dolphin/Source/Core/DolphinWX/VideoConfigDiag.h
Léo Lam afd2f58e29 Don't read/store settings directly from/to SYSCONF
Instead of directly reading/storing settings from/to the SYSCONF, we
now store Wii settings to Dolphin's own configuration, and apply them
on boot. This prevents issues with settings not being saved, being
overridden and lost (if the user opens a dialog that writes to the
SYSCONF while a game is running).

This also fixes restoring settings from the config cache after a
graceful shutdown; for some reason, settings were only restored
after a normal shutdown.

Fixes issue 9825 and 9826
2016-10-08 14:37:55 +02:00

300 lines
8.1 KiB
C++

// Copyright 2010 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#pragma once
#include <cstddef>
#include <map>
#include <string>
#include <vector>
#include <wx/button.h>
#include <wx/checkbox.h>
#include <wx/choice.h>
#include <wx/dialog.h>
#include <wx/msgdlg.h>
#include <wx/radiobut.h>
#include <wx/spinctrl.h>
#include <wx/stattext.h>
#include "Common/CommonTypes.h"
#include "Common/SysConf.h"
#include "Core/ConfigManager.h"
#include "Core/Core.h"
#include "DolphinWX/DolphinSlider.h"
#include "DolphinWX/PostProcessingConfigDiag.h"
#include "DolphinWX/WxUtils.h"
#include "VideoCommon/PostProcessing.h"
#include "VideoCommon/VideoBackendBase.h"
#include "VideoCommon/VideoConfig.h"
class wxBoxSizer;
class wxControl;
class wxPanel;
template <typename W>
class BoolSetting : public W
{
public:
BoolSetting(wxWindow* parent, const wxString& label, const wxString& tooltip, bool& setting,
bool reverse = false, long style = 0);
void UpdateValue(wxCommandEvent& ev)
{
m_setting = (ev.GetInt() != 0) ^ m_reverse;
ev.Skip();
}
private:
bool& m_setting;
const bool m_reverse;
};
typedef BoolSetting<wxCheckBox> SettingCheckBox;
typedef BoolSetting<wxRadioButton> SettingRadioButton;
template <typename T>
class IntegerSetting : public wxSpinCtrl
{
public:
IntegerSetting(wxWindow* parent, const wxString& label, T& setting, int minVal, int maxVal,
long style = 0);
void UpdateValue(wxCommandEvent& ev)
{
m_setting = ev.GetInt();
ev.Skip();
}
private:
T& m_setting;
};
class SettingChoice : public wxChoice
{
public:
SettingChoice(wxWindow* parent, int& setting, const wxString& tooltip, int num = 0,
const wxString choices[] = nullptr, long style = 0);
void UpdateValue(wxCommandEvent& ev);
private:
int& m_setting;
};
class VideoConfigDiag : public wxDialog
{
public:
VideoConfigDiag(wxWindow* parent, const std::string& title);
protected:
void Event_Backend(wxCommandEvent& ev)
{
auto& new_backend = g_available_video_backends[ev.GetInt()];
if (g_video_backend != new_backend.get())
{
bool do_switch = !Core::IsRunning();
if (new_backend->GetName() == "Software Renderer")
{
do_switch =
(wxYES ==
wxMessageBox(_("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'."),
_("Warning"), wxYES_NO | wxNO_DEFAULT | wxICON_EXCLAMATION, this));
}
if (do_switch)
{
// TODO: Only reopen the dialog if the software backend is
// selected (make sure to reinitialize backend info)
// reopen the dialog
Close();
g_video_backend = new_backend.get();
SConfig::GetInstance().m_strVideoBackend = g_video_backend->GetName();
g_video_backend->ShowConfig(GetParent());
}
else
{
// Select current backend again
choice_backend->SetStringSelection(StrToWxStr(g_video_backend->GetName()));
}
}
ev.Skip();
}
void Event_Adapter(wxCommandEvent& ev) { ev.Skip(); } // TODO
void Event_DisplayResolution(wxCommandEvent& ev);
void Event_ProgressiveScan(wxCommandEvent& ev)
{
SConfig::GetInstance().bProgressive = ev.IsChecked();
ev.Skip();
}
void Event_Stc(wxCommandEvent& ev)
{
int samples[] = {0, 512, 128};
vconfig.iSafeTextureCache_ColorSamples = samples[ev.GetInt()];
ev.Skip();
}
void Event_PPShader(wxCommandEvent& ev)
{
const int sel = ev.GetInt();
if (sel)
