mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2024-11-15 13:57:57 -07:00
017735b9ff
- Removed recent ghanges about separate per-game Video Settings - Added "One Window 3-State Support" (very close to full implementation) git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7391 8ced0084-cf51-0410-be5f-012b33b47a6e
221 lines
5.9 KiB
C++
221 lines
5.9 KiB
C++
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#ifndef _CONFIG_DIAG_H_
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#define _CONFIG_DIAG_H_
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#include <vector>
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#include <string>
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#include "VideoConfig.h"
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#include <wx/wx.h>
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#include <wx/textctrl.h>
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#include <wx/button.h>
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#include <wx/stattext.h>
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#include <wx/combobox.h>
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#include <wx/checkbox.h>
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#include <wx/notebook.h>
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#include <wx/panel.h>
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#include <wx/spinctrl.h>
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template <typename U>
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class BoolSettingCB : public wxCheckBox
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{
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public:
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BoolSettingCB(wxWindow* parent, const wxString& label, const wxString& tooltip, bool &setting, bool reverse = false, long style = 0);
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// overload constructor
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BoolSettingCB(wxWindow* parent, const wxString& label, const wxString& tooltip, bool &setting, bool &def_setting, bool &state, bool reverse = false, long style = 0);
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void UpdateValue(wxCommandEvent& ev)
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{
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if (m_state) *m_state = (ev.GetInt() != wxCHK_UNDETERMINED);
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m_setting = (ev.GetInt() == wxCHK_UNDETERMINED) ? d_setting : ((ev.GetInt() != 0) & true); // discriminate CheckBox 3State
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m_setting = m_setting ^ m_reverse;
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ev.Skip();
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}
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private:
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bool &m_setting;
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bool &d_setting;
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bool *m_state;
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const bool m_reverse;
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};
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template <typename W>
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class BoolSettingRB : public wxRadioButton
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{
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public:
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BoolSettingRB(wxWindow* parent, const wxString& label, const wxString& tooltip, bool &setting, bool reverse = false, long style = 0);
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void UpdateValue(wxCommandEvent& ev)
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{
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m_setting = (ev.GetInt() != 0) ^ m_reverse;
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ev.Skip();
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}
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private:
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bool &m_setting;
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const bool m_reverse;
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};
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typedef BoolSettingCB<wxCheckBox> SettingCheckBox;
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typedef BoolSettingRB<wxRadioButton> SettingRadioButton;
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template <typename T>
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class IntegerSetting : public wxSpinCtrl
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{
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public:
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IntegerSetting(wxWindow* parent, const wxString& label, T& setting, int minVal, int maxVal, long style = 0);
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void UpdateValue(wxCommandEvent& ev)
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{
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m_setting = ev.GetInt();
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ev.Skip();
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}
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private:
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T& m_setting;
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};
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typedef IntegerSetting<u32> U32Setting;
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class SettingChoice : public wxChoice
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{
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public:
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SettingChoice(wxWindow* parent, int &setting, const wxString& tooltip, int num = 0, const wxString choices[] = NULL, long style = 0);
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// overload constructor
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SettingChoice(wxWindow* parent, int &setting, int &def_setting, bool &state, int &cur_index, const wxString& tooltip, int num = 0, const wxString choices[] = NULL, long style = 0);
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void UpdateValue(wxCommandEvent& ev);
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void UpdateValue_variant(wxCommandEvent& ev);
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private:
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int &m_setting;
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int &d_setting;
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int &m_index;
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bool *m_state;
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};
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class CGameListCtrl;
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class VideoConfigDiag : public wxDialog
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{
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public:
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VideoConfigDiag(wxWindow* parent, const std::string &title, const std::string& ininame);
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protected:
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void Event_Backend(wxCommandEvent &ev) { ev.Skip(); } // TODO: Query list of supported AA modes
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void Event_Adapter(wxCommandEvent &ev) { ev.Skip(); } // TODO
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void Event_StcSafe(wxCommandEvent &ev) { cur_vconfig.iSafeTextureCache_ColorSamples = 0; ev.Skip(); }
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void Event_StcNormal(wxCommandEvent &ev) { cur_vconfig.iSafeTextureCache_ColorSamples = 512; ev.Skip(); }
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void Event_StcFast(wxCommandEvent &ev) { cur_vconfig.iSafeTextureCache_ColorSamples = 128; ev.Skip(); }
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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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cur_vconfig.sPostProcessingShader = ev.GetString().mb_str();
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else
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cur_vconfig.sPostProcessingShader.clear();
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ev.Skip();
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}
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void Event_ClickClose(wxCommandEvent&);
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void Event_Close(wxCloseEvent&);
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void Event_OnProfileChange(wxCommandEvent& ev);
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// Enables/disables UI elements depending on current config - if appropriate also updates g_Config
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void OnUpdateUI(wxUpdateUIEvent& ev);
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// Refresh UI values from current config (used when reloading config)
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void SetUIValuesFromConfig();
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// Redraw the aspect about some UI controls when a profile is selected
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void ChangeStyle();
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// Don't mess with keeping two comboboxes in sync, use only one CB instead..
