potentially improve performance/frame time variance."), "EmuCore/CPU",
"AffinityControlMode", 0, affinity_control_settings, std::size(affinity_control_settings), true);
DrawToggleSetting(bsi, FSUI_CSTR("Enable MTVU (Multi-Threaded VU1)"),
FSUI_CSTR("Generally a speedup on CPUs with 4 or more cores. Safe for most games, but a few are incompatible and may hang."), "EmuCore/Speedhacks", "vuThread", false);
DrawToggleSetting(bsi, FSUI_CSTR("Enable Instant VU1"),
FSUI_CSTR("Runs VU1 instantly. Provides a modest speed improvement in most games. Safe for most games, but a few games may exhibit graphical errors."),
"EmuCore/Speedhacks", "vu1Instant", true);
DrawToggleSetting(
bsi, FSUI_CSTR("Enable Cheats"), FSUI_CSTR("Enables loading cheats from pnach files."), "EmuCore", "EnableCheats", false);
DrawToggleSetting(bsi, FSUI_CSTR("Enable Host Filesystem"),
FSUI_CSTR("Enables access to files from the host: namespace in the virtual machine."), "EmuCore", "HostFs", false);
if (IsEditingGameSettings(bsi))
{
DrawToggleSetting(bsi, FSUI_CSTR("Enable Fast CDVD"), FSUI_CSTR("Fast disc access, less loading times. Not recommended."),
"EmuCore/Speedhacks", "fastCDVD", false);
}
MenuHeading(FSUI_CSTR("Frame Pacing/Latency Control"));
bool optimal_frame_pacing = (bsi->GetIntValue("EmuCore/GS", "VsyncQueueSize", DEFAULT_FRAME_LATENCY) == 0);
DrawIntListSetting(bsi, FSUI_CSTR("Maximum Frame Latency"), FSUI_CSTR("Sets the number of frames which can be queued."), "EmuCore/GS",
"VsyncQueueSize", DEFAULT_FRAME_LATENCY, queue_entries, std::size(queue_entries), true, 0, !optimal_frame_pacing);
if (ToggleButton(FSUI_CSTR("Optimal Frame Pacing"),
FSUI_CSTR("Synchronize EE and GS threads after each frame. Lowest input latency, but increases system requirements."),
&optimal_frame_pacing))
{
bsi->SetIntValue("EmuCore/GS", "VsyncQueueSize", optimal_frame_pacing ? 0 : DEFAULT_FRAME_LATENCY);
SetSettingsChanged(bsi);
}
DrawToggleSetting(bsi, FSUI_CSTR("Scale To Host Refresh Rate"),
FSUI_CSTR("Speeds up emulation so that the guest refresh rate matches the host."), "EmuCore/GS", "SyncToHostRefreshRate", false);
EndMenuButtons();
}
void FullscreenUI::DrawClampingModeSetting(SettingsInterface* bsi, const char* title, const char* summary, int vunum)
{
// This is so messy... maybe we should just make the mode an int in the settings too...
const bool base = IsEditingGameSettings(bsi) ? 1 : 0;
std::optional<bool> default_false = IsEditingGameSettings(bsi) ? std::nullopt : std::optional<bool>(false);
std::optional<bool> default_true = IsEditingGameSettings(bsi) ? std::nullopt : std::optional<bool>(true);
std::optional<bool> third = bsi->GetOptionalBoolValue(
"EmuCore/CPU/Recompiler", (vunum >= 0 ? ((vunum == 0) ? "vu0SignOverflow" : "vu1SignOverflow") : "fpuFullMode"), default_false);
std::optional<bool> second = bsi->GetOptionalBoolValue("EmuCore/CPU/Recompiler",
(vunum >= 0 ? ((vunum == 0) ? "vu0ExtraOverflow" : "vu1ExtraOverflow") : "fpuExtraOverflow"), default_false);
std::optional<bool> first = bsi->GetOptionalBoolValue(
"EmuCore/CPU/Recompiler", (vunum >= 0 ? ((vunum == 0) ? "vu0Overflow" : "vu1Overflow") : "fpuOverflow"), default_true);
int index;
if (third.has_value() && third.value())
index = base + 3;
else if (second.has_value() && second.value())
index = base + 2;
else if (first.has_value() && first.value())
index = base + 1;
else if (first.has_value())
index = base + 0; // none
else
index = 0; // no per game override
static constexpr const char* ee_clamping_mode_settings[] = {
FSUI_NSTR("Use Global Setting"),
FSUI_NSTR("None"),
FSUI_NSTR("Normal (Default)"),
FSUI_NSTR("Extra + Preserve Sign"),
FSUI_NSTR("Full"),
};
static constexpr const char* vu_clamping_mode_settings[] = {
FSUI_NSTR("Use Global Setting"),
FSUI_NSTR("None"),
FSUI_NSTR("Normal (Default)"),
FSUI_NSTR("Extra"),
FSUI_NSTR("Extra + Preserve Sign"),
};
const char* const* options = (vunum >= 0) ? vu_clamping_mode_settings : ee_clamping_mode_settings;
const int setting_offset = IsEditingGameSettings(bsi) ? 0 : 1;
if (MenuButtonWithValue(title, summary, Host::TranslateToCString(TR_CONTEXT, options[index + setting_offset])))
{
ImGuiFullscreen::ChoiceDialogOptions cd_options;
cd_options.reserve(std::size(ee_clamping_mode_settings));
for (int i = setting_offset; i < static_cast<int>(std::size(ee_clamping_mode_settings)); i++)
cd_options.emplace_back(Host::TranslateToString(TR_CONTEXT, options[i]), (i == (index + setting_offset)));
OpenChoiceDialog(title, false, std::move(cd_options),
[game_settings = IsEditingGameSettings(bsi), vunum](s32 index, const std::string& title, bool checked) {
if (index >= 0)
{
auto lock = Host::GetSettingsLock();
std::optional<bool> first, second, third;
if (!game_settings || index > 0)
{
const bool base = game_settings ? 1 : 0;
third = (index >= (base + 3));
second = (index >= (base + 2));
first = (index >= (base + 1));
}
SettingsInterface* bsi = GetEditingSettingsInterface(game_settings);
bsi->SetOptionalBoolValue("EmuCore/CPU/Recompiler",
(vunum >= 0 ? ((vunum == 0) ? "vu0SignOverflow" : "vu1SignOverflow") : "fpuFullMode"), third);
bsi->SetOptionalBoolValue("EmuCore/CPU/Recompiler",
(vunum >= 0 ? ((vunum == 0) ? "vu0ExtraOverflow" : "vu1ExtraOverflow") : "fpuExtraOverflow"), second);
bsi->SetOptionalBoolValue(
"EmuCore/CPU/Recompiler", (vunum >= 0 ? ((vunum == 0) ? "vu0Overflow" : "vu1Overflow") : "fpuOverflow"), first);
SetSettingsChanged(bsi);
}
CloseChoiceDialog();
});
}
}
void FullscreenUI::DrawGraphicsSettingsPage()
{
static constexpr const char* s_renderer_names[] = {
FSUI_NSTR("Automatic (Default)"),
#ifdef _WIN32
FSUI_NSTR("Direct3D 11"),
FSUI_NSTR("Direct3D 12"),
#endif
#ifdef ENABLE_OPENGL
FSUI_NSTR("OpenGL"),
#endif
#ifdef ENABLE_VULKAN
FSUI_NSTR("Vulkan"),
#endif
#ifdef __APPLE__
FSUI_NSTR("Metal"),
#endif
FSUI_NSTR("Software"),
FSUI_NSTR("Null"),
};
static constexpr const char* s_renderer_values[] = {
"-1", //GSRendererType::Auto,
#ifdef _WIN32
"3", //GSRendererType::DX11,
"15", //GSRendererType::DX12,
#endif
#ifdef ENABLE_OPENGL
"12", //GSRendererType::OGL,
#endif
#ifdef ENABLE_VULKAN
"14", //GSRendererType::VK,
#endif
#ifdef __APPLE__
"17", //GSRendererType::Metal,
#endif
"13", //GSRendererType::SW,
"11", //GSRendererType::Null
};
static constexpr const char* s_vsync_values[] = {
FSUI_NSTR("Off"),
FSUI_NSTR("On"),
FSUI_NSTR("Adaptive"),
};
static constexpr const char* s_bilinear_present_options[] = {
FSUI_NSTR("Off"),
FSUI_NSTR("Bilinear (Smooth)"),
FSUI_NSTR("Bilinear (Sharp)"),
};
static constexpr const char* s_deinterlacing_options[] = {
FSUI_NSTR("Automatic (Default)"),
FSUI_NSTR("None"),
FSUI_NSTR("Weave (Top Field First, Sawtooth)"),
FSUI_NSTR("Weave (Bottom Field First, Sawtooth)"),
FSUI_NSTR("Bob (Top Field First)"),
FSUI_NSTR("Bob (Bottom Field First)"),
FSUI_NSTR("Blend (Top Field First, Half FPS)"),
FSUI_NSTR("Blend (Bottom Field First, Half FPS)"),
FSUI_NSTR("Adaptive (Top Field First)"),
FSUI_NSTR("Adaptive (Bottom Field First)"),
};
static const char* s_resolution_options[] = {
FSUI_NSTR("Native (PS2)"),
FSUI_NSTR("1.25x Native"),
FSUI_NSTR("1.5x Native"),
FSUI_NSTR("1.75x Native"),
FSUI_NSTR("2x Native (~720p)"),
FSUI_NSTR("2.25x Native"),
FSUI_NSTR("2.5x Native"),
FSUI_NSTR("2.75x Native"),
FSUI_NSTR("3x Native (~1080p)"),
FSUI_NSTR("3.5x Native"),
FSUI_NSTR("4x Native (~1440p/2K)"),
FSUI_NSTR("5x Native (~1620p)"),
FSUI_NSTR("6x Native (~2160p/4K)"),
FSUI_NSTR("7x Native (~2520p)"),
FSUI_NSTR("8x Native (~2880p)"),
};
static const char* s_resolution_values[] = {
"1",
"1.25",
"1.5",
"1.75",
"2",
"2.25",
"2.5",
"2.75",
"3",
"3.5",
"4",
"5",
"6",
"7",
"8",
};
static constexpr const char* s_mipmapping_options[] = {
FSUI_NSTR("Automatic (Default)"),
FSUI_NSTR("Off"),
FSUI_NSTR("Basic (Generated Mipmaps)"),
FSUI_NSTR("Full (PS2 Mipmaps)"),
};
static constexpr const char* s_bilinear_options[] = {
FSUI_NSTR("Nearest"),
FSUI_NSTR("Bilinear (Forced)"),
FSUI_NSTR("Bilinear (PS2)"),
FSUI_NSTR("Bilinear (Forced excluding sprite)"),
};
static constexpr const char* s_trilinear_options[] = {
FSUI_NSTR("Automatic (Default)"),
FSUI_NSTR("Off (None)"),
FSUI_NSTR("Trilinear (PS2)"),
FSUI_NSTR("Trilinear (Forced)"),
};
static constexpr const char* s_dithering_options[] = {
FSUI_NSTR("Off"),
FSUI_NSTR("Scaled"),
FSUI_NSTR("Unscaled (Default)"),
};
static constexpr const char* s_blending_options[] = {
FSUI_NSTR("Minimum"),
FSUI_NSTR("Basic (Recommended)"),
FSUI_NSTR("Medium"),
FSUI_NSTR("High"),
FSUI_NSTR("Full (Slow)"),
FSUI_NSTR("Maximum (Very Slow)"),
};
static constexpr const char* s_anisotropic_filtering_entries[] = {
FSUI_NSTR("Off (Default)"),
FSUI_NSTR("2x"),
FSUI_NSTR("4x"),
FSUI_NSTR("8x"),
FSUI_NSTR("16x"),
};
static constexpr const char* s_anisotropic_filtering_values[] = {"0", "2", "4", "8", "16"};
static constexpr const char* s_preloading_options[] = {
FSUI_NSTR("None"),
FSUI_NSTR("Partial"),
FSUI_NSTR("Full (Hash Cache)"),
};
static constexpr const char* s_generic_options[] = {
FSUI_NSTR("Automatic (Default)"),
FSUI_NSTR("Force Disabled"),
FSUI_NSTR("Force Enabled"),
};
static constexpr const char* s_hw_download[] = {
FSUI_NSTR("Accurate (Recommended)"),
FSUI_NSTR("Disable Readbacks (Synchronize GS Thread)"),
FSUI_NSTR("Unsynchronized (Non-Deterministic)"),
FSUI_NSTR("Disabled (Ignore Transfers)"),
};
static constexpr const char* s_screenshot_sizes[] = {
FSUI_NSTR("Screen Resolution"),
FSUI_NSTR("Internal Resolution"),
FSUI_NSTR("Internal Resolution (Aspect Uncorrected)"),
};
static constexpr const char* s_screenshot_formats[] = {
FSUI_NSTR("PNG"),
FSUI_NSTR("JPEG"),
};
SettingsInterface* bsi = GetEditingSettingsInterface();
const GSRendererType renderer =
static_cast<GSRendererType>(GetEffectiveIntSetting(bsi, "EmuCore/GS", "Renderer", static_cast<int>(GSRendererType::Auto)));
const bool is_hardware = (renderer == GSRendererType::Auto || renderer == GSRendererType::DX11 || renderer == GSRendererType::DX12 ||
renderer == GSRendererType::OGL || renderer == GSRendererType::VK || renderer == GSRendererType::Metal);
//const bool is_software = (renderer == GSRendererType::SW);
#ifndef PCSX2_DEVBUILD
const bool hw_fixes_visible = is_hardware && IsEditingGameSettings(bsi);
#else
const bool hw_fixes_visible = is_hardware;
#endif
BeginMenuButtons();
MenuHeading(FSUI_CSTR("Renderer"));
DrawStringListSetting(bsi, FSUI_CSTR("Renderer"), FSUI_CSTR("Selects the API used to render the emulated GS."), "EmuCore/GS",
"Renderer", "-1", s_renderer_names, s_renderer_values, std::size(s_renderer_names), true);
DrawIntListSetting(bsi, FSUI_CSTR("Sync To Host Refresh (VSync)"), FSUI_CSTR("Synchronizes frame presentation with host refresh."),
"EmuCore/GS", "VsyncEnable", static_cast<int>(VsyncMode::Off), s_vsync_values, std::size(s_vsync_values), true);
MenuHeading(FSUI_CSTR("Display"));
DrawStringListSetting(bsi, FSUI_CSTR("Aspect Ratio"), FSUI_CSTR("Selects the aspect ratio to display the game content at."),
"EmuCore/GS", "AspectRatio", "Auto 4:3/3:2", Pcsx2Config::GSOptions::AspectRatioNames, Pcsx2Config::GSOptions::AspectRatioNames, 0,
false);
DrawStringListSetting(bsi, FSUI_CSTR("FMV Aspect Ratio"),
FSUI_CSTR("Selects the aspect ratio for display when a FMV is detected as playing."), "EmuCore/GS", "FMVAspectRatioSwitch",
"Auto 4:3/3:2", Pcsx2Config::GSOptions::FMVAspectRatioSwitchNames, Pcsx2Config::GSOptions::FMVAspectRatioSwitchNames, 0, false);
DrawIntListSetting(bsi, FSUI_CSTR("Deinterlacing"),
FSUI_CSTR("Selects the algorithm used to convert the PS2's interlaced output to progressive for display."), "EmuCore/GS",
"deinterlace_mode", static_cast<int>(GSInterlaceMode::Automatic), s_deinterlacing_options, std::size(s_deinterlacing_options),
true);
DrawIntListSetting(bsi, FSUI_CSTR("Screenshot Size"), FSUI_CSTR("Determines the resolution at which screenshots will be saved."),
"EmuCore/GS", "ScreenshotSize", static_cast<int>(GSScreenshotSize::WindowResolution), s_screenshot_sizes,
std::size(s_screenshot_sizes), true);
DrawIntListSetting(bsi, FSUI_CSTR("Screenshot Format"), FSUI_CSTR("Selects the format which will be used to save screenshots."),
"EmuCore/GS", "ScreenshotFormat", static_cast<int>(GSScreenshotFormat::PNG), s_screenshot_formats, std::size(s_screenshot_formats),
true);
DrawIntRangeSetting(bsi, FSUI_CSTR("Screenshot Quality"), FSUI_CSTR("Selects the quality at which screenshots will be compressed."),
"EmuCore/GS", "ScreenshotQuality", 50, 1, 100, FSUI_CSTR("%d%%"));
DrawIntRangeSetting(bsi, FSUI_CSTR("Vertical Stretch"), FSUI_CSTR("Increases or decreases the virtual picture size vertically."),
"EmuCore/GS", "StretchY", 100, 10, 300, FSUI_CSTR("%d%%"));
DrawIntRectSetting(bsi, FSUI_CSTR("Crop"), FSUI_CSTR("Crops the image, while respecting aspect ratio."), "EmuCore/GS", "CropLeft", 0,
"CropTop", 0, "CropRight", 0, "CropBottom", 0, 0, 720, 1, FSUI_CSTR("%dpx"));
DrawToggleSetting(bsi, FSUI_CSTR("Enable Widescreen Patches"), FSUI_CSTR("Enables loading widescreen patches from pnach files."),
"EmuCore", "EnableWideScreenPatches", false);
DrawToggleSetting(bsi, FSUI_CSTR("Enable No-Interlacing Patches"),
FSUI_CSTR("Enables loading no-interlacing patches from pnach files."), "EmuCore", "EnableNoInterlacingPatches", false);
DrawIntListSetting(bsi, FSUI_CSTR("Bilinear Upscaling"), FSUI_CSTR("Smooths out the image when upscaling the console to the screen."),
"EmuCore/GS", "linear_present_mode", static_cast<int>(GSPostBilinearMode::BilinearSharp), s_bilinear_present_options,
std::size(s_bilinear_present_options), true);
DrawToggleSetting(bsi, FSUI_CSTR("Integer Upscaling"),
FSUI_CSTR("Adds padding to the display area to ensure that the ratio between pixels on the host to pixels in the console is an "
"integer number. May result in a sharper image in some 2D games."),
"EmuCore/GS", "IntegerScaling", false);
DrawToggleSetting(bsi, FSUI_CSTR("Screen Offsets"), FSUI_CSTR("Enables PCRTC Offsets which position the screen as the game requests."),
"EmuCore/GS", "pcrtc_offsets", false);
DrawToggleSetting(bsi, FSUI_CSTR("Show Overscan"),
FSUI_CSTR("Enables the option to show the overscan area on games which draw more than the safe area of the screen."), "EmuCore/GS",
"pcrtc_overscan", false);
DrawToggleSetting(bsi, FSUI_CSTR("Anti-Blur"),
FSUI_CSTR("Enables internal Anti-Blur hacks. Less accurate to PS2 rendering but will make a lot of games look less blurry."),
"EmuCore/GS", "pcrtc_antiblur", true);
MenuHeading(FSUI_CSTR("Rendering"));
if (is_hardware)
{
DrawStringListSetting(bsi, FSUI_CSTR("Internal Resolution"),
FSUI_CSTR("Multiplies the render resolution by the specified factor (upscaling)."), "EmuCore/GS", "upscale_multiplier",
"1.000000", s_resolution_options, s_resolution_values, std::size(s_resolution_options), true);
DrawIntListSetting(bsi, FSUI_CSTR("Mipmapping"), FSUI_CSTR("Determines how mipmaps are used when rendering textures."),
"EmuCore/GS", "mipmap_hw", static_cast<int>(HWMipmapLevel::Automatic), s_mipmapping_options, std::size(s_mipmapping_options),
true, -1);
DrawIntListSetting(bsi, FSUI_CSTR("Bilinear Filtering"),
FSUI_CSTR("Selects where bilinear filtering is utilized when rendering textures."), "EmuCore/GS", "filter",
static_cast<int>(BiFiltering::PS2), s_bilinear_options, std::size(s_bilinear_options), true);
DrawIntListSetting(bsi, FSUI_CSTR("Trilinear Filtering"),
FSUI_CSTR("Selects where trilinear filtering is utilized when rendering textures."), "EmuCore/GS", "TriFilter",
static_cast<int>(TriFiltering::Automatic), s_trilinear_options, std::size(s_trilinear_options), true, -1);
DrawStringListSetting(bsi, FSUI_CSTR("Anisotropic Filtering"),
FSUI_CSTR("Selects where anisotropic filtering is utilized when rendering textures."), "EmuCore/GS", "MaxAnisotropy", "0",
s_anisotropic_filtering_entries, s_anisotropic_filtering_values, std::size(s_anisotropic_filtering_entries), true);
DrawIntListSetting(bsi, FSUI_CSTR("Dithering"), FSUI_CSTR("Selects the type of dithering applies when the game requests it."),
"EmuCore/GS", "dithering_ps2", 2, s_dithering_options, std::size(s_dithering_options), true);
DrawIntListSetting(bsi, FSUI_CSTR("Blending Accuracy"),
FSUI_CSTR("Determines the level of accuracy when emulating blend modes not supported by the host graphics API."), "EmuCore/GS",
"accurate_blending_unit", static_cast<int>(AccBlendLevel::Basic), s_blending_options, std::size(s_blending_options), true);
DrawIntListSetting(bsi, FSUI_CSTR("Texture Preloading"),
FSUI_CSTR(
"Uploads full textures to the GPU on use, rather than only the utilized regions. Can improve performance in some games."),
"EmuCore/GS", "texture_preloading", static_cast<int>(TexturePreloadingLevel::Off), s_preloading_options,
std::size(s_preloading_options), true);
}
else
{
DrawIntRangeSetting(bsi, FSUI_CSTR("Software Rendering Threads"),
FSUI_CSTR("Number of threads to use in addition to the main GS thread for rasterization."), "EmuCore/GS", "extrathreads", 2, 0,
10);
DrawToggleSetting(bsi, FSUI_CSTR("Auto Flush (Software)"),
FSUI_CSTR("Force a primitive flush when a framebuffer is also an input texture."), "EmuCore/GS", "autoflush_sw", true);
DrawToggleSetting(bsi, FSUI_CSTR("Edge AA (AA1)"), FSUI_CSTR("Enables emulation of the GS's edge anti-aliasing (AA1)."),
"EmuCore/GS", "aa1", true);
DrawToggleSetting(
bsi, FSUI_CSTR("Mipmapping"), FSUI_CSTR("Enables emulation of the GS's texture mipmapping."), "EmuCore/GS", "mipmap", true);
}
if (hw_fixes_visible)
{
MenuHeading(FSUI_CSTR("Hardware Fixes"));
DrawToggleSetting(bsi, FSUI_CSTR("Manual Hardware Fixes"),
FSUI_CSTR("Disables automatic hardware fixes, allowing you to set fixes manually."), "EmuCore/GS", "UserHacks", false);
const bool manual_hw_fixes = GetEffectiveBoolSetting(bsi, "EmuCore/GS", "UserHacks", false);
if (manual_hw_fixes)
{
static constexpr const char* s_cpu_sprite_render_bw_options[] = {
FSUI_NSTR("0 (Disabled)"),
FSUI_NSTR("1 (64 Max Width)"),
FSUI_NSTR("2 (128 Max Width)"),
FSUI_NSTR("3 (192 Max Width)"),
FSUI_NSTR("4 (256 Max Width)"),
FSUI_NSTR("5 (320 Max Width)"),
FSUI_NSTR("6 (384 Max Width)"),
FSUI_NSTR("7 (448 Max Width)"),
FSUI_NSTR("8 (512 Max Width)"),
FSUI_NSTR("9 (576 Max Width)"),
FSUI_NSTR("10 (640 Max Width)"),
};
static constexpr const char* s_cpu_sprite_render_level_options[] = {
FSUI_NSTR("Sprites Only"),
FSUI_NSTR("Sprites/Triangles"),
FSUI_NSTR("Blended Sprites/Triangles"),
};
static constexpr const char* s_cpu_clut_render_options[] = {
FSUI_NSTR("0 (Disabled)"),
FSUI_NSTR("1 (Normal)"),
FSUI_NSTR("2 (Aggressive)"),
};
static constexpr const char* s_texture_inside_rt_options[] = {
FSUI_NSTR("Disabled"),
FSUI_NSTR("Inside Target"),
FSUI_NSTR("Merge Targets"),
};
static constexpr const char* s_half_pixel_offset_options[] = {
FSUI_NSTR("Off (Default)"),
FSUI_NSTR("Normal (Vertex)"),
FSUI_NSTR("Special (Texture)"),
FSUI_NSTR("Special (Texture - Aggressive)"),
};
static constexpr const char* s_round_sprite_options[] = {
FSUI_NSTR("Off (Default)"),
FSUI_NSTR("Half"),
FSUI_NSTR("Full"),
};
static constexpr const char* s_bilinear_dirty_options[] = {
FSUI_NSTR("Automatic (Default)"),
FSUI_NSTR("Force Bilinear"),
FSUI_NSTR("Force Nearest"),
};
static constexpr const char* s_auto_flush_options[] = {
FSUI_NSTR("Disabled (Default)"),
FSUI_NSTR("Enabled (Sprites Only)"),
FSUI_NSTR("Enabled (All Primitives)"),
};
DrawIntListSetting(bsi, FSUI_CSTR("CPU Sprite Render Size"),
FSUI_CSTR("Uses software renderer to draw texture decompression-like sprites."), "EmuCore/GS",
"UserHacks_CPUSpriteRenderBW", 0, s_cpu_sprite_render_bw_options, std::size(s_cpu_sprite_render_bw_options), true);
DrawIntListSetting(bsi, FSUI_CSTR("CPU Sprite Render Level"), FSUI_CSTR("Determines filter level for CPU sprite render."),
"EmuCore/GS", "UserHacks_CPUSpriteRenderLevel", 0, s_cpu_sprite_render_level_options,
std::size(s_cpu_sprite_render_level_options), true);
DrawIntListSetting(bsi, FSUI_CSTR("Software CLUT Render"),
FSUI_CSTR("Uses software renderer to draw texture CLUT points/sprites."), "EmuCore/GS", "UserHacks_CPUCLUTRender", 0,
s_cpu_clut_render_options, std::size(s_cpu_clut_render_options), true);
DrawIntSpinBoxSetting(bsi, FSUI_CSTR("Skip Draw Start"), FSUI_CSTR("Object range to skip drawing."), "EmuCore/GS",
"UserHacks_SkipDraw_Start", 0, 0, 5000, 1);
DrawIntSpinBoxSetting(bsi, FSUI_CSTR("Skip Draw End"), FSUI_CSTR("Object range to skip drawing."), "EmuCore/GS",
"UserHacks_SkipDraw_End", 0, 0, 5000, 1);
DrawIntListSetting(bsi, FSUI_CSTR("Auto Flush (Hardware)"),
FSUI_CSTR("Force a primitive flush when a framebuffer is also an input texture."), "EmuCore/GS", "UserHacks_AutoFlushLevel",
0, s_auto_flush_options, std::size(s_auto_flush_options), true, 0, manual_hw_fixes);
DrawToggleSetting(bsi, FSUI_CSTR("CPU Framebuffer Conversion"),
FSUI_CSTR("Convert 4-bit and 8-bit frame buffer on the CPU instead of the GPU."), "EmuCore/GS",
"UserHacks_CPU_FB_Conversion", false, manual_hw_fixes);
DrawToggleSetting(bsi, FSUI_CSTR("Disable Depth Emulation"),
FSUI_CSTR("Disable the support of depth buffers in the texture cache."), "EmuCore/GS", "UserHacks_DisableDepthSupport",
false, manual_hw_fixes);
DrawToggleSetting(bsi, FSUI_CSTR("Disable Safe Features"), FSUI_CSTR("This option disables multiple safe features."),
"EmuCore/GS", "UserHacks_Disable_Safe_Features", false, manual_hw_fixes);
DrawToggleSetting(bsi, FSUI_CSTR("Disable Render Fixes"), FSUI_CSTR("This option disables game-specific render fixes."),
"EmuCore/GS", "UserHacks_DisableRenderFixes", false, manual_hw_fixes);
DrawToggleSetting(bsi, FSUI_CSTR("Preload Frame Data"),
FSUI_CSTR("Uploads GS data when rendering a new frame to reproduce some effects accurately."), "EmuCore/GS",
"preload_frame_with_gs_data", false, manual_hw_fixes);
DrawToggleSetting(bsi, FSUI_CSTR("Disable Partial Invalidation"),
FSUI_CSTR("Removes texture cache entries when there is any intersection, rather than only the intersected areas."),
"EmuCore/GS", "UserHacks_DisablePartialInvalidation", false, manual_hw_fixes);
DrawIntListSetting(bsi, FSUI_CSTR("Texture Inside RT"),
FSUI_CSTR("Allows the texture cache to reuse as an input texture the inner portion of a previous framebuffer."),
"EmuCore/GS", "UserHacks_TextureInsideRt", 0, s_texture_inside_rt_options, std::size(s_texture_inside_rt_options), true, 0,
manual_hw_fixes);
DrawToggleSetting(bsi, FSUI_CSTR("Read Targets When Closing"),
FSUI_CSTR("Flushes all targets in the texture cache back to local memory when shutting down."), "EmuCore/GS",
"UserHacks_ReadTCOnClose", false, manual_hw_fixes);
DrawToggleSetting(bsi, FSUI_CSTR("Estimate Texture Region"),
FSUI_CSTR("Attempts to reduce the texture size when games do not set it themselves (e.g. Snowblind games)."), "EmuCore/GS",
"UserHacks_EstimateTextureRegion", false, manual_hw_fixes);
DrawToggleSetting(bsi, FSUI_CSTR("GPU Palette Conversion"),
FSUI_CSTR("When enabled GPU converts colormap-textures, otherwise the CPU will. It is a trade-off between GPU and CPU."),
"EmuCore/GS", "paltex", false);
MenuHeading(FSUI_CSTR("Upscaling Fixes"));
DrawIntListSetting(bsi, FSUI_CSTR("Half Pixel Offset"), FSUI_CSTR("Adjusts vertices relative to upscaling."), "EmuCore/GS",
"UserHacks_HalfPixelOffset", 0, s_half_pixel_offset_options, std::size(s_half_pixel_offset_options), true);
DrawIntListSetting(bsi, FSUI_CSTR("Round Sprite"), FSUI_CSTR("Adjusts sprite coordinates."), "EmuCore/GS",
"UserHacks_round_sprite_offset", 0, s_round_sprite_options, std::size(s_round_sprite_options), true);
