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https://github.com/dolphin-emu/dolphin.git
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43e69d3e6a
qOverload is used to disambiguate pointers to overloaded functions, but most of the usages in the code base were with non-overloaded functions.
403 lines
14 KiB
C++
403 lines
14 KiB
C++
// Copyright 2018 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include "DolphinQt/Config/GameConfigWidget.h"
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#include <QCheckBox>
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#include <QComboBox>
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#include <QGroupBox>
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#include <QLabel>
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#include <QPushButton>
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#include <QSlider>
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#include <QSpinBox>
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#include <QTabWidget>
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#include <QVBoxLayout>
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#include "Common/CommonPaths.h"
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#include "Common/FileUtil.h"
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#include "Core/ConfigLoaders/GameConfigLoader.h"
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#include "Core/ConfigManager.h"
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#include "DolphinQt/Config/ConfigControls/ConfigSlider.h"
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#include "DolphinQt/Config/GameConfigEdit.h"
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#include "UICommon/GameFile.h"
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constexpr int DETERMINISM_NOT_SET_INDEX = 0;
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constexpr int DETERMINISM_AUTO_INDEX = 1;
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constexpr int DETERMINISM_NONE_INDEX = 2;
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constexpr int DETERMINISM_FAKE_COMPLETION_INDEX = 3;
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constexpr const char* DETERMINISM_NOT_SET_STRING = "";
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constexpr const char* DETERMINISM_AUTO_STRING = "auto";
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constexpr const char* DETERMINISM_NONE_STRING = "none";
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constexpr const char* DETERMINISM_FAKE_COMPLETION_STRING = "fake-completion";
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static void PopulateTab(QTabWidget* tab, const std::string& path, std::string& game_id,
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u16 revision, bool read_only)
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{
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for (const std::string& filename : ConfigLoaders::GetGameIniFilenames(game_id, revision))
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{
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const std::string ini_path = path + filename;
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if (File::Exists(ini_path))
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{
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auto* edit = new GameConfigEdit(nullptr, QString::fromStdString(ini_path), read_only);
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tab->addTab(edit, QString::fromStdString(filename));
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}
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}
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}
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GameConfigWidget::GameConfigWidget(const UICommon::GameFile& game) : m_game(game)
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{
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m_game_id = m_game.GetGameID();
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m_gameini_local_path =
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QString::fromStdString(File::GetUserPath(D_GAMESETTINGS_IDX) + m_game_id + ".ini");
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CreateWidgets();
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LoadSettings();
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ConnectWidgets();
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PopulateTab(m_default_tab, File::GetSysDirectory() + GAMESETTINGS_DIR DIR_SEP, m_game_id,
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m_game.GetRevision(), true);
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PopulateTab(m_local_tab, File::GetUserPath(D_GAMESETTINGS_IDX), m_game_id, m_game.GetRevision(),
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false);
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// Always give the user the opportunity to create a new INI
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if (m_local_tab->count() == 0)
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{
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auto* edit = new GameConfigEdit(
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nullptr, QString::fromStdString(File::GetUserPath(D_GAMESETTINGS_IDX) + m_game_id + ".ini"),
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false);
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m_local_tab->addTab(edit, QString::fromStdString(m_game_id + ".ini"));
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}
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}
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void GameConfigWidget::CreateWidgets()
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{
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// General
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m_refresh_config = new QPushButton(tr("Refresh"));
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// Core
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auto* core_box = new QGroupBox(tr("Core"));
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auto* core_layout = new QGridLayout;
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core_box->setLayout(core_layout);
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m_enable_dual_core = new QCheckBox(tr("Enable Dual Core"));
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m_enable_mmu = new QCheckBox(tr("Enable MMU"));
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m_enable_fprf = new QCheckBox(tr("Enable FPRF"));
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m_sync_gpu = new QCheckBox(tr("Synchronize GPU thread"));
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m_emulate_disc_speed = new QCheckBox(tr("Emulate Disc Speed"));
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m_use_dsp_hle = new QCheckBox(tr("DSP HLE (fast)"));
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m_manual_texture_sampling = new QCheckBox(tr("Manual Texture Sampling"));
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m_deterministic_dual_core = new QComboBox;
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for (const auto& item : {tr("Not Set"), tr("auto"), tr("none"), tr("fake-completion")})
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m_deterministic_dual_core->addItem(item);
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m_enable_mmu->setToolTip(tr(