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SettingChoice* profile_cb; // "General" tab
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wxStaticText* profile_text; // "Advanced" tab
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wxChoice* choice_adapter;
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wxChoice* choice_aspect;
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SettingCheckBox* widescreen_hack;
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SettingCheckBox* vsync;
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SettingChoice* anisotropic_filtering;
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wxStaticText* text_aamode;
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SettingChoice* choice_aamode;
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SettingCheckBox* native_mips;
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SettingCheckBox* efb_scaled_copy;
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SettingCheckBox* pixel_lighting;
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SettingCheckBox* pixel_depth;
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SettingCheckBox* force_filtering;
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SettingCheckBox* _3d_vision;
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wxChoice* choice_efbscale;
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SettingCheckBox* efbaccess_enable;
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SettingCheckBox* emulate_efb_format_changes;
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SettingCheckBox* efbcopy_enable;
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SettingRadioButton* efbcopy_texture;
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SettingRadioButton* efbcopy_ram;
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SettingCheckBox* cache_efb_copies;
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SettingCheckBox* stc_enable;
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wxRadioButton* stc_safe;
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wxRadioButton* stc_normal;
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wxRadioButton* stc_fast;
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SettingCheckBox* wireframe;
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SettingCheckBox* disable_lighting;
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SettingCheckBox* disable_textures;
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SettingCheckBox* disable_fog;
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SettingCheckBox* disable_dst_alpha;
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SettingCheckBox* show_fps;
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SettingCheckBox* overlay_stats;
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SettingCheckBox* overlay_proj_stats;
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SettingCheckBox* texfmt_overlay;
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SettingCheckBox* efb_copy_regions;
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SettingCheckBox* show_shader_errors;
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SettingCheckBox* show_input_display;
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SettingCheckBox* enable_xfb;
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SettingRadioButton* virtual_xfb;
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SettingRadioButton* real_xfb;
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SettingCheckBox* dump_textures;
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SettingCheckBox* hires_textures;
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SettingCheckBox* dump_efb;
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SettingCheckBox* dump_frames;
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SettingCheckBox* free_look;
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SettingCheckBox* frame_dumps_via_ffv1;
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SettingCheckBox* crop;
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SettingCheckBox* opencl;
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SettingCheckBox* dlcache;
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SettingCheckBox* hotkeys;
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SettingCheckBox* ompdecoder;
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wxChoice* choice_ppshader;
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// TODO: Add options for
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//cur_vconfig.bTexFmtOverlayCenter
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//cur_vconfig.bAnaglyphStereo
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//cur_vconfig.iAnaglyphStereoSeparation
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//cur_vconfig.iAnaglyphFocalAngle
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//cur_vconfig.bShowEFBCopyRegions
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//cur_vconfig.iCompileDLsLevel
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VideoConfig cur_vconfig;
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VideoConfig def_vconfig;
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std::string ininame;
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int cur_profile;
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int prev_profile;
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const CGameListCtrl *GameListCtrl;
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};
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#endif
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