Use map for settings

This commit is contained in:
iota97 2020-05-16 00:52:38 +02:00
parent a666635fa2
commit 6c9eb4764c
4 changed files with 68 additions and 13 deletions

View File

@ -1214,6 +1214,12 @@ void Config::Load(const char *iniFileName, const char *controllerIniFilename) {
}
}
auto postShaderSetting = iniFile.GetOrCreateSection("PostShaderSetting")->ToMap();
mPostShaderSetting.clear();
for (auto it = postShaderSetting.begin(), end = postShaderSetting.end(); it != end; ++it) {
mPostShaderSetting.insert(std::pair<std::string, float>(it->first, std::stof(it->second)));
}
// This caps the exponent 4 (so 16x.)
if (iAnisotropyLevel > 4) {
iAnisotropyLevel = 4;
@ -1325,6 +1331,14 @@ void Config::Save(const char *saveReason) {
pinnedPaths->Set(keyName, vPinnedPaths[i]);
}
if (!bGameSpecific) {
IniFile::Section *postShaderSetting = iniFile.GetOrCreateSection("PostShaderSetting");
postShaderSetting->Clear();
for (auto it = mPostShaderSetting.begin(), end = mPostShaderSetting.end(); it != end; ++it) {
postShaderSetting->Set(it->first.c_str(), it->second);
}
}
IniFile::Section *control = iniFile.GetOrCreateSection("Control");
control->Delete("DPadRadius");
@ -1575,6 +1589,12 @@ bool Config::saveGameConfig(const std::string &pGameId, const std::string &title
}
});
IniFile::Section *postShaderSetting = iniFile.GetOrCreateSection("PostShaderSetting");
postShaderSetting->Clear();
for (auto it = mPostShaderSetting.begin(), end = mPostShaderSetting.end(); it != end; ++it) {
postShaderSetting->Set(it->first.c_str(), it->second);
}
KeyMap::SaveToIni(iniFile);
iniFile.Save(fullIniFilePath);
@ -1593,6 +1613,12 @@ bool Config::loadGameConfig(const std::string &pGameId, const std::string &title
IniFile iniFile;
iniFile.Load(iniFileNameFull);
auto postShaderSetting = iniFile.GetOrCreateSection("PostShaderSetting")->ToMap();
mPostShaderSetting.clear();
for (auto it = postShaderSetting.begin(), end = postShaderSetting.end(); it != end; ++it) {
mPostShaderSetting.insert(std::pair<std::string, float>(it->first, std::stof(it->second)));
}
IterateSettings(iniFile, [](IniFile::Section *section, ConfigSetting *setting) {
if (setting->perGame_) {
setting->Get(section);

View File

@ -225,6 +225,7 @@ public:
float fPostShaderMaxSettingValue4;
float fPostShaderMinSettingValue4;
float fPostShaderSettingStep4;
std::map<std::string, float> mPostShaderSetting;
bool bGfxDebugOutput;
bool bGfxDebugSplitSubmit;
int iInflightFrames;

