citra/src/citra_qt/configuration/configure_enhancements.cpp

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// Copyright 2019 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <QColorDialog>
#include "citra_qt/configuration/configuration_shared.h"
#include "citra_qt/configuration/configure_enhancements.h"
#include "common/settings.h"
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#include "ui_configure_enhancements.h"
#include "video_core/renderer_opengl/post_processing_opengl.h"
#include "video_core/renderer_opengl/texture_filters/texture_filterer.h"
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ConfigureEnhancements::ConfigureEnhancements(QWidget* parent)
: QWidget(parent), ui(std::make_unique<Ui::ConfigureEnhancements>()) {
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ui->setupUi(this);
for (const auto& filter : OpenGL::TextureFilterer::GetFilterNames())
ui->texture_filter_combobox->addItem(QString::fromStdString(filter.data()));
SetupPerGameUI();
SetConfiguration();
ui->layout_group->setEnabled(!Settings::values.custom_layout);
ui->resolution_factor_combobox->setEnabled(Settings::values.use_hw_renderer.GetValue());
connect(ui->render_3d_combobox,
static_cast<void (QComboBox::*)(int)>(&QComboBox::currentIndexChanged), this,
[this](int currentIndex) {
updateShaders(static_cast<Settings::StereoRenderOption>(currentIndex));
});
connect(ui->bg_button, &QPushButton::clicked, this, [this] {
const QColor new_bg_color = QColorDialog::getColor(bg_color);
if (!new_bg_color.isValid()) {
return;
}
bg_color = new_bg_color;
QPixmap pixmap(ui->bg_button->size());
pixmap.fill(bg_color);
const QIcon color_icon(pixmap);
ui->bg_button->setIcon(color_icon);
});
ui->toggle_preload_textures->setEnabled(ui->toggle_custom_textures->isChecked());
connect(ui->toggle_custom_textures, &QCheckBox::toggled, this, [this] {
ui->toggle_preload_textures->setEnabled(ui->toggle_custom_textures->isChecked());
if (!ui->toggle_preload_textures->isEnabled())
ui->toggle_preload_textures->setChecked(false);
});
}
ConfigureEnhancements::~ConfigureEnhancements() = default;
void ConfigureEnhancements::SetConfiguration() {
if (!Settings::IsConfiguringGlobal()) {
ConfigurationShared::SetPerGameSetting(ui->resolution_factor_combobox,
&Settings::values.resolution_factor);
ConfigurationShared::SetPerGameSetting(ui->texture_filter_combobox,
&Settings::values.texture_filter_name);
ConfigurationShared::SetHighlight(ui->widget_texture_filter,
!Settings::values.texture_filter_name.UsingGlobal());
ConfigurationShared::SetPerGameSetting(ui->layout_combobox,
&Settings::values.layout_option);
} else {
ui->resolution_factor_combobox->setCurrentIndex(
Settings::values.resolution_factor.GetValue());
ui->layout_combobox->setCurrentIndex(
static_cast<int>(Settings::values.layout_option.GetValue()));
int tex_filter_idx = ui->texture_filter_combobox->findText(
QString::fromStdString(Settings::values.texture_filter_name.GetValue()));
if (tex_filter_idx == -1) {
ui->texture_filter_combobox->setCurrentIndex(0);
} else {
ui->texture_filter_combobox->setCurrentIndex(tex_filter_idx);
}
}
ui->render_3d_combobox->setCurrentIndex(
static_cast<int>(Settings::values.render_3d.GetValue()));
ui->factor_3d->setValue(Settings::values.factor_3d.GetValue());
ui->mono_rendering_eye->setCurrentIndex(
static_cast<int>(Settings::values.mono_render_option.GetValue()));
updateShaders(Settings::values.render_3d.GetValue());
ui->toggle_linear_filter->setChecked(Settings::values.filter_mode.GetValue());
ui->toggle_swap_screen->setChecked(Settings::values.swap_screen.GetValue());
ui->toggle_upright_screen->setChecked(Settings::values.upright_screen.GetValue());
ui->large_screen_proportion->setValue(Settings::values.large_screen_proportion.GetValue());
ui->toggle_dump_textures->setChecked(Settings::values.dump_textures.GetValue());
ui->toggle_custom_textures->setChecked(Settings::values.custom_textures.GetValue());
ui->toggle_preload_textures->setChecked(Settings::values.preload_textures.GetValue());
bg_color =
QColor::fromRgbF(Settings::values.bg_red.GetValue(), Settings::values.bg_green.GetValue(),
Settings::values.bg_blue.GetValue());
QPixmap pixmap(ui->bg_button->size());
pixmap.fill(bg_color);
const QIcon color_icon(pixmap);
ui->bg_button->setIcon(color_icon);
}
void ConfigureEnhancements::updateShaders(Settings::StereoRenderOption stereo_option) {
ui->shader_combobox->clear();
ui->shader_combobox->setEnabled(true);
if (stereo_option == Settings::StereoRenderOption::Interlaced ||
stereo_option == Settings::StereoRenderOption::ReverseInterlaced) {
ui->shader_combobox->addItem(QStringLiteral("horizontal (builtin)"));
ui->shader_combobox->setCurrentIndex(0);
ui->shader_combobox->setEnabled(false);
return;
}
std::string current_shader;
if (stereo_option == Settings::StereoRenderOption::Anaglyph) {
ui->shader_combobox->addItem(QStringLiteral("dubois (builtin)"));