DrawIntListSetting(bsi, FSUI_CSTR("Bilinear Upscale"),
FSUI_CSTR("Can smooth out textures due to be bilinear filtered when upscaling. E.g. Brave sun glare."), "EmuCore/GS",
"UserHacks_BilinearHack", static_cast<int>(GSBilinearDirtyMode::Automatic), s_bilinear_dirty_options,
std::size(s_bilinear_dirty_options), true);
DrawIntSpinBoxSetting(bsi, FSUI_CSTR("Texture Offset X"), FSUI_CSTR("Adjusts target texture offsets."), "EmuCore/GS",
"UserHacks_TCOffsetX", 0, -4096, 4096, 1);
DrawIntSpinBoxSetting(bsi, FSUI_CSTR("Texture Offset Y"), FSUI_CSTR("Adjusts target texture offsets."), "EmuCore/GS",
"UserHacks_TCOffsetY", 0, -4096, 4096, 1);
DrawToggleSetting(bsi, FSUI_CSTR("Align Sprite"), FSUI_CSTR("Fixes issues with upscaling (vertical lines) in some games."),
"EmuCore/GS", "UserHacks_align_sprite_X", false, manual_hw_fixes);
DrawToggleSetting(bsi, FSUI_CSTR("Merge Sprite"),
FSUI_CSTR("Replaces multiple post-processing sprites with a larger single sprite."), "EmuCore/GS",
"UserHacks_merge_pp_sprite", false, manual_hw_fixes);
DrawToggleSetting(bsi, FSUI_CSTR("Wild Arms Hack"),
FSUI_CSTR("Lowers the GS precision to avoid gaps between pixels when upscaling. Fixes the text on Wild Arms games."),
"EmuCore/GS", "UserHacks_WildHack", false, manual_hw_fixes);
DrawToggleSetting(bsi, FSUI_CSTR("Unscaled Palette Texture Draws"),
FSUI_CSTR("Can fix some broken effects which rely on pixel perfect precision."), "EmuCore/GS",
"UserHacks_NativePaletteDraw", false, manual_hw_fixes);
}
}
if (is_hardware)
{
const bool dumping_active = GetEffectiveBoolSetting(bsi, "EmuCore/GS", "DumpReplaceableTextures", false);
const bool replacement_active = GetEffectiveBoolSetting(bsi, "EmuCore/GS", "LoadTextureReplacements", false);
MenuHeading(FSUI_CSTR("Texture Replacement"));
DrawToggleSetting(bsi, FSUI_CSTR("Load Textures"), FSUI_CSTR("Loads replacement textures where available and user-provided."),
"EmuCore/GS", "LoadTextureReplacements", false);
DrawToggleSetting(bsi, FSUI_CSTR("Asynchronous Texture Loading"),
FSUI_CSTR("Loads replacement textures on a worker thread, reducing microstutter when replacements are enabled."), "EmuCore/GS",
"LoadTextureReplacementsAsync", true, replacement_active);
DrawToggleSetting(bsi, FSUI_CSTR("Precache Replacements"),
FSUI_CSTR("Preloads all replacement textures to memory. Not necessary with asynchronous loading."), "EmuCore/GS",
"PrecacheTextureReplacements", false, replacement_active);
DrawFolderSetting(bsi, FSUI_CSTR("Replacements Directory"), FSUI_CSTR("Folders"), "Textures", EmuFolders::Textures);
MenuHeading(FSUI_CSTR("Texture Dumping"));
DrawToggleSetting(bsi, FSUI_CSTR("Dump Textures"), FSUI_CSTR("Dumps replaceable textures to disk. Will reduce performance."),
"EmuCore/GS", "DumpReplaceableTextures", false);
DrawToggleSetting(bsi, FSUI_CSTR("Dump Mipmaps"), FSUI_CSTR("Includes mipmaps when dumping textures."), "EmuCore/GS",
"DumpReplaceableMipmaps", false, dumping_active);
DrawToggleSetting(bsi, FSUI_CSTR("Dump FMV Textures"),
FSUI_CSTR("Allows texture dumping when FMVs are active. You should not enable this."), "EmuCore/GS",
"DumpTexturesWithFMVActive", false, dumping_active);
}
MenuHeading(FSUI_CSTR("Post-Processing"));
{
static constexpr const char* s_cas_options[] = {
FSUI_NSTR("None (Default)"),
FSUI_NSTR("Sharpen Only (Internal Resolution)"),
FSUI_NSTR("Sharpen and Resize (Display Resolution)"),
};
const bool cas_active = (GetEffectiveIntSetting(bsi, "EmuCore/GS", "CASMode", 0) != static_cast<int>(GSCASMode::Disabled));
DrawToggleSetting(bsi, FSUI_CSTR("FXAA"), FSUI_CSTR("Enables FXAA post-processing shader."), "EmuCore/GS", "fxaa", false);
DrawIntListSetting(bsi, FSUI_CSTR("Contrast Adaptive Sharpening"), FSUI_CSTR("Enables FidelityFX Contrast Adaptive Sharpening."),
"EmuCore/GS", "CASMode", static_cast<int>(GSCASMode::Disabled), s_cas_options, std::size(s_cas_options), true);
DrawIntSpinBoxSetting(bsi, FSUI_CSTR("CAS Sharpness"),
FSUI_CSTR("Determines the intensity the sharpening effect in CAS post-processing."), "EmuCore/GS", "CASSharpness", 50, 0, 100,
1, FSUI_CSTR("%d%%"), cas_active);
}
MenuHeading(FSUI_CSTR("Filters"));
{
const bool shadeboost_active = GetEffectiveBoolSetting(bsi, "EmuCore/GS", "ShadeBoost", false);
DrawToggleSetting(bsi, FSUI_CSTR("Shade Boost"), FSUI_CSTR("Enables brightness/contrast/saturation adjustment."), "EmuCore/GS",
"ShadeBoost", false);
DrawIntRangeSetting(bsi, FSUI_CSTR("Shade Boost Brightness"), FSUI_CSTR("Adjusts brightness. 50 is normal."), "EmuCore/GS",
"ShadeBoost_Brightness", 50, 1, 100, "%d", shadeboost_active);
DrawIntRangeSetting(bsi, FSUI_CSTR("Shade Boost Contrast"), FSUI_CSTR("Adjusts contrast. 50 is normal."), "EmuCore/GS",
"ShadeBoost_Contrast", 50, 1, 100, "%d", shadeboost_active);
DrawIntRangeSetting(bsi, FSUI_CSTR("Shade Boost Saturation"), FSUI_CSTR("Adjusts saturation. 50 is normal."), "EmuCore/GS",
"ShadeBoost_Saturation", 50, 1, 100, "%d", shadeboost_active);
static constexpr const char* s_tv_shaders[] = {FSUI_NSTR("None (Default)"), FSUI_NSTR("Scanline Filter"),
FSUI_NSTR("Diagonal Filter"), FSUI_NSTR("Triangular Filter"), FSUI_NSTR("Wave Filter"), FSUI_NSTR("Lottes CRT"),
FSUI_NSTR("4xRGSS"), FSUI_NSTR("NxAGSS")};
DrawIntListSetting(bsi, FSUI_CSTR("TV Shaders"), FSUI_CSTR("Applies a shader which replicates the visual effects of different styles of television set."), "EmuCore/GS", "TVShader", 0,
s_tv_shaders, std::size(s_tv_shaders), true);
}
static constexpr const char* s_gsdump_compression[] = {FSUI_NSTR("Uncompressed"), FSUI_NSTR("LZMA (xz)"), FSUI_NSTR("Zstandard (zst)")};
MenuHeading(FSUI_CSTR("Advanced"));
DrawToggleSetting(bsi, FSUI_CSTR("Skip Presenting Duplicate Frames"),
FSUI_CSTR("Skips displaying frames that don't change in 25/30fps games. Can improve speed, but increase input lag/make frame pacing "
"worse."),
"EmuCore/GS", "SkipDuplicateFrames", false);
DrawToggleSetting(bsi, FSUI_CSTR("Disable Threaded Presentation"),
FSUI_CSTR("Presents frames on the main GS thread instead of a worker thread. Used for debugging frametime issues."),
"EmuCore/GS", "DisableThreadedPresentation", false);
if (hw_fixes_visible)
{
DrawIntListSetting(bsi, FSUI_CSTR("Hardware Download Mode"), FSUI_CSTR("Changes synchronization behavior for GS downloads."),
"EmuCore/GS", "HWDownloadMode", static_cast<int>(GSHardwareDownloadMode::Enabled), s_hw_download, std::size(s_hw_download),
true);
}
DrawIntListSetting(bsi, FSUI_CSTR("Allow Exclusive Fullscreen"),
FSUI_CSTR("Overrides the driver's heuristics for enabling exclusive fullscreen, or direct flip/scanout."), "EmuCore/GS",
"ExclusiveFullscreenControl", -1, s_generic_options, std::size(s_generic_options), true, -1,
(renderer == GSRendererType::Auto || renderer == GSRendererType::VK));
DrawIntListSetting(bsi, FSUI_CSTR("Override Texture Barriers"),
FSUI_CSTR("Forces texture barrier functionality to the specified value."), "EmuCore/GS", "OverrideTextureBarriers", -1,
s_generic_options, std::size(s_generic_options), true, -1);
DrawIntListSetting(bsi, FSUI_CSTR("GS Dump Compression"), FSUI_CSTR("Sets the compression algorithm for GS dumps."), "EmuCore/GS",
"GSDumpCompression", static_cast<int>(GSDumpCompressionMethod::LZMA), s_gsdump_compression, std::size(s_gsdump_compression), true);
DrawToggleSetting(bsi, FSUI_CSTR("Disable Framebuffer Fetch"),
FSUI_CSTR("Prevents the usage of framebuffer fetch when supported by host GPU."), "EmuCore/GS", "DisableFramebufferFetch", false);
DrawToggleSetting(bsi, FSUI_CSTR("Disable Dual-Source Blending"),
FSUI_CSTR("Prevents the usage of dual-source blending when supported by host GPU."), "EmuCore/GS", "DisableDualSourceBlend", false);
DrawToggleSetting(bsi, FSUI_CSTR("Disable Shader Cache"), FSUI_CSTR("Prevents the loading and saving of shaders/pipelines to disk."),
"EmuCore/GS", "DisableShaderCache", false);
DrawToggleSetting(bsi, FSUI_CSTR("Disable Vertex Shader Expand"), FSUI_CSTR("Falls back to the CPU for expanding sprites/lines."),
"EmuCore/GS", "DisableVertexShaderExpand", false);
EndMenuButtons();
}
void FullscreenUI::DrawAudioSettingsPage()
{
static constexpr const char* synchronization_modes[] = {
FSUI_NSTR("TimeStretch (Recommended)"),
FSUI_NSTR("Async Mix (Breaks some games!)"),
FSUI_NSTR("None (Audio can skip.)"),
};
static constexpr const char* expansion_modes[] = {
FSUI_NSTR("Stereo (None, Default)"),
FSUI_NSTR("Quadraphonic"),
FSUI_NSTR("Surround 5.1"),
FSUI_NSTR("Surround 7.1"),
};
static constexpr const char* output_entries[] = {
FSUI_NSTR("No Sound (Emulate SPU2 only)"),
FSUI_NSTR("Cubeb (Cross-platform)"),
#ifdef _WIN32
FSUI_NSTR("XAudio2"),
#endif
};
static constexpr const char* output_values[] = {
"nullout",
"cubeb",
#ifdef _WIN32
"xaudio2",
#endif
};
static constexpr const char* default_output_module = "cubeb";
SettingsInterface* bsi = GetEditingSettingsInterface();
BeginMenuButtons();
MenuHeading(FSUI_CSTR("Runtime Settings"));
DrawIntRangeSetting(bsi, FSUI_ICONSTR(ICON_FA_VOLUME_UP, "Output Volume"),
FSUI_CSTR("Applies a global volume modifier to all sound produced by the game."), "SPU2/Mixing", "FinalVolume", 100, 0, 200,
FSUI_CSTR("%d%%"));
MenuHeading(FSUI_CSTR("Mixing Settings"));
DrawIntListSetting(bsi, FSUI_ICONSTR(ICON_FA_RULER, "Synchronization Mode"),
FSUI_CSTR("Changes when SPU samples are generated relative to system emulation."), "SPU2/Output", "SynchMode",
static_cast<int>(Pcsx2Config::SPU2Options::SynchronizationMode::TimeStretch), synchronization_modes,
std::size(synchronization_modes), true);
DrawIntListSetting(bsi, FSUI_ICONSTR(ICON_FA_PLUS, "Expansion Mode"),
FSUI_CSTR("Determines how the stereo output is transformed to greater speaker counts."), "SPU2/Output", "SpeakerConfiguration", 0,
expansion_modes, std::size(expansion_modes), true);
MenuHeading(FSUI_CSTR("Output Settings"));
DrawStringListSetting(bsi, FSUI_ICONSTR(ICON_FA_PLAY_CIRCLE, "Output Module"),
FSUI_CSTR("Determines which API is used to play back audio samples on the host."), "SPU2/Output", "OutputModule",
default_output_module, output_entries, output_values, std::size(output_entries), true);
DrawIntRangeSetting(bsi, FSUI_ICONSTR(ICON_FA_CLOCK, "Latency"),
FSUI_CSTR("Sets the average output latency when using the cubeb backend."), "SPU2/Output", "Latency", 100, 15, 200, FSUI_CSTR("%d ms (avg)"));
MenuHeading(FSUI_CSTR("Timestretch Settings"));
DrawIntRangeSetting(bsi, FSUI_ICONSTR(ICON_FA_RULER_HORIZONTAL, "Sequence Length"),
FSUI_CSTR("Affects how the timestretcher operates when not running at 100% speed."), "Soundtouch", "SequenceLengthMS", 30, 20, 100,
FSUI_CSTR("%d ms"));
DrawIntRangeSetting(bsi, FSUI_ICONSTR(ICON_FA_WINDOW_MAXIMIZE, "Seekwindow Size"),
FSUI_CSTR("Affects how the timestretcher operates when not running at 100% speed."), "Soundtouch", "SeekWindowMS", 20, 10, 30,
FSUI_CSTR("%d ms"));
DrawIntRangeSetting(bsi, FSUI_ICONSTR(ICON_FA_RECEIPT, "Overlap"),
FSUI_CSTR("Affects how the timestretcher operates when not running at 100% speed."), "Soundtouch", "OverlapMS", 20, 5, 15, FSUI_CSTR("%d ms"));
EndMenuButtons();
}
void FullscreenUI::DrawMemoryCardSettingsPage()
{
BeginMenuButtons();
SettingsInterface* bsi = GetEditingSettingsInterface();
MenuHeading(FSUI_CSTR("Settings and Operations"));
if (MenuButton(FSUI_ICONSTR(ICON_FA_PLUS, "Create Memory Card"), FSUI_CSTR("Creates a new memory card file or folder.")))
ImGui::OpenPopup("Create Memory Card");
DrawCreateMemoryCardWindow();
DrawFolderSetting(bsi, FSUI_ICONSTR(ICON_FA_FOLDER_OPEN, "Memory Card Directory"), "Folders", "MemoryCards", EmuFolders::MemoryCards);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_SEARCH, "Folder Memory Card Filter"),
FSUI_CSTR("Simulates a larger memory card by filtering saves only to the current game."), "EmuCore", "McdFolderAutoManage", true);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_MAGIC, "Auto Eject When Loading"),
FSUI_CSTR("Automatically ejects Memory Cards when they differ after loading a state."), "EmuCore", "McdEnableEjection", true);
for (u32 port = 0; port < NUM_MEMORY_CARD_PORTS; port++)
{
SmallString str;
str.fmt(FSUI_FSTR("Console Port {}"), port + 1);
MenuHeading(str.c_str());
std::string enable_key(fmt::format("Slot{}_Enable", port + 1));
std::string file_key(fmt::format("Slot{}_Filename", port + 1));
DrawToggleSetting(bsi,
SmallString::from_fmt(fmt::runtime(FSUI_ICONSTR_S(ICON_FA_SD_CARD, "Card Enabled", "##card_enabled_{}")), port),
FSUI_CSTR("If not set, this card will be considered unplugged."), "MemoryCards", enable_key.c_str(), true);
const bool enabled = GetEffectiveBoolSetting(bsi, "MemoryCards", enable_key.c_str(), true);
std::optional<std::string> value(bsi->GetOptionalStringValue("MemoryCards", file_key.c_str(),
IsEditingGameSettings(bsi) ? std::nullopt : std::optional<const char*>(FileMcd_GetDefaultName(port).c_str())));
if (MenuButtonWithValue(SmallString::from_fmt(fmt::runtime(FSUI_ICONSTR_S(ICON_FA_FILE, "Card Name", "##card_name_{}")), port),
FSUI_CSTR("The selected memory card image will be used for this slot."),
value.has_value() ? value->c_str() : FSUI_CSTR("Use Global Setting"), enabled))
{
ImGuiFullscreen::ChoiceDialogOptions options;
std::vector<std::string> names;
if (IsEditingGameSettings(bsi))
options.emplace_back(FSUI_STR("Use Global Setting"), !value.has_value());
if (value.has_value() && !value->empty())
{
options.emplace_back(fmt::format(FSUI_FSTR("{} (Current)"), value.value()), true);
names.push_back(std::move(value.value()));
}
for (AvailableMcdInfo& mci : FileMcd_GetAvailableCards(IsEditingGameSettings(bsi)))
{
if (mci.type == MemoryCardType::Folder)
{
options.emplace_back(fmt::format(FSUI_FSTR("{} (Folder)"), mci.name), false);
}
else
{
static constexpr const char* file_type_names[] = {
FSUI_NSTR("Unknown"),
FSUI_NSTR("PS2 (8MB)"),
FSUI_NSTR("PS2 (16MB)"),
FSUI_NSTR("PS2 (32MB)"),
FSUI_NSTR("PS2 (64MB)"),
FSUI_NSTR("PS1"),
};
options.emplace_back(fmt::format("{} ({})", mci.name,
Host::TranslateToStringView(TR_CONTEXT, file_type_names[static_cast<u32>(mci.file_type)])),
false);
}
names.push_back(std::move(mci.name));
}
OpenChoiceDialog(str.c_str(), false, std::move(options),
[game_settings = IsEditingGameSettings(bsi), names = std::move(names), file_key = std::move(file_key)](
s32 index, const std::string& title, bool checked) {
if (index < 0)
return;
auto lock = Host::GetSettingsLock();
SettingsInterface* bsi = GetEditingSettingsInterface(game_settings);
if (game_settings && index == 0)
{
bsi->DeleteValue("MemoryCards", file_key.c_str());
}
else
{
if (game_settings)
index--;
bsi->SetStringValue("MemoryCards", file_key.c_str(), names[index].c_str());
}
SetSettingsChanged(bsi);
CloseChoiceDialog();
});
}
if (MenuButton(SmallString::from_fmt(fmt::runtime(FSUI_ICONSTR_S(ICON_FA_EJECT, "Eject Card", "##eject_card_{}")), port),
FSUI_CSTR("Resets the card name for this slot."), enabled))
{
bsi->SetStringValue("MemoryCards", file_key.c_str(), "");
SetSettingsChanged(bsi);
}
}
EndMenuButtons();
}
void FullscreenUI::DrawCreateMemoryCardWindow()
{
ImGui::SetNextWindowSize(LayoutScale(700.0f, 0.0f));
ImGui::SetNextWindowPos(ImGui::GetIO().DisplaySize * 0.5f, ImGuiCond_Always, ImVec2(0.5f, 0.5f));
ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, LayoutScale(10.0f));
ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, LayoutScale(20.0f, 20.0f));
ImGui::PushFont(g_large_font);
bool is_open = true;
if (ImGui::BeginPopupModal(FSUI_CSTR("Create Memory Card"), &is_open, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize))
{
ImGui::TextWrapped("%s",
FSUI_CSTR("Enter the name of the memory card you wish to create, and choose a size. We recommend either using 8MB memory "
"cards, or folder Memory Cards for best compatibility."));
ImGui::NewLine();
static char memcard_name[256] = {};
ImGui::TextUnformatted(FSUI_CSTR("Card Name: "));
ImGui::InputText("##name", memcard_name, sizeof(memcard_name));
ImGui::NewLine();
static constexpr std::tuple<const char*, MemoryCardType, MemoryCardFileType> memcard_types[] = {
{FSUI_NSTR("8 MB [Most Compatible]"), MemoryCardType::File, MemoryCardFileType::PS2_8MB},
{FSUI_NSTR("16 MB"), MemoryCardType::File, MemoryCardFileType::PS2_16MB},
{FSUI_NSTR("32 MB"), MemoryCardType::File, MemoryCardFileType::PS2_32MB},
{FSUI_NSTR("64 MB"), MemoryCardType::File, MemoryCardFileType::PS2_64MB},
{FSUI_NSTR("Folder [Recommended]"), MemoryCardType::Folder, MemoryCardFileType::PS2_8MB},
{FSUI_NSTR("128 KB [PS1]"), MemoryCardType::File, MemoryCardFileType::PS1},
};
static int memcard_type = 0;
for (int i = 0; i < static_cast<int>(std::size(memcard_types)); i++)
ImGui::RadioButton(Host::TranslateToCString(TR_CONTEXT, std::get<0>(memcard_types[i])), &memcard_type, i);
ImGui::NewLine();
BeginMenuButtons();
const bool create_enabled = (std::strlen(memcard_name) > 0);
if (ActiveButton(FSUI_ICONSTR(ICON_FA_FOLDER_OPEN, "Create"), false, create_enabled) && std::strlen(memcard_name) > 0)
{
const std::string real_card_name =
fmt::format("{}.{}", memcard_name, (std::get<2>(memcard_types[memcard_type]) == MemoryCardFileType::PS1 ? "mcr" : "ps2"));
if (!Path::IsValidFileName(real_card_name, false))
{
ShowToast(std::string(), fmt::format(FSUI_FSTR("Memory card name '{}' is not valid."), real_card_name));
}
else if (!FileMcd_GetCardInfo(real_card_name).has_value())
{
const auto& [type_title, type, file_type] = memcard_types[memcard_type];
if (FileMcd_CreateNewCard(real_card_name, type, file_type))
{
ShowToast(std::string(), fmt::format(FSUI_FSTR("Memory Card '{}' created."), real_card_name));
std::memset(memcard_name, 0, sizeof(memcard_name));
memcard_type = 0;
ImGui::CloseCurrentPopup();
}
else
{
ShowToast(std::string(), fmt::format(FSUI_FSTR("Failed to create memory card '{}'."), real_card_name));
}
}
else
{
ShowToast(std::string(), fmt::format(FSUI_FSTR("A memory card with the name '{}' already exists."), real_card_name));
}
}
if (ActiveButton(FSUI_ICONSTR(ICON_FA_TIMES, "Cancel"), false))
{
std::memset(memcard_name, 0, sizeof(memcard_name));
memcard_type = 0;
ImGui::CloseCurrentPopup();
}
EndMenuButtons();
ImGui::EndPopup();
}
ImGui::PopFont();
ImGui::PopStyleVar(2);
}
void FullscreenUI::CopyGlobalControllerSettingsToGame()
{
SettingsInterface* dsi = GetEditingSettingsInterface(true);
SettingsInterface* ssi = GetEditingSettingsInterface(false);
Pad::CopyConfiguration(dsi, *ssi, true, true, false);
USB::CopyConfiguration(dsi, *ssi, true, true);
SetSettingsChanged(dsi);
ShowToast(std::string(), FSUI_STR("Per-game controller configuration initialized with global settings."));
}
void FullscreenUI::ResetControllerSettings()
{
SettingsInterface* dsi = GetEditingSettingsInterface();
Pad::SetDefaultControllerConfig(*dsi);
Pad::SetDefaultHotkeyConfig(*dsi);
USB::SetDefaultConfiguration(dsi);
ShowToast(std::string(), FSUI_STR("Controller settings reset to default."));
}
void FullscreenUI::DoLoadInputProfile()
{
std::vector<std::string> profiles = Pad::GetInputProfileNames();
if (profiles.empty())
{
ShowToast(std::string(), FSUI_STR("No input profiles available."));
return;
}
ImGuiFullscreen::ChoiceDialogOptions coptions;
coptions.reserve(profiles.size());
for (std::string& name : profiles)
coptions.emplace_back(std::move(name), false);
OpenChoiceDialog(FSUI_ICONSTR(ICON_FA_FOLDER_OPEN, "Load Profile"), false, std::move(coptions),
[](s32 index, const std::string& title, bool checked) {
if (index < 0)
return;
INISettingsInterface ssi(VMManager::GetInputProfilePath(title));
if (!ssi.Load())
{
ShowToast(std::string(), fmt::format(FSUI_FSTR("Failed to load '{}'."), title));
CloseChoiceDialog();
return;
}
auto lock = Host::GetSettingsLock();
SettingsInterface* dsi = GetEditingSettingsInterface();
Pad::CopyConfiguration(dsi, ssi, true, true, IsEditingGameSettings(dsi));
USB::CopyConfiguration(dsi, ssi, true, true);
SetSettingsChanged(dsi);
ShowToast(std::string(), fmt::format(FSUI_FSTR("Input profile '{}' loaded."), title));
CloseChoiceDialog();
});
}
void FullscreenUI::DoSaveInputProfile(const std::string& name)
{
INISettingsInterface dsi(VMManager::GetInputProfilePath(name));
auto lock = Host::GetSettingsLock();
SettingsInterface* ssi = GetEditingSettingsInterface();
Pad::CopyConfiguration(&dsi, *ssi, true, true, IsEditingGameSettings(ssi));
USB::CopyConfiguration(&dsi, *ssi, true, true);
if (dsi.Save())
ShowToast(std::string(), fmt::format(FSUI_FSTR("Input profile '{}' saved."), name));
else
ShowToast(std::string(), fmt::format(FSUI_FSTR("Failed to save input profile '{}'."), name));
}
void FullscreenUI::DoSaveInputProfile()
{
std::vector<std::string> profiles = Pad::GetInputProfileNames();
ImGuiFullscreen::ChoiceDialogOptions coptions;
coptions.reserve(profiles.size() + 1);
coptions.emplace_back(FSUI_STR("Create New..."), false);
for (std::string& name : profiles)
coptions.emplace_back(std::move(name), false);
OpenChoiceDialog(
FSUI_ICONSTR(ICON_FA_SAVE, "Save Profile"), false, std::move(coptions), [](s32 index, const std::string& title, bool checked) {
if (index < 0)
return;
if (index > 0)
{
DoSaveInputProfile(title);
CloseChoiceDialog();
return;
}
CloseChoiceDialog();
OpenInputStringDialog(FSUI_ICONSTR(ICON_FA_SAVE, "Save Profile"),
FSUI_STR("Enter the name of the input profile you wish to create."), std::string(),
FSUI_ICONSTR(ICON_FA_FOLDER_PLUS, "Create"), [](std::string title) {
if (!title.empty())
DoSaveInputProfile(title);
});
});
}
void FullscreenUI::DoResetSettings()
{
OpenConfirmMessageDialog(FSUI_ICONSTR(ICON_FA_FOLDER_MINUS, "Reset Settings"),
FSUI_STR("Are you sure you want to restore the default settings? Any preferences will be lost."), [](bool result) {
if (result)
{
Host::RunOnCPUThread([]() { Host::RequestResetSettings(false, true, false, false, false); });
ShowToast(std::string(), FSUI_STR("Settings reset to defaults."));
}
});
}
void FullscreenUI::DrawControllerSettingsPage()
{
BeginMenuButtons();
SettingsInterface* bsi = GetEditingSettingsInterface();
MenuHeading(FSUI_CSTR("Configuration"));
if (IsEditingGameSettings(bsi))
{
if (DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_COG, "Per-Game Configuration"),
FSUI_CSTR("Uses game-specific settings for controllers for this game."), "Pad", "UseGameSettingsForController", false,
IsEditingGameSettings(bsi), false))
{
// did we just enable per-game for the first time?
if (bsi->GetBoolValue("Pad", "UseGameSettingsForController", false) &&
!bsi->GetBoolValue("Pad", "GameSettingsInitialized", false))
{
bsi->SetBoolValue("Pad", "GameSettingsInitialized", true);
CopyGlobalControllerSettingsToGame();
}
}
}
if (IsEditingGameSettings(bsi) && !bsi->GetBoolValue("Pad", "UseGameSettingsForController", false))
{
// nothing to edit..
EndMenuButtons();
return;
}
if (IsEditingGameSettings(bsi))
{
if (MenuButton(
FSUI_ICONSTR(ICON_FA_COPY, "Copy Global Settings"), FSUI_CSTR("Copies the global controller configuration to this game.")))
{
CopyGlobalControllerSettingsToGame();
}
}
else
{
if (MenuButton(FSUI_ICONSTR(ICON_FA_FOLDER_MINUS, "Reset Settings"),
FSUI_CSTR("Resets all configuration to defaults (including bindings).")))
{
ResetControllerSettings();
}
}
if (MenuButton(
FSUI_ICONSTR(ICON_FA_FOLDER_OPEN, "Load Profile"), FSUI_CSTR("Replaces these settings with a previously saved input profile.")))
{
DoLoadInputProfile();
}
if (MenuButton(FSUI_ICONSTR(ICON_FA_SAVE, "Save Profile"), FSUI_CSTR("Stores the current settings to an input profile.")))
