mirror of
https://github.com/dolphin-emu/dolphin.git
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VideoConfigDiag: Move event implementations into the cpp file
Also removes the unused Event_Adapter event stub which did nothing. It wasn't even hooked up to wx's event system. Allows removing several includes from the header file and moving them to the cpp file. Prevents includes being dumped into other source files that include the header. This uncovered an indirect include in Main for MsgHandler utilities.
This commit is contained in:
@ -18,15 +18,9 @@
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#include <wx/stattext.h>
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#include "Common/CommonTypes.h"
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#include "Common/SysConf.h"
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#include "Core/ConfigManager.h"
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#include "Core/Core.h"
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#include "DolphinWX/DolphinSlider.h"
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#include "DolphinWX/PostProcessingConfigDiag.h"
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#include "DolphinWX/WxUtils.h"
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#include "VideoCommon/PostProcessing.h"
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#include "VideoCommon/VideoBackendBase.h"
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#include "VideoCommon/VideoConfig.h"
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class DolphinSlider;
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struct VideoConfig;
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class wxBoxSizer;
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class wxControl;
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@ -87,171 +81,22 @@ public:
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VideoConfigDiag(wxWindow* parent, const std::string& title);
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protected:
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void Event_Backend(wxCommandEvent& ev)
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{
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auto& new_backend = g_available_video_backends[ev.GetInt()];
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if (g_video_backend != new_backend.get())
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{
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bool do_switch = !Core::IsRunning();
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if (new_backend->GetName() == "Software Renderer")
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{
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do_switch =
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(wxYES ==
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wxMessageBox(_("Software rendering is an order of magnitude slower than using the "
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"other backends.\nIt's only useful for debugging purposes.\nDo you "
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"really want to enable software rendering? If unsure, select 'No'."),
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_("Warning"), wxYES_NO | wxNO_DEFAULT | wxICON_EXCLAMATION, this));
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}
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if (do_switch)
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{
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// TODO: Only reopen the dialog if the software backend is
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// selected (make sure to reinitialize backend info)
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// reopen the dialog
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Close();
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g_video_backend = new_backend.get();
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SConfig::GetInstance().m_strVideoBackend = g_video_backend->GetName();
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g_video_backend->ShowConfig(GetParent());
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}
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else
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{
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// Select current backend again
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choice_backend->SetStringSelection(StrToWxStr(g_video_backend->GetName()));
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}
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}
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ev.Skip();
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}
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void Event_Adapter(wxCommandEvent& ev) { ev.Skip(); } // TODO
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void Event_Backend(wxCommandEvent& ev);
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void Event_DisplayResolution(wxCommandEvent& ev);
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void Event_ProgressiveScan(wxCommandEvent& ev);
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void Event_SafeTextureCache(wxCommandEvent& ev);
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void Event_ProgressiveScan(wxCommandEvent& ev)
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{
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SConfig::GetInstance().bProgressive = ev.IsChecked();
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ev.Skip();
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}
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void Event_PPShader(wxCommandEvent& ev);
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void Event_ConfigurePPShader(wxCommandEvent& ev);
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void Event_Stc(wxCommandEvent& ev)
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{
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int samples[] = {0, 512, 128};
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vconfig.iSafeTextureCache_ColorSamples = samples[ev.GetInt()];
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ev.Skip();
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}
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void Event_PPShader(wxCommandEvent& ev)
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{
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const int sel = ev.GetInt();
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if (sel)
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vconfig.sPostProcessingShader = WxStrToStr(ev.GetString());
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else
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vconfig.sPostProcessingShader.clear();
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// Should we enable the configuration button?
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PostProcessingShaderConfiguration postprocessing_shader;
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postprocessing_shader.LoadShader(vconfig.sPostProcessingShader);
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button_config_pp->Enable(postprocessing_shader.HasOptions());
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ev.Skip();
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}
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void Event_ConfigurePPShader(wxCommandEvent& ev)
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{
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PostProcessingConfigDiag dialog(this, vconfig.sPostProcessingShader);
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dialog.ShowModal();
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ev.Skip();
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}
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void Event_StereoDepth(wxCommandEvent& ev)
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{
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vconfig.iStereoDepth = ev.GetInt();
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ev.Skip();
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}
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void Event_StereoConvergence(wxCommandEvent& ev)
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{
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// Snap the slider
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int value = ev.GetInt();
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if (90 < value && value < 110)
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conv_slider->SetValue(100);
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vconfig.iStereoConvergencePercentage = conv_slider->GetValue();
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ev.Skip();
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}
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void Event_StereoMode(wxCommandEvent& ev)
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{
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if (vconfig.backend_info.bSupportsPostProcessing)
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{
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// Anaglyph overrides post-processing shaders
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choice_ppshader->Clear();
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}
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ev.Skip();
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}
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void Event_StereoDepth(wxCommandEvent& ev);
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void Event_StereoConvergence(wxCommandEvent& ev);
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void Event_StereoMode(wxCommandEvent& ev);
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void Event_Close(wxCommandEvent&);
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// Enables/disables UI elements depending on current config
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void OnUpdateUI(wxUpdateUIEvent& ev)
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{
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// Anti-aliasing
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choice_aamode->Enable(vconfig.backend_info.AAModes.size() > 1);
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text_aamode->Enable(vconfig.backend_info.AAModes.size() > 1);
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// XFB
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virtual_xfb->Enable(vconfig.bUseXFB);
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real_xfb->Enable(vconfig.bUseXFB);
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// custom textures
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cache_hires_textures->Enable(vconfig.bHiresTextures);
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// Repopulating the post-processing shaders can't be done from an event
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if (choice_ppshader && choice_ppshader->IsEmpty())
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PopulatePostProcessingShaders();
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// Things which shouldn't be changed during emulation
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if (Core::IsRunning())
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{
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choice_backend->Disable();
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label_backend->Disable();
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// D3D only
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if (vconfig.backend_info.Adapters.size())
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{
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choice_adapter->Disable();
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label_adapter->Disable();
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}
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#ifndef __APPLE__
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// This isn't supported on OS X.
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choice_display_resolution->Disable();
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label_display_resolution->Disable();
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#endif
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progressive_scan_checkbox->Disable();
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render_to_main_checkbox->Disable();
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}
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// Don't enable 'vertex rounding' at native
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if (vconfig.iEFBScale == SCALE_1X)
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{
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vertex_rounding_checkbox->Enable(false);
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}
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else
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{
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vertex_rounding_checkbox->Enable(true);
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}
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ev.Skip();
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}
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void OnUpdateUI(wxUpdateUIEvent& ev);
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// Creates controls and connects their enter/leave window events to Evt_Enter/LeaveControl
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SettingCheckBox* CreateCheckBox(wxWindow* parent, const wxString& label,
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