mirror of https://github.com/PCSX2/pcsx2.git
188 lines
11 KiB
C++
188 lines
11 KiB
C++
/* PCSX2 - PS2 Emulator for PCs
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* Copyright (C) 2002-2022 PCSX2 Dev Team
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*
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* PCSX2 is free software: you can redistribute it and/or modify it under the terms
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* of the GNU Lesser General Public License as published by the Free Software Found-
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* ation, either version 3 of the License, or (at your option) any later version.
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*
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* PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
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* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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* PURPOSE. See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along with PCSX2.
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* If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "PrecompiledHeader.h"
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#include "InterfaceSettingsWidget.h"
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#include "AutoUpdaterDialog.h"
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#include "MainWindow.h"
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#include "SettingWidgetBinder.h"
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#include "SettingsDialog.h"
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static const char* THEME_NAMES[] = {
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QT_TRANSLATE_NOOP("InterfaceSettingsWidget", "Native"),
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//: Ignore what Crowdin says in this string about "[Light]/[Dark]" being untouchable here, these are not variables in this case and must be translated.
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QT_TRANSLATE_NOOP("InterfaceSettingsWidget", "Fusion [Light]"),
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//: Ignore what Crowdin says in this string about "[Light]/[Dark]" being untouchable here, these are not variables in this case and must be translated.
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QT_TRANSLATE_NOOP("InterfaceSettingsWidget", "Dark Fusion (Gray) [Dark]"),
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//: Ignore what Crowdin says in this string about "[Light]/[Dark]" being untouchable here, these are not variables in this case and must be translated.
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QT_TRANSLATE_NOOP("InterfaceSettingsWidget", "Dark Fusion (Blue) [Dark]"),
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//: Ignore what Crowdin says in this string about "[Light]/[Dark]" being untouchable here, these are not variables in this case and must be translated.
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QT_TRANSLATE_NOOP("InterfaceSettingsWidget", "Untouched Lagoon (Grayish Green/-Blue ) [Light]"),
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//: Ignore what Crowdin says in this string about "[Light]/[Dark]" being untouchable here, these are not variables in this case and must be translated.
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QT_TRANSLATE_NOOP("InterfaceSettingsWidget", "Baby Pastel (Pink) [Light]"),
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//: Ignore what Crowdin says in this string about "[Light]/[Dark]" being untouchable here, these are not variables in this case and must be translated.
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QT_TRANSLATE_NOOP("InterfaceSettingsWidget", "PCSX2 (White/Blue) [Light]"),
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//: Ignore what Crowdin says in this string about "[Light]/[Dark]" being untouchable here, these are not variables in this case and must be translated.
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QT_TRANSLATE_NOOP("InterfaceSettingsWidget", "Scarlet Devil (Red/Purple) [Dark]"),
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//: Ignore what Crowdin says in this string about "[Light]/[Dark]" being untouchable here, these are not variables in this case and must be translated.
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QT_TRANSLATE_NOOP("InterfaceSettingsWidget", "Violet Angel (Blue/Purple) [Dark]"),
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//: Ignore what Crowdin says in this string about "[Light]/[Dark]" being untouchable here, these are not variables in this case and must be translated.
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QT_TRANSLATE_NOOP("InterfaceSettingsWidget", "Cobalt Sky (Royal Blue) [Dark]"),
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//: Ignore what Crowdin says in this string about "[Light]/[Dark]" being untouchable here, these are not variables in this case and must be translated.
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QT_TRANSLATE_NOOP("InterfaceSettingsWidget", "Ruby (Black/Red) [Dark]"),
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//: Ignore what Crowdin says in this string about "[Light]/[Dark]" being untouchable here, these are not variables in this case and must be translated.
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QT_TRANSLATE_NOOP("InterfaceSettingsWidget", "Sapphire (Black/Blue) [Dark]"),
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//: "Custom.qss" must be kept as-is.