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"Enables the Memory Management Unit, needed for some games. (ON = Compatible, OFF = Fast)"));
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m_enable_fprf->setToolTip(tr("Enables Floating Point Result Flag calculation, needed for a few "
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"games. (ON = Compatible, OFF = Fast)"));
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m_sync_gpu->setToolTip(tr("Synchronizes the GPU and CPU threads to help prevent random freezes "
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"in Dual core mode. (ON = Compatible, OFF = Fast)"));
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m_emulate_disc_speed->setToolTip(
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tr("Enable emulated disc speed. Disabling this can cause crashes "
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"and other problems in some games. "
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"(ON = Compatible, OFF = Unlocked)"));
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core_layout->addWidget(m_enable_dual_core, 0, 0);
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core_layout->addWidget(m_enable_mmu, 1, 0);
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core_layout->addWidget(m_enable_fprf, 2, 0);
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core_layout->addWidget(m_sync_gpu, 3, 0);
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core_layout->addWidget(m_emulate_disc_speed, 4, 0);
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core_layout->addWidget(m_use_dsp_hle, 5, 0);
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core_layout->addWidget(m_manual_texture_sampling, 6, 0);
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core_layout->addWidget(new QLabel(tr("Deterministic dual core:")), 7, 0);
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core_layout->addWidget(m_deterministic_dual_core, 7, 1);
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// Stereoscopy
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auto* stereoscopy_box = new QGroupBox(tr("Stereoscopy"));
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auto* stereoscopy_layout = new QGridLayout;
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stereoscopy_box->setLayout(stereoscopy_layout);
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m_depth_slider = new QSlider(Qt::Horizontal);
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m_depth_slider->setMinimum(100);
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m_depth_slider->setMaximum(200);
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m_convergence_spin = new QSpinBox;
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m_convergence_spin->setMinimum(0);
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m_convergence_spin->setMaximum(INT32_MAX);
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m_use_monoscopic_shadows = new QCheckBox(tr("Monoscopic Shadows"));
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m_depth_slider->setToolTip(
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tr("This value is multiplied with the depth set in the graphics configuration."));
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m_convergence_spin->setToolTip(
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tr("This value is added to the convergence value set in the graphics configuration."));
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m_use_monoscopic_shadows->setToolTip(
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tr("Use a single depth buffer for both eyes. Needed for a few games."));
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stereoscopy_layout->addWidget(new QLabel(tr("Depth Percentage:")), 0, 0);
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stereoscopy_layout->addWidget(m_depth_slider, 0, 1);
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stereoscopy_layout->addWidget(new QLabel(tr("Convergence:")), 1, 0);
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stereoscopy_layout->addWidget(m_convergence_spin, 1, 1);
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stereoscopy_layout->addWidget(m_use_monoscopic_shadows, 2, 0);
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auto* settings_box = new QGroupBox(tr("Game-Specific Settings"));
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auto* settings_layout = new QVBoxLayout;
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settings_box->setLayout(settings_layout);
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settings_layout->addWidget(
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new QLabel(tr("These settings override core Dolphin settings.\nUndetermined means the game "
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"uses Dolphin's setting.")));
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settings_layout->addWidget(core_box);
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settings_layout->addWidget(stereoscopy_box);
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auto* general_layout = new QGridLayout;
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general_layout->addWidget(settings_box, 0, 0, 1, -1);
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general_layout->addWidget(m_refresh_config, 1, 0, 1, -1);
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for (QCheckBox* item :
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{m_enable_dual_core, m_enable_mmu, m_enable_fprf, m_sync_gpu, m_emulate_disc_speed,
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m_use_dsp_hle, m_manual_texture_sampling, m_use_monoscopic_shadows})
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item->setTristate(true);
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auto* general_widget = new QWidget;
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general_widget->setLayout(general_layout);
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// Advanced
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auto* advanced_layout = new QVBoxLayout;
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auto* default_group = new QGroupBox(tr("Default Config (Read Only)"));
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auto* default_layout = new QVBoxLayout;
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m_default_tab = new QTabWidget;
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default_group->setLayout(default_layout);
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default_layout->addWidget(m_default_tab);
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auto* local_group = new QGroupBox(tr("User Config"));
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auto* local_layout = new QVBoxLayout;
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m_local_tab = new QTabWidget;
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local_group->setLayout(local_layout);
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local_layout->addWidget(m_local_tab);
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advanced_layout->addWidget(default_group);
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advanced_layout->addWidget(local_group);
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auto* advanced_widget = new QWidget;
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advanced_widget->setLayout(advanced_layout);
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auto* layout = new QVBoxLayout;
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auto* tab_widget = new QTabWidget;
