Compare commits

...

12 Commits

Author SHA1 Message Date
SternXD
955b925633 FullscreenUI: Run translation script
Signed-off-by: SternXD <stern@sidestore.io>
2026-01-29 14:15:17 +01:00
SternXD
cc338cdd9d Tools: Refactor translation string extraction to support multiple source files
Signed-off-by: SternXD <stern@sidestore.io>

f
2026-01-29 14:15:17 +01:00
SternXD
082a28dc13 FullscreenUI: Cleanup headers
Signed-off-by: SternXD <stern@sidestore.io>
2026-01-29 14:15:17 +01:00
SternXD
664e14bd6c FullscreenUI: Extract Settings into separate source and add internal header
Signed-off-by: SternXD <stern@sidestore.io>
2026-01-29 14:15:17 +01:00
refractionpcsx2
7ea33400a9 GS: Update the stored transfer rect if worked out to be different 2026-01-29 14:13:39 +01:00
refractionpcsx2
32a3e8e62d GS/HW: On EE->GS transfer only invalidate area actually transferred 2026-01-29 14:13:39 +01:00
refractionpcsx2
fa953d7bb3 GS/TC: Allow creation of target during GS->GS transfer with offset 2026-01-29 14:12:45 +01:00
TheLastRar
66cd51bcd5 GS/DX: Fix per game fullscreen mode setting 2026-01-29 14:11:58 +01:00
PCSX2 Bot
ed7ebb77ca [ci skip] Qt: Update Base Translation. 2026-01-29 02:44:25 +01:00
Ziemas
10fc9a790d SPU: Emulate voice decode buffers
This makes the timing of NAX advancing more similar to console since it
emulates the decode buffer behaviour of it rushing ahead of playback
until the buffer is full.

It also makes interpolation of the first four samples more correct by
using real data instead of the zero filled previous values.

[SAVEVERSION+]
2026-01-28 12:18:43 -05:00
Ziemas
c42330eebf SPU: Remove unused voice struct members
Might as well If the saveversion is already being bumped.

[SAVEVERSION+]
2026-01-28 12:18:43 -05:00
Ziemas
680e05fead SPU: clang-format mixer.cpp 2026-01-28 12:18:43 -05:00
16 changed files with 6519 additions and 6447 deletions

View File

@@ -2339,18 +2339,18 @@ Leaderboard Position: {1} of {2}</source>
</message>
<message>
<location filename="../Debugger/Breakpoints/BreakpointDialog.cpp" line="103"/>
<location filename="../Debugger/Breakpoints/BreakpointDialog.cpp" line="132"/>
<location filename="../Debugger/Breakpoints/BreakpointDialog.cpp" line="137"/>
<source>Invalid Address</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="../Debugger/Breakpoints/BreakpointDialog.cpp" line="119"/>
<location filename="../Debugger/Breakpoints/BreakpointDialog.cpp" line="155"/>
<location filename="../Debugger/Breakpoints/BreakpointDialog.cpp" line="160"/>
<source>Invalid Condition</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="../Debugger/Breakpoints/BreakpointDialog.cpp" line="139"/>
<location filename="../Debugger/Breakpoints/BreakpointDialog.cpp" line="144"/>
<source>Invalid Size</source>
<translation type="unfinished"></translation>
</message>

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@@ -830,6 +830,7 @@ set(pcsx2HostHeaders
set(pcsx2ImGuiSources
ImGui/FullscreenUI.cpp
ImGui/FullscreenUI_Settings.cpp
ImGui/ImGuiFullscreen.cpp
ImGui/ImGuiManager.cpp
ImGui/ImGuiOverlays.cpp
@@ -837,6 +838,7 @@ set(pcsx2ImGuiSources
set(pcsx2ImGuiHeaders
ImGui/FullscreenUI.h
ImGui/FullscreenUI_Internal.h
ImGui/ImGuiAnimated.h
ImGui/ImGuiFullscreen.h
ImGui/ImGuiManager.h