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QT_TRANSLATE_NOOP("InterfaceSettingsWidget", "Custom.qss [Drop in PCSX2 Folder]"),
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nullptr};
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static const char* THEME_VALUES[] = {
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"",
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"fusion",
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"darkfusion",
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"darkfusionblue",
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"UntouchedLagoon",
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"BabyPastel",
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"PCSX2Blue",
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"ScarletDevilRed",
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"VioletAngelPurple",
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"CobaltSky",
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"Ruby",
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"Sapphire",
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"Custom",
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nullptr};
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InterfaceSettingsWidget::InterfaceSettingsWidget(SettingsDialog* dialog, QWidget* parent)
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: QWidget(parent)
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{
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SettingsInterface* sif = dialog->getSettingsInterface();
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m_ui.setupUi(this);
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SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.inhibitScreensaver, "EmuCore", "InhibitScreensaver", true);
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SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.confirmShutdown, "UI", "ConfirmShutdown", true);
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SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.saveStateOnShutdown, "EmuCore", "SaveStateOnShutdown", false);
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SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.pauseOnFocusLoss, "UI", "PauseOnFocusLoss", false);
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SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.backupSaveStates, "EmuCore", "BackupSavestate", false);
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SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.startFullscreen, "UI", "StartFullscreen", false);
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SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.doubleClickTogglesFullscreen, "UI", "DoubleClickTogglesFullscreen",
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true);
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SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.hideMouseCursor, "UI", "HideMouseCursor", false);
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SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.renderToSeparateWindow, "UI", "RenderToSeparateWindow", false);
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SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.hideMainWindow, "UI", "HideMainWindowWhenRunning", false);
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SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.disableWindowResizing, "UI", "DisableWindowResize", false);
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connect(m_ui.renderToSeparateWindow, &QCheckBox::stateChanged, this, &InterfaceSettingsWidget::onRenderToSeparateWindowChanged);
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SettingWidgetBinder::BindWidgetToEnumSetting(sif, m_ui.theme, "UI", "Theme", THEME_NAMES, THEME_VALUES,
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MainWindow::DEFAULT_THEME_NAME);
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connect(m_ui.theme, QOverload<int>::of(&QComboBox::currentIndexChanged), [this]() { emit themeChanged(); });
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// Per-game settings is special, we don't want to bind it if we're editing per-game settings.
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m_ui.perGameSettings->setEnabled(!dialog->isPerGameSettings());
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if (!dialog->isPerGameSettings())
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{
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SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.pauseOnStart, "UI", "StartPaused", false);
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SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.perGameSettings, "EmuCore", "EnablePerGameSettings", true);
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connect(m_ui.perGameSettings, &QCheckBox::stateChanged, g_emu_thread, &EmuThread::reloadGameSettings);
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}
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if (!dialog->isPerGameSettings() && AutoUpdaterDialog::isSupported())
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{
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SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.autoUpdateEnabled, "AutoUpdater", "CheckAtStartup", true);
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dialog->registerWidgetHelp(m_ui.autoUpdateEnabled, tr("Enable Automatic Update Check"), tr("Checked"),
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tr("Automatically checks for updates to the program on startup. Updates can be deferred "
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"until later or skipped entirely."));
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m_ui.autoUpdateTag->addItems(AutoUpdaterDialog::getTagList());
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SettingWidgetBinder::BindWidgetToStringSetting(sif, m_ui.autoUpdateTag, "AutoUpdater", "UpdateTag",
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AutoUpdaterDialog::getDefaultTag());
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//: Variable %1 shows the version number and variable %2 shows a timestamp.
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m_ui.autoUpdateCurrentVersion->setText(tr("%1 (%2)").arg(AutoUpdaterDialog::getCurrentVersion()).arg(AutoUpdaterDialog::getCurrentVersionDate()));
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connect(m_ui.checkForUpdates, &QPushButton::clicked, this, []() { g_main_window->checkForUpdates(true, true); });
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}
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else
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{
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m_ui.verticalLayout->removeWidget(m_ui.automaticUpdaterGroup);
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m_ui.automaticUpdaterGroup->hide();
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}
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#ifdef ENABLE_DISCORD_PRESENCE
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SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.discordPresence, "EmuCore", "EnableDiscordPresence", false);
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#else
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m_ui.discordPresence->setEnabled(false);
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#endif
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if (dialog->isPerGameSettings())
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{
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// language/theme doesn't make sense to have in per-game settings
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m_ui.verticalLayout->removeWidget(m_ui.preferencesGroup);
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m_ui.preferencesGroup->hide();
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// start paused doesn't make sense, because settings are applied after ELF load.