{
DoSaveInputProfile();
}
MenuHeading(FSUI_CSTR("Input Sources"));
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_COG, "Enable SDL Input Source"),
FSUI_CSTR("The SDL input source supports most controllers."), "InputSources", "SDL", true, true, false);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_WIFI, "SDL DualShock 4 / DualSense Enhanced Mode"),
FSUI_CSTR("Provides vibration and LED control support over Bluetooth."), "InputSources", "SDLControllerEnhancedMode", false,
bsi->GetBoolValue("InputSources", "SDL", true), false);
#ifdef _WIN32
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_COG, "SDL Raw Input"), FSUI_CSTR("Allow SDL to use raw access to input devices."),
"InputSources", "SDLRawInput", false, bsi->GetBoolValue("InputSources", "SDL", true), false);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_COG, "Enable XInput Input Source"),
FSUI_CSTR("The XInput source provides support for XBox 360/XBox One/XBox Series controllers."), "InputSources", "XInput", false,
true, false);
#endif
MenuHeading(FSUI_CSTR("Multitap"));
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_PLUS_SQUARE, "Enable Console Port 1 Multitap"),
FSUI_CSTR("Enables an additional three controller slots. Not supported in all games."), "Pad", "MultitapPort1", false, true, false);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_PLUS_SQUARE, "Enable Console Port 2 Multitap"),
FSUI_CSTR("Enables an additional three controller slots. Not supported in all games."), "Pad", "MultitapPort2", false, true, false);
const std::array<bool, 2> mtap_enabled = {
{bsi->GetBoolValue("Pad", "MultitapPort1", false), bsi->GetBoolValue("Pad", "MultitapPort2", false)}};
// we reorder things a little to make it look less silly for mtap
static constexpr const std::array<char, 4> mtap_slot_names = {{'A', 'B', 'C', 'D'}};
static constexpr const std::array<u32, Pad::NUM_CONTROLLER_PORTS> mtap_port_order = {{0, 2, 3, 4, 1, 5, 6, 7}};
static constexpr const std::array<const char*, Pad::NUM_CONTROLLER_PORTS> sections = {
{"Pad1", "Pad2", "Pad3", "Pad4", "Pad5", "Pad6", "Pad7", "Pad8"}};
// create the ports
for (u32 global_slot : mtap_port_order)
{
const bool is_mtap_port = sioPadIsMultitapSlot(global_slot);
const auto [mtap_port, mtap_slot] = sioConvertPadToPortAndSlot(global_slot);
if (is_mtap_port && !mtap_enabled[mtap_port])
continue;
ImGui::PushID(global_slot);
if (mtap_enabled[mtap_port])
{
MenuHeading(SmallString::from_fmt(
fmt::runtime(FSUI_ICONSTR(ICON_FA_PLUG, "Controller Port {}{}")), mtap_port + 1, mtap_slot_names[mtap_slot]));
}
else
{
MenuHeading(SmallString::from_fmt(fmt::runtime(FSUI_ICONSTR(ICON_FA_PLUG, "Controller Port {}")), mtap_port + 1));
}
const char* section = sections[global_slot];
const Pad::ControllerInfo* ci = Pad::GetConfigControllerType(*bsi, section, global_slot);
if (MenuButton(FSUI_ICONSTR(ICON_FA_GAMEPAD, "Controller Type"), ci ? ci->GetLocalizedName() : FSUI_CSTR("Unknown")))
{
const std::vector<std::pair<const char*, const char*>> raw_options = Pad::GetControllerTypeNames();
ImGuiFullscreen::ChoiceDialogOptions options;
options.reserve(raw_options.size());
for (auto& it : raw_options)
options.emplace_back(it.second, (ci && ci->name == it.first));
OpenChoiceDialog(fmt::format(FSUI_FSTR("Port {} Controller Type"), global_slot + 1).c_str(), false, std::move(options),
[game_settings = IsEditingGameSettings(bsi), section, raw_options = std::move(raw_options)](
s32 index, const std::string& title, bool checked) {
if (index < 0)
return;
auto lock = Host::GetSettingsLock();
SettingsInterface* bsi = GetEditingSettingsInterface(game_settings);
bsi->SetStringValue(section, "Type", raw_options[index].first);
SetSettingsChanged(bsi);
CloseChoiceDialog();
});
}
if (!ci || ci->bindings.empty())
{
ImGui::PopID();
continue;
}
if (MenuButton(
FSUI_ICONSTR(ICON_FA_MAGIC, "Automatic Mapping"), FSUI_CSTR("Attempts to map the selected port to a chosen controller.")))
StartAutomaticBinding(global_slot);
for (const InputBindingInfo& bi : ci->bindings)
DrawInputBindingButton(bsi, bi.bind_type, section, bi.name, Host::TranslateToCString("Pad", bi.display_name), true);
if (mtap_enabled[mtap_port])
{
MenuHeading(SmallString::from_fmt(
fmt::runtime(FSUI_ICONSTR(ICON_FA_MICROCHIP, "Controller Port {}{} Macros")), mtap_port + 1, mtap_slot_names[mtap_slot]));
}
else
{
MenuHeading(SmallString::from_fmt(fmt::runtime(FSUI_ICONSTR(ICON_FA_MICROCHIP, "Controller Port {} Macros")), mtap_port + 1));
}
static bool macro_button_expanded[Pad::NUM_CONTROLLER_PORTS][Pad::NUM_MACRO_BUTTONS_PER_CONTROLLER] = {};
for (u32 macro_index = 0; macro_index < Pad::NUM_MACRO_BUTTONS_PER_CONTROLLER; macro_index++)
{
bool& expanded = macro_button_expanded[global_slot][macro_index];
expanded ^=
MenuHeadingButton(SmallString::from_fmt(fmt::runtime(FSUI_ICONSTR(ICON_FA_MICROCHIP, "Macro Button {}")), macro_index + 1),
macro_button_expanded[global_slot][macro_index] ? ICON_FA_CHEVRON_UP : ICON_FA_CHEVRON_DOWN);
if (!expanded)
continue;
DrawInputBindingButton(
bsi, InputBindingInfo::Type::Macro, section, TinyString::from_fmt("Macro{}", macro_index + 1), "Trigger");
std::string binds_string(bsi->GetStringValue(section, fmt::format("Macro{}Binds", macro_index + 1).c_str()));
if (MenuButton(FSUI_ICONSTR(ICON_FA_KEYBOARD, "Buttons"),
binds_string.empty() ? FSUI_CSTR("No Buttons Selected") : binds_string.c_str()))
{
std::vector<std::string_view> buttons_split(StringUtil::SplitString(binds_string, '&', true));
ImGuiFullscreen::ChoiceDialogOptions options;
for (const InputBindingInfo& bi : ci->bindings)
{
if (bi.bind_type != InputBindingInfo::Type::Button && bi.bind_type != InputBindingInfo::Type::Axis &&
bi.bind_type != InputBindingInfo::Type::HalfAxis)
{
continue;
}
options.emplace_back(Host::TranslateToCString("Pad", bi.display_name),
std::any_of(
buttons_split.begin(), buttons_split.end(), [bi](const std::string_view& it) { return (it == bi.name); }));
}
OpenChoiceDialog(fmt::format(FSUI_FSTR("Select Macro {} Binds"), macro_index + 1).c_str(), true, std::move(options),
[section, macro_index, ci](s32 index, const std::string& title, bool checked) {
// convert display name back to bind name
std::string_view to_modify;
for (const InputBindingInfo& bi : ci->bindings)
{
if (bi.display_name == title)
{
to_modify = bi.name;
break;
}
}
if (to_modify.empty())
{
// wtf?
return;
}
auto lock = Host::GetSettingsLock();
SettingsInterface* bsi = GetEditingSettingsInterface();
const std::string key(fmt::format("Macro{}Binds", macro_index + 1));
std::string binds_string(bsi->GetStringValue(section, key.c_str()));
std::vector<std::string_view> buttons_split(StringUtil::SplitString(binds_string, '&', true));
auto it = std::find(buttons_split.begin(), buttons_split.end(), to_modify);
if (checked)
{
if (it == buttons_split.end())
buttons_split.push_back(to_modify);
}
else
{
if (it != buttons_split.end())
buttons_split.erase(it);
}
binds_string = StringUtil::JoinString(buttons_split.begin(), buttons_split.end(), " & ");
if (binds_string.empty())
bsi->DeleteValue(section, key.c_str());
else
bsi->SetStringValue(section, key.c_str(), binds_string.c_str());
});
}
const TinyString freq_key = TinyString::from_fmt(FSUI_FSTR("Macro {} Frequency"), macro_index + 1);
s32 frequency = bsi->GetIntValue(section, freq_key.c_str(), 0);
const SmallString freq_summary =
((frequency == 0) ? TinyString(FSUI_VSTR("Macro will not auto-toggle.")) :
TinyString::from_fmt(FSUI_FSTR("Macro will toggle every {} frames."), frequency));
if (MenuButton(FSUI_ICONSTR(ICON_FA_LIGHTBULB, "Frequency"), freq_summary.c_str()))
ImGui::OpenPopup(freq_key.c_str());
const std::string pressure_key(fmt::format("Macro{}Pressure", macro_index + 1));
DrawFloatSpinBoxSetting(bsi, FSUI_ICONSTR(ICON_FA_ARROW_DOWN, "Pressure"),
FSUI_CSTR("Determines how much pressure is simulated when macro is active."), section, pressure_key.c_str(), 1.0f, 0.01f,
1.0f, 0.01f, 100.0f, "%.0f%%");
const std::string deadzone_key(fmt::format("Macro{}Deadzone", macro_index + 1));
DrawFloatSpinBoxSetting(bsi, FSUI_ICONSTR(ICON_FA_ARROW_DOWN, "Pressure"),
FSUI_CSTR("Determines the pressure required to activate the macro."), section, deadzone_key.c_str(), 0.0f, 0.00f, 1.0f,
0.01f, 100.0f, "%.0f%%");
ImGui::SetNextWindowSize(LayoutScale(500.0f, 180.0f));
ImGui::SetNextWindowPos(ImGui::GetIO().DisplaySize * 0.5f, ImGuiCond_Always, ImVec2(0.5f, 0.5f));
ImGui::PushFont(g_large_font);
ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, LayoutScale(10.0f));
ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, LayoutScale(20.0f, 20.0f));
ImGui::PushStyleVar(ImGuiStyleVar_FrameBorderSize, 0.0f);
ImGui::PushStyleVar(ImGuiStyleVar_FramePadding,
LayoutScale(ImGuiFullscreen::LAYOUT_MENU_BUTTON_X_PADDING, ImGuiFullscreen::LAYOUT_MENU_BUTTON_Y_PADDING));
if (ImGui::BeginPopupModal(
freq_key.c_str(), nullptr, ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove))
{
ImGui::SetNextItemWidth(LayoutScale(450.0f));
if (ImGui::SliderInt("##value", &frequency, 0, 60, FSUI_CSTR("Toggle every %d frames"), ImGuiSliderFlags_NoInput))
{
if (frequency == 0)
bsi->DeleteValue(section, freq_key.c_str());
else
bsi->SetIntValue(section, freq_key.c_str(), frequency);
}
BeginMenuButtons();
if (MenuButton("OK", nullptr, true, LAYOUT_MENU_BUTTON_HEIGHT_NO_SUMMARY))
ImGui::CloseCurrentPopup();
EndMenuButtons();
ImGui::EndPopup();
}
ImGui::PopStyleVar(4);
ImGui::PopFont();
}
if (!ci->settings.empty())
{
if (mtap_enabled[mtap_port])
{
MenuHeading(SmallString::from_fmt(fmt::runtime(FSUI_ICONSTR(ICON_FA_SLIDERS_H, "Controller Port {}{} Settings")),
mtap_port + 1, mtap_slot_names[mtap_slot]));
}
else
{
MenuHeading(
SmallString::from_fmt(fmt::runtime(FSUI_ICONSTR(ICON_FA_SLIDERS_H, "Controller Port {} Settings")), mtap_port + 1));
}
for (const SettingInfo& si : ci->settings)
DrawSettingInfoSetting(bsi, section, Host::TranslateToCString("Pad", si.name), si, "Pad");
}
ImGui::PopID();
}
for (u32 port = 0; port < USB::NUM_PORTS; port++)
{
ImGui::PushID(port);
MenuHeading(TinyString::from_fmt(fmt::runtime(FSUI_ICONSTR(ICON_FA_PLUG, "USB Port {}")), port + 1));
const std::string type(USB::GetConfigDevice(*bsi, port));
if (MenuButton(FSUI_ICONSTR(ICON_FA_GAMEPAD, "Device Type"), USB::GetDeviceName(type)))
{
const std::vector<std::pair<const char*, const char*>> raw_options = USB::GetDeviceTypes();
ImGuiFullscreen::ChoiceDialogOptions options;
options.reserve(raw_options.size());
for (auto& it : raw_options)
{
options.emplace_back(it.second, type == it.first);
}
OpenChoiceDialog(fmt::format(FSUI_FSTR("Port {} Device"), port + 1).c_str(), false, std::move(options),
[game_settings = IsEditingGameSettings(bsi), raw_options = std::move(raw_options), port](
s32 index, const std::string& title, bool checked) {
if (index < 0)
return;
auto lock = Host::GetSettingsLock();
SettingsInterface* bsi = GetEditingSettingsInterface(game_settings);
USB::SetConfigDevice(*bsi, port, raw_options[static_cast<u32>(index)].first);
SetSettingsChanged(bsi);
CloseChoiceDialog();
});
}
if (type.empty() || type == "None")
{
ImGui::PopID();
continue;
}
const u32 subtype = USB::GetConfigSubType(*bsi, port, type);
const std::span<const char*> subtypes(USB::GetDeviceSubtypes(type));
if (!subtypes.empty())
{
const char* subtype_name = USB::GetDeviceSubtypeName(type, subtype);
if (MenuButton(FSUI_ICONSTR(ICON_FA_COG, "Device Subtype"), subtype_name))
{
ImGuiFullscreen::ChoiceDialogOptions options;
options.reserve(subtypes.size());
for (u32 i = 0; i < subtypes.size(); i++)
options.emplace_back(subtypes[i], i == subtype);
OpenChoiceDialog(fmt::format(FSUI_FSTR("Port {} Subtype"), port + 1).c_str(), false, std::move(options),
[game_settings = IsEditingGameSettings(bsi), port, type](s32 index, const std::string& title, bool checked) {
if (index < 0)
return;
auto lock = Host::GetSettingsLock();
SettingsInterface* bsi = GetEditingSettingsInterface(game_settings);
USB::SetConfigSubType(*bsi, port, type.c_str(), static_cast<u32>(index));
SetSettingsChanged(bsi);
CloseChoiceDialog();
});
}
}
const std::span<const InputBindingInfo> bindings(USB::GetDeviceBindings(type, subtype));
if (!bindings.empty())
{
MenuHeading(TinyString::from_fmt(fmt::runtime(FSUI_ICONSTR(ICON_FA_KEYBOARD, "{} Bindings")), USB::GetDeviceName(type)));
if (MenuButton(FSUI_ICONSTR(ICON_FA_FOLDER_MINUS, "Clear Bindings"), FSUI_CSTR("Clears all bindings for this USB controller.")))
{
USB::ClearPortBindings(*bsi, port);
SetSettingsChanged(bsi);
}
const std::string section(USB::GetConfigSection(port));
for (const InputBindingInfo& bi : bindings)
{
DrawInputBindingButton(bsi, bi.bind_type, section.c_str(), USB::GetConfigSubKey(type, bi.name).c_str(),
Host::TranslateToCString("USB", bi.display_name));
}
}
const std::span<const SettingInfo> settings(USB::GetDeviceSettings(type, subtype));
if (!settings.empty())
{
MenuHeading(TinyString::from_fmt(fmt::runtime(FSUI_ICONSTR(ICON_FA_SLIDERS_H, "{} Settings")), USB::GetDeviceName(type)));
const std::string section(USB::GetConfigSection(port));
for (const SettingInfo& si : settings)
DrawSettingInfoSetting(bsi, section.c_str(), USB::GetConfigSubKey(type, si.name).c_str(), si, "USB");
}
ImGui::PopID();
}
EndMenuButtons();
}
void FullscreenUI::DrawHotkeySettingsPage()
{
SettingsInterface* bsi = GetEditingSettingsInterface();
BeginMenuButtons();
const HotkeyInfo* last_category = nullptr;
for (const HotkeyInfo* hotkey : s_hotkey_list_cache)
{
if (!last_category || std::strcmp(hotkey->category, last_category->category) != 0)
{
MenuHeading(Host::TranslateToCString("Hotkeys", hotkey->category));
last_category = hotkey;
}
DrawInputBindingButton(
bsi, InputBindingInfo::Type::Button, "Hotkeys", hotkey->name, Host::TranslateToCString("Hotkeys", hotkey->display_name), false);
}
EndMenuButtons();
}
void FullscreenUI::DrawFoldersSettingsPage()
{
SettingsInterface* bsi = GetEditingSettingsInterface();
BeginMenuButtons();
MenuHeading(FSUI_CSTR("Data Save Locations"));
DrawFolderSetting(bsi, FSUI_ICONSTR(ICON_FA_CALENDAR, "Cache Directory"), "Folders", "Cache", EmuFolders::Cache);
DrawFolderSetting(bsi, FSUI_ICONSTR(ICON_FA_FOLDER, "Covers Directory"), "Folders", "Covers", EmuFolders::Covers);
DrawFolderSetting(bsi, FSUI_ICONSTR(ICON_FA_CAMERA, "Snapshots Directory"), "Folders", "Snapshots", EmuFolders::Snapshots);
DrawFolderSetting(bsi, FSUI_ICONSTR(ICON_FA_DOWNLOAD, "Save States Directory"), "Folders", "Savestates", EmuFolders::Savestates);
DrawFolderSetting(bsi, FSUI_ICONSTR(ICON_FA_WRENCH, "Game Settings Directory"), "Folders", "GameSettings", EmuFolders::GameSettings);
DrawFolderSetting(bsi, FSUI_ICONSTR(ICON_FA_GAMEPAD, "Input Profile Directory"), "Folders", "InputProfiles", EmuFolders::InputProfiles);
DrawFolderSetting(bsi, FSUI_ICONSTR(ICON_FA_FROWN, "Cheats Directory"), "Folders", "Cheats", EmuFolders::Cheats);
DrawFolderSetting(bsi, FSUI_ICONSTR(ICON_FA_MAGIC, "Patches Directory"), "Folders", "Patches", EmuFolders::Patches);
DrawFolderSetting(bsi, FSUI_ICONSTR(ICON_FA_SLIDERS_H, "Texture Replacements Directory"), "Folders", "Textures", EmuFolders::Textures);
DrawFolderSetting(bsi, FSUI_ICONSTR(ICON_FA_SLIDERS_H, "Video Dumping Directory"), "Folders", "Videos", EmuFolders::Videos);
EndMenuButtons();
}
void FullscreenUI::DrawAdvancedSettingsPage()
{
static constexpr const char* ee_rounding_mode_settings[] = {FSUI_NSTR("Nearest"), FSUI_NSTR("Negative"), FSUI_NSTR("Positive"), FSUI_NSTR("Chop/Zero (Default)")};
SettingsInterface* bsi = GetEditingSettingsInterface();
const bool show_advanced_settings = ShouldShowAdvancedSettings(bsi);
BeginMenuButtons();
if (!IsEditingGameSettings(bsi))
{
DrawToggleSetting(bsi, FSUI_CSTR("Show Advanced Settings"),
FSUI_CSTR("Changing these options may cause games to become non-functional. Modify at your own risk, the PCSX2 team will not "
"provide support for configurations with these settings changed."),
"UI", "ShowAdvancedSettings", false);
}
MenuHeading(FSUI_CSTR("Logging"));
DrawToggleSetting(bsi, FSUI_CSTR("System Console"),
FSUI_CSTR("Writes log messages to the system console (console window/standard output)."), "Logging", "EnableSystemConsole", false);
DrawToggleSetting(
bsi, FSUI_CSTR("File Logging"), FSUI_CSTR("Writes log messages to emulog.txt."), "Logging", "EnableFileLogging", false);
DrawToggleSetting(bsi, FSUI_CSTR("Verbose Logging"), FSUI_CSTR("Writes dev log messages to log sinks."), "Logging", "EnableVerbose",
false, !IsDevBuild);
if (show_advanced_settings)
{
DrawToggleSetting(
bsi, FSUI_CSTR("Log Timestamps"), FSUI_CSTR("Writes timestamps alongside log messages."), "Logging", "EnableTimestamps", true);
DrawToggleSetting(bsi, FSUI_CSTR("EE Console"), FSUI_CSTR("Writes debug messages from the game's EE code to the console."),
"Logging", "EnableEEConsole", true);
DrawToggleSetting(bsi, FSUI_CSTR("IOP Console"), FSUI_CSTR("Writes debug messages from the game's IOP code to the console."),
"Logging", "EnableIOPConsole", true);
DrawToggleSetting(
bsi, FSUI_CSTR("CDVD Verbose Reads"), FSUI_CSTR("Logs disc reads from games."), "EmuCore", "CdvdVerboseReads", false);
}
if (show_advanced_settings)
{
MenuHeading(FSUI_CSTR("Emotion Engine"));
DrawIntListSetting(bsi, FSUI_CSTR("Rounding Mode"),
FSUI_CSTR("Determines how the results of floating-point operations are rounded. Some games need specific settings."),
"EmuCore/CPU", "FPU.Roundmode", 3, ee_rounding_mode_settings, std::size(ee_rounding_mode_settings), true);
DrawClampingModeSetting(bsi, FSUI_CSTR("Clamping Mode"),
FSUI_CSTR("Determines how out-of-range floating point numbers are handled. Some games need specific settings."), -1);
DrawToggleSetting(bsi, FSUI_CSTR("Enable EE Recompiler"),
FSUI_CSTR("Performs just-in-time binary translation of 64-bit MIPS-IV machine code to native code."), "EmuCore/CPU/Recompiler",
"EnableEE", true);
DrawToggleSetting(bsi, FSUI_CSTR("Enable EE Cache"), FSUI_CSTR("Enables simulation of the EE's cache. Slow."),
"EmuCore/CPU/Recompiler", "EnableEECache", false);
DrawToggleSetting(bsi, FSUI_CSTR("Enable INTC Spin Detection"),
FSUI_CSTR("Huge speedup for some games, with almost no compatibility side effects."), "EmuCore/Speedhacks", "IntcStat", true);
DrawToggleSetting(bsi, FSUI_CSTR("Enable Wait Loop Detection"),
FSUI_CSTR("Moderate speedup for some games, with no known side effects."), "EmuCore/Speedhacks", "WaitLoop", true);
DrawToggleSetting(bsi, FSUI_CSTR("Enable Fast Memory Access"),
FSUI_CSTR("Uses backpatching to avoid register flushing on every memory access."), "EmuCore/CPU/Recompiler", "EnableFastmem",
true);
MenuHeading(FSUI_CSTR("Vector Units"));
DrawIntListSetting(bsi, FSUI_CSTR("VU0 Rounding Mode"),
FSUI_CSTR("Determines how the results of floating-point operations are rounded. Some games need specific settings."),
"EmuCore/CPU", "VU0.Roundmode", 3, ee_rounding_mode_settings, std::size(ee_rounding_mode_settings), true);
DrawClampingModeSetting(bsi, FSUI_CSTR("VU0 Clamping Mode"),
FSUI_CSTR("Determines how out-of-range floating point numbers are handled. Some games need specific settings."), 0);
DrawIntListSetting(bsi, FSUI_CSTR("VU1 Rounding Mode"),
FSUI_CSTR("Determines how the results of floating-point operations are rounded. Some games need specific settings."),
"EmuCore/CPU", "VU1.Roundmode", 3, ee_rounding_mode_settings, std::size(ee_rounding_mode_settings), true);
DrawClampingModeSetting(bsi, FSUI_CSTR("VU1 Clamping Mode"),
FSUI_CSTR("Determines how out-of-range floating point numbers are handled. Some games need specific settings."), 1);
DrawToggleSetting(bsi, FSUI_CSTR("Enable VU0 Recompiler (Micro Mode)"),
FSUI_CSTR("New Vector Unit recompiler with much improved compatibility. Recommended."), "EmuCore/CPU/Recompiler", "EnableVU0",
true);
DrawToggleSetting(bsi, FSUI_CSTR("Enable VU1 Recompiler"),
FSUI_CSTR("New Vector Unit recompiler with much improved compatibility. Recommended."), "EmuCore/CPU/Recompiler", "EnableVU1",
true);
DrawToggleSetting(bsi, FSUI_CSTR("Enable VU Flag Optimization"),
FSUI_CSTR("Good speedup and high compatibility, may cause graphical errors."), "EmuCore/Speedhacks", "vuFlagHack", true);
MenuHeading(FSUI_CSTR("I/O Processor"));
DrawToggleSetting(bsi, FSUI_CSTR("Enable IOP Recompiler"),
FSUI_CSTR("Performs just-in-time binary translation of 32-bit MIPS-I machine code to native code."), "EmuCore/CPU/Recompiler",
"EnableIOP", true);
MenuHeading(FSUI_CSTR("Graphics"));
DrawToggleSetting(bsi, FSUI_CSTR("Use Debug Device"), FSUI_CSTR("Enables API-level validation of graphics commands."), "EmuCore/GS",
"UseDebugDevice", false);
}
EndMenuButtons();
}
void FullscreenUI::DrawPatchesOrCheatsSettingsPage(bool cheats)
{
SettingsInterface* bsi = GetEditingSettingsInterface();
const Patch::PatchInfoList& patch_list = cheats ? s_game_cheats_list : s_game_patch_list;
std::vector<std::string>& enable_list = cheats ? s_enabled_game_cheat_cache : s_enabled_game_patch_cache;
const char* section = cheats ? Patch::CHEATS_CONFIG_SECTION : Patch::PATCHES_CONFIG_SECTION;
const bool master_enable = cheats ? GetEffectiveBoolSetting(bsi, "EmuCore", "EnableCheats", false) : true;
BeginMenuButtons();
if (cheats)
{
MenuHeading(FSUI_CSTR("Settings"));
DrawToggleSetting(
bsi, FSUI_CSTR("Enable Cheats"), FSUI_CSTR("Enables loading cheats from pnach files."), "EmuCore", "EnableCheats", false);
if (patch_list.empty())
{
ActiveButton(
FSUI_CSTR("No cheats are available for this game."), false, false, ImGuiFullscreen::LAYOUT_MENU_BUTTON_HEIGHT_NO_SUMMARY);
}
else
{
MenuHeading(FSUI_CSTR("Cheat Codes"));
}
}
else
{
if (patch_list.empty())
{
ActiveButton(
FSUI_CSTR("No patches are available for this game."), false, false, ImGuiFullscreen::LAYOUT_MENU_BUTTON_HEIGHT_NO_SUMMARY);
}
else
{
MenuHeading(FSUI_CSTR("Game Patches"));
}
}
for (const Patch::PatchInfo& pi : patch_list)
{
const auto enable_it = std::find(enable_list.begin(), enable_list.end(), pi.name);
bool state = (enable_it != enable_list.end());
if (ToggleButton(pi.name.c_str(), pi.description.c_str(), &state, master_enable))
{
if (state)
{
bsi->AddToStringList(section, Patch::PATCH_ENABLE_CONFIG_KEY, pi.name.c_str());
enable_list.push_back(pi.name);
}
else
{
bsi->RemoveFromStringList(section, Patch::PATCH_ENABLE_CONFIG_KEY, pi.name.c_str());
enable_list.erase(enable_it);
}
SetSettingsChanged(bsi);
}
}
if (cheats && s_game_cheat_unlabelled_count > 0)
{
ActiveButton(SmallString::from_fmt(master_enable ? FSUI_FSTR("{} unlabelled patch codes will automatically activate.") :
FSUI_FSTR("{} unlabelled patch codes found but not enabled."),
s_game_cheat_unlabelled_count),
false, false, ImGuiFullscreen::LAYOUT_MENU_BUTTON_HEIGHT_NO_SUMMARY);
}
if (!patch_list.empty() || (cheats && s_game_cheat_unlabelled_count > 0))
{
ActiveButton(
cheats ? FSUI_CSTR("Activating cheats can cause unpredictable behavior, crashing, soft-locks, or broken saved games.") :
FSUI_CSTR("Activating game patches can cause unpredictable behavior, crashing, soft-locks, or broken saved games."),
false, false, ImGuiFullscreen::LAYOUT_MENU_BUTTON_HEIGHT_NO_SUMMARY);
ActiveButton(
FSUI_CSTR("Use patches at your own risk, the PCSX2 team will provide no support for users who have enabled game patches."),
false, false, ImGuiFullscreen::LAYOUT_MENU_BUTTON_HEIGHT_NO_SUMMARY);
}
EndMenuButtons();
}
void FullscreenUI::DrawGameFixesSettingsPage()
{
SettingsInterface* bsi = GetEditingSettingsInterface();
BeginMenuButtons();
MenuHeading(FSUI_CSTR("Game Fixes"));
ActiveButton(
FSUI_CSTR("Game fixes should not be modified unless you are aware of what each option does and the implications of doing so."),
false, false, ImGuiFullscreen::LAYOUT_MENU_BUTTON_HEIGHT_NO_SUMMARY);
DrawToggleSetting(bsi, FSUI_CSTR("FPU Negative Div Hack"), FSUI_CSTR("For Gundam games."), "EmuCore/Gamefixes", "FpuNegDivHack", false);
DrawToggleSetting(bsi, FSUI_CSTR("FPU Multiply Hack"), FSUI_CSTR("For Tales of Destiny."), "EmuCore/Gamefixes", "FpuMulHack", false);
DrawToggleSetting(bsi, FSUI_CSTR("Use Software Renderer For FMVs"),
FSUI_CSTR("Needed for some games with complex FMV rendering."), "EmuCore/Gamefixes", "SoftwareRendererFMVHack", false);
DrawToggleSetting(bsi, FSUI_CSTR("Skip MPEG Hack"), FSUI_CSTR("Skips videos/FMVs in games to avoid game hanging/freezes."),
"EmuCore/Gamefixes", "SkipMPEGHack", false);
DrawToggleSetting(
bsi, FSUI_CSTR("Preload TLB Hack"), FSUI_CSTR("To avoid TLB miss on Goemon."), "EmuCore/Gamefixes", "GoemonTlbHack", false);
DrawToggleSetting(bsi, FSUI_CSTR("EE Timing Hack"),
FSUI_CSTR("General-purpose timing hack. Known to affect following games: Digital Devil Saga, SSX."),
"EmuCore/Gamefixes", "EETimingHack", false);
DrawToggleSetting(bsi, FSUI_CSTR("Instant DMA Hack"),
FSUI_CSTR("Good for cache emulation problems. Known to affect following games: Fire Pro Wrestling Z."), "EmuCore/Gamefixes", "InstantDMAHack",
false);
DrawToggleSetting(bsi, FSUI_CSTR("OPH Flag Hack"),
FSUI_CSTR("Known to affect following games: Bleach Blade Battlers, Growlanser II and III, Wizardry."), "EmuCore/Gamefixes",
"OPHFlagHack", false);
DrawToggleSetting(
bsi, FSUI_CSTR("Emulate GIF FIFO"), FSUI_CSTR("Correct but slower. Known to affect the following games: Fifa Street 2."), "EmuCore/Gamefixes", "GIFFIFOHack", false);
DrawToggleSetting(bsi, FSUI_CSTR("DMA Busy Hack"),
FSUI_CSTR("Known to affect following games: Mana Khemia 1, Metal Saga, Pilot Down Behind Enemy Lines."), "EmuCore/Gamefixes",
"DMABusyHack", false);
DrawToggleSetting(bsi, FSUI_CSTR("Delay VIF1 Stalls"), FSUI_CSTR("For SOCOM 2 HUD and Spy Hunter loading hang."),
"EmuCore/Gamefixes", "VIF1StallHack", false);
DrawToggleSetting(bsi, FSUI_CSTR("Emulate VIF FIFO"),
FSUI_CSTR("Simulate VIF1 FIFO read ahead. Known to affect following games: Test Drive Unlimited, Transformers."), "EmuCore/Gamefixes", "VIFFIFOHack", false);
DrawToggleSetting(bsi, FSUI_CSTR("Full VU0 Synchronization"), FSUI_CSTR("Forces tight VU0 sync on every COP2 instruction."),
"EmuCore/Gamefixes", "FullVU0SyncHack", false);
DrawToggleSetting(bsi, FSUI_CSTR("VU I Bit Hack"),
FSUI_CSTR("Avoids constant recompilation in some games. Known to affect the following games: Scarface The World is Yours, Crash Tag Team Racing."), "EmuCore/Gamefixes", "IbitHack", false);
DrawToggleSetting(bsi, FSUI_CSTR("VU Add Hack"),
FSUI_CSTR("For Tri-Ace Games: Star Ocean 3, Radiata Stories, Valkyrie Profile 2."), "EmuCore/Gamefixes",
"VuAddSubHack", false);
DrawToggleSetting(bsi, FSUI_CSTR("VU Overflow Hack"), FSUI_CSTR("To check for possible float overflows (Superman Returns)."),
"EmuCore/Gamefixes", "VUOverflowHack", false);
DrawToggleSetting(bsi, FSUI_CSTR("VU Sync"), FSUI_CSTR("Run behind. To avoid sync problems when reading or writing VU registers."),
"EmuCore/Gamefixes", "VUSyncHack", false);
DrawToggleSetting(bsi, FSUI_CSTR("VU XGKick Sync"), FSUI_CSTR("Use accurate timing for VU XGKicks (slower)."), "EmuCore/Gamefixes",
"XgKickHack", false);
DrawToggleSetting(bsi, FSUI_CSTR("Force Blit Internal FPS Detection"),
FSUI_CSTR("Use alternative method to calculate internal FPS to avoid false readings in some games."), "EmuCore/Gamefixes",
"BlitInternalFPSHack", false);
EndMenuButtons();
}
static void DrawShadowedText(
ImDrawList* dl, ImFont* font, const ImVec2& pos, u32 col, const char* text, const char* text_end = nullptr, float wrap_width = 0.0f)
{
dl->AddText(font, font->FontSize, pos + LayoutScale(1.0f, 1.0f), IM_COL32(0, 0, 0, 100), text, text_end, wrap_width);
dl->AddText(font, font->FontSize, pos, col, text, text_end, wrap_width);
}
void FullscreenUI::DrawPauseMenu(MainWindowType type)
{
ImDrawList* dl = ImGui::GetBackgroundDrawList();
const ImVec2 display_size(ImGui::GetIO().DisplaySize);
const ImU32 text_color = IM_COL32(UIBackgroundTextColor.x * 255, UIBackgroundTextColor.y * 255, UIBackgroundTextColor.z * 255, 255);
dl->AddRectFilled(
ImVec2(0.0f, 0.0f), display_size, IM_COL32(UIBackgroundColor.x * 255, UIBackgroundColor.y * 255, UIBackgroundColor.z * 255, 200));
// title info
{
const float image_width = 60.0f;
const float image_height = 90.0f;
const std::string_view path_string(Path::GetFileName(s_current_disc_path));
const ImVec2 title_size(
g_large_font->CalcTextSizeA(g_large_font->FontSize, std::numeric_limits<float>::max(), -1.0f, s_current_game_title.c_str()));
const ImVec2 path_size(path_string.empty() ?