View File

@@ -1899,6 +1899,30 @@ void GSState::FlushWrite()
r = m_tr.rect;
// If the end isn't where it said it would be, we need to calculate the end point.
// Star Wars - The Clone Wars just sets the rect to 16x4095 then YOLO's about half a page, then kills the transfer.
// If we just nuke the whole lot, even though nothing has been transferred, we risk killing data we don't mean to.
if (m_tr.end < m_tr.total && GSIsHardwareRenderer())
{
const GSLocalMemory::psm_t& psm_s = GSLocalMemory::m_psm[m_tr.m_blit.DPSM];
// Convert to nibbles then back to bytes after, in case trbpp is 4.
const u32 in_data_pixel_count = (((len * 2) + ((psm_s.trbpp / 4) - 1)) / (psm_s.trbpp / 4));
const u32 rect_pixel_count = r.width() * r.height();
if (rect_pixel_count > in_data_pixel_count)
{
const int calculated_height = ((in_data_pixel_count + (r.width() - 1)) / r.width());
// Just setting the height should be okay...
r.w = std::max(r.y + calculated_height, psm_s.bs.y);
if (m_draw_transfers.size() > 0 && m_tr.m_blit.DBP == m_draw_transfers.back().blit.DBP)
{
m_draw_transfers.back().rect = r;
}
}
}
InvalidateVideoMem(m_env.BITBLTBUF, r);
const GSLocalMemory::writeImage wi = GSLocalMemory::m_psm[m_env.BITBLTBUF.DPSM].wi;

View File

@@ -244,7 +244,7 @@ const char* GSDevice::RenderAPIToString(RenderAPI api)
bool GSDevice::GetRequestedExclusiveFullscreenMode(u32* width, u32* height, float* refresh_rate)
{
const std::string mode = Host::GetBaseStringSettingValue("EmuCore/GS", "FullscreenMode", "");
const std::string mode = Host::GetStringSettingValue("EmuCore/GS", "FullscreenMode", "");
if (!mode.empty())
{
const std::string_view mode_view = mode;

View File

@@ -5091,14 +5091,14 @@ bool GSTextureCache::Move(u32 SBP, u32 SBW, u32 SPSM, int sx, int sy, u32 DBP, u
// We use dx/dy == 0 and the TBW check as a safeguard to make sure these go through to local memory.
// We can also recreate the target if it's previously been created in the height cache with a valid size.
// Good test case for this is the Xenosaga I cutscene transitions, or Gradius V.
if (src && !dst && ((dx == 0 && dy == 0 && ((static_cast<u32>(w) + 63) / 64) <= DBW) || HasTargetInHeightCache(DBP, DBW, DPSM, 10)))
if (src && !dst && ((((dx == 0 && dy == 0) || (dx == sx && dy == sy && DBW == src->m_TEX0.TBW)) && ((static_cast<u32>(w) + 63) / 64) <= DBW) || HasTargetInHeightCache(DBP, DBW, DPSM, 10)))
{
GIFRegTEX0 new_TEX0 = {};
new_TEX0.TBP0 = DBP;
new_TEX0.TBW = DBW;
new_TEX0.PSM = DPSM;
const GSVector2i target_size = GetTargetSize(DBP, DBW, DPSM, Common::AlignUpPow2(w, 64), h);
const GSVector2i target_size = (dx == 0 && dy == 0) ? GetTargetSize(DBP, DBW, DPSM, Common::AlignUpPow2(w, 64), h) : GSVector2i(src->m_valid.z, src->m_valid.w);
dst = LookupTarget(new_TEX0, target_size, src->m_scale, src->m_type);
if (!dst)
{