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m_ui.pauseOnStart->setEnabled(false);
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}
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dialog->registerWidgetHelp(
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m_ui.inhibitScreensaver, tr("Inhibit Screensaver"), tr("Checked"),
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tr("Prevents the screen saver from activating and the host from sleeping while emulation is running."));
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dialog->registerWidgetHelp(
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m_ui.confirmShutdown, tr("Confirm Shutdown"), tr("Checked"),
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tr("Determines whether a prompt will be displayed to confirm shutting down the virtual machine "
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"when the hotkey is pressed."));
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dialog->registerWidgetHelp(m_ui.saveStateOnShutdown, tr("Save State On Shutdown"), tr("Unchecked"),
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tr("Automatically saves the emulator state when powering down or exiting. You can then "
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"resume directly from where you left off next time."));
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dialog->registerWidgetHelp(m_ui.pauseOnStart, tr("Pause On Start"), tr("Unchecked"),
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tr("Pauses the emulator when a game is started."));
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dialog->registerWidgetHelp(m_ui.pauseOnFocusLoss, tr("Pause On Focus Loss"), tr("Unchecked"),
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tr("Pauses the emulator when you minimize the window or switch to another application, "
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"and unpauses when you switch back."));
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dialog->registerWidgetHelp(m_ui.backupSaveStates, tr("Create Save State Backups"), tr("Unchecked"),
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//: Do not translate the ".backup" extension.
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tr("Creates a backup copy of a save state if it already exists when the save is created. The backup copy has a .backup suffix."));
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dialog->registerWidgetHelp(m_ui.startFullscreen, tr("Start Fullscreen"), tr("Unchecked"),
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tr("Automatically switches to fullscreen mode when a game is started."));
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dialog->registerWidgetHelp(m_ui.hideMouseCursor, tr("Hide Cursor In Fullscreen"), tr("Checked"),
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tr("Hides the mouse pointer/cursor when the emulator is in fullscreen mode."));
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dialog->registerWidgetHelp(
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m_ui.renderToSeparateWindow, tr("Render To Separate Window"), tr("Unchecked"),
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tr("Renders the game to a separate window, instead of the main window. If unchecked, the game will display over the top of the game list."));
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dialog->registerWidgetHelp(
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m_ui.hideMainWindow, tr("Hide Main Window When Running"), tr("Unchecked"),
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tr("Hides the main window (with the game list) when a game is running, requires Render To Separate Window to be enabled."));
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dialog->registerWidgetHelp(m_ui.perGameSettings, tr("Enable Per-Game Settings"), tr("Checked"),
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tr("When enabled, custom per-game settings will be applied. Disable to always use the global configuration."));
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dialog->registerWidgetHelp(
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m_ui.discordPresence, tr("Enable Discord Presence"), tr("Unchecked"),
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tr("Shows the game you are currently playing as part of your profile in Discord."));
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dialog->registerWidgetHelp(m_ui.doubleClickTogglesFullscreen, tr("Double-Click Toggles Fullscreen"), tr("Unchecked"), tr(""));
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dialog->registerWidgetHelp(m_ui.disableWindowResizing, tr("Disable Window Resizing"), tr("Unchecked"), tr(""));
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// Not yet used, disable the options
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m_ui.language->setDisabled(true);
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onRenderToSeparateWindowChanged();
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}
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InterfaceSettingsWidget::~InterfaceSettingsWidget() = default;
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void InterfaceSettingsWidget::onRenderToSeparateWindowChanged()
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{
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m_ui.hideMainWindow->setEnabled(m_ui.renderToSeparateWindow->isChecked());
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}
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