ppsspp/UI/GameSettingsScreen.h
Henrik Rydgård ea0eaa31e6 Remove the Android display resolution selector
I think its benefit is absolutely tiny if any, and causes a lot more
problems than it's worth. Bye.

Note that this isn't the rendering resolution selector, that will of
course still be there, but it's the "hardware scaler" resolution.
2023-01-11 22:53:42 +01:00

247 lines
8.5 KiB
C++

// Copyright (c) 2013- PPSSPP Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0 or later versions.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#pragma once
#include "ppsspp_config.h"
#include <condition_variable>
#include <mutex>
#include <thread>
#include "Common/UI/UIScreen.h"
#include "UI/MiscScreens.h"
// Per-game settings screen - enables you to configure graphic options, control options, etc
// per game.
class GameSettingsScreen : public UIDialogScreenWithGameBackground {
public:
GameSettingsScreen(const Path &gamePath, std::string gameID = "", bool editThenRestore = false);
void onFinish(DialogResult result) override;
const char *tag() const override { return "GameSettings"; }
protected:
void sendMessage(const char *message, const char *value) override;
void CreateViews() override;
void CallbackRestoreDefaults(bool yes);
void CallbackRenderingBackend(bool yes);
void CallbackRenderingDevice(bool yes);
void CallbackInflightFrames(bool yes);
void CallbackMemstickFolder(bool yes);
void dialogFinished(const Screen *dialog, DialogResult result) override;
void RecreateViews() override;
private:
UI::LinearLayout *AddTab(const char *tag, const std::string &title, bool isSearch = false);
void ApplySearchFilter();
void TriggerRestart(const char *why);
std::string gameID_;
UI::CheckBox *enableReportsCheckbox_;
UI::Choice *layoutEditorChoice_;
UI::Choice *displayEditor_;
UI::Choice *backgroundChoice_ = nullptr;
UI::PopupMultiChoice *resolutionChoice_;
UI::CheckBox *frameSkipAuto_;
SettingInfoMessage *settingInfo_;
UI::Choice *clearSearchChoice_;
UI::TextView *noSearchResults_;
#ifdef _WIN32
UI::CheckBox *SavePathInMyDocumentChoice;
UI::CheckBox *SavePathInOtherChoice;
// Used to enable/disable the above two options.
bool installed_;
bool otherinstalled_;
#endif
std::string memstickDisplay_;
UI::TabHolder *tabHolder_;
std::vector<UI::LinearLayout *> settingTabContents_;
std::vector<UI::TextView *> settingTabFilterNotices_;
// Event handlers
UI::EventReturn OnControlMapping(UI::EventParams &e);
UI::EventReturn OnCalibrateAnalogs(UI::EventParams &e);
UI::EventReturn OnTouchControlLayout(UI::EventParams &e);
UI::EventReturn OnTiltTypeChange(UI::EventParams &e);
UI::EventReturn OnTiltCustomize(UI::EventParams &e);
// Global settings handlers
UI::EventReturn OnAutoFrameskip(UI::EventParams &e);
UI::EventReturn OnTextureShader(UI::EventParams &e);
UI::EventReturn OnTextureShaderChange(UI::EventParams &e);
UI::EventReturn OnDeveloperTools(UI::EventParams &e);
UI::EventReturn OnRemoteISO(UI::EventParams &e);
UI::EventReturn OnChangeQuickChat0(UI::EventParams &e);
UI::EventReturn OnChangeQuickChat1(UI::EventParams &e);
UI::EventReturn OnChangeQuickChat2(UI::EventParams &e);
UI::EventReturn OnChangeQuickChat3(UI::EventParams &e);
UI::EventReturn OnChangeQuickChat4(UI::EventParams &e);
UI::EventReturn OnChangeNickname(UI::EventParams &e);
UI::EventReturn OnChangeproAdhocServerAddress(UI::EventParams &e);
UI::EventReturn OnChangeMacAddress(UI::EventParams &e);
UI::EventReturn OnChangeBackground(UI::EventParams &e);
UI::EventReturn OnFullscreenChange(UI::EventParams &e);
UI::EventReturn OnFullscreenMultiChange(UI::EventParams &e);
UI::EventReturn OnResolutionChange(UI::EventParams &e);
UI::EventReturn OnRestoreDefaultSettings(UI::EventParams &e);
UI::EventReturn OnRenderingMode(UI::EventParams &e);
UI::EventReturn OnRenderingBackend(UI::EventParams &e);
UI::EventReturn OnRenderingDevice(UI::EventParams &e);
UI::EventReturn OnInflightFramesChoice(UI::EventParams &e);
UI::EventReturn OnCameraDeviceChange(UI::EventParams& e);
UI::EventReturn OnMicDeviceChange(UI::EventParams& e);
UI::EventReturn OnAudioDevice(UI::EventParams &e);
UI::EventReturn OnJitAffectingSetting(UI::EventParams &e);