ImVec2(0.0f, 0.0f) :
g_medium_font->CalcTextSizeA(g_medium_font->FontSize, std::numeric_limits<float>::max(), -1.0f,
path_string.data(), path_string.data() + path_string.length()));
const ImVec2 subtitle_size(g_medium_font->CalcTextSizeA(
g_medium_font->FontSize, std::numeric_limits<float>::max(), -1.0f, s_current_game_subtitle.c_str()));
ImVec2 title_pos(
display_size.x - LayoutScale(10.0f + image_width + 20.0f) - title_size.x, display_size.y - LayoutScale(10.0f + image_height));
ImVec2 path_pos(display_size.x - LayoutScale(10.0f + image_width + 20.0f) - path_size.x,
title_pos.y + g_large_font->FontSize + LayoutScale(4.0f));
ImVec2 subtitle_pos(display_size.x - LayoutScale(10.0f + image_width + 20.0f) - subtitle_size.x,
(path_string.empty() ? title_pos.y : path_pos.y) + g_medium_font->FontSize + LayoutScale(4.0f));
float rp_height = 0.0f;
{
const auto lock = Achievements::GetLock();
const std::string& rp = Achievements::IsActive() ? Achievements::GetRichPresenceString() : std::string();
if (!rp.empty())
{
const float wrap_width = LayoutScale(350.0f);
const ImVec2 rp_size = g_medium_font->CalcTextSizeA(
g_medium_font->FontSize, std::numeric_limits<float>::max(), wrap_width, rp.data(), rp.data() + rp.length());
// Add a small extra gap if any Rich Presence is displayed
rp_height = rp_size.y - g_medium_font->FontSize + 2.0f;
const ImVec2 rp_pos(display_size.x - LayoutScale(20.0f + 50.0f + 20.0f) - rp_size.x,
subtitle_pos.y + g_medium_font->FontSize + LayoutScale(4.0f) - rp_height);
title_pos.y -= rp_height;
path_pos.y -= rp_height;
subtitle_pos.y -= rp_height;
DrawShadowedText(dl, g_medium_font, rp_pos, text_color, rp.data(), rp.data() + rp.length(), wrap_width);
}
}
DrawShadowedText(dl, g_large_font, title_pos, text_color, s_current_game_title.c_str());
if (!path_string.empty())
{
DrawShadowedText(dl, g_medium_font, path_pos, text_color, path_string.data(), path_string.data() + path_string.length());
}
DrawShadowedText(dl, g_medium_font, subtitle_pos, text_color, s_current_game_subtitle.c_str());
GSTexture* const cover = GetCoverForCurrentGame();
const ImVec2 image_min(
display_size.x - LayoutScale(10.0f + image_width), display_size.y - LayoutScale(10.0f + image_height) - rp_height);
const ImVec2 image_max(image_min.x + LayoutScale(image_width), image_min.y + LayoutScale(image_height) + rp_height);
const ImRect image_rect(CenterImage(
ImRect(image_min, image_max), ImVec2(static_cast<float>(cover->GetWidth()), static_cast<float>(cover->GetHeight()))));
dl->AddImage(cover->GetNativeHandle(), image_rect.Min, image_rect.Max);
}
// current time / play time
{
char buf[256];
struct tm ltime;
const std::time_t ctime(std::time(nullptr));
#ifdef _MSC_VER
localtime_s(&ltime, &ctime);
#else
localtime_r(&ctime, &ltime);
#endif
std::strftime(buf, sizeof(buf), "%X", &ltime);
const ImVec2 time_size(g_large_font->CalcTextSizeA(g_large_font->FontSize, std::numeric_limits<float>::max(), -1.0f, buf));
const ImVec2 time_pos(display_size.x - LayoutScale(10.0f) - time_size.x, LayoutScale(10.0f));
DrawShadowedText(dl, g_large_font, time_pos, text_color, buf);
if (!s_current_disc_serial.empty())
{
const std::time_t cached_played_time = GameList::GetCachedPlayedTimeForSerial(s_current_disc_serial);
const std::time_t session_time = static_cast<std::time_t>(VMManager::GetSessionPlayedTime());
const std::string played_time_str(GameList::FormatTimespan(cached_played_time + session_time, true));
const std::string session_time_str(GameList::FormatTimespan(session_time, true));
SmallString buf;
buf.fmt(FSUI_FSTR("This Session: {}"), session_time_str);
const ImVec2 session_size(g_medium_font->CalcTextSizeA(g_medium_font->FontSize, std::numeric_limits<float>::max(), -1.0f, buf));
const ImVec2 session_pos(
display_size.x - LayoutScale(10.0f) - session_size.x, time_pos.y + g_large_font->FontSize + LayoutScale(4.0f));
DrawShadowedText(dl, g_medium_font, session_pos, text_color, buf);
buf.fmt(FSUI_FSTR("All Time: {}"), played_time_str);
const ImVec2 total_size(g_medium_font->CalcTextSizeA(g_medium_font->FontSize, std::numeric_limits<float>::max(), -1.0f, buf));
const ImVec2 total_pos(
display_size.x - LayoutScale(10.0f) - total_size.x, session_pos.y + g_medium_font->FontSize + LayoutScale(4.0f));
DrawShadowedText(dl, g_medium_font, total_pos, text_color, buf);
}
}
const ImVec2 window_size(LayoutScale(500.0f, LAYOUT_SCREEN_HEIGHT));
const ImVec2 window_pos(0.0f, display_size.y - window_size.y);
if (BeginFullscreenWindow(
window_pos, window_size, "pause_menu", ImVec4(0.0f, 0.0f, 0.0f, 0.0f), 0.0f, 10.0f, ImGuiWindowFlags_NoBackground))
{
static constexpr u32 submenu_item_count[] = {
11, // None
4, // Exit
3, // Achievements
};
const bool just_focused = ResetFocusHere();
BeginMenuButtons(submenu_item_count[static_cast<u32>(s_current_pause_submenu)], 1.0f, ImGuiFullscreen::LAYOUT_MENU_BUTTON_X_PADDING,
ImGuiFullscreen::LAYOUT_MENU_BUTTON_Y_PADDING, ImGuiFullscreen::LAYOUT_MENU_BUTTON_HEIGHT_NO_SUMMARY);
switch (s_current_pause_submenu)
{
case PauseSubMenu::None:
{
// NOTE: Menu close must come first, because otherwise VM destruction options will race.
const bool can_load_or_save_state = s_current_disc_crc != 0;
if (just_focused)
ImGui::SetFocusID(ImGui::GetID(FSUI_ICONSTR(ICON_FA_PLAY, "Resume Game")), ImGui::GetCurrentWindow());
if (ActiveButton(FSUI_ICONSTR(ICON_FA_PLAY, "Resume Game"), false) || WantsToCloseMenu())
ClosePauseMenu();
if (ActiveButton(FSUI_ICONSTR(ICON_FA_FAST_FORWARD, "Toggle Frame Limit"), false))
{
ClosePauseMenu();
DoToggleFrameLimit();
}
if (ActiveButton(FSUI_ICONSTR(ICON_FA_UNDO, "Load State"), false, can_load_or_save_state))
{
if (OpenSaveStateSelector(true))
s_current_main_window = MainWindowType::None;
}
if (ActiveButton(FSUI_ICONSTR(ICON_FA_DOWNLOAD, "Save State"), false, can_load_or_save_state))
{
if (OpenSaveStateSelector(false))
s_current_main_window = MainWindowType::None;
}
if (ActiveButton(FSUI_ICONSTR(ICON_FA_WRENCH, "Game Properties"), false, can_load_or_save_state))
{
SwitchToGameSettings();
}
if (ActiveButton(FSUI_ICONSTR(ICON_FA_TROPHY, "Achievements"), false, Achievements::HasAchievementsOrLeaderboards()))
{
// skip second menu and go straight to cheevos if there's no lbs
if (!Achievements::HasLeaderboards())
OpenAchievementsWindow();
else
OpenPauseSubMenu(PauseSubMenu::Achievements);
}
if (ActiveButton(FSUI_ICONSTR(ICON_FA_CAMERA, "Save Screenshot"), false))
{
GSQueueSnapshot(std::string());
ClosePauseMenu();
}
if (ActiveButton(GSConfig.UseHardwareRenderer() ? (FSUI_ICONSTR(ICON_FA_PAINT_BRUSH, "Switch To Software Renderer")) :
(FSUI_ICONSTR(ICON_FA_PAINT_BRUSH, "Switch To Hardware Renderer")),
false))
{
ClosePauseMenu();
DoToggleSoftwareRenderer();
}
if (ActiveButton(FSUI_ICONSTR(ICON_FA_COMPACT_DISC, "Change Disc"), false))
{
s_current_main_window = MainWindowType::None;
DoChangeDisc();
}
if (ActiveButton(FSUI_ICONSTR(ICON_FA_SLIDERS_H, "Settings"), false))
SwitchToSettings();
if (ActiveButton(FSUI_ICONSTR(ICON_FA_POWER_OFF, "Close Game"), false))
{
// skip submenu when we can't save anyway
if (!can_load_or_save_state)
DoShutdown(false);
else
OpenPauseSubMenu(PauseSubMenu::Exit);
}
}
break;
case PauseSubMenu::Exit:
{
if (just_focused)
{
ImGui::SetFocusID(ImGui::GetID(FSUI_ICONSTR(ICON_FA_POWER_OFF, "Exit Without Saving")), ImGui::GetCurrentWindow());
}
if (ActiveButton(FSUI_ICONSTR(ICON_FA_BACKWARD, "Back To Pause Menu"), false) || WantsToCloseMenu())
OpenPauseSubMenu(PauseSubMenu::None);
if (ActiveButton(FSUI_ICONSTR(ICON_FA_SYNC, "Reset System"), false))
{
ClosePauseMenu();
DoReset();
}
if (ActiveButton(FSUI_ICONSTR(ICON_FA_SAVE, "Exit And Save State"), false))
DoShutdown(true);
if (ActiveButton(FSUI_ICONSTR(ICON_FA_POWER_OFF, "Exit Without Saving"), false))
DoShutdown(false);
}
break;
case PauseSubMenu::Achievements:
{
if (just_focused)
ImGui::SetFocusID(ImGui::GetID(FSUI_ICONSTR(ICON_FA_BACKWARD, "Back To Pause Menu")), ImGui::GetCurrentWindow());
if (ActiveButton(FSUI_ICONSTR(ICON_FA_BACKWARD, "Back To Pause Menu"), false) || WantsToCloseMenu())
OpenPauseSubMenu(PauseSubMenu::None);
if (ActiveButton(FSUI_ICONSTR(ICON_FA_TROPHY, "Achievements"), false))
OpenAchievementsWindow();
if (ActiveButton(FSUI_ICONSTR(ICON_FA_STOPWATCH, "Leaderboards"), false))
OpenLeaderboardsWindow();
}
break;
}
EndMenuButtons();
EndFullscreenWindow();
}
// Primed achievements must come first, because we don't want the pause screen to be behind them.
if (Achievements::HasAchievementsOrLeaderboards())
Achievements::DrawPauseMenuOverlays();
}
void FullscreenUI::InitializePlaceholderSaveStateListEntry(SaveStateListEntry* li, s32 slot)
{
li->title = fmt::format("{}##game_slot_{}", TinyString::from_fmt(FSUI_FSTR("Save Slot {0}"), slot), slot);
li->summary = FSUI_STR("No save present in this slot.");
li->path = {};
li->timestamp = 0;
li->slot = slot;
li->preview_texture = {};
}
bool FullscreenUI::InitializeSaveStateListEntry(
SaveStateListEntry* li, const std::string& title, const std::string& serial, u32 crc, s32 slot)
{
std::string filename(VMManager::GetSaveStateFileName(serial.c_str(), crc, slot));
FILESYSTEM_STAT_DATA sd;
if (filename.empty() || !FileSystem::StatFile(filename.c_str(), &sd))
{
InitializePlaceholderSaveStateListEntry(li, slot);
return false;
}
li->title = fmt::format("{}##game_slot_{}", TinyString::from_fmt(FSUI_FSTR("Save Slot {0}"), slot), slot);
li->summary = fmt::format(FSUI_FSTR("Saved {}"), TimeToPrintableString(sd.ModificationTime));
li->slot = slot;
li->timestamp = sd.ModificationTime;
li->path = std::move(filename);
li->preview_texture.reset();
u32 screenshot_width, screenshot_height;
std::vector<u32> screenshot_pixels;
if (SaveState_ReadScreenshot(li->path, &screenshot_width, &screenshot_height, &screenshot_pixels))
{
li->preview_texture =
std::unique_ptr<GSTexture>(g_gs_device->CreateTexture(screenshot_width, screenshot_height, 1, GSTexture::Format::Color));
if (!li->preview_texture || !li->preview_texture->Update(GSVector4i(0, 0, screenshot_width, screenshot_height),
screenshot_pixels.data(), sizeof(u32) * screenshot_width))
{
Console.Error("Failed to upload save state image to GPU");
if (li->preview_texture)
g_gs_device->Recycle(li->preview_texture.release());
}
}
return true;
}
void FullscreenUI::ClearSaveStateEntryList()
{
for (SaveStateListEntry& entry : s_save_state_selector_slots)
{
if (entry.preview_texture)
s_cleanup_textures.push_back(std::move(entry.preview_texture));
}
s_save_state_selector_slots.clear();
}
u32 FullscreenUI::PopulateSaveStateListEntries(const std::string& title, const std::string& serial, u32 crc)
{
ClearSaveStateEntryList();
for (s32 i = 1; i <= VMManager::NUM_SAVE_STATE_SLOTS; i++)
{
SaveStateListEntry li;
if (InitializeSaveStateListEntry(&li, title, serial, crc, i) || !s_save_state_selector_loading)
s_save_state_selector_slots.push_back(std::move(li));
}
return static_cast<u32>(s_save_state_selector_slots.size());
}
bool FullscreenUI::OpenLoadStateSelectorForGame(const std::string& game_path)
{
auto lock = GameList::GetLock();
const GameList::Entry* entry = GameList::GetEntryForPath(game_path.c_str());
if (entry)
{
s_save_state_selector_loading = true;
if (PopulateSaveStateListEntries(entry->title.c_str(), entry->serial.c_str(), entry->crc) > 0)
{
s_save_state_selector_open = true;
s_save_state_selector_resuming = false;
s_save_state_selector_game_path = game_path;
return true;
}
}
ShowToast({}, FSUI_STR("No save states found."), 5.0f);
return false;
}
bool FullscreenUI::OpenSaveStateSelector(bool is_loading)
{
s_save_state_selector_game_path = {};
s_save_state_selector_loading = is_loading;
s_save_state_selector_resuming = false;
if (PopulateSaveStateListEntries(s_current_game_title.c_str(), s_current_disc_serial.c_str(), s_current_disc_crc) > 0)
{
s_save_state_selector_open = true;
return true;
}
ShowToast({}, FSUI_STR("No save states found."), 5.0f);
return false;
}
void FullscreenUI::CloseSaveStateSelector()
{
ClearSaveStateEntryList();
s_save_state_selector_open = false;
s_save_state_selector_submenu_index = -1;
s_save_state_selector_loading = false;
s_save_state_selector_resuming = false;
s_save_state_selector_game_path = {};
}
void FullscreenUI::DrawSaveStateSelector(bool is_loading)
{
ImGuiIO& io = ImGui::GetIO();
ImGui::SetNextWindowPos(ImVec2(0.0f, 0.0f));
ImGui::SetNextWindowSize(io.DisplaySize);
ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f));
ImGui::PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f);
ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f);
ImGui::PushStyleVar(ImGuiStyleVar_ChildRounding, 0.0f);
ImGui::PushStyleVar(ImGuiStyleVar_ChildBorderSize, 0.0f);
const char* window_title = is_loading ? FSUI_CSTR("Load State") : FSUI_CSTR("Save State");
ImGui::OpenPopup(window_title);
bool is_open = true;
const bool valid = ImGui::BeginPopupModal(window_title, &is_open,
ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoTitleBar |
ImGuiWindowFlags_NoBackground);
if (!valid || !is_open)
{
if (valid)
ImGui::EndPopup();
ImGui::PopStyleVar(5);
if (!is_open)
{
CloseSaveStateSelector();
ReturnToPreviousWindow();
}
return;
}
ImVec2 heading_size =
ImVec2(io.DisplaySize.x, LayoutScale(LAYOUT_MENU_BUTTON_HEIGHT_NO_SUMMARY + LAYOUT_MENU_BUTTON_Y_PADDING * 2.0f + 2.0f));
ImGui::PushStyleColor(ImGuiCol_ChildBg, ModAlpha(UIPrimaryColor, 0.9f));
if (ImGui::BeginChild("state_titlebar", heading_size, false, ImGuiWindowFlags_NavFlattened))
{
BeginNavBar();
if (NavButton(ICON_FA_BACKWARD, true, true))
{
CloseSaveStateSelector();
ReturnToPreviousWindow();
}
NavTitle(is_loading ? FSUI_CSTR("Load State") : FSUI_CSTR("Save State"));
EndNavBar();
ImGui::EndChild();
}
ImGui::PopStyleColor();
ImGui::PushStyleColor(ImGuiCol_ChildBg, ModAlpha(UIBackgroundColor, 0.9f));
ImGui::SetCursorPos(ImVec2(0.0f, heading_size.y));
bool close_handled = false;
if (s_save_state_selector_open &&
ImGui::BeginChild("state_list", ImVec2(io.DisplaySize.x, io.DisplaySize.y - heading_size.y), false, ImGuiWindowFlags_NavFlattened))
{
BeginMenuButtons();
const ImGuiStyle& style = ImGui::GetStyle();
const float title_spacing = LayoutScale(10.0f);
const float summary_spacing = LayoutScale(4.0f);
const float item_spacing = LayoutScale(20.0f);
const float item_width_with_spacing = std::floor(LayoutScale(LAYOUT_SCREEN_WIDTH / 4.0f));
const float item_width = item_width_with_spacing - item_spacing;
const float image_width = item_width - (style.FramePadding.x * 2.0f);
const float image_height = image_width / 1.33f;
const ImVec2 image_size(image_width, image_height);
const float item_height = (style.FramePadding.y * 2.0f) + image_height + title_spacing + g_large_font->FontSize + summary_spacing +
g_medium_font->FontSize;
const ImVec2 item_size(item_width, item_height);
const u32 grid_count_x = std::floor(ImGui::GetWindowWidth() / item_width_with_spacing);
const float start_x =
(static_cast<float>(ImGui::GetWindowWidth()) - (item_width_with_spacing * static_cast<float>(grid_count_x))) * 0.5f;
u32 grid_x = 0;
ImGui::SetCursorPos(ImVec2(start_x, 0.0f));
for (u32 i = 0; i < s_save_state_selector_slots.size();)
{
if (i == 0)
ResetFocusHere();
if (static_cast<s32>(i) == s_save_state_selector_submenu_index)
{
SaveStateListEntry& entry = s_save_state_selector_slots[i];
// can't use a choice dialog here, because we're already in a modal...
ImGuiFullscreen::PushResetLayout();
ImGui::PushFont(g_large_font);
ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, LayoutScale(10.0f));
ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, LayoutScale(LAYOUT_MENU_BUTTON_X_PADDING, LAYOUT_MENU_BUTTON_Y_PADDING));
ImGui::PushStyleVar(ImGuiStyleVar_FrameBorderSize, 0.0f);
ImGui::PushStyleColor(ImGuiCol_Text, UIPrimaryTextColor);
ImGui::PushStyleColor(ImGuiCol_TitleBg, UIPrimaryDarkColor);
ImGui::PushStyleColor(ImGuiCol_TitleBgActive, UIPrimaryColor);
ImGui::PushStyleColor(ImGuiCol_PopupBg, MulAlpha(UIBackgroundColor, 0.95f));
const float width = LayoutScale(600.0f);
const float title_height =
g_large_font->FontSize + ImGui::GetStyle().FramePadding.y * 2.0f + ImGui::GetStyle().WindowPadding.y * 2.0f;
const float height =
title_height + LayoutScale(LAYOUT_MENU_BUTTON_HEIGHT_NO_SUMMARY + (LAYOUT_MENU_BUTTON_Y_PADDING * 2.0f)) * 3.0f;
ImGui::SetNextWindowSize(ImVec2(width, height));
ImGui::SetNextWindowPos(ImGui::GetIO().DisplaySize * 0.5f, ImGuiCond_Always, ImVec2(0.5f, 0.5f));
ImGui::OpenPopup(entry.title.c_str());
// don't let the back button flow through to the main window
bool submenu_open = !WantsToCloseMenu();
close_handled ^= submenu_open;
bool closed = false;
if (ImGui::BeginPopupModal(
entry.title.c_str(), &is_open, ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove))
{
ImGui::PushStyleColor(ImGuiCol_Text, UIBackgroundTextColor);
BeginMenuButtons();
if (ActiveButton(
is_loading ? FSUI_ICONSTR(ICON_FA_FOLDER_OPEN, "Load State") : FSUI_ICONSTR(ICON_FA_FOLDER_OPEN, "Save State"),
false, true, LAYOUT_MENU_BUTTON_HEIGHT_NO_SUMMARY))
{
if (is_loading)
DoLoadState(std::move(entry.path));
else
Host::RunOnCPUThread([slot = entry.slot]() { VMManager::SaveStateToSlot(slot); });
CloseSaveStateSelector();
ReturnToMainWindow();
closed = true;
}
if (ActiveButton(FSUI_ICONSTR(ICON_FA_FOLDER_MINUS, "Delete Save"), false, true, LAYOUT_MENU_BUTTON_HEIGHT_NO_SUMMARY))
{
if (!FileSystem::FileExists(entry.path.c_str()))
{
ShowToast({}, fmt::format(FSUI_FSTR("{} does not exist."), ImGuiFullscreen::RemoveHash(entry.title)));
is_open = true;
}
else if (FileSystem::DeleteFilePath(entry.path.c_str()))
{
ShowToast({}, fmt::format(FSUI_FSTR("{} deleted."), ImGuiFullscreen::RemoveHash(entry.title)));
if (s_save_state_selector_loading)
s_save_state_selector_slots.erase(s_save_state_selector_slots.begin() + i);
else
InitializePlaceholderSaveStateListEntry(&entry, entry.slot);
// Close if this was the last state.