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tab_widget->addTab(general_widget, tr("General"));
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tab_widget->addTab(advanced_widget, tr("Editor"));
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layout->addWidget(tab_widget);
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setLayout(layout);
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}
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void GameConfigWidget::ConnectWidgets()
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{
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// Buttons
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connect(m_refresh_config, &QPushButton::clicked, this, &GameConfigWidget::LoadSettings);
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for (QCheckBox* box :
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{m_enable_dual_core, m_enable_mmu, m_enable_fprf, m_sync_gpu, m_emulate_disc_speed,
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m_use_dsp_hle, m_manual_texture_sampling, m_use_monoscopic_shadows})
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connect(box, &QCheckBox::stateChanged, this, &GameConfigWidget::SaveSettings);
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connect(m_deterministic_dual_core, &QComboBox::currentIndexChanged, this,
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&GameConfigWidget::SaveSettings);
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connect(m_depth_slider, &QSlider::valueChanged, this, &GameConfigWidget::SaveSettings);
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connect(m_convergence_spin, &QSpinBox::valueChanged, this, &GameConfigWidget::SaveSettings);
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}
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void GameConfigWidget::LoadCheckBox(QCheckBox* checkbox, const std::string& section,
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const std::string& key, bool reverse)
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{
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bool checked;
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if (m_gameini_local.GetOrCreateSection(section)->Get(key, &checked))
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return checkbox->setCheckState(checked ^ reverse ? Qt::Checked : Qt::Unchecked);
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if (m_gameini_default.GetOrCreateSection(section)->Get(key, &checked))
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return checkbox->setCheckState(checked ^ reverse ? Qt::Checked : Qt::Unchecked);
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checkbox->setCheckState(Qt::PartiallyChecked);
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}
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void GameConfigWidget::SaveCheckBox(QCheckBox* checkbox, const std::string& section,
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const std::string& key, bool reverse)
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{
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// Delete any existing entries from the local gameini if checkbox is undetermined.
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// Otherwise, write the current value to the local gameini if the value differs from the default
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// gameini values.
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// Delete any existing entry from the local gameini if the value does not differ from the default
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// gameini value.
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if (checkbox->checkState() == Qt::PartiallyChecked)
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{
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m_gameini_local.DeleteKey(section, key);
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return;
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}
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bool checked = (checkbox->checkState() == Qt::Checked) ^ reverse;
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if (m_gameini_default.Exists(section, key))
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{
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bool default_value;
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m_gameini_default.GetOrCreateSection(section)->Get(key, &default_value);
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if (default_value != checked)
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m_gameini_local.GetOrCreateSection(section)->Set(key, checked);
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else
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m_gameini_local.DeleteKey(section, key);
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return;
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}
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m_gameini_local.GetOrCreateSection(section)->Set(key, checked);
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}
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void GameConfigWidget::LoadSettings()
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{
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// Reload config
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m_gameini_local = SConfig::LoadLocalGameIni(m_game_id, m_game.GetRevision());
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m_gameini_default = SConfig::LoadDefaultGameIni(m_game_id, m_game.GetRevision());
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// Load game-specific settings
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// Core
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LoadCheckBox(m_enable_dual_core, "Core", "CPUThread");
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LoadCheckBox(m_enable_mmu, "Core", "MMU");
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LoadCheckBox(m_enable_fprf, "Core", "FPRF");
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LoadCheckBox(m_sync_gpu, "Core", "SyncGPU");
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LoadCheckBox(m_emulate_disc_speed, "Core", "FastDiscSpeed", true);
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LoadCheckBox(m_use_dsp_hle, "Core", "DSPHLE");
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LoadCheckBox(m_manual_texture_sampling, "Video_Hacks", "FastTextureSampling", true);
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std::string determinism_mode;
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int determinism_index = DETERMINISM_NOT_SET_INDEX;
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m_gameini_default.GetIfExists("Core", "GPUDeterminismMode", &determinism_mode);
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m_gameini_local.GetIfExists("Core", "GPUDeterminismMode", &determinism_mode);
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if (determinism_mode == DETERMINISM_AUTO_STRING)
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{
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determinism_index = DETERMINISM_AUTO_INDEX;
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}
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else if (determinism_mode == DETERMINISM_NONE_STRING)
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{
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determinism_index = DETERMINISM_NONE_INDEX;
