dolphin/Source/Core/DolphinQt2/Config/Graphics/GeneralWidget.cpp

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// Copyright 2017 Dolphin Emulator Project5~5~5~
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include "DolphinQt2/Config/Graphics/GeneralWidget.h"
#include <QCheckBox>
#include <QComboBox>
#include <QGridLayout>
#include <QGroupBox>
#include <QHBoxLayout>
#include <QLabel>
#include <QMessageBox>
#include <QRadioButton>
#include <QVBoxLayout>
#include "Core/Config/GraphicsSettings.h"
#include "Core/ConfigManager.h"
#include "Core/Core.h"
#include "DolphinQt2/Config/Graphics/GraphicsBool.h"
#include "DolphinQt2/Config/Graphics/GraphicsChoice.h"
#include "DolphinQt2/Config/Graphics/GraphicsRadio.h"
#include "DolphinQt2/Config/Graphics/GraphicsWindow.h"
#include "DolphinQt2/Settings.h"
#include "UICommon/VideoUtils.h"
#include "VideoCommon/VideoBackendBase.h"
#include "VideoCommon/VideoConfig.h"
GeneralWidget::GeneralWidget(X11Utils::XRRConfiguration* xrr_config, GraphicsWindow* parent)
: GraphicsWidget(parent), m_xrr_config(xrr_config)
{
CreateWidgets();
LoadSettings();
ConnectWidgets();
AddDescriptions();
emit BackendChanged(QString::fromStdString(SConfig::GetInstance().m_strVideoBackend));
connect(parent, &GraphicsWindow::BackendChanged, this, &GeneralWidget::OnBackendChanged);
connect(&Settings::Instance(), &Settings::EmulationStateChanged, this,
[=](Core::State state) { OnEmulationStateChanged(state != Core::State::Uninitialized); });
}
void GeneralWidget::CreateWidgets()
{
auto* main_layout = new QVBoxLayout;
// Basic Section
auto* m_video_box = new QGroupBox(tr("Basic"));
m_video_layout = new QGridLayout();
m_backend_combo = new QComboBox();
m_aspect_combo =
new GraphicsChoice({tr("Auto"), tr("Force 16:9"), tr("Force 4:3"), tr("Stretch to Window")},
Config::GFX_ASPECT_RATIO);
m_adapter_combo = new GraphicsChoice({}, Config::GFX_ADAPTER);
m_enable_vsync = new GraphicsBool(tr("V-Sync"), Config::GFX_VSYNC);
m_enable_fullscreen = new QCheckBox(tr("Use Fullscreen"));
m_video_box->setLayout(m_video_layout);
for (auto& backend : g_available_video_backends)
m_backend_combo->addItem(tr(backend->GetDisplayName().c_str()));
m_video_layout->addWidget(new QLabel(tr("Backend:")), 0, 0);
m_video_layout->addWidget(m_backend_combo, 0, 1);
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#ifdef _WIN32
m_video_layout->addWidget(new QLabel(tr("Adapter:")), 1, 0);
m_video_layout->addWidget(m_adapter_combo, 1, 1);
#endif
m_video_layout->addWidget(new QLabel(tr("Aspect Ratio:")), 3, 0);
m_video_layout->addWidget(m_aspect_combo, 3, 1);
m_video_layout->addWidget(m_enable_vsync, 4, 0);
m_video_layout->addWidget(m_enable_fullscreen, 4, 1);
// Other
auto* m_options_box = new QGroupBox(tr("Other"));
auto* m_options_layout = new QGridLayout();
m_show_fps = new GraphicsBool(tr("Show FPS"), Config::GFX_SHOW_FPS);
m_show_ping = new GraphicsBool(tr("Show NetPlay Ping"), Config::GFX_SHOW_NETPLAY_PING);
m_log_render_time =
new GraphicsBool(tr("Log Render Time to File"), Config::GFX_LOG_RENDER_TIME_TO_FILE);
m_autoadjust_window_size = new QCheckBox(tr("Auto-Adjust Window Size"));
m_show_messages =
new GraphicsBool(tr("Show NetPlay Messages"), Config::GFX_SHOW_NETPLAY_MESSAGES);
m_keep_window_top = new QCheckBox(tr("Keep Window on Top"));
m_hide_cursor = new QCheckBox(tr("Hide Mouse Cursor"));
m_render_main_window = new QCheckBox(tr("Render to Main Window"));
m_options_box->setLayout(m_options_layout);
m_options_layout->addWidget(m_show_fps, 0, 0);
m_options_layout->addWidget(m_show_ping, 0, 1);
m_options_layout->addWidget(m_log_render_time, 1, 0);
m_options_layout->addWidget(m_autoadjust_window_size, 1, 1);
m_options_layout->addWidget(m_show_messages, 2, 0);