File diff suppressed because it is too large Load Diff

View File

@@ -0,0 +1,496 @@
// SPDX-FileCopyrightText: 2002-2026 PCSX2 Dev Team
// SPDX-License-Identifier: GPL-3.0+
#pragma once
#include "FullscreenUI.h"
#include "ImGuiFullscreen.h"
#include "common/Timer.h"
#include "Input/InputManager.h"
#define TR_CONTEXT "FullscreenUI"
template <size_t L>
class IconStackString : public SmallStackString<L>
{
public:
__fi IconStackString(const char* icon, const char* str)
{
SmallStackString<L>::format("{} {}", icon, Host::TranslateToStringView(TR_CONTEXT, str));
}
__fi IconStackString(const char8_t* icon, const char* str)
{
SmallStackString<L>::format("{} {}", reinterpret_cast<const char*>(icon), Host::TranslateToStringView(TR_CONTEXT, str));
}
__fi IconStackString(const char* icon, const char* str, const char* suffix)
{
SmallStackString<L>::format("{} {}##{}", icon, Host::TranslateToStringView(TR_CONTEXT, str), suffix);
}
__fi IconStackString(const char8_t* icon, const char* str, const char* suffix)
{
SmallStackString<L>::format("{} {}##{}", reinterpret_cast<const char*>(icon), Host::TranslateToStringView(TR_CONTEXT, str), suffix);
}
};
#define FSUI_ICONSTR(icon, str) IconStackString<256>(icon, str).c_str()
#define FSUI_ICONSTR_S(icon, str, suffix) IconStackString<256>(icon, str, suffix).c_str()
#define FSUI_STR(str) Host::TranslateToString(TR_CONTEXT, str)
#define FSUI_CSTR(str) Host::TranslateToCString(TR_CONTEXT, str)
#define FSUI_VSTR(str) Host::TranslateToStringView(TR_CONTEXT, str)
#define FSUI_FSTR(str) fmt::runtime(Host::TranslateToStringView(TR_CONTEXT, str))
#define FSUI_NSTR(str) str
using ImGuiFullscreen::ActiveButton;
using ImGuiFullscreen::AddNotification;
using ImGuiFullscreen::BeginFullscreenColumns;
using ImGuiFullscreen::BeginFullscreenColumnWindow;
using ImGuiFullscreen::BeginFullscreenWindow;
using ImGuiFullscreen::BeginHorizontalMenu;
using ImGuiFullscreen::BeginMenuButtons;
using ImGuiFullscreen::BeginNavBar;
using ImGuiFullscreen::CenterImage;
using ImGuiFullscreen::CloseChoiceDialog;
using ImGuiFullscreen::CloseFileSelector;
using ImGuiFullscreen::EndFullscreenColumns;
using ImGuiFullscreen::EndFullscreenColumnWindow;
using ImGuiFullscreen::EndFullscreenWindow;
using ImGuiFullscreen::EndHorizontalMenu;
using ImGuiFullscreen::EndMenuButtons;
using ImGuiFullscreen::EndNavBar;
using ImGuiFullscreen::EnumChoiceButton;
using ImGuiFullscreen::FloatingButton;
using ImGuiFullscreen::FocusResetType;
using ImGuiFullscreen::ForceKeyNavEnabled;
using ImGuiFullscreen::g_large_font;
using ImGuiFullscreen::g_layout_padding_left;
using ImGuiFullscreen::g_layout_padding_top;
using ImGuiFullscreen::g_medium_font;
using ImGuiFullscreen::GetCachedSvgTexture;
using ImGuiFullscreen::GetCachedSvgTextureAsync;
using ImGuiFullscreen::GetCachedTexture;
using ImGuiFullscreen::GetCachedTextureAsync;
using ImGuiFullscreen::GetPlaceholderTexture;
using ImGuiFullscreen::GetQueuedFocusResetType;
using ImGuiFullscreen::HorizontalMenuItem;
using ImGuiFullscreen::HorizontalMenuSvgItem;
using ImGuiFullscreen::InputFilterType;
using ImGuiFullscreen::IsFocusResetQueued;
using ImGuiFullscreen::IsGamepadInputSource;
using ImGuiFullscreen::LAYOUT_FOOTER_HEIGHT;
using ImGuiFullscreen::LAYOUT_LARGE_FONT_SIZE;
using ImGuiFullscreen::LAYOUT_MEDIUM_FONT_SIZE;
using ImGuiFullscreen::LAYOUT_MENU_BUTTON_HEIGHT;
using ImGuiFullscreen::LAYOUT_MENU_BUTTON_HEIGHT_NO_SUMMARY;
using ImGuiFullscreen::LAYOUT_MENU_BUTTON_X_PADDING;