current_shader = Settings::values.anaglyph_shader_name.GetValue();
} else {
ui->shader_combobox->addItem(QStringLiteral("none (builtin)"));
current_shader = Settings::values.pp_shader_name.GetValue();
}
ui->shader_combobox->setCurrentIndex(0);
for (const auto& shader : OpenGL::GetPostProcessingShaderList(
stereo_option == Settings::StereoRenderOption::Anaglyph)) {
ui->shader_combobox->addItem(QString::fromStdString(shader));
if (current_shader == shader)
ui->shader_combobox->setCurrentIndex(ui->shader_combobox->count() - 1);
}
}
void ConfigureEnhancements::RetranslateUI() {
ui->retranslateUi(this);
}
void ConfigureEnhancements::ApplyConfiguration() {
ConfigurationShared::ApplyPerGameSetting(&Settings::values.resolution_factor,
ui->resolution_factor_combobox);
Settings::values.render_3d =
static_cast<Settings::StereoRenderOption>(ui->render_3d_combobox->currentIndex());
Settings::values.factor_3d = ui->factor_3d->value();
Settings::values.mono_render_option =
static_cast<Settings::MonoRenderOption>(ui->mono_rendering_eye->currentIndex());
if (Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::Anaglyph) {
Settings::values.anaglyph_shader_name =
ui->shader_combobox->itemText(ui->shader_combobox->currentIndex()).toStdString();
} else if (Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::Off) {
Settings::values.pp_shader_name =
ui->shader_combobox->itemText(ui->shader_combobox->currentIndex()).toStdString();
}
Settings::values.large_screen_proportion = ui->large_screen_proportion->value();
ConfigurationShared::ApplyPerGameSetting(&Settings::values.filter_mode,
ui->toggle_linear_filter, linear_filter);
ConfigurationShared::ApplyPerGameSetting(
&Settings::values.texture_filter_name, ui->texture_filter_combobox,
[this](int index) { return ui->texture_filter_combobox->itemText(index).toStdString(); });
ConfigurationShared::ApplyPerGameSetting(&Settings::values.layout_option, ui->layout_combobox);
ConfigurationShared::ApplyPerGameSetting(&Settings::values.swap_screen, ui->toggle_swap_screen,
swap_screen);
ConfigurationShared::ApplyPerGameSetting(&Settings::values.upright_screen,
ui->toggle_upright_screen, upright_screen);
ConfigurationShared::ApplyPerGameSetting(&Settings::values.dump_textures,
ui->toggle_dump_textures, dump_textures);
ConfigurationShared::ApplyPerGameSetting(&Settings::values.custom_textures,
ui->toggle_custom_textures, custom_textures);
ConfigurationShared::ApplyPerGameSetting(&Settings::values.preload_textures,
ui->toggle_preload_textures, preload_textures);
Settings::values.bg_red = static_cast<float>(bg_color.redF());
Settings::values.bg_green = static_cast<float>(bg_color.greenF());
Settings::values.bg_blue = static_cast<float>(bg_color.blueF());
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}
void ConfigureEnhancements::SetupPerGameUI() {
// Block the global settings if a game is currently running that overrides them
if (Settings::IsConfiguringGlobal()) {
ui->widget_resolution->setEnabled(Settings::values.resolution_factor.UsingGlobal());
ui->widget_texture_filter->setEnabled(Settings::values.texture_filter_name.UsingGlobal());
ui->toggle_linear_filter->setEnabled(Settings::values.filter_mode.UsingGlobal());
ui->toggle_swap_screen->setEnabled(Settings::values.swap_screen.UsingGlobal());
ui->toggle_upright_screen->setEnabled(Settings::values.upright_screen.UsingGlobal());
ui->toggle_dump_textures->setEnabled(Settings::values.dump_textures.UsingGlobal());
ui->toggle_custom_textures->setEnabled(Settings::values.custom_textures.UsingGlobal());
ui->toggle_preload_textures->setEnabled(Settings::values.preload_textures.UsingGlobal());
return;
}
ui->stereo_group->setVisible(false);
ui->widget_shader->setVisible(false);
ui->bg_color_group->setVisible(false);
ConfigurationShared::SetColoredTristate(ui->toggle_linear_filter, Settings::values.filter_mode,
linear_filter);
ConfigurationShared::SetColoredTristate(ui->toggle_swap_screen, Settings::values.swap_screen,
swap_screen);
ConfigurationShared::SetColoredTristate(ui->toggle_upright_screen,
Settings::values.upright_screen, upright_screen);
ConfigurationShared::SetColoredTristate(ui->toggle_dump_textures,
Settings::values.dump_textures, dump_textures);
ConfigurationShared::SetColoredTristate(ui->toggle_custom_textures,
Settings::values.custom_textures, custom_textures);
ConfigurationShared::SetColoredTristate(ui->toggle_preload_textures,
Settings::values.preload_textures, preload_textures);
ConfigurationShared::SetColoredComboBox(
ui->resolution_factor_combobox, ui->widget_resolution,
static_cast<u32>(Settings::values.resolution_factor.GetValue(true)));
ConfigurationShared::SetColoredComboBox(ui->texture_filter_combobox, ui->widget_texture_filter,
0);
ConfigurationShared::SetColoredComboBox(
ui->layout_combobox, ui->widget_layout,
static_cast<u32>(Settings::values.layout_option.GetValue(true)));
}