m_options_layout->addWidget(m_keep_window_top, 2, 1);
m_options_layout->addWidget(m_hide_cursor, 3, 0);
m_options_layout->addWidget(m_render_main_window, 3, 1);
// Other
auto* shader_compilation_box = new QGroupBox(tr("Shader Compilation"));
auto* shader_compilation_layout = new QGridLayout();
const std::array<const char*, 4> modes = {{
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"Synchronous",
"Synchronous (Ubershaders)",
"Asynchronous (Ubershaders)",
"Asynchronous (Skip Drawing)",
}};
for (size_t i = 0; i < modes.size(); i++)
{
m_shader_compilation_mode[i] = new GraphicsRadioInt(
tr(modes[i]), Config::GFX_SHADER_COMPILATION_MODE, static_cast<int>(i));
shader_compilation_layout->addWidget(m_shader_compilation_mode[i], static_cast<int>(i / 2),
static_cast<int>(i % 2));
}
m_wait_for_shaders = new GraphicsBool(tr("Compile Shaders Before Starting"),
Config::GFX_WAIT_FOR_SHADERS_BEFORE_STARTING);
shader_compilation_layout->addWidget(m_wait_for_shaders);
shader_compilation_box->setLayout(shader_compilation_layout);
main_layout->addWidget(m_video_box);
main_layout->addWidget(m_options_box);
main_layout->addWidget(shader_compilation_box);
main_layout->addStretch();
setLayout(main_layout);
}
void GeneralWidget::ConnectWidgets()
{
// Video Backend
connect(m_backend_combo, static_cast<void (QComboBox::*)(int)>(&QComboBox::currentIndexChanged),
[this](int) { SaveSettings(); });
// Enable Fullscreen
for (QCheckBox* checkbox : {m_enable_fullscreen, m_hide_cursor, m_render_main_window})
connect(checkbox, &QCheckBox::toggled, this, &GeneralWidget::SaveSettings);
}
void GeneralWidget::LoadSettings()
{
// Video Backend
for (const auto& backend : g_available_video_backends)
{
if (backend->GetName() == SConfig::GetInstance().m_strVideoBackend)
{
backend->InitBackendInfo();
m_backend_combo->setCurrentIndex(
m_backend_combo->findText(tr(backend->GetDisplayName().c_str())));
break;
}
}
// Enable Fullscreen
m_enable_fullscreen->setChecked(SConfig::GetInstance().bFullscreen);
// Hide Cursor
m_hide_cursor->setChecked(SConfig::GetInstance().bHideCursor);
// Render to Main Window
m_render_main_window->setChecked(SConfig::GetInstance().bRenderToMain);
// Keep Window on Top
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m_keep_window_top->setChecked(Settings::Instance().IsKeepWindowOnTopEnabled());
// Autoadjust Window size
m_autoadjust_window_size->setChecked(SConfig::GetInstance().bRenderWindowAutoSize);
}
void GeneralWidget::SaveSettings()
{
// Video Backend
for (const auto& backend : g_available_video_backends)
{
if (backend->GetDisplayName() == m_backend_combo->currentText().toStdString())
{
const auto current_backend = backend->GetName();
if (SConfig::GetInstance().m_strVideoBackend != current_backend)
{
SConfig::GetInstance().m_strVideoBackend = current_backend;
if (backend->GetName() == "Software Renderer")
{
QMessageBox confirm_sw;
confirm_sw.setIcon(QMessageBox::Warning);
confirm_sw.setStandardButtons(QMessageBox::Yes | QMessageBox::No);
confirm_sw.setText(
tr("Software rendering is an order of magnitude slower than using the "
"other backends.\nIt's only useful for debugging purposes.\nDo you "
"really want to enable software rendering? If unsure, select 'No'."));
if (confirm_sw.exec() != QMessageBox::Yes)
{
for (const auto& prv_backend : g_available_video_backends)
{
if (prv_backend->GetName() == SConfig::GetInstance().m_strVideoBackend)
{
m_backend_combo->setCurrentIndex(
m_backend_combo->findText(tr(prv_backend->GetDisplayName().c_str())));
break;
}
}
return;
}
}
SConfig::GetInstance().m_strVideoBackend = current_backend;
backend->InitBackendInfo();
emit BackendChanged(QString::fromStdString(current_backend));
break;
}
}
}
// Enable Fullscreen