using ImGuiFullscreen::LAYOUT_MENU_BUTTON_Y_PADDING;
using ImGuiFullscreen::LAYOUT_SCREEN_HEIGHT;
using ImGuiFullscreen::LAYOUT_SCREEN_WIDTH;
using ImGuiFullscreen::LayoutScale;
using ImGuiFullscreen::LoadSvgTexture;
using ImGuiFullscreen::LoadTexture;
using ImGuiFullscreen::MenuButton;
using ImGuiFullscreen::MenuButtonFrame;
using ImGuiFullscreen::MenuButtonWithoutSummary;
using ImGuiFullscreen::MenuButtonWithValue;
using ImGuiFullscreen::MenuHeading;
using ImGuiFullscreen::MenuHeadingButton;
using ImGuiFullscreen::MenuImageButton;
using ImGuiFullscreen::ModAlpha;
using ImGuiFullscreen::MulAlpha;
using ImGuiFullscreen::NavButton;
using ImGuiFullscreen::NavTitle;
using ImGuiFullscreen::OpenChoiceDialog;
using ImGuiFullscreen::OpenConfirmMessageDialog;
using ImGuiFullscreen::OpenFileSelector;
using ImGuiFullscreen::OpenInfoMessageDialog;
using ImGuiFullscreen::OpenInputStringDialog;
using ImGuiFullscreen::PopPrimaryColor;
using ImGuiFullscreen::PushPrimaryColor;
using ImGuiFullscreen::QueueResetFocus;
using ImGuiFullscreen::ResetFocusHere;
using ImGuiFullscreen::RightAlignNavButtons;
using ImGuiFullscreen::SetFullscreenFooterText;
using ImGuiFullscreen::ShowToast;
using ImGuiFullscreen::SvgScaling;
using ImGuiFullscreen::ThreeWayToggleButton;
using ImGuiFullscreen::ToggleButton;
using ImGuiFullscreen::UIBackgroundColor;
using ImGuiFullscreen::UIBackgroundHighlightColor;
using ImGuiFullscreen::UIBackgroundLineColor;
using ImGuiFullscreen::UIBackgroundTextColor;
using ImGuiFullscreen::UIDisabledColor;
using ImGuiFullscreen::UIPopupBackgroundColor;
using ImGuiFullscreen::UIPrimaryColor;
using ImGuiFullscreen::UIPrimaryDarkColor;
using ImGuiFullscreen::UIPrimaryLightColor;
using ImGuiFullscreen::UIPrimaryLineColor;
using ImGuiFullscreen::UIPrimaryTextColor;
using ImGuiFullscreen::UISecondaryColor;
using ImGuiFullscreen::UISecondaryStrongColor;
using ImGuiFullscreen::UISecondaryTextColor;
using ImGuiFullscreen::UISecondaryWeakColor;
using ImGuiFullscreen::UITextHighlightColor;
using ImGuiFullscreen::WantsToCloseMenu;
namespace FullscreenUI
{
enum class MainWindowType
{
None,
Landing,
StartGame,
Exit,
GameList,
GameListSettings,
Settings,
PauseMenu,
Achievements,
Leaderboards,
};
enum class PauseSubMenu
{
None,
Exit,
Achievements,
};
enum class SettingsPage
{
Summary,
Interface,
BIOS,
Emulation,
Graphics,
Audio,
MemoryCard,
NetworkHDD,
Folders,
Achievements,
Controller,
Hotkey,
Advanced,
Patches,
Cheats,
GameFixes,
Count
};
enum class GameListView
{
Grid,
List,
Count
};
enum class IPAddressType
{
PS2IP,
SubnetMask,
Gateway,
DNS1,
DNS2,
Other
};
//////////////////////////////////////////////////////////////////////////
// Main
//////////////////////////////////////////////////////////////////////////
void UpdateGameDetails(std::string path, std::string serial, std::string title, u32 disc_crc, u32 crc);
bool AreAnyDialogsOpen();
void PauseForMenuOpen(bool set_pause_menu_open);
void ClosePauseMenu();
void OpenPauseSubMenu(PauseSubMenu submenu);
void DrawLandingTemplate(ImVec2* menu_pos, ImVec2* menu_size);
void DrawLandingWindow();
void DrawStartGameWindow();
void DrawExitWindow();
void DrawPauseMenu(MainWindowType type);
void ExitFullscreenAndOpenURL(const std::string_view url);
void CopyTextToClipboard(std::string title, const std::string_view text);
void DrawAboutWindow();
void OpenAboutWindow();
void GetStandardSelectionFooterText(SmallStringBase& dest, bool back_instead_of_cancel);