View File

@ -290,15 +290,34 @@ void GameSettingsScreen::CreateViews() {
return g_Config.iRenderingMode != FB_NON_BUFFERED_MODE;
});
if (g_Config.sPostShaderSettingName1 != "")
graphicsSettings->Add(new PopupSliderChoiceFloat(&g_Config.fPostShaderSettingValue1, g_Config.fPostShaderMinSettingValue1, g_Config.fPostShaderMaxSettingValue1, g_Config.sPostShaderSettingName1, g_Config.fPostShaderSettingStep1, screenManager()));
if (g_Config.sPostShaderSettingName2 != "")
graphicsSettings->Add(new PopupSliderChoiceFloat(&g_Config.fPostShaderSettingValue2, g_Config.fPostShaderMinSettingValue2, g_Config.fPostShaderMaxSettingValue2, g_Config.sPostShaderSettingName2, g_Config.fPostShaderSettingStep2, screenManager()));
if (g_Config.sPostShaderSettingName3 != "")
graphicsSettings->Add(new PopupSliderChoiceFloat(&g_Config.fPostShaderSettingValue3, g_Config.fPostShaderMinSettingValue3, g_Config.fPostShaderMaxSettingValue3, g_Config.sPostShaderSettingName3, g_Config.fPostShaderSettingStep3, screenManager()));
if (g_Config.sPostShaderSettingName4 != "")
graphicsSettings->Add(new PopupSliderChoiceFloat(&g_Config.fPostShaderSettingValue4, g_Config.fPostShaderMinSettingValue4, g_Config.fPostShaderMaxSettingValue4, g_Config.sPostShaderSettingName4, g_Config.fPostShaderSettingStep4, screenManager()));
if (g_Config.sPostShaderSettingName1 != "") {
graphicsSettings->Add(new PopupSliderChoiceFloat(&g_Config.fPostShaderSettingValue1, g_Config.fPostShaderMinSettingValue1, g_Config.fPostShaderMaxSettingValue1,
g_Config.sPostShaderSettingName1, g_Config.fPostShaderSettingStep1, screenManager()))->OnChange.Add([=](EventParams &e) {
g_Config.mPostShaderSetting[g_Config.sPostShaderName + "SettingValue1"] = g_Config.fPostShaderSettingValue1;
return UI::EVENT_CONTINUE;
});;
}
if (g_Config.sPostShaderSettingName2 != "") {
graphicsSettings->Add(new PopupSliderChoiceFloat(&g_Config.fPostShaderSettingValue2, g_Config.fPostShaderMinSettingValue2, g_Config.fPostShaderMaxSettingValue2,
g_Config.sPostShaderSettingName2, g_Config.fPostShaderSettingStep2, screenManager()))->OnChange.Add([=](EventParams &e) {
g_Config.mPostShaderSetting[g_Config.sPostShaderName + "SettingValue2"] = g_Config.fPostShaderSettingValue2;
return UI::EVENT_CONTINUE;
});;
}
if (g_Config.sPostShaderSettingName3 != "") {
graphicsSettings->Add(new PopupSliderChoiceFloat(&g_Config.fPostShaderSettingValue3, g_Config.fPostShaderMinSettingValue3, g_Config.fPostShaderMaxSettingValue3,
g_Config.sPostShaderSettingName3, g_Config.fPostShaderSettingStep3, screenManager()))->OnChange.Add([=](EventParams &e) {
g_Config.mPostShaderSetting[g_Config.sPostShaderName + "SettingValue3"] = g_Config.fPostShaderSettingValue3;
return UI::EVENT_CONTINUE;
});;
}
if (g_Config.sPostShaderSettingName4 != "") {
graphicsSettings->Add(new PopupSliderChoiceFloat(&g_Config.fPostShaderSettingValue4, g_Config.fPostShaderMinSettingValue4, g_Config.fPostShaderMaxSettingValue4,
g_Config.sPostShaderSettingName4, g_Config.fPostShaderSettingStep4, screenManager()))->OnChange.Add([=](EventParams &e) {
g_Config.mPostShaderSetting[g_Config.sPostShaderName + "SettingValue4"] = g_Config.fPostShaderSettingValue4;
return UI::EVENT_CONTINUE;
});;
}
#if !defined(MOBILE_DEVICE)
graphicsSettings->Add(new CheckBox(&g_Config.bFullScreen, gr->T("FullScreen", "Full Screen")))->OnClick.Handle(this, &GameSettingsScreen::OnFullscreenChange);
if (System_GetPropertyInt(SYSPROP_DISPLAY_COUNT) > 1) {