SConfig::GetInstance().bFullscreen = m_enable_fullscreen->isChecked();
// Hide Cursor
SConfig::GetInstance().bHideCursor = m_hide_cursor->isChecked();
// Render to Main Window
SConfig::GetInstance().bRenderToMain = m_render_main_window->isChecked();
// Keep Window on Top
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Settings::Instance().SetKeepWindowOnTop(m_keep_window_top->isChecked());
// Autoadjust windowsize
SConfig::GetInstance().bRenderWindowAutoSize = m_autoadjust_window_size->isChecked();
}
void GeneralWidget::OnEmulationStateChanged(bool running)
{
m_backend_combo->setEnabled(!running);
m_render_main_window->setEnabled(!running);
#ifdef _WIN32
m_adapter_combo->setEnabled(!running);
#endif
}
void GeneralWidget::AddDescriptions()
{
// We need QObject::tr
#if defined(_WIN32)
static const char* TR_BACKEND_DESCRIPTION =
QT_TR_NOOP("Selects what graphics API to use internally.\nThe software renderer is extremely "
"slow and only useful for debugging, so you'll want to use either Direct3D or "
"OpenGL. Different games and different GPUs will behave differently on each "
"backend, so for the best emulation experience it's recommended to try both and "
"choose the one that's less problematic.\n\nIf unsure, select OpenGL.");
static const char* TR_ADAPTER_DESCRIPTION =
QT_TR_NOOP("Selects a hardware adapter to use.\n\nIf unsure, use the first one.");
#else
static const char* TR_BACKEND_DESCRIPTION =
QT_TR_NOOP("Selects what graphics API to use internally.\nThe software renderer is extremely "
"slow and only useful for debugging, so unless you have a reason to use it you'll "
"want to select OpenGL here.\n\nIf unsure, select OpenGL.");
#endif
static const char* TR_FULLSCREEN_DESCRIPTION = QT_TR_NOOP(
"Enable this if you want the whole screen to be used for rendering.\nIf this is disabled, a "
"render window will be created instead.\n\nIf unsure, leave this unchecked.");
static const char* TR_AUTOSIZE_DESCRIPTION =
QT_TR_NOOP("Automatically adjusts the window size to your internal resolution.\n\nIf unsure, "
"leave this unchecked.");
static const char* TR_KEEP_WINDOW_ON_TOP_DESCRIPTION = QT_TR_NOOP(
"Keep the game window on top of all other windows.\n\nIf unsure, leave this unchecked.");
static const char* TR_HIDE_MOUSE_CURSOR_DESCRIPTION =
QT_TR_NOOP("Hides the mouse cursor if it's on top of the emulation window.\n\nIf unsure, "
"leave this unchecked.");
static const char* TR_RENDER_TO_MAINWINDOW_DESCRIPTION =
QT_TR_NOOP("Enable this if you want to use the main Dolphin window for rendering rather than "
"a separate render window.\n\nIf unsure, leave this unchecked.");
static const char* TR_ASPECT_RATIO_DESCRIPTION = QT_TR_NOOP(
"Select what aspect ratio to use when rendering:\nAuto: Use the native aspect "
"ratio\nForce 16:9: Mimic an analog TV with a widescreen aspect ratio.\nForce 4:3: "
"Mimic a standard 4:3 analog TV.\nStretch to Window: Stretch the picture to the "
"window size.\n\nIf unsure, select Auto.");
static const char* TR_VSYNC_DESCRIPTION =
QT_TR_NOOP("Wait for vertical blanks in order to reduce tearing.\nDecreases performance if "
"emulation speed is below 100%.\n\nIf unsure, leave this unchecked.");
static const char* TR_SHOW_FPS_DESCRIPTION =
QT_TR_NOOP("Show the number of frames rendered per second as a measure of "
"emulation speed.\n\nIf unsure, leave this unchecked.");
static const char* TR_SHOW_NETPLAY_PING_DESCRIPTION =
QT_TR_NOOP("Show the players' maximum Ping while playing on "
"NetPlay.\n\nIf unsure, leave this unchecked.");
static const char* TR_LOG_RENDERTIME_DESCRIPTION =
QT_TR_NOOP("Log the render time of every frame to User/Logs/render_time.txt. Use this "
"feature when you want to measure the performance of Dolphin.\n\nIf "