if (s_save_state_selector_slots.empty())
{
CloseSaveStateSelector();
ReturnToMainWindow();
closed = true;
}
else
{
is_open = false;
}
}
else
{
ShowToast({}, fmt::format(FSUI_FSTR("Failed to delete {}."), ImGuiFullscreen::RemoveHash(entry.title)));
is_open = false;
}
}
if (ActiveButton(FSUI_ICONSTR(ICON_FA_WINDOW_CLOSE, "Close Menu"), false, true, LAYOUT_MENU_BUTTON_HEIGHT_NO_SUMMARY))
{
is_open = false;
}
EndMenuButtons();
ImGui::PopStyleColor();
ImGui::EndPopup();
}
if (!is_open)
{
s_save_state_selector_submenu_index = -1;
if (!closed)
QueueResetFocus();
}
ImGui::PopStyleColor(4);
ImGui::PopStyleVar(3);
ImGui::PopFont();
ImGuiFullscreen::PopResetLayout();
if (closed || i >= s_save_state_selector_slots.size())
break;
}
ImGuiWindow* window = ImGui::GetCurrentWindow();
if (window->SkipItems)
{
i++;
continue;
}
const SaveStateListEntry& entry = s_save_state_selector_slots[i];
const ImGuiID id = window->GetID(static_cast<int>(i));
const ImVec2 pos(window->DC.CursorPos);
ImRect bb(pos, pos + item_size);
ImGui::ItemSize(item_size);
if (ImGui::ItemAdd(bb, id))
{
bool held;
bool hovered;
bool pressed = ImGui::ButtonBehavior(bb, id, &hovered, &held, 0);
if (hovered)
{
const ImU32 col = ImGui::GetColorU32(held ? ImGuiCol_ButtonActive : ImGuiCol_ButtonHovered, 1.0f);
const float t = std::min<float>(std::abs(std::sin(ImGui::GetTime() * 0.75) * 1.1), 1.0f);
ImGui::PushStyleColor(ImGuiCol_Border, ImGui::GetColorU32(ImGuiCol_Border, t));
ImGui::RenderFrame(bb.Min, bb.Max, col, true, 0.0f);
ImGui::PopStyleColor();
}
bb.Min += style.FramePadding;
bb.Max -= style.FramePadding;
const GSTexture* const screenshot = entry.preview_texture ? entry.preview_texture.get() : GetPlaceholderTexture().get();
const ImRect image_rect(CenterImage(ImRect(bb.Min, bb.Min + image_size),
ImVec2(static_cast<float>(screenshot->GetWidth()), static_cast<float>(screenshot->GetHeight()))));
ImGui::GetWindowDrawList()->AddImage(screenshot->GetNativeHandle(), image_rect.Min, image_rect.Max, ImVec2(0.0f, 0.0f),
ImVec2(1.0f, 1.0f), IM_COL32(255, 255, 255, 255));
const ImVec2 title_pos(bb.Min.x, bb.Min.y + image_height + title_spacing);
const ImRect title_bb(title_pos, ImVec2(bb.Max.x, title_pos.y + g_large_font->FontSize));
ImGui::PushFont(g_large_font);
ImGui::RenderTextClipped(title_bb.Min, title_bb.Max, entry.title.c_str(), nullptr, nullptr, ImVec2(0.0f, 0.0f), &title_bb);
ImGui::PopFont();
if (!entry.summary.empty())
{
const ImVec2 summary_pos(bb.Min.x, title_pos.y + g_large_font->FontSize + summary_spacing);
const ImRect summary_bb(summary_pos, ImVec2(bb.Max.x, summary_pos.y + g_medium_font->FontSize));
ImGui::PushFont(g_medium_font);
ImGui::RenderTextClipped(
summary_bb.Min, summary_bb.Max, entry.summary.c_str(), nullptr, nullptr, ImVec2(0.0f, 0.0f), &summary_bb);
ImGui::PopFont();
}
if (pressed)
{
if (is_loading)
DoLoadState(entry.path);
else
Host::RunOnCPUThread([slot = entry.slot]() { VMManager::SaveStateToSlot(slot); });
CloseSaveStateSelector();
ReturnToMainWindow();
break;
}
if (hovered &&
(ImGui::IsItemClicked(ImGuiMouseButton_Right) || ImGui::IsNavInputTest(ImGuiNavInput_Input, ImGuiNavReadMode_Pressed)))
{
s_save_state_selector_submenu_index = static_cast<s32>(i);
}
}
grid_x++;
if (grid_x == grid_count_x)
{
grid_x = 0;
ImGui::SetCursorPosX(start_x);
ImGui::SetCursorPosY(ImGui::GetCursorPosY() + item_spacing);
}
else
{
ImGui::SameLine(start_x + static_cast<float>(grid_x) * (item_width + item_spacing));
}
i++;
}
EndMenuButtons();
ImGui::EndChild();
}
ImGui::PopStyleColor();
ImGui::EndPopup();
ImGui::PopStyleVar(5);
if (!close_handled && WantsToCloseMenu())
{
CloseSaveStateSelector();
ReturnToPreviousWindow();
}
}
bool FullscreenUI::OpenLoadStateSelectorForGameResume(const GameList::Entry* entry)
{
SaveStateListEntry slentry;
if (!InitializeSaveStateListEntry(&slentry, entry->title, entry->serial, entry->crc, -1))
return false;
CloseSaveStateSelector();
s_save_state_selector_slots.push_back(std::move(slentry));
s_save_state_selector_game_path = entry->path;
s_save_state_selector_loading = true;
s_save_state_selector_open = true;
s_save_state_selector_resuming = true;
return true;
}
void FullscreenUI::DrawResumeStateSelector()
{
ImGui::SetNextWindowSize(LayoutScale(800.0f, 600.0f));
ImGui::SetNextWindowPos(ImGui::GetIO().DisplaySize * 0.5f, ImGuiCond_Always, ImVec2(0.5f, 0.5f));
ImGui::OpenPopup(FSUI_CSTR("Load Resume State"));
ImGui::PushFont(g_large_font);
ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, LayoutScale(10.0f));
ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, LayoutScale(20.0f, 20.0f));
bool is_open = true;
if (ImGui::BeginPopupModal(FSUI_CSTR("Load Resume State"), &is_open, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize))
{
const SaveStateListEntry& entry = s_save_state_selector_slots.front();
ImGui::TextWrapped(FSUI_CSTR("A resume save state created at %s was found.\n\nDo you want to load this save and continue?"),
TimeToPrintableString(entry.timestamp).c_str());
const GSTexture* image = entry.preview_texture ? entry.preview_texture.get() : GetPlaceholderTexture().get();
const float image_height = LayoutScale(250.0f);
const float image_width = image_height * (static_cast<float>(image->GetWidth()) / static_cast<float>(image->GetHeight()));
const ImVec2 pos(ImGui::GetCursorScreenPos() +
ImVec2((ImGui::GetCurrentWindow()->WorkRect.GetWidth() - image_width) * 0.5f, LayoutScale(20.0f)));
const ImRect image_bb(pos, pos + ImVec2(image_width, image_height));
ImGui::GetWindowDrawList()->AddImage(static_cast<ImTextureID>(entry.preview_texture ? entry.preview_texture->GetNativeHandle() :
GetPlaceholderTexture()->GetNativeHandle()),
image_bb.Min, image_bb.Max);
ImGui::SetCursorPosY(ImGui::GetCursorPosY() + image_height + LayoutScale(40.0f));
BeginMenuButtons();
if (ActiveButton(FSUI_ICONSTR(ICON_FA_PLAY, "Load State"), false))
{
DoStartPath(s_save_state_selector_game_path, -1);
is_open = false;
}
if (ActiveButton(FSUI_ICONSTR(ICON_FA_LIGHTBULB, "Default Boot"), false))
{
DoStartPath(s_save_state_selector_game_path);
is_open = false;
}
if (ActiveButton(FSUI_ICONSTR(ICON_FA_FOLDER_MINUS, "Delete State"), false))
{
if (FileSystem::DeleteFilePath(entry.path.c_str()))
{
DoStartPath(s_save_state_selector_game_path);
is_open = false;
}
else
{
ShowToast(std::string(), FSUI_STR("Failed to delete save state."));
}
}
if (ActiveButton(FSUI_ICONSTR(ICON_FA_WINDOW_CLOSE, "Cancel"), false))
{
ImGui::CloseCurrentPopup();
is_open = false;
}
EndMenuButtons();
ImGui::EndPopup();
}
ImGui::PopStyleVar(2);
ImGui::PopFont();
if (!is_open)
{
ClearSaveStateEntryList();
s_save_state_selector_open = false;
s_save_state_selector_loading = false;
s_save_state_selector_resuming = false;
s_save_state_selector_game_path = {};
}
}
void FullscreenUI::DoLoadState(std::string path)
{
Host::RunOnCPUThread([boot_path = s_save_state_selector_game_path, path = std::move(path)]() {
if (VMManager::HasValidVM())
{
VMManager::LoadState(path.c_str());
if (!boot_path.empty() && VMManager::GetDiscPath() != boot_path)
VMManager::ChangeDisc(CDVD_SourceType::Iso, std::move(boot_path));
}
else
{
VMBootParameters params;
params.filename = std::move(boot_path);
params.save_state = std::move(path);
if (VMManager::Initialize(std::move(params)))
VMManager::SetState(VMState::Running);
}
});
}
void FullscreenUI::PopulateGameListEntryList()
{
const int sort = Host::GetBaseIntSettingValue("UI", "FullscreenUIGameSort", 0);
const bool reverse = Host::GetBaseBoolSettingValue("UI", "FullscreenUIGameSortReverse", false);
const u32 count = GameList::GetEntryCount();
s_game_list_sorted_entries.resize(count);
for (u32 i = 0; i < count; i++)
s_game_list_sorted_entries[i] = GameList::GetEntryByIndex(i);
std::sort(s_game_list_sorted_entries.begin(), s_game_list_sorted_entries.end(),
[sort, reverse](const GameList::Entry* lhs, const GameList::Entry* rhs) {
switch (sort)
{
case 0: // Type
{
if (lhs->type != rhs->type)
return reverse ? (lhs->type > rhs->type) : (lhs->type < rhs->type);
}
break;
case 1: // Serial
{
if (lhs->serial != rhs->serial)
return reverse ? (lhs->serial > rhs->serial) : (lhs->serial < rhs->serial);
}
break;
case 2: // Title
break;
case 3: // File Title
{
const std::string_view lhs_title(Path::GetFileTitle(lhs->path));
const std::string_view rhs_title(Path::GetFileTitle(rhs->path));
const int res =
StringUtil::Strncasecmp(lhs_title.data(), rhs_title.data(), std::min(lhs_title.size(), rhs_title.size()));
if (res != 0)
return reverse ? (res > 0) : (res < 0);
}
break;
case 4: // CRC
{
if (lhs->crc != rhs->crc)
return reverse ? (lhs->crc >= rhs->crc) : (lhs->crc < rhs->crc);
}
break;
case 5: // Time Played
{
if (lhs->total_played_time != rhs->total_played_time)
{
return reverse ? (lhs->total_played_time > rhs->total_played_time) :
(lhs->total_played_time < rhs->total_played_time);
}
}
break;
case 6: // Last Played (reversed by default)
{
if (lhs->last_played_time != rhs->last_played_time)
{
return reverse ? (lhs->last_played_time < rhs->last_played_time) : (lhs->last_played_time > rhs->last_played_time);
}
}
break;
case 7: // Size
{
if (lhs->total_size != rhs->total_size)
{
return reverse ? (lhs->total_size > rhs->total_size) : (lhs->total_size < rhs->total_size);
}
}
break;
}
// fallback to title when all else is equal
const int res = StringUtil::Strcasecmp(lhs->GetTitleSort(true).c_str(), rhs->GetTitleSort(true).c_str());
return reverse ? (res > 0) : (res < 0);
});
}
void FullscreenUI::DrawGameListWindow()
{
auto game_list_lock = GameList::GetLock();
PopulateGameListEntryList();
ImGuiIO& io = ImGui::GetIO();
ImVec2 heading_size =
ImVec2(io.DisplaySize.x, LayoutScale(LAYOUT_MENU_BUTTON_HEIGHT_NO_SUMMARY + LAYOUT_MENU_BUTTON_Y_PADDING * 2.0f + 2.0f));
const float bg_alpha = VMManager::HasValidVM() ? 0.90f : 1.0f;
if (BeginFullscreenWindow(ImVec2(0.0f, 0.0f), heading_size, "gamelist_view", MulAlpha(UIPrimaryColor, bg_alpha)))
{
static constexpr float ITEM_WIDTH = 25.0f;
static constexpr const char* icons[] = {ICON_FA_BORDER_ALL, ICON_FA_LIST, ICON_FA_COG};
static constexpr const char* titles[] = {
FSUI_NSTR("Game Grid"),
FSUI_NSTR("Game List"),
FSUI_NSTR("Game List Settings"),
};
static constexpr u32 count = std::size(titles);
BeginNavBar();
if (!ImGui::IsPopupOpen(0u, ImGuiPopupFlags_AnyPopup))
{
if (ImGui::IsNavInputTest(ImGuiNavInput_FocusPrev, ImGuiNavReadMode_Pressed))
{
s_game_list_page = static_cast<GameListPage>(
(s_game_list_page == static_cast<GameListPage>(0)) ? (count - 1) : (static_cast<u32>(s_game_list_page) - 1));
}
else if (ImGui::IsNavInputTest(ImGuiNavInput_FocusNext, ImGuiNavReadMode_Pressed))
{
s_game_list_page = static_cast<GameListPage>((static_cast<u32>(s_game_list_page) + 1) % count);
}
}
if (NavButton(ICON_FA_BACKWARD, true, true))
ReturnToPreviousWindow();
NavTitle(Host::TranslateToCString(TR_CONTEXT, titles[static_cast<u32>(s_game_list_page)]));
RightAlignNavButtons(count, ITEM_WIDTH, LAYOUT_MENU_BUTTON_HEIGHT_NO_SUMMARY);
for (u32 i = 0; i < count; i++)
{
if (NavButton(
icons[i], static_cast<GameListPage>(i) == s_game_list_page, true, ITEM_WIDTH, LAYOUT_MENU_BUTTON_HEIGHT_NO_SUMMARY))
{
s_game_list_page = static_cast<GameListPage>(i);
}
}
EndNavBar();
}
EndFullscreenWindow();
switch (s_game_list_page)
{
case GameListPage::Grid:
DrawGameGrid(heading_size);
break;
case GameListPage::List:
DrawGameList(heading_size);
break;
case GameListPage::Settings:
DrawGameListSettingsPage(heading_size);
break;
default:
break;
}
if (VMManager::GetState() != VMState::Shutdown)
{
// Dummy window to prevent interacting with the game list while loading.
ImGui::PushStyleColor(ImGuiCol_WindowBg, ImVec4(1.0f, 1.0f, 1.0f, 1.0f));
ImGui::SetNextWindowSize(ImGui::GetIO().DisplaySize);
ImGui::SetNextWindowPos(ImVec2(0, 0));
ImGui::SetNextWindowBgAlpha(0.25f);
ImGui::Begin("##dummy", nullptr, ImGuiWindowFlags_NoDecoration);
ImGui::End();
ImGui::PopStyleColor();
}
}
void FullscreenUI::DrawGameList(const ImVec2& heading_size)
{
if (!BeginFullscreenColumns(nullptr, heading_size.y, true))
{
EndFullscreenColumns();
return;
}
if (WantsToCloseMenu())
{
if (ImGui::IsWindowFocused())
ReturnToPreviousWindow();
}
const GameList::Entry* selected_entry = nullptr;
if (BeginFullscreenColumnWindow(0.0f, -530.0f, "game_list_entries"))
{
const ImVec2 image_size(LayoutScale(LAYOUT_MENU_BUTTON_HEIGHT * 0.68f, LAYOUT_MENU_BUTTON_HEIGHT));
ResetFocusHere();
BeginMenuButtons();
// TODO: replace with something not heap allocating
std::string summary;
for (const GameList::Entry* entry : s_game_list_sorted_entries)
{
ImRect bb;
bool visible, hovered;
bool pressed = MenuButtonFrame(entry->path.c_str(), true, LAYOUT_MENU_BUTTON_HEIGHT, &visible, &hovered, &bb.Min, &bb.Max);
if (!visible)
continue;
GSTexture* cover_texture = GetGameListCover(entry);
summary.clear();
if (entry->serial.empty())
fmt::format_to(std::back_inserter(summary), "{} - ", GameList::RegionToString(entry->region));
else
fmt::format_to(std::back_inserter(summary), "{} - {} - ", entry->serial, GameList::RegionToString(entry->region));
const std::string_view filename(Path::GetFileName(entry->path));
summary.append(filename);
const ImRect image_rect(CenterImage(ImRect(bb.Min, bb.Min + image_size),
ImVec2(static_cast<float>(cover_texture->GetWidth()), static_cast<float>(cover_texture->GetHeight()))));
ImGui::GetWindowDrawList()->AddImage(cover_texture->GetNativeHandle(), image_rect.Min, image_rect.Max, ImVec2(0.0f, 0.0f),
ImVec2(1.0f, 1.0f), IM_COL32(255, 255, 255, 255));
const float midpoint = bb.Min.y + g_large_font->FontSize + LayoutScale(4.0f);
const float text_start_x = bb.Min.x + image_size.x + LayoutScale(15.0f);
const ImRect title_bb(ImVec2(text_start_x, bb.Min.y), ImVec2(bb.Max.x, midpoint));
const ImRect summary_bb(ImVec2(text_start_x, midpoint), bb.Max);
ImGui::PushFont(g_large_font);
// TODO: Fix font fallback issues and enable native-language titles
ImGui::RenderTextClipped(title_bb.Min, title_bb.Max, entry->GetTitle(true).c_str(), entry->GetTitle(true).c_str() + entry->GetTitle(true).size(), nullptr,
ImVec2(0.0f, 0.0f), &title_bb);
ImGui::PopFont();
if (!summary.empty())
{
ImGui::PushFont(g_medium_font);
ImGui::RenderTextClipped(
summary_bb.Min, summary_bb.Max, summary.c_str(), nullptr, nullptr, ImVec2(0.0f, 0.0f), &summary_bb);
ImGui::PopFont();
}
if (pressed)
HandleGameListActivate(entry);
if (hovered)
selected_entry = entry;
if (selected_entry &&
(ImGui::IsItemClicked(ImGuiMouseButton_Right) || ImGui::IsNavInputTest(ImGuiNavInput_Input, ImGuiNavReadMode_Pressed)))
{
HandleGameListOptions(selected_entry);
}
}
EndMenuButtons();
}
EndFullscreenColumnWindow();
if (BeginFullscreenColumnWindow(-530.0f, 0.0f, "game_list_info", UIPrimaryDarkColor))
{
const GSTexture* cover_texture =
selected_entry ? GetGameListCover(selected_entry) : GetTextureForGameListEntryType(GameList::EntryType::Count);
if (cover_texture)
{
const ImRect image_rect(CenterImage(LayoutScale(ImVec2(275.0f, 400.0f)),
ImVec2(static_cast<float>(cover_texture->GetWidth()), static_cast<float>(cover_texture->GetHeight()))));
ImGui::SetCursorPos(LayoutScale(ImVec2(128.0f, 20.0f)) + image_rect.Min);
ImGui::Image(selected_entry ? GetGameListCover(selected_entry)->GetNativeHandle() :
GetTextureForGameListEntryType(GameList::EntryType::Count)->GetNativeHandle(),
image_rect.GetSize());
}
const float work_width = ImGui::GetCurrentWindow()->WorkRect.GetWidth();
constexpr float field_margin_y = 10.0f;
constexpr float start_x = 50.0f;
float text_y = 440.0f;
float text_width;
PushPrimaryColor();
ImGui::SetCursorPos(LayoutScale(start_x, text_y));
ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0.0f, field_margin_y));
ImGui::PushTextWrapPos(LayoutScale(480.0f));
ImGui::BeginGroup();
if (selected_entry)
{
// title
ImGui::PushFont(g_large_font);
const std::string_view title(std::string_view(selected_entry->GetTitle(true)).substr(0, 37));
text_width = ImGui::CalcTextSize(title.data(), title.data() + title.length(), false, work_width).x;
ImGui::SetCursorPosX((work_width - text_width) / 2.0f);
ImGui::TextWrapped(
"%.*s%s", static_cast<int>(title.size()), title.data(), (title.length() == selected_entry->GetTitle(true).length()) ? "" : "...");
ImGui::PopFont();
ImGui::PushFont(g_medium_font);
// code
text_width = ImGui::CalcTextSize(selected_entry->serial.c_str(), nullptr, false, work_width).x;
ImGui::SetCursorPosX((work_width - text_width) / 2.0f);
ImGui::TextWrapped("%s", selected_entry->serial.c_str());
ImGui::SetCursorPosY(ImGui::GetCursorPosY() + 15.0f);
// file tile
ImGui::TextWrapped("%s", SmallString::from_fmt(FSUI_FSTR("File: {}"), Path::GetFileName(selected_entry->path)).c_str());
// crc
ImGui::TextUnformatted(TinyString::from_fmt(FSUI_FSTR("CRC: {:08X}"), selected_entry->crc));
// region
{
std::string flag_texture(fmt::format("icons/flags/{}.png", GameList::RegionToString(selected_entry->region)));
ImGui::TextUnformatted(FSUI_CSTR("Region: "));
ImGui::SameLine();
ImGui::Image(GetCachedTextureAsync(flag_texture.c_str())->GetNativeHandle(), LayoutScale(23.0f, 16.0f));
ImGui::SameLine();
ImGui::Text(" (%s)", GameList::RegionToString(selected_entry->region));
}
// compatibility
ImGui::TextUnformatted(FSUI_CSTR("Compatibility: "));
ImGui::SameLine();
if (selected_entry->compatibility_rating != GameDatabaseSchema::Compatibility::Unknown)
{
ImGui::Image(s_game_compatibility_textures[static_cast<u32>(selected_entry->compatibility_rating) - 1]->GetNativeHandle(),
LayoutScale(64.0f, 16.0f));
ImGui::SameLine();
}
ImGui::Text(" (%s)", GameList::EntryCompatibilityRatingToString(selected_entry->compatibility_rating));
// play time
ImGui::TextUnformatted(
SmallString::from_fmt(FSUI_FSTR("Time Played: {}"), GameList::FormatTimespan(selected_entry->total_played_time)));
ImGui::TextUnformatted(
SmallString::from_fmt(FSUI_FSTR("Last Played: {}"), GameList::FormatTimestamp(selected_entry->last_played_time)));
// size
ImGui::TextUnformatted(
SmallString::from_fmt(FSUI_FSTR("Size: {:.2f} MB"), static_cast<float>(selected_entry->total_size) / 1048576.0f));
ImGui::PopFont();
}
else
{
// title
const char* title = FSUI_CSTR("No Game Selected");
ImGui::PushFont(g_large_font);
text_width = ImGui::CalcTextSize(title, nullptr, false, work_width).x;
ImGui::SetCursorPosX((work_width - text_width) / 2.0f);
ImGui::TextWrapped("%s", title);
ImGui::PopFont();
}
ImGui::EndGroup();
ImGui::PopTextWrapPos();
ImGui::PopStyleVar();
PopPrimaryColor();
}
EndFullscreenColumnWindow();
EndFullscreenColumns();
}
void FullscreenUI::DrawGameGrid(const ImVec2& heading_size)
{
ImGuiIO& io = ImGui::GetIO();
if (!BeginFullscreenWindow(
ImVec2(0.0f, heading_size.y), ImVec2(io.DisplaySize.x, io.DisplaySize.y - heading_size.y), "game_grid", UIBackgroundColor))
{
EndFullscreenWindow();
return;
}
if (WantsToCloseMenu())
{
if (ImGui::IsWindowFocused())
ReturnToPreviousWindow();
}
ResetFocusHere();
BeginMenuButtons();
const ImGuiStyle& style = ImGui::GetStyle();
const float title_spacing = LayoutScale(10.0f);
const float item_spacing = LayoutScale(20.0f);
const float item_width_with_spacing = std::floor(LayoutScale(LAYOUT_SCREEN_WIDTH / 5.0f));
const float item_width = item_width_with_spacing - item_spacing;
const float image_width = item_width - (style.FramePadding.x * 2.0f);
const float image_height = image_width * 1.33f;
const ImVec2 image_size(image_width, image_height);
const float item_height = (style.FramePadding.y * 2.0f) + image_height + title_spacing + g_medium_font->FontSize;
const ImVec2 item_size(item_width, item_height);
const u32 grid_count_x = std::floor(ImGui::GetWindowWidth() / item_width_with_spacing);
const float start_x =
(static_cast<float>(ImGui::GetWindowWidth()) - (item_width_with_spacing * static_cast<float>(grid_count_x))) * 0.5f;
SmallString draw_title;
u32 grid_x = 0;
ImGui::SetCursorPos(ImVec2(start_x, 0.0f));
for (const GameList::Entry* entry : s_game_list_sorted_entries)
{
ImGuiWindow* window = ImGui::GetCurrentWindow();
if (window->SkipItems)
continue;
const ImGuiID id = window->GetID(entry->path.c_str(), entry->path.c_str() + entry->path.length());
const ImVec2 pos(window->DC.CursorPos);
ImRect bb(pos, pos + item_size);
ImGui::ItemSize(item_size);
if (ImGui::ItemAdd(bb, id))
{
bool held;
bool hovered;
bool pressed = ImGui::ButtonBehavior(bb, id, &hovered, &held, 0);
if (hovered)
{
const ImU32 col = ImGui::GetColorU32(held ? ImGuiCol_ButtonActive : ImGuiCol_ButtonHovered, 1.0f);
const float t = std::min<float>(std::abs(std::sin(ImGui::GetTime() * 0.75) * 1.1), 1.0f);
ImGui::PushStyleColor(ImGuiCol_Border, ImGui::GetColorU32(ImGuiCol_Border, t));
ImGui::RenderFrame(bb.Min, bb.Max, col, true, 0.0f);
ImGui::PopStyleColor();
}
bb.Min += style.FramePadding;
bb.Max -= style.FramePadding;
const GSTexture* const cover_texture = GetGameListCover(entry);
const ImRect image_rect(CenterImage(ImRect(bb.Min, bb.Min + image_size),
ImVec2(static_cast<float>(cover_texture->GetWidth()), static_cast<float>(cover_texture->GetHeight()))));
ImGui::GetWindowDrawList()->AddImage(cover_texture->GetNativeHandle(), image_rect.Min, image_rect.Max, ImVec2(0.0f, 0.0f),
ImVec2(1.0f, 1.0f), IM_COL32(255, 255, 255, 255));
const ImRect title_bb(ImVec2(bb.Min.x, bb.Min.y + image_height + title_spacing), bb.Max);
const std::string_view title(std::string_view(entry->GetTitle(true)).substr(0, 31));
draw_title.clear();
fmt::format_to(std::back_inserter(draw_title), "{}{}", title, (title.length() == entry->GetTitle(true).length()) ? "" : "...");
ImGui::PushFont(g_medium_font);
ImGui::RenderTextClipped(title_bb.Min, title_bb.Max, draw_title.c_str(), draw_title.c_str() + draw_title.length(), nullptr,
ImVec2(0.5f, 0.0f), &title_bb);
ImGui::PopFont();
if (pressed)
HandleGameListActivate(entry);
if (hovered &&
(ImGui::IsItemClicked(ImGuiMouseButton_Right) || ImGui::IsNavInputTest(ImGuiNavInput_Input, ImGuiNavReadMode_Pressed)))
{
HandleGameListOptions(entry);
}
}
grid_x++;
if (grid_x == grid_count_x)
{
grid_x = 0;
ImGui::SetCursorPosX(start_x);
ImGui::SetCursorPosY(ImGui::GetCursorPosY() + item_spacing);
}
else
{
ImGui::SameLine(start_x + static_cast<float>(grid_x) * (item_width + item_spacing));
}
}
EndMenuButtons();
EndFullscreenWindow();
}
void FullscreenUI::HandleGameListActivate(const GameList::Entry* entry)
{
// launch game
if (!OpenLoadStateSelectorForGameResume(entry))
DoStartPath(entry->path);
}
void FullscreenUI::HandleGameListOptions(const GameList::Entry* entry)
{
ImGuiFullscreen::ChoiceDialogOptions options = {
{FSUI_ICONSTR(ICON_FA_WRENCH, "Game Properties"), false},
{FSUI_ICONSTR(ICON_FA_PLAY, "Resume Game"), false},
{FSUI_ICONSTR(ICON_FA_UNDO, "Load State"), false},
{FSUI_ICONSTR(ICON_FA_COMPACT_DISC, "Default Boot"), false},
{FSUI_ICONSTR(ICON_FA_LIGHTBULB, "Fast Boot"), false},
{FSUI_ICONSTR(ICON_FA_MAGIC, "Full Boot"), false},
{FSUI_ICONSTR(ICON_FA_FOLDER_MINUS, "Reset Play Time"), false},
{FSUI_ICONSTR(ICON_FA_WINDOW_CLOSE, "Close Menu"), false},
};
const bool has_resume_state = VMManager::HasSaveStateInSlot(entry->serial.c_str(), entry->crc, -1);
OpenChoiceDialog(entry->GetTitle(true).c_str(), false, std::move(options),
[has_resume_state, entry_path = entry->path, entry_serial = entry->serial](s32 index, const std::string& title, bool checked) {
switch (index)
{
case 0: // Open Game Properties
SwitchToGameSettings(entry_path);
break;
case 1: // Resume Game
DoStartPath(entry_path, has_resume_state ? std::optional<s32>(-1) : std::optional<s32>());
break;
case 2: // Load State
OpenLoadStateSelectorForGame(entry_path);
break;
case 3: // Default Boot
DoStartPath(entry_path);
break;
case 4: // Fast Boot
DoStartPath(entry_path, std::nullopt, true);
break;
case 5: // Full Boot
DoStartPath(entry_path, std::nullopt, false);
break;
case 6: // Reset Play Time
GameList::ClearPlayedTimeForSerial(entry_serial);
break;
default:
break;
}
CloseChoiceDialog();
});
}
void FullscreenUI::DrawGameListSettingsPage(const ImVec2& heading_size)
{
const ImGuiIO& io = ImGui::GetIO();
if (!BeginFullscreenWindow(ImVec2(0.0f, heading_size.y), ImVec2(io.DisplaySize.x, io.DisplaySize.y - heading_size.y), "settings_parent",
UIBackgroundColor))
{
EndFullscreenWindow();
return;
}
if (WantsToCloseMenu())
{
if (ImGui::IsWindowFocused())
ReturnToPreviousWindow();
}
auto lock = Host::GetSettingsLock();
SettingsInterface* bsi = GetEditingSettingsInterface(false);
BeginMenuButtons();
MenuHeading(FSUI_CSTR("Search Directories"));
if (MenuButton(FSUI_ICONSTR(ICON_FA_FOLDER_PLUS, "Add Search Directory"), FSUI_CSTR("Adds a new directory to the game search list.")))
{
OpenFileSelector(FSUI_ICONSTR(ICON_FA_FOLDER_PLUS, "Add Search Directory"), true, [](const std::string& dir) {
if (!dir.empty())
{
auto lock = Host::GetSettingsLock();
SettingsInterface* bsi = Host::Internal::GetBaseSettingsLayer();
bsi->AddToStringList("GameList", "RecursivePaths", dir.c_str());
bsi->RemoveFromStringList("GameList", "Paths", dir.c_str());
SetSettingsChanged(bsi);
PopulateGameListDirectoryCache(bsi);
Host::RefreshGameListAsync(false);
}
CloseFileSelector();
});
}
for (const auto& it : s_game_list_directories_cache)
{
if (MenuButton(it.first.c_str(), it.second ? FSUI_CSTR("Scanning Subdirectories") : FSUI_CSTR("Not Scanning Subdirectories")))
{
ImGuiFullscreen::ChoiceDialogOptions options = {
{FSUI_ICONSTR(ICON_FA_FOLDER_OPEN, "Open in File Browser"), false},
{it.second ? (FSUI_ICONSTR(ICON_FA_FOLDER_MINUS, "Disable Subdirectory Scanning")) :
(FSUI_ICONSTR(ICON_FA_FOLDER_PLUS, "Enable Subdirectory Scanning")),
false},
{FSUI_ICONSTR(ICON_FA_TIMES, "Remove From List"), false},
{FSUI_ICONSTR(ICON_FA_WINDOW_CLOSE, "Close Menu"), false},
};
OpenChoiceDialog(SmallString::from_fmt(ICON_FA_FOLDER " {}", it.first).c_str(), false, std::move(options),
[dir = it.first, recursive = it.second](s32 index, const std::string& title, bool checked) {
if (index < 0)
return;
if (index == 0)
{
// Open in file browser... todo
Host::ReportErrorAsync("Error", "Not implemented");
}
else if (index == 1)
{
// toggle subdirectory scanning
{
auto lock = Host::GetSettingsLock();
SettingsInterface* bsi = Host::Internal::GetBaseSettingsLayer();
if (!recursive)
{
bsi->RemoveFromStringList("GameList", "Paths", dir.c_str());
bsi->AddToStringList("GameList", "RecursivePaths", dir.c_str());
}
else
{
bsi->RemoveFromStringList("GameList", "RecursivePaths", dir.c_str());
bsi->AddToStringList("GameList", "Paths", dir.c_str());
}
SetSettingsChanged(bsi);
PopulateGameListDirectoryCache(bsi);
}
Host::RefreshGameListAsync(false);
}
else if (index == 2)
{
// remove from list
auto lock = Host::GetSettingsLock();
SettingsInterface* bsi = Host::Internal::GetBaseSettingsLayer();
bsi->RemoveFromStringList("GameList", "Paths", dir.c_str());
bsi->RemoveFromStringList("GameList", "RecursivePaths", dir.c_str());
SetSettingsChanged(bsi);
PopulateGameListDirectoryCache(bsi);
Host::RefreshGameListAsync(false);
}
CloseChoiceDialog();
});
}
}
static constexpr const char* view_types[] = {
FSUI_NSTR("Game Grid"),
FSUI_NSTR("Game List"),
};
static constexpr const char* sort_types[] = {
FSUI_NSTR("Type"),
FSUI_NSTR("Serial"),
FSUI_NSTR("Title"),
FSUI_NSTR("File Title"),
FSUI_NSTR("CRC"),
FSUI_NSTR("Time Played"),
FSUI_NSTR("Last Played"),
FSUI_NSTR("Size"),
};
MenuHeading(FSUI_CSTR("List Settings"));
{
DrawIntListSetting(bsi, FSUI_ICONSTR(ICON_FA_BORDER_ALL, "Default View"), FSUI_CSTR("Sets which view the game list will open to."),
"UI", "DefaultFullscreenUIGameView", 0, view_types, std::size(view_types), true);
DrawIntListSetting(bsi, FSUI_ICONSTR(ICON_FA_SORT, "Sort By"), FSUI_CSTR("Determines which field the game list will be sorted by."),
"UI", "FullscreenUIGameSort", 0, sort_types, std::size(sort_types), true);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_SORT_ALPHA_DOWN, "Sort Reversed"),
FSUI_CSTR("Reverses the game list sort order from the default (usually ascending to descending)."), "UI",
"FullscreenUIGameSortReverse", false);
}
MenuHeading(FSUI_CSTR("Cover Settings"));
{
DrawFolderSetting(bsi, FSUI_ICONSTR(ICON_FA_FOLDER, "Covers Directory"), "Folders", "Covers", EmuFolders::Covers);
if (MenuButton(
FSUI_ICONSTR(ICON_FA_DOWNLOAD, "Download Covers"), FSUI_CSTR("Downloads covers from a user-specified URL template.")))