UI::EventReturn OnChangeMemStickDir(UI::EventParams &e);
UI::EventReturn OnOpenMemStick(UI::EventParams &e);
#if defined(_WIN32) && !PPSSPP_PLATFORM(UWP)
UI::EventReturn OnSavePathMydoc(UI::EventParams &e);
UI::EventReturn OnSavePathOther(UI::EventParams &e);
#endif
UI::EventReturn OnScreenRotation(UI::EventParams &e);
UI::EventReturn OnImmersiveModeChange(UI::EventParams &e);
UI::EventReturn OnSustainedPerformanceModeChange(UI::EventParams &e);
UI::EventReturn OnAdhocGuides(UI::EventParams &e);
UI::EventReturn OnSavedataManager(UI::EventParams &e);
UI::EventReturn OnSysInfo(UI::EventParams &e);
UI::EventReturn OnChangeSearchFilter(UI::EventParams &e);
UI::EventReturn OnClearSearchFilter(UI::EventParams &e);
// Temporaries to convert setting types, cache enabled, etc.
int iAlternateSpeedPercent1_;
int iAlternateSpeedPercent2_;
int iAlternateSpeedPercentAnalog_;
int prevInflightFrames_;
bool enableReports_ = false;
bool enableReportsSet_ = false;
bool analogSpeedMapped_ = false;
std::string searchFilter_;
//edit the game-specific settings and restore the global settings after exiting
bool editThenRestore_;
// Android-only
std::string pendingMemstickFolder_;
// If we recreate the views while this is active we show it again
std::string oldSettingInfo_;
};
class DeveloperToolsScreen : public UIDialogScreenWithGameBackground {
public:
DeveloperToolsScreen(const Path &gamePath) : UIDialogScreenWithGameBackground(gamePath) {}
void update() override;
void onFinish(DialogResult result) override;
const char *tag() const override { return "DeveloperTools"; }
protected:
void CreateViews() override;
private:
UI::EventReturn OnRunCPUTests(UI::EventParams &e);
UI::EventReturn OnLoggingChanged(UI::EventParams &e);
UI::EventReturn OnOpenTexturesIniFile(UI::EventParams &e);
UI::EventReturn OnLogConfig(UI::EventParams &e);
UI::EventReturn OnJitAffectingSetting(UI::EventParams &e);
UI::EventReturn OnJitDebugTools(UI::EventParams &e);
UI::EventReturn OnRemoteDebugger(UI::EventParams &e);
UI::EventReturn OnGPUDriverTest(UI::EventParams &e);
UI::EventReturn OnFramedumpTest(UI::EventParams &e);
UI::EventReturn OnTouchscreenTest(UI::EventParams &e);
UI::EventReturn OnCopyStatesToRoot(UI::EventParams &e);
bool allowDebugger_ = false;
bool canAllowDebugger_ = true;
enum class HasIni {
NO,
YES,
MAYBE,
};
HasIni hasTexturesIni_ = HasIni::MAYBE;
};
class HostnameSelectScreen : public PopupScreen {
public:
HostnameSelectScreen(std::string *value, const std::string &title)
: PopupScreen(title, "OK", "Cancel"), value_(value) {
resolver_ = std::thread([](HostnameSelectScreen *thiz) {
thiz->ResolverThread();
}, this);
}
~HostnameSelectScreen() {
resolverState_ = ResolverState::QUIT;
resolverCond_.notify_one();
resolver_.join();
}
void CreatePopupContents(UI::ViewGroup *parent) override;
const char *tag() const override { return "HostnameSelect"; }
protected:
void OnCompleted(DialogResult result) override;
bool CanComplete(DialogResult result) override;
private:
void ResolverThread();
void SendEditKey(int keyCode, int flags = 0);
UI::EventReturn OnNumberClick(UI::EventParams &e);
UI::EventReturn OnPointClick(UI::EventParams &e);
UI::EventReturn OnDeleteClick(UI::EventParams &e);
UI::EventReturn OnDeleteAllClick(UI::EventParams &e);
UI::EventReturn OnEditClick(UI::EventParams& e);
UI::EventReturn OnShowIPListClick(UI::EventParams& e);
UI::EventReturn OnIPClick(UI::EventParams& e);
enum class ResolverState {
WAITING,
QUEUED,
PROGRESS,
READY,
QUIT,
};
std::string *value_;
UI::TextEdit *addrView_ = nullptr;
UI::TextView *progressView_ = nullptr;
UI::LinearLayout *ipRows_ = nullptr;
std::thread resolver_;
ResolverState resolverState_ = ResolverState::WAITING;
std::mutex resolverLock_;
std::condition_variable resolverCond_;
std::string toResolve_ = "";
bool toResolveResult_ = false;
std::string lastResolved_ = "";
bool lastResolvedResult_ = false;
};
class GestureMappingScreen : public UIDialogScreenWithGameBackground {
public:
GestureMappingScreen(const Path &gamePath) : UIDialogScreenWithGameBackground(gamePath) {}
void CreateViews() override;
const char *tag() const override { return "GestureMapping"; }
};