vconfig.sPostProcessingShader = WxStrToStr(ev.GetString());
else
vconfig.sPostProcessingShader.clear();
// Should we enable the configuration button?
PostProcessingShaderConfiguration postprocessing_shader;
postprocessing_shader.LoadShader(vconfig.sPostProcessingShader);
button_config_pp->Enable(postprocessing_shader.HasOptions());
ev.Skip();
}
void Event_ConfigurePPShader(wxCommandEvent& ev)
{
PostProcessingConfigDiag dialog(this, vconfig.sPostProcessingShader);
dialog.ShowModal();
ev.Skip();
}
void Event_StereoDepth(wxCommandEvent& ev)
{
vconfig.iStereoDepth = ev.GetInt();
ev.Skip();
}
void Event_StereoConvergence(wxCommandEvent& ev)
{
// Snap the slider
int value = ev.GetInt();
if (90 < value && value < 110)
conv_slider->SetValue(100);
vconfig.iStereoConvergencePercentage = conv_slider->GetValue();
ev.Skip();
}
void Event_StereoMode(wxCommandEvent& ev)
{
if (vconfig.backend_info.bSupportsPostProcessing)
{
// Anaglyph overrides post-processing shaders
choice_ppshader->Clear();
}
ev.Skip();
}
void Event_Close(wxCommandEvent&);
// Enables/disables UI elements depending on current config
void OnUpdateUI(wxUpdateUIEvent& ev)
{
// Anti-aliasing
choice_aamode->Enable(vconfig.backend_info.AAModes.size() > 1);
text_aamode->Enable(vconfig.backend_info.AAModes.size() > 1);
// XFB
virtual_xfb->Enable(vconfig.bUseXFB);
real_xfb->Enable(vconfig.bUseXFB);
// custom textures
cache_hires_textures->Enable(vconfig.bHiresTextures);
// Repopulating the post-processing shaders can't be done from an event
if (choice_ppshader && choice_ppshader->IsEmpty())
PopulatePostProcessingShaders();
// Things which shouldn't be changed during emulation
if (Core::IsRunning())
{
choice_backend->Disable();
label_backend->Disable();
// D3D only
if (vconfig.backend_info.Adapters.size())
{
choice_adapter->Disable();
label_adapter->Disable();
}
#ifndef __APPLE__
// This isn't supported on OS X.
choice_display_resolution->Disable();
label_display_resolution->Disable();
#endif
progressive_scan_checkbox->Disable();
render_to_main_checkbox->Disable();
}
ev.Skip();
}
// Creates controls and connects their enter/leave window events to Evt_Enter/LeaveControl
SettingCheckBox* CreateCheckBox(wxWindow* parent, const wxString& label,
const wxString& description, bool& setting, bool reverse = false,
long style = 0);
SettingChoice* CreateChoice(wxWindow* parent, int& setting, const wxString& description,
int num = 0, const wxString choices[] = nullptr, long style = 0);
SettingRadioButton* CreateRadioButton(wxWindow* parent, const wxString& label,
const wxString& description, bool& setting,
bool reverse = false, long style = 0);
// Same as above but only connects enter/leave window events
wxControl* RegisterControl(wxControl* const control, const wxString& description);
void Evt_EnterControl(wxMouseEvent& ev);
void Evt_LeaveControl(wxMouseEvent& ev);
void CreateDescriptionArea(wxPanel* const page, wxBoxSizer* const sizer);
void PopulatePostProcessingShaders();
void PopulateAAList();
void OnAAChanged(wxCommandEvent& ev);
wxChoice* choice_backend;
wxChoice* choice_adapter;
wxChoice* choice_display_resolution;
wxStaticText* label_backend;
wxStaticText* label_adapter;
wxStaticText* text_aamode;
wxChoice* choice_aamode;
DolphinSlider* conv_slider;
wxStaticText* label_display_resolution;
wxButton* button_config_pp;
SettingCheckBox* borderless_fullscreen;
SettingCheckBox* render_to_main_checkbox;
SettingRadioButton* virtual_xfb;
SettingRadioButton* real_xfb;
SettingCheckBox* cache_hires_textures;
wxCheckBox* progressive_scan_checkbox;
wxChoice* choice_ppshader;
std::map<wxWindow*, wxString> ctrl_descs; // maps setting controls to their descriptions
std::map<wxWindow*, wxStaticText*> desc_texts; // maps dialog tabs (which are the parents of the
// setting controls) to their description text
// objects
VideoConfig& vconfig;
size_t m_msaa_modes;
};