{
Host::OnCoverDownloaderOpenRequested();
}
}
MenuHeading(FSUI_CSTR("Operations"));
{
if (MenuButton(
FSUI_ICONSTR(ICON_FA_SEARCH, "Scan For New Games"), FSUI_CSTR("Identifies any new files added to the game directories.")))
{
Host::RefreshGameListAsync(false);
}
if (MenuButton(FSUI_ICONSTR(ICON_FA_SEARCH_PLUS, "Rescan All Games"),
FSUI_CSTR("Forces a full rescan of all games previously identified.")))
{
Host::RefreshGameListAsync(true);
}
}
EndMenuButtons();
EndFullscreenWindow();
}
void FullscreenUI::SwitchToGameList()
{
s_current_main_window = MainWindowType::GameList;
s_game_list_page = static_cast<GameListPage>(Host::GetBaseIntSettingValue("UI", "DefaultFullscreenUIGameView", 0));
{
auto lock = Host::GetSettingsLock();
PopulateGameListDirectoryCache(Host::Internal::GetBaseSettingsLayer());
}
QueueResetFocus();
}
GSTexture* FullscreenUI::GetGameListCover(const GameList::Entry* entry)
{
// lookup and grab cover image
auto cover_it = s_cover_image_map.find(entry->path);
if (cover_it == s_cover_image_map.end())
{
std::string cover_path(GameList::GetCoverImagePathForEntry(entry));
cover_it = s_cover_image_map.emplace(entry->path, std::move(cover_path)).first;
}
GSTexture* tex = (!cover_it->second.empty()) ? GetCachedTextureAsync(cover_it->second.c_str()) : nullptr;
return tex ? tex : GetTextureForGameListEntryType(entry->type);
}
GSTexture* FullscreenUI::GetTextureForGameListEntryType(GameList::EntryType type)
{
switch (type)
{
case GameList::EntryType::ELF:
return s_fallback_exe_texture.get();
case GameList::EntryType::PS1Disc:
case GameList::EntryType::PS2Disc:
default:
return s_fallback_disc_texture.get();
}
}
GSTexture* FullscreenUI::GetCoverForCurrentGame()
{
auto lock = GameList::GetLock();
const GameList::Entry* entry = GameList::GetEntryForPath(s_current_disc_path.c_str());
if (!entry)
return s_fallback_disc_texture.get();
return GetGameListCover(entry);
}
//////////////////////////////////////////////////////////////////////////
// Overlays
//////////////////////////////////////////////////////////////////////////
void FullscreenUI::ExitFullscreenAndOpenURL(const std::string_view& url)
{
Host::RunOnCPUThread([url = std::string(url)]() {
if (Host::IsFullscreen())
Host::SetFullscreen(false);
Host::OpenURL(url);
});
}
void FullscreenUI::CopyTextToClipboard(std::string title, const std::string_view& text)
{
if (Host::CopyTextToClipboard(text))
ShowToast(std::string(), std::move(title));
else
ShowToast(std::string(), FSUI_STR("Failed to copy text to clipboard."));
}
void FullscreenUI::OpenAboutWindow()
{
s_about_window_open = true;
}
void FullscreenUI::DrawAboutWindow()
{
ImGui::SetNextWindowSize(LayoutScale(1000.0f, 500.0f));
ImGui::SetNextWindowPos(ImGui::GetIO().DisplaySize * 0.5f, ImGuiCond_Always, ImVec2(0.5f, 0.5f));
ImGui::OpenPopup(FSUI_CSTR("About PCSX2"));
ImGui::PushFont(g_large_font);
ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, LayoutScale(10.0f));
ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, LayoutScale(20.0f, 20.0f));
if (ImGui::BeginPopupModal(FSUI_CSTR("About PCSX2"), &s_about_window_open, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize))
{
ImGui::TextWrapped("%s", FSUI_CSTR(
"PCSX2 is a free and open-source PlayStation 2 (PS2) emulator. Its purpose is to emulate the PS2's hardware, using a "
"combination of MIPS CPU Interpreters, Recompilers and a Virtual Machine which manages hardware states and PS2 system memory. "
"This allows you to play PS2 games on your PC, with many additional features and benefits."));
ImGui::NewLine();
ImGui::TextWrapped("%s",
FSUI_CSTR("PlayStation 2 and PS2 are registered trademarks of Sony Interactive Entertainment. This application is not "
"affiliated in any way with Sony Interactive Entertainment."));
ImGui::NewLine();
BeginMenuButtons();
if (ActiveButton(FSUI_ICONSTR(ICON_FA_GLOBE, "Website"), false))
ExitFullscreenAndOpenURL(PCSX2_WEBSITE_URL);
if (ActiveButton(FSUI_ICONSTR(ICON_FA_PERSON_BOOTH, "Support Forums"), false))
ExitFullscreenAndOpenURL(PCSX2_FORUMS_URL);
if (ActiveButton(FSUI_ICONSTR(ICON_FA_BUG, "GitHub Repository"), false))
ExitFullscreenAndOpenURL(PCSX2_GITHUB_URL);
if (ActiveButton(FSUI_ICONSTR(ICON_FA_NEWSPAPER, "License"), false))
ExitFullscreenAndOpenURL(PCSX2_LICENSE_URL);
if (ActiveButton(FSUI_ICONSTR(ICON_FA_WINDOW_CLOSE, "Close"), false))
{
ImGui::CloseCurrentPopup();
s_about_window_open = false;
}
EndMenuButtons();
ImGui::EndPopup();
}
ImGui::PopStyleVar(2);
ImGui::PopFont();
}
bool FullscreenUI::OpenAchievementsWindow()
{
if (!VMManager::HasValidVM() || !Achievements::IsActive())
return false;
MTGS::RunOnGSThread([]() {
if (!ImGuiManager::InitializeFullscreenUI())
return;
SwitchToAchievementsWindow();
});
return true;
}
bool FullscreenUI::IsAchievementsWindowOpen()
{
return (s_current_main_window == MainWindowType::Achievements);
}
void FullscreenUI::SwitchToAchievementsWindow()
{
if (!VMManager::HasValidVM())
return;
if (!Achievements::HasAchievements())
{
ShowToast(std::string(), FSUI_STR("This game has no achievements."));
return;
}
if (!Achievements::PrepareAchievementsWindow())
return;
if (s_current_main_window != MainWindowType::PauseMenu)
PauseForMenuOpen(false);
s_current_main_window = MainWindowType::Achievements;
QueueResetFocus();
}
bool FullscreenUI::OpenLeaderboardsWindow()
{
if (!VMManager::HasValidVM() || !Achievements::IsActive())
return false;
MTGS::RunOnGSThread([]() {
if (!ImGuiManager::InitializeFullscreenUI())
return;
SwitchToLeaderboardsWindow();
});
return true;
}
bool FullscreenUI::IsLeaderboardsWindowOpen()
{
return (s_current_main_window == MainWindowType::Leaderboards);
}
void FullscreenUI::SwitchToLeaderboardsWindow()
{
if (!VMManager::HasValidVM())
return;
if (!Achievements::HasLeaderboards())
{
ShowToast(std::string(), FSUI_STR("This game has no leaderboards."));
return;
}
if (!Achievements::PrepareLeaderboardsWindow())
return;
if (s_current_main_window != MainWindowType::PauseMenu)
PauseForMenuOpen(false);
s_current_main_window = MainWindowType::Leaderboards;
QueueResetFocus();
}
void FullscreenUI::DrawAchievementsSettingsPage(std::unique_lock<std::mutex>& settings_lock)
{
#ifdef ENABLE_RAINTEGRATION
if (Achievements::IsUsingRAIntegration())
{
BeginMenuButtons();
ActiveButton(FSUI_ICONSTR(ICON_FA_BAN, "RAIntegration is being used instead of the built-in achievements implementation."), false,
false, LAYOUT_MENU_BUTTON_HEIGHT_NO_SUMMARY);
EndMenuButtons();
return;
}
#endif
SettingsInterface* bsi = GetEditingSettingsInterface();
bool check_challenge_state = false;
BeginMenuButtons();
MenuHeading(FSUI_CSTR("Settings"));
check_challenge_state = DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_TROPHY, "Enable Achievements"),
FSUI_CSTR("When enabled and logged in, PCSX2 will scan for achievements on startup."), "Achievements", "Enabled", false);
const bool enabled = bsi->GetBoolValue("Achievements", "Enabled", false);
check_challenge_state |= DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_HARD_HAT, "Hardcore Mode"),
FSUI_CSTR(
"\"Challenge\" mode for achievements, including leaderboard tracking. Disables save state, cheats, and slowdown functions."),
"Achievements", "ChallengeMode", false, enabled);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_INBOX, "Achievement Notifications"),
FSUI_CSTR("Displays popup messages on events such as achievement unlocks and leaderboard submissions."), "Achievements",
"Notifications", true, enabled);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_LIST_OL, "Leaderboard Notifications"),
FSUI_CSTR("Displays popup messages when starting, submitting, or failing a leaderboard challenge."), "Achievements",
"LeaderboardNotifications", true, enabled);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_HEADPHONES, "Sound Effects"),
FSUI_CSTR("Plays sound effects for events such as achievement unlocks and leaderboard submissions."), "Achievements",
"SoundEffects", true, enabled);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_MAGIC, "Enable In-Game Overlays"),
FSUI_CSTR("Shows icons in the lower-right corner of the screen when a challenge/primed achievement is active."), "Achievements",
"Overlays", true, enabled);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_USER_FRIENDS, "Encore Mode"),
FSUI_CSTR("When enabled, each session will behave as if no achievements have been unlocked."), "Achievements", "EncoreMode", false,
enabled);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_STETHOSCOPE, "Spectator Mode"),
FSUI_CSTR("When enabled, PCSX2 will assume all achievements are locked and not send any unlock notifications to the server."),
"Achievements", "SpectatorMode", false, enabled);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_MEDAL, "Test Unofficial Achievements"),
FSUI_CSTR(
"When enabled, PCSX2 will list achievements from unofficial sets. These achievements are not tracked by RetroAchievements."),
"Achievements", "UnofficialTestMode", false, enabled);
// Check for challenge mode just being enabled.
if (check_challenge_state && enabled && bsi->GetBoolValue("Achievements", "ChallengeMode", false) && VMManager::HasValidVM())
{
// don't bother prompting if the game doesn't have achievements
auto lock = Achievements::GetLock();
if (Achievements::HasActiveGame() && Achievements::HasAchievementsOrLeaderboards())
{
ImGuiFullscreen::OpenConfirmMessageDialog(FSUI_STR("Reset System"),
FSUI_STR("Hardcore mode will not be enabled until the system is reset. Do you want to reset the system now?"), [](bool reset) {
if (!VMManager::HasValidVM())
return;
if (reset)
DoReset();
});
}
}
if (!IsEditingGameSettings(bsi))
{
MenuHeading(FSUI_CSTR("Account"));
if (bsi->ContainsValue("Achievements", "Token"))
{
ImGui::PushStyleColor(ImGuiCol_TextDisabled, ImGui::GetStyle().Colors[ImGuiCol_Text]);
ActiveButton(SmallString::from_fmt(
fmt::runtime(FSUI_ICONSTR(ICON_FA_USER, "Username: {}")), bsi->GetStringValue("Achievements", "Username")),
false, false, ImGuiFullscreen::LAYOUT_MENU_BUTTON_HEIGHT_NO_SUMMARY);
ActiveButton(SmallString::from_fmt(fmt::runtime(FSUI_ICONSTR(ICON_FA_CLOCK, "Login token generated on {}")),
TimeToPrintableString(static_cast<time_t>(
StringUtil::FromChars<u64>(bsi->GetStringValue("Achievements", "LoginTimestamp", "0")).value_or(0)))),
false, false, ImGuiFullscreen::LAYOUT_MENU_BUTTON_HEIGHT_NO_SUMMARY);
ImGui::PopStyleColor();
if (MenuButton(FSUI_ICONSTR(ICON_FA_KEY, "Logout"), FSUI_CSTR("Logs out of RetroAchievements.")))
{
Host::RunOnCPUThread([]() { Achievements::Logout(); });
}
}
else
{
ActiveButton(FSUI_ICONSTR(ICON_FA_USER, "Not Logged In"), false, false, ImGuiFullscreen::LAYOUT_MENU_BUTTON_HEIGHT_NO_SUMMARY);
if (MenuButton(FSUI_ICONSTR(ICON_FA_KEY, "Login"), FSUI_CSTR("Logs in to RetroAchievements.")))
Host::OnAchievementsLoginRequested(Achievements::LoginRequestReason::UserInitiated);
}
MenuHeading(FSUI_CSTR("Current Game"));
if (Achievements::HasActiveGame())
{
const auto lock = Achievements::GetLock();
ImGui::PushStyleColor(ImGuiCol_TextDisabled, ImGui::GetStyle().Colors[ImGuiCol_Text]);
ActiveButton(SmallString::from_fmt(fmt::runtime(FSUI_ICONSTR(ICON_FA_BOOKMARK, "Game: {0} ({1})")), Achievements::GetGameID(),
Achievements::GetGameTitle()),
false, false, LAYOUT_MENU_BUTTON_HEIGHT_NO_SUMMARY);
const std::string& rich_presence_string = Achievements::GetRichPresenceString();
if (!rich_presence_string.empty())
{
ActiveButton(
SmallString::from_fmt(ICON_FA_MAP "{}", rich_presence_string), false, false, LAYOUT_MENU_BUTTON_HEIGHT_NO_SUMMARY);
}
else
{
ActiveButton(FSUI_ICONSTR(ICON_FA_MAP, "Rich presence inactive or unsupported."), false, false,
LAYOUT_MENU_BUTTON_HEIGHT_NO_SUMMARY);
}
ImGui::PopStyleColor();
}
else
{
ActiveButton(FSUI_ICONSTR(ICON_FA_BAN, "Game not loaded or no RetroAchievements available."), false, false,
LAYOUT_MENU_BUTTON_HEIGHT_NO_SUMMARY);
}
}
EndMenuButtons();
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Translation String Area
// To avoid having to type T_RANSLATE("FullscreenUI", ...) everywhere, we use the shorter macros at the top
// of the file, then preprocess and generate a bunch of noops here to define the strings. Sadly that means
// the view in Linguist is gonna suck, but you can search the file for the string for more context.
/////////////////////////////////////////////////////////////////////////////////////////////////////////////
#if 0
// TRANSLATION-STRING-AREA-BEGIN
TRANSLATE_NOOP("FullscreenUI", "Could not find any CD/DVD-ROM devices. Please ensure you have a drive connected and sufficient permissions to access it.");
TRANSLATE_NOOP("FullscreenUI", "Use Global Setting");
TRANSLATE_NOOP("FullscreenUI", "Default");
TRANSLATE_NOOP("FullscreenUI", "Automatic binding failed, no devices are available.");
TRANSLATE_NOOP("FullscreenUI", "Game title copied to clipboard.");
TRANSLATE_NOOP("FullscreenUI", "Game serial copied to clipboard.");
TRANSLATE_NOOP("FullscreenUI", "Game CRC copied to clipboard.");
TRANSLATE_NOOP("FullscreenUI", "Game type copied to clipboard.");
TRANSLATE_NOOP("FullscreenUI", "Game region copied to clipboard.");
TRANSLATE_NOOP("FullscreenUI", "Game compatibility copied to clipboard.");
TRANSLATE_NOOP("FullscreenUI", "Game path copied to clipboard.");
TRANSLATE_NOOP("FullscreenUI", "Automatic");
TRANSLATE_NOOP("FullscreenUI", "Per-game controller configuration initialized with global settings.");
TRANSLATE_NOOP("FullscreenUI", "Controller settings reset to default.");
TRANSLATE_NOOP("FullscreenUI", "No input profiles available.");
TRANSLATE_NOOP("FullscreenUI", "Create New...");
TRANSLATE_NOOP("FullscreenUI", "Enter the name of the input profile you wish to create.");
TRANSLATE_NOOP("FullscreenUI", "Are you sure you want to restore the default settings? Any preferences will be lost.");
TRANSLATE_NOOP("FullscreenUI", "Settings reset to defaults.");
TRANSLATE_NOOP("FullscreenUI", "No save present in this slot.");
TRANSLATE_NOOP("FullscreenUI", "No save states found.");
TRANSLATE_NOOP("FullscreenUI", "Failed to delete save state.");
TRANSLATE_NOOP("FullscreenUI", "Failed to copy text to clipboard.");
TRANSLATE_NOOP("FullscreenUI", "This game has no achievements.");
TRANSLATE_NOOP("FullscreenUI", "This game has no leaderboards.");
TRANSLATE_NOOP("FullscreenUI", "Reset System");
TRANSLATE_NOOP("FullscreenUI", "Hardcore mode will not be enabled until the system is reset. Do you want to reset the system now?");
TRANSLATE_NOOP("FullscreenUI", "Launch a game from images scanned from your game directories.");
TRANSLATE_NOOP("FullscreenUI", "Launch a game by selecting a file/disc image.");
TRANSLATE_NOOP("FullscreenUI", "Start the console without any disc inserted.");
TRANSLATE_NOOP("FullscreenUI", "Start a game from a disc in your PC's DVD drive.");
TRANSLATE_NOOP("FullscreenUI", "Change settings for the emulator.");
TRANSLATE_NOOP("FullscreenUI", "Exits the program.");
TRANSLATE_NOOP("FullscreenUI", "No Binding");
TRANSLATE_NOOP("FullscreenUI", "Setting %s binding %s.");
TRANSLATE_NOOP("FullscreenUI", "Push a controller button or axis now.");
TRANSLATE_NOOP("FullscreenUI", "Timing out in %.0f seconds...");
TRANSLATE_NOOP("FullscreenUI", "Unknown");
TRANSLATE_NOOP("FullscreenUI", "OK");
TRANSLATE_NOOP("FullscreenUI", "Select Device");
TRANSLATE_NOOP("FullscreenUI", "Details");
TRANSLATE_NOOP("FullscreenUI", "Options");
TRANSLATE_NOOP("FullscreenUI", "Copies the current global settings to this game.");
TRANSLATE_NOOP("FullscreenUI", "Clears all settings set for this game.");
TRANSLATE_NOOP("FullscreenUI", "Behaviour");
TRANSLATE_NOOP("FullscreenUI", "Prevents the screen saver from activating and the host from sleeping while emulation is running.");
TRANSLATE_NOOP("FullscreenUI", "Shows the game you are currently playing as part of your profile on Discord.");
TRANSLATE_NOOP("FullscreenUI", "Pauses the emulator when a game is started.");
TRANSLATE_NOOP("FullscreenUI", "Pauses the emulator when you minimize the window or switch to another application, and unpauses when you switch back.");
TRANSLATE_NOOP("FullscreenUI", "Pauses the emulator when you open the quick menu, and unpauses when you close it.");
TRANSLATE_NOOP("FullscreenUI", "Determines whether a prompt will be displayed to confirm shutting down the emulator/game when the hotkey is pressed.");
TRANSLATE_NOOP("FullscreenUI", "Automatically saves the emulator state when powering down or exiting. You can then resume directly from where you left off next time.");
TRANSLATE_NOOP("FullscreenUI", "When enabled, custom per-game settings will be applied. Disable to always use the global configuration.");
TRANSLATE_NOOP("FullscreenUI", "Uses a light coloured theme instead of the default dark theme.");
TRANSLATE_NOOP("FullscreenUI", "Game Display");
TRANSLATE_NOOP("FullscreenUI", "Automatically switches to fullscreen mode when a game is started.");
TRANSLATE_NOOP("FullscreenUI", "Switches between full screen and windowed when the window is double-clicked.");
TRANSLATE_NOOP("FullscreenUI", "Hides the mouse pointer/cursor when the emulator is in fullscreen mode.");
TRANSLATE_NOOP("FullscreenUI", "On-Screen Display");
TRANSLATE_NOOP("FullscreenUI", "Determines how large the on-screen messages and monitor are.");
TRANSLATE_NOOP("FullscreenUI", "%d%%");
TRANSLATE_NOOP("FullscreenUI", "Shows on-screen-display messages when events occur such as save states being created/loaded, screenshots being taken, etc.");
TRANSLATE_NOOP("FullscreenUI", "Shows the current emulation speed of the system in the top-right corner of the display as a percentage.");
TRANSLATE_NOOP("FullscreenUI", "Shows the number of video frames (or v-syncs) displayed per second by the system in the top-right corner of the display.");
TRANSLATE_NOOP("FullscreenUI", "Shows the CPU usage based on threads in the top-right corner of the display.");
TRANSLATE_NOOP("FullscreenUI", "Shows the host's GPU usage in the top-right corner of the display.");
TRANSLATE_NOOP("FullscreenUI", "Shows the resolution of the game in the top-right corner of the display.");
TRANSLATE_NOOP("FullscreenUI", "Shows statistics about GS (primitives, draw calls) in the top-right corner of the display.");
TRANSLATE_NOOP("FullscreenUI", "Shows indicators when fast forwarding, pausing, and other abnormal states are active.");
TRANSLATE_NOOP("FullscreenUI", "Shows the current configuration in the bottom-right corner of the display.");
TRANSLATE_NOOP("FullscreenUI", "Shows the current controller state of the system in the bottom-left corner of the display.");
TRANSLATE_NOOP("FullscreenUI", "Shows a visual history of frame times in the upper-left corner of the display.");
TRANSLATE_NOOP("FullscreenUI", "Displays warnings when settings are enabled which may break games.");
TRANSLATE_NOOP("FullscreenUI", "Operations");
TRANSLATE_NOOP("FullscreenUI", "Resets configuration to defaults (excluding controller settings).");
TRANSLATE_NOOP("FullscreenUI", "BIOS Configuration");
TRANSLATE_NOOP("FullscreenUI", "Changes the BIOS image used to start future sessions.");
TRANSLATE_NOOP("FullscreenUI", "BIOS Selection");
TRANSLATE_NOOP("FullscreenUI", "Options and Patches");
TRANSLATE_NOOP("FullscreenUI", "Skips the intro screen, and bypasses region checks.");
TRANSLATE_NOOP("FullscreenUI", "Speed Control");
TRANSLATE_NOOP("FullscreenUI", "Normal Speed");
TRANSLATE_NOOP("FullscreenUI", "Sets the speed when running without fast forwarding.");
TRANSLATE_NOOP("FullscreenUI", "Fast Forward Speed");
TRANSLATE_NOOP("FullscreenUI", "Sets the speed when using the fast forward hotkey.");
TRANSLATE_NOOP("FullscreenUI", "Slow Motion Speed");
TRANSLATE_NOOP("FullscreenUI", "Sets the speed when using the slow motion hotkey.");
TRANSLATE_NOOP("FullscreenUI", "Enable Speed Limiter");
TRANSLATE_NOOP("FullscreenUI", "When disabled, the game will run as fast as possible.");
TRANSLATE_NOOP("FullscreenUI", "System Settings");
TRANSLATE_NOOP("FullscreenUI", "EE Cycle Rate");
TRANSLATE_NOOP("FullscreenUI", "Underclocks or overclocks the emulated Emotion Engine CPU.");
TRANSLATE_NOOP("FullscreenUI", "EE Cycle Skipping");
TRANSLATE_NOOP("FullscreenUI", "Makes the emulated Emotion Engine skip cycles. Helps a small subset of games like SOTC. Most of the time it's harmful to performance.");
TRANSLATE_NOOP("FullscreenUI", "Affinity Control Mode");
TRANSLATE_NOOP("FullscreenUI", "Pins emulation threads to CPU cores to potentially improve performance/frame time variance.");
TRANSLATE_NOOP("FullscreenUI", "Enable MTVU (Multi-Threaded VU1)");
TRANSLATE_NOOP("FullscreenUI", "Generally a speedup on CPUs with 4 or more cores. Safe for most games, but a few are incompatible and may hang.");
TRANSLATE_NOOP("FullscreenUI", "Enable Instant VU1");
TRANSLATE_NOOP("FullscreenUI", "Runs VU1 instantly. Provides a modest speed improvement in most games. Safe for most games, but a few games may exhibit graphical errors.");
TRANSLATE_NOOP("FullscreenUI", "Enable Cheats");
TRANSLATE_NOOP("FullscreenUI", "Enables loading cheats from pnach files.");
TRANSLATE_NOOP("FullscreenUI", "Enable Host Filesystem");
TRANSLATE_NOOP("FullscreenUI", "Enables access to files from the host: namespace in the virtual machine.");
TRANSLATE_NOOP("FullscreenUI", "Enable Fast CDVD");
TRANSLATE_NOOP("FullscreenUI", "Fast disc access, less loading times. Not recommended.");
TRANSLATE_NOOP("FullscreenUI", "Frame Pacing/Latency Control");
TRANSLATE_NOOP("FullscreenUI", "Maximum Frame Latency");
TRANSLATE_NOOP("FullscreenUI", "Sets the number of frames which can be queued.");
TRANSLATE_NOOP("FullscreenUI", "Optimal Frame Pacing");
TRANSLATE_NOOP("FullscreenUI", "Synchronize EE and GS threads after each frame. Lowest input latency, but increases system requirements.");
TRANSLATE_NOOP("FullscreenUI", "Scale To Host Refresh Rate");
TRANSLATE_NOOP("FullscreenUI", "Speeds up emulation so that the guest refresh rate matches the host.");
TRANSLATE_NOOP("FullscreenUI", "Renderer");
TRANSLATE_NOOP("FullscreenUI", "Selects the API used to render the emulated GS.");
TRANSLATE_NOOP("FullscreenUI", "Sync To Host Refresh (VSync)");
TRANSLATE_NOOP("FullscreenUI", "Synchronizes frame presentation with host refresh.");
TRANSLATE_NOOP("FullscreenUI", "Display");
TRANSLATE_NOOP("FullscreenUI", "Aspect Ratio");
TRANSLATE_NOOP("FullscreenUI", "Selects the aspect ratio to display the game content at.");
TRANSLATE_NOOP("FullscreenUI", "FMV Aspect Ratio");
TRANSLATE_NOOP("FullscreenUI", "Selects the aspect ratio for display when a FMV is detected as playing.");
TRANSLATE_NOOP("FullscreenUI", "Deinterlacing");
TRANSLATE_NOOP("FullscreenUI", "Selects the algorithm used to convert the PS2's interlaced output to progressive for display.");
TRANSLATE_NOOP("FullscreenUI", "Screenshot Size");
TRANSLATE_NOOP("FullscreenUI", "Determines the resolution at which screenshots will be saved.");
TRANSLATE_NOOP("FullscreenUI", "Screenshot Format");
TRANSLATE_NOOP("FullscreenUI", "Selects the format which will be used to save screenshots.");
TRANSLATE_NOOP("FullscreenUI", "Screenshot Quality");
TRANSLATE_NOOP("FullscreenUI", "Selects the quality at which screenshots will be compressed.");
TRANSLATE_NOOP("FullscreenUI", "Vertical Stretch");
TRANSLATE_NOOP("FullscreenUI", "Increases or decreases the virtual picture size vertically.");
TRANSLATE_NOOP("FullscreenUI", "Crop");