void ApplyLayoutSettings(const SettingsInterface* bsi = nullptr);
void DrawSvgTexture(GSTexture* padded_texture, ImVec2 unpadded_size);
void DrawCachedSvgTexture(const std::string& path, ImVec2 size, SvgScaling mode);
void DrawCachedSvgTextureAsync(const std::string& path, ImVec2 size, SvgScaling mode);
void DrawListSvgTexture(ImDrawList* drawList, GSTexture* padded_texture, const ImVec2& p_min, const ImVec2& p_unpadded_max);
inline MainWindowType s_current_main_window = MainWindowType::None;
inline PauseSubMenu s_current_pause_submenu = PauseSubMenu::None;
inline bool s_initialized = false;
inline bool s_tried_to_initialize = false;
inline bool s_pause_menu_was_open = false;
inline bool s_was_paused_on_quick_menu_open = false;
inline bool s_about_window_open = false;
// achievements login dialog state
inline bool s_achievements_login_open = false;
inline bool s_achievements_login_logging_in = false;
inline char s_achievements_login_username[256] = {};
inline char s_achievements_login_password[256] = {};
inline Achievements::LoginRequestReason s_achievements_login_reason = Achievements::LoginRequestReason::UserInitiated;
// local copies of the currently-running game
inline std::string s_current_game_title;
inline std::string s_current_game_subtitle;
inline std::string s_current_disc_serial;
inline std::string s_current_disc_path;
inline u32 s_current_disc_crc;
//////////////////////////////////////////////////////////////////////////
// Resources
//////////////////////////////////////////////////////////////////////////
bool LoadResources();
bool LoadSvgResources();
void DestroyResources();
inline std::array<std::shared_ptr<GSTexture>, static_cast<u32>(GameDatabaseSchema::Compatibility::Perfect)>
s_game_compatibility_textures;
inline std::shared_ptr<GSTexture> s_banner_texture;
inline std::vector<std::unique_ptr<GSTexture>> s_cleanup_textures;
//////////////////////////////////////////////////////////////////////////
// Landing
//////////////////////////////////////////////////////////////////////////
void SwitchToLanding();
ImGuiFullscreen::FileSelectorFilters GetOpenFileFilters();
ImGuiFullscreen::FileSelectorFilters GetDiscImageFilters();
ImGuiFullscreen::FileSelectorFilters GetAudioFileFilters();
ImGuiFullscreen::FileSelectorFilters GetImageFileFilters();
void DoVMInitialize(const VMBootParameters& boot_params, bool switch_to_landing_on_failure);
void DoStartPath(
const std::string& path, std::optional<s32> state_index = std::nullopt, std::optional<bool> fast_boot = std::nullopt);
void DoStartFile();
void DoStartBIOS();
void DoStartDisc(const std::string& drive);
void DoStartDisc();
void DoToggleFrameLimit();
void DoToggleSoftwareRenderer();
void RequestShutdown(bool save_state);
void DoShutdown(bool save_state);
void RequestReset();
void DoReset();
void DoChangeDiscFromFile();
void RequestChangeDisc();
void DoRequestExit();
void DoDesktopMode();
void DoToggleFullscreen();
void ConfirmShutdownIfMemcardBusy(std::function<void(bool)> callback);
bool ShouldDefaultToGameList();
//////////////////////////////////////////////////////////////////////////
// Save State List
//////////////////////////////////////////////////////////////////////////
struct SaveStateListEntry
{
std::string title;
std::string summary;
std::string path;
std::unique_ptr<GSTexture> preview_texture;
time_t timestamp;
s32 slot;
};
void InitializePlaceholderSaveStateListEntry(SaveStateListEntry* li, s32 slot);
