dolphin/Source/Core/DolphinQt/Config/GameConfigWidget.cpp
Dentomologist 43e69d3e6a DolphinQt: Remove unnecessary qOverloads
qOverload is used to disambiguate pointers to overloaded functions, but
most of the usages in the code base were with non-overloaded functions.
2023-11-04 14:14:14 -07:00

403 lines
14 KiB
C++

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