TRANSLATE_NOOP("FullscreenUI", "Crops the image, while respecting aspect ratio.");
TRANSLATE_NOOP("FullscreenUI", "%dpx");
TRANSLATE_NOOP("FullscreenUI", "Enable Widescreen Patches");
TRANSLATE_NOOP("FullscreenUI", "Enables loading widescreen patches from pnach files.");
TRANSLATE_NOOP("FullscreenUI", "Enable No-Interlacing Patches");
TRANSLATE_NOOP("FullscreenUI", "Enables loading no-interlacing patches from pnach files.");
TRANSLATE_NOOP("FullscreenUI", "Bilinear Upscaling");
TRANSLATE_NOOP("FullscreenUI", "Smooths out the image when upscaling the console to the screen.");
TRANSLATE_NOOP("FullscreenUI", "Integer Upscaling");
TRANSLATE_NOOP("FullscreenUI", "Adds padding to the display area to ensure that the ratio between pixels on the host to pixels in the console is an integer number. May result in a sharper image in some 2D games.");
TRANSLATE_NOOP("FullscreenUI", "Screen Offsets");
TRANSLATE_NOOP("FullscreenUI", "Enables PCRTC Offsets which position the screen as the game requests.");
TRANSLATE_NOOP("FullscreenUI", "Show Overscan");
TRANSLATE_NOOP("FullscreenUI", "Enables the option to show the overscan area on games which draw more than the safe area of the screen.");
TRANSLATE_NOOP("FullscreenUI", "Anti-Blur");
TRANSLATE_NOOP("FullscreenUI", "Enables internal Anti-Blur hacks. Less accurate to PS2 rendering but will make a lot of games look less blurry.");
TRANSLATE_NOOP("FullscreenUI", "Rendering");
TRANSLATE_NOOP("FullscreenUI", "Internal Resolution");
TRANSLATE_NOOP("FullscreenUI", "Multiplies the render resolution by the specified factor (upscaling).");
TRANSLATE_NOOP("FullscreenUI", "Mipmapping");
TRANSLATE_NOOP("FullscreenUI", "Determines how mipmaps are used when rendering textures.");
TRANSLATE_NOOP("FullscreenUI", "Bilinear Filtering");
TRANSLATE_NOOP("FullscreenUI", "Selects where bilinear filtering is utilized when rendering textures.");
TRANSLATE_NOOP("FullscreenUI", "Trilinear Filtering");
TRANSLATE_NOOP("FullscreenUI", "Selects where trilinear filtering is utilized when rendering textures.");
TRANSLATE_NOOP("FullscreenUI", "Anisotropic Filtering");
TRANSLATE_NOOP("FullscreenUI", "Selects where anisotropic filtering is utilized when rendering textures.");
TRANSLATE_NOOP("FullscreenUI", "Dithering");
TRANSLATE_NOOP("FullscreenUI", "Selects the type of dithering applies when the game requests it.");
TRANSLATE_NOOP("FullscreenUI", "Blending Accuracy");
TRANSLATE_NOOP("FullscreenUI", "Determines the level of accuracy when emulating blend modes not supported by the host graphics API.");
TRANSLATE_NOOP("FullscreenUI", "Texture Preloading");
TRANSLATE_NOOP("FullscreenUI", "Uploads full textures to the GPU on use, rather than only the utilized regions. Can improve performance in some games.");
TRANSLATE_NOOP("FullscreenUI", "Software Rendering Threads");
TRANSLATE_NOOP("FullscreenUI", "Number of threads to use in addition to the main GS thread for rasterization.");
TRANSLATE_NOOP("FullscreenUI", "Auto Flush (Software)");
TRANSLATE_NOOP("FullscreenUI", "Force a primitive flush when a framebuffer is also an input texture.");
TRANSLATE_NOOP("FullscreenUI", "Edge AA (AA1)");
TRANSLATE_NOOP("FullscreenUI", "Enables emulation of the GS's edge anti-aliasing (AA1).");
TRANSLATE_NOOP("FullscreenUI", "Enables emulation of the GS's texture mipmapping.");
TRANSLATE_NOOP("FullscreenUI", "Hardware Fixes");
TRANSLATE_NOOP("FullscreenUI", "Manual Hardware Fixes");
TRANSLATE_NOOP("FullscreenUI", "Disables automatic hardware fixes, allowing you to set fixes manually.");
TRANSLATE_NOOP("FullscreenUI", "CPU Sprite Render Size");
TRANSLATE_NOOP("FullscreenUI", "Uses software renderer to draw texture decompression-like sprites.");
TRANSLATE_NOOP("FullscreenUI", "CPU Sprite Render Level");
TRANSLATE_NOOP("FullscreenUI", "Determines filter level for CPU sprite render.");
TRANSLATE_NOOP("FullscreenUI", "Software CLUT Render");
TRANSLATE_NOOP("FullscreenUI", "Uses software renderer to draw texture CLUT points/sprites.");
TRANSLATE_NOOP("FullscreenUI", "Skip Draw Start");
TRANSLATE_NOOP("FullscreenUI", "Object range to skip drawing.");
TRANSLATE_NOOP("FullscreenUI", "Skip Draw End");
TRANSLATE_NOOP("FullscreenUI", "Auto Flush (Hardware)");
TRANSLATE_NOOP("FullscreenUI", "CPU Framebuffer Conversion");
TRANSLATE_NOOP("FullscreenUI", "Convert 4-bit and 8-bit frame buffer on the CPU instead of the GPU.");
TRANSLATE_NOOP("FullscreenUI", "Disable Depth Emulation");
TRANSLATE_NOOP("FullscreenUI", "Disable the support of depth buffers in the texture cache.");
TRANSLATE_NOOP("FullscreenUI", "Disable Safe Features");
TRANSLATE_NOOP("FullscreenUI", "This option disables multiple safe features.");
TRANSLATE_NOOP("FullscreenUI", "Disable Render Fixes");
TRANSLATE_NOOP("FullscreenUI", "This option disables game-specific render fixes.");
TRANSLATE_NOOP("FullscreenUI", "Preload Frame Data");
TRANSLATE_NOOP("FullscreenUI", "Uploads GS data when rendering a new frame to reproduce some effects accurately.");
TRANSLATE_NOOP("FullscreenUI", "Disable Partial Invalidation");
TRANSLATE_NOOP("FullscreenUI", "Removes texture cache entries when there is any intersection, rather than only the intersected areas.");
TRANSLATE_NOOP("FullscreenUI", "Texture Inside RT");
TRANSLATE_NOOP("FullscreenUI", "Allows the texture cache to reuse as an input texture the inner portion of a previous framebuffer.");
TRANSLATE_NOOP("FullscreenUI", "Read Targets When Closing");
TRANSLATE_NOOP("FullscreenUI", "Flushes all targets in the texture cache back to local memory when shutting down.");
TRANSLATE_NOOP("FullscreenUI", "Estimate Texture Region");
TRANSLATE_NOOP("FullscreenUI", "Attempts to reduce the texture size when games do not set it themselves (e.g. Snowblind games).");
TRANSLATE_NOOP("FullscreenUI", "GPU Palette Conversion");
TRANSLATE_NOOP("FullscreenUI", "When enabled GPU converts colormap-textures, otherwise the CPU will. It is a trade-off between GPU and CPU.");
TRANSLATE_NOOP("FullscreenUI", "Upscaling Fixes");
TRANSLATE_NOOP("FullscreenUI", "Half Pixel Offset");
TRANSLATE_NOOP("FullscreenUI", "Adjusts vertices relative to upscaling.");
TRANSLATE_NOOP("FullscreenUI", "Round Sprite");
TRANSLATE_NOOP("FullscreenUI", "Adjusts sprite coordinates.");
TRANSLATE_NOOP("FullscreenUI", "Bilinear Upscale");
TRANSLATE_NOOP("FullscreenUI", "Can smooth out textures due to be bilinear filtered when upscaling. E.g. Brave sun glare.");
TRANSLATE_NOOP("FullscreenUI", "Texture Offset X");
TRANSLATE_NOOP("FullscreenUI", "Adjusts target texture offsets.");
TRANSLATE_NOOP("FullscreenUI", "Texture Offset Y");
TRANSLATE_NOOP("FullscreenUI", "Align Sprite");
TRANSLATE_NOOP("FullscreenUI", "Fixes issues with upscaling (vertical lines) in some games.");
TRANSLATE_NOOP("FullscreenUI", "Merge Sprite");
TRANSLATE_NOOP("FullscreenUI", "Replaces multiple post-processing sprites with a larger single sprite.");
TRANSLATE_NOOP("FullscreenUI", "Wild Arms Hack");
TRANSLATE_NOOP("FullscreenUI", "Lowers the GS precision to avoid gaps between pixels when upscaling. Fixes the text on Wild Arms games.");
TRANSLATE_NOOP("FullscreenUI", "Unscaled Palette Texture Draws");
TRANSLATE_NOOP("FullscreenUI", "Can fix some broken effects which rely on pixel perfect precision.");
TRANSLATE_NOOP("FullscreenUI", "Texture Replacement");
TRANSLATE_NOOP("FullscreenUI", "Load Textures");
TRANSLATE_NOOP("FullscreenUI", "Loads replacement textures where available and user-provided.");
TRANSLATE_NOOP("FullscreenUI", "Asynchronous Texture Loading");
TRANSLATE_NOOP("FullscreenUI", "Loads replacement textures on a worker thread, reducing microstutter when replacements are enabled.");
TRANSLATE_NOOP("FullscreenUI", "Precache Replacements");
TRANSLATE_NOOP("FullscreenUI", "Preloads all replacement textures to memory. Not necessary with asynchronous loading.");
TRANSLATE_NOOP("FullscreenUI", "Replacements Directory");
TRANSLATE_NOOP("FullscreenUI", "Folders");
TRANSLATE_NOOP("FullscreenUI", "Texture Dumping");
TRANSLATE_NOOP("FullscreenUI", "Dump Textures");
TRANSLATE_NOOP("FullscreenUI", "Dumps replaceable textures to disk. Will reduce performance.");
TRANSLATE_NOOP("FullscreenUI", "Dump Mipmaps");
TRANSLATE_NOOP("FullscreenUI", "Includes mipmaps when dumping textures.");
TRANSLATE_NOOP("FullscreenUI", "Dump FMV Textures");
TRANSLATE_NOOP("FullscreenUI", "Allows texture dumping when FMVs are active. You should not enable this.");
TRANSLATE_NOOP("FullscreenUI", "Post-Processing");
TRANSLATE_NOOP("FullscreenUI", "FXAA");
TRANSLATE_NOOP("FullscreenUI", "Enables FXAA post-processing shader.");
TRANSLATE_NOOP("FullscreenUI", "Contrast Adaptive Sharpening");
TRANSLATE_NOOP("FullscreenUI", "Enables FidelityFX Contrast Adaptive Sharpening.");
TRANSLATE_NOOP("FullscreenUI", "CAS Sharpness");
TRANSLATE_NOOP("FullscreenUI", "Determines the intensity the sharpening effect in CAS post-processing.");
TRANSLATE_NOOP("FullscreenUI", "Filters");
TRANSLATE_NOOP("FullscreenUI", "Shade Boost");
TRANSLATE_NOOP("FullscreenUI", "Enables brightness/contrast/saturation adjustment.");
TRANSLATE_NOOP("FullscreenUI", "Shade Boost Brightness");
TRANSLATE_NOOP("FullscreenUI", "Adjusts brightness. 50 is normal.");
TRANSLATE_NOOP("FullscreenUI", "Shade Boost Contrast");
TRANSLATE_NOOP("FullscreenUI", "Adjusts contrast. 50 is normal.");
TRANSLATE_NOOP("FullscreenUI", "Shade Boost Saturation");
TRANSLATE_NOOP("FullscreenUI", "Adjusts saturation. 50 is normal.");
TRANSLATE_NOOP("FullscreenUI", "TV Shaders");
TRANSLATE_NOOP("FullscreenUI", "Applies a shader which replicates the visual effects of different styles of television set.");
TRANSLATE_NOOP("FullscreenUI", "Advanced");
TRANSLATE_NOOP("FullscreenUI", "Skip Presenting Duplicate Frames");
TRANSLATE_NOOP("FullscreenUI", "Skips displaying frames that don't change in 25/30fps games. Can improve speed, but increase input lag/make frame pacing worse.");
TRANSLATE_NOOP("FullscreenUI", "Disable Threaded Presentation");
TRANSLATE_NOOP("FullscreenUI", "Presents frames on the main GS thread instead of a worker thread. Used for debugging frametime issues.");
TRANSLATE_NOOP("FullscreenUI", "Hardware Download Mode");
TRANSLATE_NOOP("FullscreenUI", "Changes synchronization behavior for GS downloads.");
TRANSLATE_NOOP("FullscreenUI", "Allow Exclusive Fullscreen");
TRANSLATE_NOOP("FullscreenUI", "Overrides the driver's heuristics for enabling exclusive fullscreen, or direct flip/scanout.");
TRANSLATE_NOOP("FullscreenUI", "Override Texture Barriers");
TRANSLATE_NOOP("FullscreenUI", "Forces texture barrier functionality to the specified value.");
TRANSLATE_NOOP("FullscreenUI", "GS Dump Compression");
TRANSLATE_NOOP("FullscreenUI", "Sets the compression algorithm for GS dumps.");
TRANSLATE_NOOP("FullscreenUI", "Disable Framebuffer Fetch");
TRANSLATE_NOOP("FullscreenUI", "Prevents the usage of framebuffer fetch when supported by host GPU.");
TRANSLATE_NOOP("FullscreenUI", "Disable Dual-Source Blending");
TRANSLATE_NOOP("FullscreenUI", "Prevents the usage of dual-source blending when supported by host GPU.");
TRANSLATE_NOOP("FullscreenUI", "Disable Shader Cache");
TRANSLATE_NOOP("FullscreenUI", "Prevents the loading and saving of shaders/pipelines to disk.");
TRANSLATE_NOOP("FullscreenUI", "Disable Vertex Shader Expand");
TRANSLATE_NOOP("FullscreenUI", "Falls back to the CPU for expanding sprites/lines.");
TRANSLATE_NOOP("FullscreenUI", "Runtime Settings");
TRANSLATE_NOOP("FullscreenUI", "Applies a global volume modifier to all sound produced by the game.");
TRANSLATE_NOOP("FullscreenUI", "Mixing Settings");
TRANSLATE_NOOP("FullscreenUI", "Changes when SPU samples are generated relative to system emulation.");
TRANSLATE_NOOP("FullscreenUI", "Determines how the stereo output is transformed to greater speaker counts.");
TRANSLATE_NOOP("FullscreenUI", "Output Settings");
TRANSLATE_NOOP("FullscreenUI", "Determines which API is used to play back audio samples on the host.");
TRANSLATE_NOOP("FullscreenUI", "Sets the average output latency when using the cubeb backend.");
TRANSLATE_NOOP("FullscreenUI", "%d ms (avg)");
TRANSLATE_NOOP("FullscreenUI", "Timestretch Settings");
TRANSLATE_NOOP("FullscreenUI", "Affects how the timestretcher operates when not running at 100% speed.");
TRANSLATE_NOOP("FullscreenUI", "%d ms");
TRANSLATE_NOOP("FullscreenUI", "Settings and Operations");
TRANSLATE_NOOP("FullscreenUI", "Creates a new memory card file or folder.");
TRANSLATE_NOOP("FullscreenUI", "Simulates a larger memory card by filtering saves only to the current game.");
TRANSLATE_NOOP("FullscreenUI", "Automatically ejects Memory Cards when they differ after loading a state.");
TRANSLATE_NOOP("FullscreenUI", "If not set, this card will be considered unplugged.");
TRANSLATE_NOOP("FullscreenUI", "The selected memory card image will be used for this slot.");
TRANSLATE_NOOP("FullscreenUI", "Resets the card name for this slot.");
TRANSLATE_NOOP("FullscreenUI", "Create Memory Card");
TRANSLATE_NOOP("FullscreenUI", "Enter the name of the memory card you wish to create, and choose a size. We recommend either using 8MB memory cards, or folder Memory Cards for best compatibility.");
TRANSLATE_NOOP("FullscreenUI", "Card Name: ");
TRANSLATE_NOOP("FullscreenUI", "Configuration");
TRANSLATE_NOOP("FullscreenUI", "Uses game-specific settings for controllers for this game.");
TRANSLATE_NOOP("FullscreenUI", "Copies the global controller configuration to this game.");
TRANSLATE_NOOP("FullscreenUI", "Resets all configuration to defaults (including bindings).");
TRANSLATE_NOOP("FullscreenUI", "Replaces these settings with a previously saved input profile.");
TRANSLATE_NOOP("FullscreenUI", "Stores the current settings to an input profile.");
TRANSLATE_NOOP("FullscreenUI", "Input Sources");
TRANSLATE_NOOP("FullscreenUI", "The SDL input source supports most controllers.");
TRANSLATE_NOOP("FullscreenUI", "Provides vibration and LED control support over Bluetooth.");
TRANSLATE_NOOP("FullscreenUI", "Allow SDL to use raw access to input devices.");
TRANSLATE_NOOP("FullscreenUI", "The XInput source provides support for XBox 360/XBox One/XBox Series controllers.");
TRANSLATE_NOOP("FullscreenUI", "Multitap");
TRANSLATE_NOOP("FullscreenUI", "Enables an additional three controller slots. Not supported in all games.");
TRANSLATE_NOOP("FullscreenUI", "Attempts to map the selected port to a chosen controller.");
TRANSLATE_NOOP("FullscreenUI", "No Buttons Selected");
TRANSLATE_NOOP("FullscreenUI", "Determines how much pressure is simulated when macro is active.");
TRANSLATE_NOOP("FullscreenUI", "Determines the pressure required to activate the macro.");
TRANSLATE_NOOP("FullscreenUI", "Toggle every %d frames");
TRANSLATE_NOOP("FullscreenUI", "Clears all bindings for this USB controller.");
TRANSLATE_NOOP("FullscreenUI", "Data Save Locations");
TRANSLATE_NOOP("FullscreenUI", "Show Advanced Settings");
TRANSLATE_NOOP("FullscreenUI", "Changing these options may cause games to become non-functional. Modify at your own risk, the PCSX2 team will not provide support for configurations with these settings changed.");
TRANSLATE_NOOP("FullscreenUI", "Logging");
TRANSLATE_NOOP("FullscreenUI", "System Console");
TRANSLATE_NOOP("FullscreenUI", "Writes log messages to the system console (console window/standard output).");
TRANSLATE_NOOP("FullscreenUI", "File Logging");
TRANSLATE_NOOP("FullscreenUI", "Writes log messages to emulog.txt.");
TRANSLATE_NOOP("FullscreenUI", "Verbose Logging");
TRANSLATE_NOOP("FullscreenUI", "Writes dev log messages to log sinks.");
TRANSLATE_NOOP("FullscreenUI", "Log Timestamps");
TRANSLATE_NOOP("FullscreenUI", "Writes timestamps alongside log messages.");
TRANSLATE_NOOP("FullscreenUI", "EE Console");
TRANSLATE_NOOP("FullscreenUI", "Writes debug messages from the game's EE code to the console.");
TRANSLATE_NOOP("FullscreenUI", "IOP Console");
TRANSLATE_NOOP("FullscreenUI", "Writes debug messages from the game's IOP code to the console.");
TRANSLATE_NOOP("FullscreenUI", "CDVD Verbose Reads");
TRANSLATE_NOOP("FullscreenUI", "Logs disc reads from games.");
TRANSLATE_NOOP("FullscreenUI", "Emotion Engine");
TRANSLATE_NOOP("FullscreenUI", "Rounding Mode");
TRANSLATE_NOOP("FullscreenUI", "Determines how the results of floating-point operations are rounded. Some games need specific settings.");
TRANSLATE_NOOP("FullscreenUI", "Clamping Mode");
TRANSLATE_NOOP("FullscreenUI", "Determines how out-of-range floating point numbers are handled. Some games need specific settings.");
TRANSLATE_NOOP("FullscreenUI", "Enable EE Recompiler");
TRANSLATE_NOOP("FullscreenUI", "Performs just-in-time binary translation of 64-bit MIPS-IV machine code to native code.");
TRANSLATE_NOOP("FullscreenUI", "Enable EE Cache");
TRANSLATE_NOOP("FullscreenUI", "Enables simulation of the EE's cache. Slow.");
TRANSLATE_NOOP("FullscreenUI", "Enable INTC Spin Detection");
TRANSLATE_NOOP("FullscreenUI", "Huge speedup for some games, with almost no compatibility side effects.");
TRANSLATE_NOOP("FullscreenUI", "Enable Wait Loop Detection");
TRANSLATE_NOOP("FullscreenUI", "Moderate speedup for some games, with no known side effects.");
TRANSLATE_NOOP("FullscreenUI", "Enable Fast Memory Access");
TRANSLATE_NOOP("FullscreenUI", "Uses backpatching to avoid register flushing on every memory access.");
TRANSLATE_NOOP("FullscreenUI", "Vector Units");
TRANSLATE_NOOP("FullscreenUI", "VU0 Rounding Mode");
TRANSLATE_NOOP("FullscreenUI", "VU0 Clamping Mode");
TRANSLATE_NOOP("FullscreenUI", "VU1 Rounding Mode");
TRANSLATE_NOOP("FullscreenUI", "VU1 Clamping Mode");
TRANSLATE_NOOP("FullscreenUI", "Enable VU0 Recompiler (Micro Mode)");
TRANSLATE_NOOP("FullscreenUI", "New Vector Unit recompiler with much improved compatibility. Recommended.");
TRANSLATE_NOOP("FullscreenUI", "Enable VU1 Recompiler");
TRANSLATE_NOOP("FullscreenUI", "Enable VU Flag Optimization");
TRANSLATE_NOOP("FullscreenUI", "Good speedup and high compatibility, may cause graphical errors.");
TRANSLATE_NOOP("FullscreenUI", "I/O Processor");
TRANSLATE_NOOP("FullscreenUI", "Enable IOP Recompiler");
TRANSLATE_NOOP("FullscreenUI", "Performs just-in-time binary translation of 32-bit MIPS-I machine code to native code.");
TRANSLATE_NOOP("FullscreenUI", "Graphics");
TRANSLATE_NOOP("FullscreenUI", "Use Debug Device");
TRANSLATE_NOOP("FullscreenUI", "Enables API-level validation of graphics commands.");
TRANSLATE_NOOP("FullscreenUI", "Settings");
TRANSLATE_NOOP("FullscreenUI", "No cheats are available for this game.");
TRANSLATE_NOOP("FullscreenUI", "Cheat Codes");
TRANSLATE_NOOP("FullscreenUI", "No patches are available for this game.");
TRANSLATE_NOOP("FullscreenUI", "Game Patches");
TRANSLATE_NOOP("FullscreenUI", "Activating cheats can cause unpredictable behavior, crashing, soft-locks, or broken saved games.");
TRANSLATE_NOOP("FullscreenUI", "Activating game patches can cause unpredictable behavior, crashing, soft-locks, or broken saved games.");
TRANSLATE_NOOP("FullscreenUI", "Use patches at your own risk, the PCSX2 team will provide no support for users who have enabled game patches.");
TRANSLATE_NOOP("FullscreenUI", "Game Fixes");
TRANSLATE_NOOP("FullscreenUI", "Game fixes should not be modified unless you are aware of what each option does and the implications of doing so.");
TRANSLATE_NOOP("FullscreenUI", "FPU Negative Div Hack");
TRANSLATE_NOOP("FullscreenUI", "For Gundam games.");
TRANSLATE_NOOP("FullscreenUI", "FPU Multiply Hack");
TRANSLATE_NOOP("FullscreenUI", "For Tales of Destiny.");
TRANSLATE_NOOP("FullscreenUI", "Use Software Renderer For FMVs");
TRANSLATE_NOOP("FullscreenUI", "Needed for some games with complex FMV rendering.");
TRANSLATE_NOOP("FullscreenUI", "Skip MPEG Hack");
TRANSLATE_NOOP("FullscreenUI", "Skips videos/FMVs in games to avoid game hanging/freezes.");
TRANSLATE_NOOP("FullscreenUI", "Preload TLB Hack");
TRANSLATE_NOOP("FullscreenUI", "To avoid TLB miss on Goemon.");
TRANSLATE_NOOP("FullscreenUI", "EE Timing Hack");
TRANSLATE_NOOP("FullscreenUI", "General-purpose timing hack. Known to affect following games: Digital Devil Saga, SSX.");
TRANSLATE_NOOP("FullscreenUI", "Instant DMA Hack");
TRANSLATE_NOOP("FullscreenUI", "Good for cache emulation problems. Known to affect following games: Fire Pro Wrestling Z.");
TRANSLATE_NOOP("FullscreenUI", "OPH Flag Hack");
TRANSLATE_NOOP("FullscreenUI", "Known to affect following games: Bleach Blade Battlers, Growlanser II and III, Wizardry.");
TRANSLATE_NOOP("FullscreenUI", "Emulate GIF FIFO");
TRANSLATE_NOOP("FullscreenUI", "Correct but slower. Known to affect the following games: Fifa Street 2.");
TRANSLATE_NOOP("FullscreenUI", "DMA Busy Hack");
TRANSLATE_NOOP("FullscreenUI", "Known to affect following games: Mana Khemia 1, Metal Saga, Pilot Down Behind Enemy Lines.");
TRANSLATE_NOOP("FullscreenUI", "Delay VIF1 Stalls");
TRANSLATE_NOOP("FullscreenUI", "For SOCOM 2 HUD and Spy Hunter loading hang.");
TRANSLATE_NOOP("FullscreenUI", "Emulate VIF FIFO");
TRANSLATE_NOOP("FullscreenUI", "Simulate VIF1 FIFO read ahead. Known to affect following games: Test Drive Unlimited, Transformers.");
TRANSLATE_NOOP("FullscreenUI", "Full VU0 Synchronization");
TRANSLATE_NOOP("FullscreenUI", "Forces tight VU0 sync on every COP2 instruction.");
TRANSLATE_NOOP("FullscreenUI", "VU I Bit Hack");
TRANSLATE_NOOP("FullscreenUI", "Avoids constant recompilation in some games. Known to affect the following games: Scarface The World is Yours, Crash Tag Team Racing.");
TRANSLATE_NOOP("FullscreenUI", "VU Add Hack");
TRANSLATE_NOOP("FullscreenUI", "For Tri-Ace Games: Star Ocean 3, Radiata Stories, Valkyrie Profile 2.");
TRANSLATE_NOOP("FullscreenUI", "VU Overflow Hack");
TRANSLATE_NOOP("FullscreenUI", "To check for possible float overflows (Superman Returns).");
TRANSLATE_NOOP("FullscreenUI", "VU Sync");
TRANSLATE_NOOP("FullscreenUI", "Run behind. To avoid sync problems when reading or writing VU registers.");
TRANSLATE_NOOP("FullscreenUI", "VU XGKick Sync");
TRANSLATE_NOOP("FullscreenUI", "Use accurate timing for VU XGKicks (slower).");
TRANSLATE_NOOP("FullscreenUI", "Force Blit Internal FPS Detection");
TRANSLATE_NOOP("FullscreenUI", "Use alternative method to calculate internal FPS to avoid false readings in some games.");
TRANSLATE_NOOP("FullscreenUI", "Load State");
TRANSLATE_NOOP("FullscreenUI", "Save State");
TRANSLATE_NOOP("FullscreenUI", "Load Resume State");
TRANSLATE_NOOP("FullscreenUI", "A resume save state created at %s was found.\n\nDo you want to load this save and continue?");
TRANSLATE_NOOP("FullscreenUI", "Region: ");
TRANSLATE_NOOP("FullscreenUI", "Compatibility: ");
TRANSLATE_NOOP("FullscreenUI", "No Game Selected");
TRANSLATE_NOOP("FullscreenUI", "Search Directories");
TRANSLATE_NOOP("FullscreenUI", "Adds a new directory to the game search list.");
TRANSLATE_NOOP("FullscreenUI", "Scanning Subdirectories");
TRANSLATE_NOOP("FullscreenUI", "Not Scanning Subdirectories");
TRANSLATE_NOOP("FullscreenUI", "List Settings");
TRANSLATE_NOOP("FullscreenUI", "Sets which view the game list will open to.");
TRANSLATE_NOOP("FullscreenUI", "Determines which field the game list will be sorted by.");
TRANSLATE_NOOP("FullscreenUI", "Reverses the game list sort order from the default (usually ascending to descending).");
TRANSLATE_NOOP("FullscreenUI", "Cover Settings");