bool InitializeSaveStateListEntry(
SaveStateListEntry* li, const std::string& title, const std::string& serial, u32 crc, s32 slot, bool backup = false);
void ClearSaveStateEntryList();
u32 PopulateSaveStateListEntries(const std::string& title, const std::string& serial, u32 crc);
bool OpenLoadStateSelectorForGame(const std::string& game_path);
bool OpenSaveStateSelector(bool is_loading);
void CloseSaveStateSelector();
void DrawSaveStateSelector(bool is_loading);
bool OpenLoadStateSelectorForGameResume(const GameList::Entry* entry);
void DrawResumeStateSelector();
void DoLoadState(std::string path, std::optional<s32> slot, bool backup);
void DoSaveState(s32 slot);
inline std::vector<SaveStateListEntry> s_save_state_selector_slots;
inline std::string s_save_state_selector_game_path;
inline s32 s_save_state_selector_submenu_index = -1;
inline bool s_save_state_selector_open = false;
inline bool s_save_state_selector_loading = true;
inline bool s_save_state_selector_resuming = false;
//////////////////////////////////////////////////////////////////////////
// Game List
//////////////////////////////////////////////////////////////////////////
void DrawGameListWindow();
void DrawGameList(const ImVec2& heading_size);
void DrawGameGrid(const ImVec2& heading_size);
void HandleGameListActivate(const GameList::Entry* entry);
void HandleGameListOptions(const GameList::Entry* entry);
void DrawGameListSettingsWindow();
void SwitchToGameList();
void PopulateGameListEntryList();
GSTexture* GetTextureForGameListEntryType(GameList::EntryType type, const ImVec2& size, SvgScaling mode = SvgScaling::Stretch);
GSTexture* GetGameListCover(const GameList::Entry* entry);
void DrawGameCover(const GameList::Entry* entry, const ImVec2& size);
void DrawGameCover(const GameList::Entry* entry, ImDrawList* draw_list, const ImVec2& min, const ImVec2& max);
// For when we have no GameList entry
void DrawFallbackCover(const ImVec2& size);
void DrawFallbackCover(ImDrawList* draw_list, const ImVec2& min, const ImVec2& max);
// Lazily populated cover images.
inline std::unordered_map<std::string, std::string> s_cover_image_map;
inline std::vector<const GameList::Entry*> s_game_list_sorted_entries;
inline GameListView s_game_list_view = GameListView::Grid;
//////////////////////////////////////////////////////////////////////////
// Background
//////////////////////////////////////////////////////////////////////////
void LoadCustomBackground();
void DrawCustomBackground();
inline std::shared_ptr<GSTexture> s_custom_background_texture;
inline std::string s_custom_background_path;
inline bool s_custom_background_enabled = false;
//////////////////////////////////////////////////////////////////////////
// Achievements
//////////////////////////////////////////////////////////////////////////
void SwitchToAchievementsWindow();
void SwitchToLeaderboardsWindow();
void DrawAchievementsLoginWindow();
//////////////////////////////////////////////////////////////////////////
// Settings
//////////////////////////////////////////////////////////////////////////
static constexpr double INPUT_BINDING_TIMEOUT_SECONDS = 5.0;
static constexpr u32 NUM_MEMORY_CARD_PORTS = 2;
void SwitchToSettings();
void SwitchToGameSettings();
void SwitchToGameSettings(const std::string& path);
void SwitchToGameSettings(const GameList::Entry* entry);
void SwitchToGameSettings(const std::string_view serial, u32 crc);