"unsure, leave this unchecked.");
static const char* TR_SHOW_NETPLAY_MESSAGES_DESCRIPTION =
QT_TR_NOOP("When playing on NetPlay, show chat messages, buffer changes and "
"desync alerts.\n\nIf unsure, leave this unchecked.");
static const char* TR_SHADER_COMPILE_SYNC_DESCRIPTION =
QT_TR_NOOP("Ubershaders are never used. Stuttering will occur during shader "
"compilation, but GPU demands are low. Recommended for low-end hardware.\n\nIf "
"unsure, select this mode.");
static const char* TR_SHADER_COMPILE_UBER_ONLY_DESCRIPTION =
QT_TR_NOOP("Ubershaders will always be used. Provides a near stutter-free experience at the "
"cost of high GPU requirements. Only recommended for high-end systems.");
static const char* TR_SHADER_COMPILE_ASYNC_UBER_DESCRIPTION =
QT_TR_NOOP("Ubershaders will be used to prevent stuttering during shader compilation, but "
"specialized shaders will be used when they will not cause stuttering.");
static const char* TR_SHADER_COMPILE_ASYNC_SKIP_DESCRIPTION =
QT_TR_NOOP("Instead of using ubershaders during shader compilation, objects which use these "
"shaders will be not be rendered. This can further reduce stuttering and "
"performance requirements, compared to ubershaders, at the cost of introducing "
"visual glitches and broken effects. Not recommended.");
static const char* TR_SHADER_COMPILE_BEFORE_START_DESCRIPTION =
QT_TR_NOOP("Waits for all shaders to finish compiling before starting a game. Enabling this "
"option may reduce stuttering or hitching for a short time after the game is "
"started, at the cost of a longer delay before the game starts. For systems with "
"two or fewer cores, it is recommended to enable this option, as a large shader "
"queue may reduce frame rates. Otherwise, if unsure, leave this unchecked.");
AddDescription(m_backend_combo, TR_BACKEND_DESCRIPTION);
#ifdef _WIN32
AddDescription(m_adapter_combo, TR_ADAPTER_DESCRIPTION);
#endif
AddDescription(m_enable_fullscreen, TR_FULLSCREEN_DESCRIPTION);
AddDescription(m_autoadjust_window_size, TR_AUTOSIZE_DESCRIPTION);
AddDescription(m_hide_cursor, TR_HIDE_MOUSE_CURSOR_DESCRIPTION);
AddDescription(m_render_main_window, TR_RENDER_TO_MAINWINDOW_DESCRIPTION);
AddDescription(m_aspect_combo, TR_ASPECT_RATIO_DESCRIPTION);
AddDescription(m_enable_vsync, TR_VSYNC_DESCRIPTION);
AddDescription(m_show_fps, TR_SHOW_FPS_DESCRIPTION);
AddDescription(m_show_ping, TR_SHOW_NETPLAY_PING_DESCRIPTION);
AddDescription(m_log_render_time, TR_LOG_RENDERTIME_DESCRIPTION);
AddDescription(m_show_messages, TR_SHOW_FPS_DESCRIPTION);
AddDescription(m_keep_window_top, TR_KEEP_WINDOW_ON_TOP_DESCRIPTION);
AddDescription(m_show_messages, TR_SHOW_NETPLAY_MESSAGES_DESCRIPTION);
AddDescription(m_shader_compilation_mode[0], TR_SHADER_COMPILE_SYNC_DESCRIPTION);
AddDescription(m_shader_compilation_mode[1], TR_SHADER_COMPILE_UBER_ONLY_DESCRIPTION);
AddDescription(m_shader_compilation_mode[2], TR_SHADER_COMPILE_ASYNC_UBER_DESCRIPTION);
AddDescription(m_shader_compilation_mode[3], TR_SHADER_COMPILE_ASYNC_SKIP_DESCRIPTION);
AddDescription(m_wait_for_shaders, TR_SHADER_COMPILE_BEFORE_START_DESCRIPTION);
}
void GeneralWidget::OnBackendChanged(const QString& backend_name)
{
for (const auto& backend : g_available_video_backends)
{
if (QString::fromStdString(backend->GetName()) == backend_name)
{
m_backend_combo->setCurrentIndex(
m_backend_combo->findText(tr(backend->GetDisplayName().c_str())));
break;
}
}
#ifdef _WIN32
m_adapter_combo->clear();
for (const auto& adapter : g_Config.backend_info.Adapters)
m_adapter_combo->addItem(QString::fromStdString(adapter));
m_adapter_combo->setCurrentIndex(g_Config.iAdapter);
m_adapter_combo->setEnabled(g_Config.backend_info.Adapters.size());
#endif
}