TRANSLATE_NOOP("FullscreenUI", "Downloads covers from a user-specified URL template.");
TRANSLATE_NOOP("FullscreenUI", "Identifies any new files added to the game directories.");
TRANSLATE_NOOP("FullscreenUI", "Forces a full rescan of all games previously identified.");
TRANSLATE_NOOP("FullscreenUI", "About PCSX2");
TRANSLATE_NOOP("FullscreenUI", "PCSX2 is a free and open-source PlayStation 2 (PS2) emulator. Its purpose is to emulate the PS2's hardware, using a combination of MIPS CPU Interpreters, Recompilers and a Virtual Machine which manages hardware states and PS2 system memory. This allows you to play PS2 games on your PC, with many additional features and benefits.");
TRANSLATE_NOOP("FullscreenUI", "PlayStation 2 and PS2 are registered trademarks of Sony Interactive Entertainment. This application is not affiliated in any way with Sony Interactive Entertainment.");
TRANSLATE_NOOP("FullscreenUI", "When enabled and logged in, PCSX2 will scan for achievements on startup.");
TRANSLATE_NOOP("FullscreenUI", "\"Challenge\" mode for achievements, including leaderboard tracking. Disables save state, cheats, and slowdown functions.");
TRANSLATE_NOOP("FullscreenUI", "Displays popup messages on events such as achievement unlocks and leaderboard submissions.");
TRANSLATE_NOOP("FullscreenUI", "Displays popup messages when starting, submitting, or failing a leaderboard challenge.");
TRANSLATE_NOOP("FullscreenUI", "Plays sound effects for events such as achievement unlocks and leaderboard submissions.");
TRANSLATE_NOOP("FullscreenUI", "Shows icons in the lower-right corner of the screen when a challenge/primed achievement is active.");
TRANSLATE_NOOP("FullscreenUI", "When enabled, each session will behave as if no achievements have been unlocked.");
TRANSLATE_NOOP("FullscreenUI", "When enabled, PCSX2 will assume all achievements are locked and not send any unlock notifications to the server.");
TRANSLATE_NOOP("FullscreenUI", "When enabled, PCSX2 will list achievements from unofficial sets. These achievements are not tracked by RetroAchievements.");
TRANSLATE_NOOP("FullscreenUI", "Account");
TRANSLATE_NOOP("FullscreenUI", "Logs out of RetroAchievements.");
TRANSLATE_NOOP("FullscreenUI", "Logs in to RetroAchievements.");
TRANSLATE_NOOP("FullscreenUI", "Current Game");
TRANSLATE_NOOP("FullscreenUI", "{} is not a valid disc image.");
TRANSLATE_NOOP("FullscreenUI", "{0}/{1}/{2}/{3}");
TRANSLATE_NOOP("FullscreenUI", "Automatic mapping completed for {}.");
TRANSLATE_NOOP("FullscreenUI", "Automatic mapping failed for {}.");
TRANSLATE_NOOP("FullscreenUI", "Game settings initialized with global settings for '{}'.");
TRANSLATE_NOOP("FullscreenUI", "Game settings have been cleared for '{}'.");
TRANSLATE_NOOP("FullscreenUI", "Console Port {}");
TRANSLATE_NOOP("FullscreenUI", "{} (Current)");
TRANSLATE_NOOP("FullscreenUI", "{} (Folder)");
TRANSLATE_NOOP("FullscreenUI", "Memory card name '{}' is not valid.");
TRANSLATE_NOOP("FullscreenUI", "Memory Card '{}' created.");
TRANSLATE_NOOP("FullscreenUI", "Failed to create memory card '{}'.");
TRANSLATE_NOOP("FullscreenUI", "A memory card with the name '{}' already exists.");
TRANSLATE_NOOP("FullscreenUI", "Failed to load '{}'.");
TRANSLATE_NOOP("FullscreenUI", "Input profile '{}' loaded.");
TRANSLATE_NOOP("FullscreenUI", "Input profile '{}' saved.");
TRANSLATE_NOOP("FullscreenUI", "Failed to save input profile '{}'.");
TRANSLATE_NOOP("FullscreenUI", "Port {} Controller Type");
TRANSLATE_NOOP("FullscreenUI", "Select Macro {} Binds");
TRANSLATE_NOOP("FullscreenUI", "Macro {} Frequency");
TRANSLATE_NOOP("FullscreenUI", "Macro will toggle every {} frames.");
TRANSLATE_NOOP("FullscreenUI", "Port {} Device");
TRANSLATE_NOOP("FullscreenUI", "Port {} Subtype");
TRANSLATE_NOOP("FullscreenUI", "{} unlabelled patch codes will automatically activate.");
TRANSLATE_NOOP("FullscreenUI", "{} unlabelled patch codes found but not enabled.");
TRANSLATE_NOOP("FullscreenUI", "This Session: {}");
TRANSLATE_NOOP("FullscreenUI", "All Time: {}");
TRANSLATE_NOOP("FullscreenUI", "Save Slot {0}");
TRANSLATE_NOOP("FullscreenUI", "Saved {}");
TRANSLATE_NOOP("FullscreenUI", "{} does not exist.");
TRANSLATE_NOOP("FullscreenUI", "{} deleted.");
TRANSLATE_NOOP("FullscreenUI", "Failed to delete {}.");
TRANSLATE_NOOP("FullscreenUI", "File: {}");
TRANSLATE_NOOP("FullscreenUI", "CRC: {:08X}");
TRANSLATE_NOOP("FullscreenUI", "Time Played: {}");
TRANSLATE_NOOP("FullscreenUI", "Last Played: {}");
TRANSLATE_NOOP("FullscreenUI", "Size: {:.2f} MB");
TRANSLATE_NOOP("FullscreenUI", "Left: ");
TRANSLATE_NOOP("FullscreenUI", "Top: ");
TRANSLATE_NOOP("FullscreenUI", "Right: ");
TRANSLATE_NOOP("FullscreenUI", "Bottom: ");
TRANSLATE_NOOP("FullscreenUI", "Summary");
TRANSLATE_NOOP("FullscreenUI", "Interface Settings");
TRANSLATE_NOOP("FullscreenUI", "BIOS Settings");
TRANSLATE_NOOP("FullscreenUI", "Emulation Settings");
TRANSLATE_NOOP("FullscreenUI", "Graphics Settings");
TRANSLATE_NOOP("FullscreenUI", "Audio Settings");
TRANSLATE_NOOP("FullscreenUI", "Memory Card Settings");
TRANSLATE_NOOP("FullscreenUI", "Controller Settings");
TRANSLATE_NOOP("FullscreenUI", "Hotkey Settings");
TRANSLATE_NOOP("FullscreenUI", "Achievements Settings");
TRANSLATE_NOOP("FullscreenUI", "Folder Settings");
TRANSLATE_NOOP("FullscreenUI", "Advanced Settings");
TRANSLATE_NOOP("FullscreenUI", "Patches");
TRANSLATE_NOOP("FullscreenUI", "Cheats");
TRANSLATE_NOOP("FullscreenUI", "2% [1 FPS (NTSC) / 1 FPS (PAL)]");
TRANSLATE_NOOP("FullscreenUI", "10% [6 FPS (NTSC) / 5 FPS (PAL)]");
TRANSLATE_NOOP("FullscreenUI", "25% [15 FPS (NTSC) / 12 FPS (PAL)]");
TRANSLATE_NOOP("FullscreenUI", "50% [30 FPS (NTSC) / 25 FPS (PAL)]");
TRANSLATE_NOOP("FullscreenUI", "75% [45 FPS (NTSC) / 37 FPS (PAL)]");
TRANSLATE_NOOP("FullscreenUI", "90% [54 FPS (NTSC) / 45 FPS (PAL)]");
TRANSLATE_NOOP("FullscreenUI", "100% [60 FPS (NTSC) / 50 FPS (PAL)]");
TRANSLATE_NOOP("FullscreenUI", "110% [66 FPS (NTSC) / 55 FPS (PAL)]");
TRANSLATE_NOOP("FullscreenUI", "120% [72 FPS (NTSC) / 60 FPS (PAL)]");
TRANSLATE_NOOP("FullscreenUI", "150% [90 FPS (NTSC) / 75 FPS (PAL)]");
TRANSLATE_NOOP("FullscreenUI", "175% [105 FPS (NTSC) / 87 FPS (PAL)]");
TRANSLATE_NOOP("FullscreenUI", "200% [120 FPS (NTSC) / 100 FPS (PAL)]");
TRANSLATE_NOOP("FullscreenUI", "300% [180 FPS (NTSC) / 150 FPS (PAL)]");
TRANSLATE_NOOP("FullscreenUI", "400% [240 FPS (NTSC) / 200 FPS (PAL)]");
TRANSLATE_NOOP("FullscreenUI", "500% [300 FPS (NTSC) / 250 FPS (PAL)]");
TRANSLATE_NOOP("FullscreenUI", "1000% [600 FPS (NTSC) / 500 FPS (PAL)]");
TRANSLATE_NOOP("FullscreenUI", "50% Speed");
TRANSLATE_NOOP("FullscreenUI", "60% Speed");
TRANSLATE_NOOP("FullscreenUI", "75% Speed");
TRANSLATE_NOOP("FullscreenUI", "100% Speed (Default)");
TRANSLATE_NOOP("FullscreenUI", "130% Speed");
TRANSLATE_NOOP("FullscreenUI", "180% Speed");
TRANSLATE_NOOP("FullscreenUI", "300% Speed");
TRANSLATE_NOOP("FullscreenUI", "Normal (Default)");
TRANSLATE_NOOP("FullscreenUI", "Mild Underclock");
TRANSLATE_NOOP("FullscreenUI", "Moderate Underclock");
TRANSLATE_NOOP("FullscreenUI", "Maximum Underclock");
TRANSLATE_NOOP("FullscreenUI", "Disabled");
TRANSLATE_NOOP("FullscreenUI", "EE > VU > GS");
TRANSLATE_NOOP("FullscreenUI", "EE > GS > VU");
TRANSLATE_NOOP("FullscreenUI", "VU > EE > GS");
TRANSLATE_NOOP("FullscreenUI", "VU > GS > EE");
TRANSLATE_NOOP("FullscreenUI", "GS > EE > VU");
TRANSLATE_NOOP("FullscreenUI", "GS > VU > EE");
TRANSLATE_NOOP("FullscreenUI", "0 Frames (Hard Sync)");
TRANSLATE_NOOP("FullscreenUI", "1 Frame");
TRANSLATE_NOOP("FullscreenUI", "2 Frames");
TRANSLATE_NOOP("FullscreenUI", "3 Frames");
TRANSLATE_NOOP("FullscreenUI", "None");
TRANSLATE_NOOP("FullscreenUI", "Extra + Preserve Sign");
TRANSLATE_NOOP("FullscreenUI", "Full");
TRANSLATE_NOOP("FullscreenUI", "Extra");
TRANSLATE_NOOP("FullscreenUI", "Automatic (Default)");
TRANSLATE_NOOP("FullscreenUI", "Direct3D 11");
TRANSLATE_NOOP("FullscreenUI", "Direct3D 12");
TRANSLATE_NOOP("FullscreenUI", "OpenGL");
TRANSLATE_NOOP("FullscreenUI", "Vulkan");
TRANSLATE_NOOP("FullscreenUI", "Metal");
TRANSLATE_NOOP("FullscreenUI", "Software");
TRANSLATE_NOOP("FullscreenUI", "Null");
TRANSLATE_NOOP("FullscreenUI", "Off");
TRANSLATE_NOOP("FullscreenUI", "On");
TRANSLATE_NOOP("FullscreenUI", "Adaptive");
TRANSLATE_NOOP("FullscreenUI", "Bilinear (Smooth)");
TRANSLATE_NOOP("FullscreenUI", "Bilinear (Sharp)");
TRANSLATE_NOOP("FullscreenUI", "Weave (Top Field First, Sawtooth)");
TRANSLATE_NOOP("FullscreenUI", "Weave (Bottom Field First, Sawtooth)");
TRANSLATE_NOOP("FullscreenUI", "Bob (Top Field First)");
TRANSLATE_NOOP("FullscreenUI", "Bob (Bottom Field First)");
TRANSLATE_NOOP("FullscreenUI", "Blend (Top Field First, Half FPS)");
TRANSLATE_NOOP("FullscreenUI", "Blend (Bottom Field First, Half FPS)");
TRANSLATE_NOOP("FullscreenUI", "Adaptive (Top Field First)");
TRANSLATE_NOOP("FullscreenUI", "Adaptive (Bottom Field First)");
TRANSLATE_NOOP("FullscreenUI", "Native (PS2)");
TRANSLATE_NOOP("FullscreenUI", "1.25x Native");
TRANSLATE_NOOP("FullscreenUI", "1.5x Native");
TRANSLATE_NOOP("FullscreenUI", "1.75x Native");
TRANSLATE_NOOP("FullscreenUI", "2x Native (~720p)");
TRANSLATE_NOOP("FullscreenUI", "2.25x Native");
TRANSLATE_NOOP("FullscreenUI", "2.5x Native");
TRANSLATE_NOOP("FullscreenUI", "2.75x Native");
TRANSLATE_NOOP("FullscreenUI", "3x Native (~1080p)");
TRANSLATE_NOOP("FullscreenUI", "3.5x Native");
TRANSLATE_NOOP("FullscreenUI", "4x Native (~1440p/2K)");
TRANSLATE_NOOP("FullscreenUI", "5x Native (~1620p)");
TRANSLATE_NOOP("FullscreenUI", "6x Native (~2160p/4K)");
TRANSLATE_NOOP("FullscreenUI", "7x Native (~2520p)");
TRANSLATE_NOOP("FullscreenUI", "8x Native (~2880p)");
TRANSLATE_NOOP("FullscreenUI", "Basic (Generated Mipmaps)");
TRANSLATE_NOOP("FullscreenUI", "Full (PS2 Mipmaps)");
TRANSLATE_NOOP("FullscreenUI", "Nearest");
TRANSLATE_NOOP("FullscreenUI", "Bilinear (Forced)");
TRANSLATE_NOOP("FullscreenUI", "Bilinear (PS2)");
TRANSLATE_NOOP("FullscreenUI", "Bilinear (Forced excluding sprite)");
TRANSLATE_NOOP("FullscreenUI", "Off (None)");
TRANSLATE_NOOP("FullscreenUI", "Trilinear (PS2)");
TRANSLATE_NOOP("FullscreenUI", "Trilinear (Forced)");
TRANSLATE_NOOP("FullscreenUI", "Scaled");
TRANSLATE_NOOP("FullscreenUI", "Unscaled (Default)");
TRANSLATE_NOOP("FullscreenUI", "Minimum");
TRANSLATE_NOOP("FullscreenUI", "Basic (Recommended)");
TRANSLATE_NOOP("FullscreenUI", "Medium");
TRANSLATE_NOOP("FullscreenUI", "High");
TRANSLATE_NOOP("FullscreenUI", "Full (Slow)");
TRANSLATE_NOOP("FullscreenUI", "Maximum (Very Slow)");
TRANSLATE_NOOP("FullscreenUI", "Off (Default)");
TRANSLATE_NOOP("FullscreenUI", "2x");
TRANSLATE_NOOP("FullscreenUI", "4x");
TRANSLATE_NOOP("FullscreenUI", "8x");
TRANSLATE_NOOP("FullscreenUI", "16x");
TRANSLATE_NOOP("FullscreenUI", "Partial");
TRANSLATE_NOOP("FullscreenUI", "Full (Hash Cache)");
TRANSLATE_NOOP("FullscreenUI", "Force Disabled");
TRANSLATE_NOOP("FullscreenUI", "Force Enabled");
TRANSLATE_NOOP("FullscreenUI", "Accurate (Recommended)");
TRANSLATE_NOOP("FullscreenUI", "Disable Readbacks (Synchronize GS Thread)");
TRANSLATE_NOOP("FullscreenUI", "Unsynchronized (Non-Deterministic)");
TRANSLATE_NOOP("FullscreenUI", "Disabled (Ignore Transfers)");
TRANSLATE_NOOP("FullscreenUI", "Screen Resolution");
TRANSLATE_NOOP("FullscreenUI", "Internal Resolution (Aspect Uncorrected)");
TRANSLATE_NOOP("FullscreenUI", "PNG");
TRANSLATE_NOOP("FullscreenUI", "JPEG");
TRANSLATE_NOOP("FullscreenUI", "0 (Disabled)");
TRANSLATE_NOOP("FullscreenUI", "1 (64 Max Width)");
TRANSLATE_NOOP("FullscreenUI", "2 (128 Max Width)");
TRANSLATE_NOOP("FullscreenUI", "3 (192 Max Width)");
TRANSLATE_NOOP("FullscreenUI", "4 (256 Max Width)");
TRANSLATE_NOOP("FullscreenUI", "5 (320 Max Width)");
TRANSLATE_NOOP("FullscreenUI", "6 (384 Max Width)");
TRANSLATE_NOOP("FullscreenUI", "7 (448 Max Width)");
TRANSLATE_NOOP("FullscreenUI", "8 (512 Max Width)");
TRANSLATE_NOOP("FullscreenUI", "9 (576 Max Width)");
TRANSLATE_NOOP("FullscreenUI", "10 (640 Max Width)");
TRANSLATE_NOOP("FullscreenUI", "Sprites Only");
TRANSLATE_NOOP("FullscreenUI", "Sprites/Triangles");
TRANSLATE_NOOP("FullscreenUI", "Blended Sprites/Triangles");
TRANSLATE_NOOP("FullscreenUI", "1 (Normal)");
TRANSLATE_NOOP("FullscreenUI", "2 (Aggressive)");
TRANSLATE_NOOP("FullscreenUI", "Inside Target");
TRANSLATE_NOOP("FullscreenUI", "Merge Targets");
TRANSLATE_NOOP("FullscreenUI", "Normal (Vertex)");
TRANSLATE_NOOP("FullscreenUI", "Special (Texture)");
TRANSLATE_NOOP("FullscreenUI", "Special (Texture - Aggressive)");
TRANSLATE_NOOP("FullscreenUI", "Half");
TRANSLATE_NOOP("FullscreenUI", "Force Bilinear");
TRANSLATE_NOOP("FullscreenUI", "Force Nearest");
TRANSLATE_NOOP("FullscreenUI", "Disabled (Default)");
TRANSLATE_NOOP("FullscreenUI", "Enabled (Sprites Only)");
TRANSLATE_NOOP("FullscreenUI", "Enabled (All Primitives)");
TRANSLATE_NOOP("FullscreenUI", "None (Default)");
TRANSLATE_NOOP("FullscreenUI", "Sharpen Only (Internal Resolution)");
TRANSLATE_NOOP("FullscreenUI", "Sharpen and Resize (Display Resolution)");
TRANSLATE_NOOP("FullscreenUI", "Scanline Filter");
TRANSLATE_NOOP("FullscreenUI", "Diagonal Filter");
TRANSLATE_NOOP("FullscreenUI", "Triangular Filter");
TRANSLATE_NOOP("FullscreenUI", "Wave Filter");
TRANSLATE_NOOP("FullscreenUI", "Lottes CRT");
TRANSLATE_NOOP("FullscreenUI", "4xRGSS");
TRANSLATE_NOOP("FullscreenUI", "NxAGSS");
TRANSLATE_NOOP("FullscreenUI", "Uncompressed");
TRANSLATE_NOOP("FullscreenUI", "LZMA (xz)");
TRANSLATE_NOOP("FullscreenUI", "Zstandard (zst)");
TRANSLATE_NOOP("FullscreenUI", "TimeStretch (Recommended)");
TRANSLATE_NOOP("FullscreenUI", "Async Mix (Breaks some games!)");
TRANSLATE_NOOP("FullscreenUI", "None (Audio can skip.)");
TRANSLATE_NOOP("FullscreenUI", "Stereo (None, Default)");
TRANSLATE_NOOP("FullscreenUI", "Quadraphonic");
TRANSLATE_NOOP("FullscreenUI", "Surround 5.1");
TRANSLATE_NOOP("FullscreenUI", "Surround 7.1");
TRANSLATE_NOOP("FullscreenUI", "No Sound (Emulate SPU2 only)");
TRANSLATE_NOOP("FullscreenUI", "Cubeb (Cross-platform)");
TRANSLATE_NOOP("FullscreenUI", "XAudio2");
TRANSLATE_NOOP("FullscreenUI", "PS2 (8MB)");
TRANSLATE_NOOP("FullscreenUI", "PS2 (16MB)");
TRANSLATE_NOOP("FullscreenUI", "PS2 (32MB)");
TRANSLATE_NOOP("FullscreenUI", "PS2 (64MB)");
TRANSLATE_NOOP("FullscreenUI", "PS1");
TRANSLATE_NOOP("FullscreenUI", "8 MB [Most Compatible]");
TRANSLATE_NOOP("FullscreenUI", "16 MB");
TRANSLATE_NOOP("FullscreenUI", "32 MB");
TRANSLATE_NOOP("FullscreenUI", "64 MB");
TRANSLATE_NOOP("FullscreenUI", "Folder [Recommended]");
TRANSLATE_NOOP("FullscreenUI", "128 KB [PS1]");
TRANSLATE_NOOP("FullscreenUI", "Negative");
TRANSLATE_NOOP("FullscreenUI", "Positive");
TRANSLATE_NOOP("FullscreenUI", "Chop/Zero (Default)");
TRANSLATE_NOOP("FullscreenUI", "Game Grid");
TRANSLATE_NOOP("FullscreenUI", "Game List");
TRANSLATE_NOOP("FullscreenUI", "Game List Settings");
TRANSLATE_NOOP("FullscreenUI", "Type");
TRANSLATE_NOOP("FullscreenUI", "Serial");
TRANSLATE_NOOP("FullscreenUI", "Title");
TRANSLATE_NOOP("FullscreenUI", "File Title");
TRANSLATE_NOOP("FullscreenUI", "CRC");
TRANSLATE_NOOP("FullscreenUI", "Time Played");
TRANSLATE_NOOP("FullscreenUI", "Last Played");
TRANSLATE_NOOP("FullscreenUI", "Size");
TRANSLATE_NOOP("FullscreenUI", "Select Disc Image");
TRANSLATE_NOOP("FullscreenUI", "Select Disc Drive");
TRANSLATE_NOOP("FullscreenUI", "Start File");
TRANSLATE_NOOP("FullscreenUI", "Start BIOS");
TRANSLATE_NOOP("FullscreenUI", "Start Disc");
TRANSLATE_NOOP("FullscreenUI", "Exit");
TRANSLATE_NOOP("FullscreenUI", "Set Input Binding");
TRANSLATE_NOOP("FullscreenUI", "Region");
TRANSLATE_NOOP("FullscreenUI", "Compatibility Rating");
TRANSLATE_NOOP("FullscreenUI", "Path");
TRANSLATE_NOOP("FullscreenUI", "Disc Path");
TRANSLATE_NOOP("FullscreenUI", "Select Disc Path");
TRANSLATE_NOOP("FullscreenUI", "Cannot show details for games which were not scanned in the game list.");
TRANSLATE_NOOP("FullscreenUI", "Copy Settings");
TRANSLATE_NOOP("FullscreenUI", "Clear Settings");
TRANSLATE_NOOP("FullscreenUI", "Inhibit Screensaver");
TRANSLATE_NOOP("FullscreenUI", "Enable Discord Presence");
TRANSLATE_NOOP("FullscreenUI", "Pause On Start");
TRANSLATE_NOOP("FullscreenUI", "Pause On Focus Loss");
TRANSLATE_NOOP("FullscreenUI", "Pause On Menu");
TRANSLATE_NOOP("FullscreenUI", "Confirm Shutdown");
TRANSLATE_NOOP("FullscreenUI", "Save State On Shutdown");
TRANSLATE_NOOP("FullscreenUI", "Enable Per-Game Settings");
TRANSLATE_NOOP("FullscreenUI", "Use Light Theme");
TRANSLATE_NOOP("FullscreenUI", "Start Fullscreen");
TRANSLATE_NOOP("FullscreenUI", "Double-Click Toggles Fullscreen");
TRANSLATE_NOOP("FullscreenUI", "Hide Cursor In Fullscreen");
TRANSLATE_NOOP("FullscreenUI", "OSD Scale");
TRANSLATE_NOOP("FullscreenUI", "Show Messages");
TRANSLATE_NOOP("FullscreenUI", "Show Speed");
TRANSLATE_NOOP("FullscreenUI", "Show FPS");
TRANSLATE_NOOP("FullscreenUI", "Show CPU Usage");
TRANSLATE_NOOP("FullscreenUI", "Show GPU Usage");
TRANSLATE_NOOP("FullscreenUI", "Show Resolution");
TRANSLATE_NOOP("FullscreenUI", "Show GS Statistics");
TRANSLATE_NOOP("FullscreenUI", "Show Status Indicators");
TRANSLATE_NOOP("FullscreenUI", "Show Settings");
TRANSLATE_NOOP("FullscreenUI", "Show Inputs");
TRANSLATE_NOOP("FullscreenUI", "Show Frame Times");
TRANSLATE_NOOP("FullscreenUI", "Warn About Unsafe Settings");
TRANSLATE_NOOP("FullscreenUI", "Reset Settings");
TRANSLATE_NOOP("FullscreenUI", "Change Search Directory");
TRANSLATE_NOOP("FullscreenUI", "Fast Boot");
TRANSLATE_NOOP("FullscreenUI", "Output Volume");
TRANSLATE_NOOP("FullscreenUI", "Synchronization Mode");
TRANSLATE_NOOP("FullscreenUI", "Expansion Mode");
TRANSLATE_NOOP("FullscreenUI", "Output Module");
TRANSLATE_NOOP("FullscreenUI", "Latency");
TRANSLATE_NOOP("FullscreenUI", "Sequence Length");
TRANSLATE_NOOP("FullscreenUI", "Seekwindow Size");
TRANSLATE_NOOP("FullscreenUI", "Overlap");
TRANSLATE_NOOP("FullscreenUI", "Memory Card Directory");
TRANSLATE_NOOP("FullscreenUI", "Folder Memory Card Filter");
TRANSLATE_NOOP("FullscreenUI", "Auto Eject When Loading");
TRANSLATE_NOOP("FullscreenUI", "Create");
TRANSLATE_NOOP("FullscreenUI", "Cancel");
TRANSLATE_NOOP("FullscreenUI", "Load Profile");
TRANSLATE_NOOP("FullscreenUI", "Save Profile");
TRANSLATE_NOOP("FullscreenUI", "Per-Game Configuration");
TRANSLATE_NOOP("FullscreenUI", "Copy Global Settings");
TRANSLATE_NOOP("FullscreenUI", "Enable SDL Input Source");
TRANSLATE_NOOP("FullscreenUI", "SDL DualShock 4 / DualSense Enhanced Mode");
TRANSLATE_NOOP("FullscreenUI", "SDL Raw Input");
TRANSLATE_NOOP("FullscreenUI", "Enable XInput Input Source");
TRANSLATE_NOOP("FullscreenUI", "Enable Console Port 1 Multitap");
TRANSLATE_NOOP("FullscreenUI", "Enable Console Port 2 Multitap");
TRANSLATE_NOOP("FullscreenUI", "Controller Port {}{}");
TRANSLATE_NOOP("FullscreenUI", "Controller Port {}");
TRANSLATE_NOOP("FullscreenUI", "Controller Type");
TRANSLATE_NOOP("FullscreenUI", "Automatic Mapping");
TRANSLATE_NOOP("FullscreenUI", "Controller Port {}{} Macros");
TRANSLATE_NOOP("FullscreenUI", "Controller Port {} Macros");
TRANSLATE_NOOP("FullscreenUI", "Macro Button {}");
TRANSLATE_NOOP("FullscreenUI", "Buttons");
TRANSLATE_NOOP("FullscreenUI", "Frequency");
TRANSLATE_NOOP("FullscreenUI", "Pressure");
TRANSLATE_NOOP("FullscreenUI", "Controller Port {}{} Settings");
TRANSLATE_NOOP("FullscreenUI", "Controller Port {} Settings");
TRANSLATE_NOOP("FullscreenUI", "USB Port {}");
TRANSLATE_NOOP("FullscreenUI", "Device Type");
TRANSLATE_NOOP("FullscreenUI", "Device Subtype");
TRANSLATE_NOOP("FullscreenUI", "{} Bindings");
TRANSLATE_NOOP("FullscreenUI", "Clear Bindings");
TRANSLATE_NOOP("FullscreenUI", "{} Settings");
TRANSLATE_NOOP("FullscreenUI", "Cache Directory");
TRANSLATE_NOOP("FullscreenUI", "Covers Directory");
TRANSLATE_NOOP("FullscreenUI", "Snapshots Directory");
TRANSLATE_NOOP("FullscreenUI", "Save States Directory");
TRANSLATE_NOOP("FullscreenUI", "Game Settings Directory");
TRANSLATE_NOOP("FullscreenUI", "Input Profile Directory");
TRANSLATE_NOOP("FullscreenUI", "Cheats Directory");
TRANSLATE_NOOP("FullscreenUI", "Patches Directory");
TRANSLATE_NOOP("FullscreenUI", "Texture Replacements Directory");
TRANSLATE_NOOP("FullscreenUI", "Video Dumping Directory");
TRANSLATE_NOOP("FullscreenUI", "Resume Game");
TRANSLATE_NOOP("FullscreenUI", "Toggle Frame Limit");
TRANSLATE_NOOP("FullscreenUI", "Game Properties");
TRANSLATE_NOOP("FullscreenUI", "Achievements");
TRANSLATE_NOOP("FullscreenUI", "Save Screenshot");
TRANSLATE_NOOP("FullscreenUI", "Switch To Software Renderer");
TRANSLATE_NOOP("FullscreenUI", "Switch To Hardware Renderer");
TRANSLATE_NOOP("FullscreenUI", "Change Disc");
TRANSLATE_NOOP("FullscreenUI", "Close Game");
TRANSLATE_NOOP("FullscreenUI", "Exit Without Saving");
TRANSLATE_NOOP("FullscreenUI", "Back To Pause Menu");
TRANSLATE_NOOP("FullscreenUI", "Exit And Save State");
TRANSLATE_NOOP("FullscreenUI", "Leaderboards");
TRANSLATE_NOOP("FullscreenUI", "Delete Save");
TRANSLATE_NOOP("FullscreenUI", "Close Menu");
TRANSLATE_NOOP("FullscreenUI", "Default Boot");
TRANSLATE_NOOP("FullscreenUI", "Delete State");
TRANSLATE_NOOP("FullscreenUI", "Full Boot");
TRANSLATE_NOOP("FullscreenUI", "Reset Play Time");
TRANSLATE_NOOP("FullscreenUI", "Add Search Directory");
TRANSLATE_NOOP("FullscreenUI", "Open in File Browser");
TRANSLATE_NOOP("FullscreenUI", "Disable Subdirectory Scanning");
TRANSLATE_NOOP("FullscreenUI", "Enable Subdirectory Scanning");
TRANSLATE_NOOP("FullscreenUI", "Remove From List");
TRANSLATE_NOOP("FullscreenUI", "Default View");
TRANSLATE_NOOP("FullscreenUI", "Sort By");
TRANSLATE_NOOP("FullscreenUI", "Sort Reversed");
TRANSLATE_NOOP("FullscreenUI", "Download Covers");
TRANSLATE_NOOP("FullscreenUI", "Scan For New Games");
TRANSLATE_NOOP("FullscreenUI", "Rescan All Games");
TRANSLATE_NOOP("FullscreenUI", "Website");
TRANSLATE_NOOP("FullscreenUI", "Support Forums");
TRANSLATE_NOOP("FullscreenUI", "GitHub Repository");
TRANSLATE_NOOP("FullscreenUI", "License");
TRANSLATE_NOOP("FullscreenUI", "Close");
TRANSLATE_NOOP("FullscreenUI", "RAIntegration is being used instead of the built-in achievements implementation.");
TRANSLATE_NOOP("FullscreenUI", "Enable Achievements");
TRANSLATE_NOOP("FullscreenUI", "Hardcore Mode");
TRANSLATE_NOOP("FullscreenUI", "Achievement Notifications");
TRANSLATE_NOOP("FullscreenUI", "Leaderboard Notifications");
TRANSLATE_NOOP("FullscreenUI", "Sound Effects");
TRANSLATE_NOOP("FullscreenUI", "Enable In-Game Overlays");
TRANSLATE_NOOP("FullscreenUI", "Encore Mode");
TRANSLATE_NOOP("FullscreenUI", "Spectator Mode");
TRANSLATE_NOOP("FullscreenUI", "Test Unofficial Achievements");
TRANSLATE_NOOP("FullscreenUI", "Username: {}");
TRANSLATE_NOOP("FullscreenUI", "Login token generated on {}");
TRANSLATE_NOOP("FullscreenUI", "Logout");
TRANSLATE_NOOP("FullscreenUI", "Not Logged In");
TRANSLATE_NOOP("FullscreenUI", "Login");
TRANSLATE_NOOP("FullscreenUI", "Game: {0} ({1})");
TRANSLATE_NOOP("FullscreenUI", "Rich presence inactive or unsupported.");
TRANSLATE_NOOP("FullscreenUI", "Game not loaded or no RetroAchievements available.");
TRANSLATE_NOOP("FullscreenUI", "Card Enabled");
TRANSLATE_NOOP("FullscreenUI", "Card Name");
TRANSLATE_NOOP("FullscreenUI", "Eject Card");
// TRANSLATION-STRING-AREA-END
#endif