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}
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else if (determinism_mode == DETERMINISM_FAKE_COMPLETION_STRING)
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{
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determinism_index = DETERMINISM_FAKE_COMPLETION_INDEX;
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}
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m_deterministic_dual_core->setCurrentIndex(determinism_index);
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// Stereoscopy
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int depth_percentage = 100;
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m_gameini_default.GetIfExists("Video_Stereoscopy", "StereoDepthPercentage", &depth_percentage);
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m_gameini_local.GetIfExists("Video_Stereoscopy", "StereoDepthPercentage", &depth_percentage);
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m_depth_slider->setValue(depth_percentage);
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int convergence = 0;
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m_gameini_default.GetIfExists("Video_Stereoscopy", "StereoConvergence", &convergence);
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m_gameini_local.GetIfExists("Video_Stereoscopy", "StereoConvergence", &convergence);
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m_convergence_spin->setValue(convergence);
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LoadCheckBox(m_use_monoscopic_shadows, "Video_Stereoscopy", "StereoEFBMonoDepth");
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}
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void GameConfigWidget::SaveSettings()
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{
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// Core
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SaveCheckBox(m_enable_dual_core, "Core", "CPUThread");
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SaveCheckBox(m_enable_mmu, "Core", "MMU");
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SaveCheckBox(m_enable_fprf, "Core", "FPRF");
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SaveCheckBox(m_sync_gpu, "Core", "SyncGPU");
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SaveCheckBox(m_emulate_disc_speed, "Core", "FastDiscSpeed", true);
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SaveCheckBox(m_use_dsp_hle, "Core", "DSPHLE");
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SaveCheckBox(m_manual_texture_sampling, "Video_Hacks", "FastTextureSampling", true);
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int determinism_num = m_deterministic_dual_core->currentIndex();
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std::string determinism_mode = DETERMINISM_NOT_SET_STRING;
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switch (determinism_num)
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{
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case DETERMINISM_AUTO_INDEX:
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determinism_mode = DETERMINISM_AUTO_STRING;
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break;
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case DETERMINISM_NONE_INDEX:
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determinism_mode = DETERMINISM_NONE_STRING;
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break;
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case DETERMINISM_FAKE_COMPLETION_INDEX:
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determinism_mode = DETERMINISM_FAKE_COMPLETION_STRING;
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break;
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}
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if (determinism_mode != DETERMINISM_NOT_SET_STRING)
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{
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std::string default_mode = DETERMINISM_NOT_SET_STRING;
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if (!(m_gameini_default.GetIfExists("Core", "GPUDeterminismMode", &default_mode) &&
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default_mode == determinism_mode))
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{
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m_gameini_local.GetOrCreateSection("Core")->Set("GPUDeterminismMode", determinism_mode);
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}
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}
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else
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{
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m_gameini_local.DeleteKey("Core", "GPUDeterminismMode");
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}
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// Stereoscopy
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int depth_percentage = m_depth_slider->value();
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if (depth_percentage != 100)
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{
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int default_value = 0;
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if (!(m_gameini_default.GetIfExists("Video_Stereoscopy", "StereoDepthPercentage",
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&default_value) &&
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default_value == depth_percentage))
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{
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m_gameini_local.GetOrCreateSection("Video_Stereoscopy")
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->Set("StereoDepthPercentage", depth_percentage);
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}
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}
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int convergence = m_convergence_spin->value();
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if (convergence != 0)
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{
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int default_value = 0;
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if (!(m_gameini_default.GetIfExists("Video_Stereoscopy", "StereoConvergence", &default_value) &&
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default_value == convergence))
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{
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m_gameini_local.GetOrCreateSection("Video_Stereoscopy")
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->Set("StereoConvergence", convergence);
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}
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}
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SaveCheckBox(m_use_monoscopic_shadows, "Video_Stereoscopy", "StereoEFBMonoDepth");
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bool success = m_gameini_local.Save(m_gameini_local_path.toStdString());
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// If the resulting file is empty, delete it. Kind of a hack, but meh.
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if (success && File::GetSize(m_gameini_local_path.toStdString()) == 0)
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File::Delete(m_gameini_local_path.toStdString());
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}
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