View File

@ -318,26 +318,35 @@ void PostProcScreen::OnCompleted(DialogResult result) {
return;
g_Config.sPostShaderName = shaders_[listView_->GetSelected()].section;
if (g_Config.mPostShaderSetting.find(g_Config.sPostShaderName + "SettingValue1") == g_Config.mPostShaderSetting.end())
g_Config.mPostShaderSetting.insert(std::pair<std::string, float>(g_Config.sPostShaderName + "SettingValue1", shaders_[listView_->GetSelected()].settingValue1));
if (g_Config.mPostShaderSetting.find(g_Config.sPostShaderName + "SettingValue2") == g_Config.mPostShaderSetting.end())
g_Config.mPostShaderSetting.insert(std::pair<std::string, float>(g_Config.sPostShaderName + "SettingValue2", shaders_[listView_->GetSelected()].settingValue2));
if (g_Config.mPostShaderSetting.find(g_Config.sPostShaderName + "SettingValue3") == g_Config.mPostShaderSetting.end())
g_Config.mPostShaderSetting.insert(std::pair<std::string, float>(g_Config.sPostShaderName + "SettingValue3", shaders_[listView_->GetSelected()].settingValue3));
if (g_Config.mPostShaderSetting.find(g_Config.sPostShaderName + "SettingValue4") == g_Config.mPostShaderSetting.end())
g_Config.mPostShaderSetting.insert(std::pair<std::string, float>(g_Config.sPostShaderName + "SettingValue4", shaders_[listView_->GetSelected()].settingValue4));
g_Config.sPostShaderSettingName1 = shaders_[listView_->GetSelected()].settingName1;
g_Config.fPostShaderSettingValue1 = shaders_[listView_->GetSelected()].settingValue1;
g_Config.fPostShaderSettingValue1 = g_Config.mPostShaderSetting[g_Config.sPostShaderName + "SettingValue1"];
g_Config.fPostShaderMaxSettingValue1 = shaders_[listView_->GetSelected()].maxSettingValue1;
g_Config.fPostShaderMinSettingValue1 = shaders_[listView_->GetSelected()].minSettingValue1;
g_Config.fPostShaderSettingStep1 = shaders_[listView_->GetSelected()].settingStep1;
g_Config.sPostShaderSettingName2 = shaders_[listView_->GetSelected()].settingName2;
g_Config.fPostShaderSettingValue2 = shaders_[listView_->GetSelected()].settingValue2;
g_Config.fPostShaderSettingValue2 = g_Config.mPostShaderSetting[g_Config.sPostShaderName + "SettingValue2"];
g_Config.fPostShaderMaxSettingValue2 = shaders_[listView_->GetSelected()].maxSettingValue2;
g_Config.fPostShaderMinSettingValue2 = shaders_[listView_->GetSelected()].minSettingValue2;
g_Config.fPostShaderSettingStep2 = shaders_[listView_->GetSelected()].settingStep2;
g_Config.sPostShaderSettingName3 = shaders_[listView_->GetSelected()].settingName3;
g_Config.fPostShaderSettingValue3 = shaders_[listView_->GetSelected()].settingValue3;
g_Config.fPostShaderSettingValue3 = g_Config.mPostShaderSetting[g_Config.sPostShaderName + "SettingValue3"];
g_Config.fPostShaderMaxSettingValue3 = shaders_[listView_->GetSelected()].maxSettingValue3;
g_Config.fPostShaderMinSettingValue3 = shaders_[listView_->GetSelected()].minSettingValue3;
g_Config.fPostShaderSettingStep3 = shaders_[listView_->GetSelected()].settingStep3;
g_Config.sPostShaderSettingName4 = shaders_[listView_->GetSelected()].settingName4;
g_Config.fPostShaderSettingValue4 = shaders_[listView_->GetSelected()].settingValue4;
g_Config.fPostShaderSettingValue4 = g_Config.mPostShaderSetting[g_Config.sPostShaderName + "SettingValue4"];
g_Config.fPostShaderMaxSettingValue4 = shaders_[listView_->GetSelected()].maxSettingValue4;
g_Config.fPostShaderMinSettingValue4 = shaders_[listView_->GetSelected()].minSettingValue4;
g_Config.fPostShaderSettingStep4 = shaders_[listView_->GetSelected()].settingStep4;