void DrawSettingsWindow();
void DrawSummarySettingsPage();
void DrawInterfaceSettingsPage();
void DrawBIOSSettingsPage();
void DrawEmulationSettingsPage();
void DrawGraphicsSettingsPage(SettingsInterface* bsi, bool show_advanced_settings);
void DrawAudioSettingsPage();
void DrawMemoryCardSettingsPage();
void DrawNetworkHDDSettingsPage();
void DrawFoldersSettingsPage();
void DrawAchievementsSettingsPage(std::unique_lock<std::mutex>& settings_lock);
void DrawControllerSettingsPage();
void DrawHotkeySettingsPage();
void DrawAdvancedSettingsPage();
void DrawPatchesOrCheatsSettingsPage(bool cheats);
void DrawGameFixesSettingsPage();
bool IsEditingGameSettings(SettingsInterface* bsi);
SettingsInterface* GetEditingSettingsInterface();
SettingsInterface* GetEditingSettingsInterface(bool game_settings);
bool ShouldShowAdvancedSettings(SettingsInterface* bsi);
void SetSettingsChanged(SettingsInterface* bsi);
bool GetEffectiveBoolSetting(SettingsInterface* bsi, const char* section, const char* key, bool default_value);
s32 GetEffectiveIntSetting(SettingsInterface* bsi, const char* section, const char* key, s32 default_value);
void DoCopyGameSettings();
void DoClearGameSettings();
void ResetControllerSettings();
void DoLoadInputProfile();
void DoSaveInputProfile();
void DoSaveInputProfile(const std::string& name);
void DoResetSettings();
bool DrawToggleSetting(SettingsInterface* bsi, const char* title, const char* summary, const char* section, const char* key,
bool default_value, bool enabled = true, bool allow_tristate = true, float height = ImGuiFullscreen::LAYOUT_MENU_BUTTON_HEIGHT,
std::pair<ImFont*, float> font = g_large_font, std::pair<ImFont*, float> summary_font = g_medium_font);
void DrawIntListSetting(SettingsInterface* bsi, const char* title, const char* summary, const char* section, const char* key,
int default_value, const char* const* options, size_t option_count, bool translate_options, int option_offset = 0,
bool enabled = true, float height = ImGuiFullscreen::LAYOUT_MENU_BUTTON_HEIGHT, std::pair<ImFont*, float> font = g_large_font,
std::pair<ImFont*, float> summary_font = g_medium_font);
void DrawIntRangeSetting(SettingsInterface* bsi, const char* title, const char* summary, const char* section, const char* key,
int default_value, int min_value, int max_value, const char* format = "%d", bool enabled = true,
float height = ImGuiFullscreen::LAYOUT_MENU_BUTTON_HEIGHT, std::pair<ImFont*, float> font = g_large_font, std::pair<ImFont*, float> summary_font = g_medium_font);
void DrawIntSpinBoxSetting(SettingsInterface* bsi, const char* title, const char* summary, const char* section, const char* key,
int default_value, int min_value, int max_value, int step_value, const char* format = "%d", bool enabled = true,
float height = ImGuiFullscreen::LAYOUT_MENU_BUTTON_HEIGHT, std::pair<ImFont*, float> font = g_large_font, std::pair<ImFont*, float> summary_font = g_medium_font);
void DrawFloatRangeSetting(SettingsInterface* bsi, const char* title, const char* summary, const char* section, const char* key,
float default_value, float min_value, float max_value, const char* format = "%f", float multiplier = 1.0f, bool enabled = true,
float height = ImGuiFullscreen::LAYOUT_MENU_BUTTON_HEIGHT, std::pair<ImFont*, float> font = g_large_font, std::pair<ImFont*, float> summary_font = g_medium_font);
void DrawFloatSpinBoxSetting(SettingsInterface* bsi, const char* title, const char* summary, const char* section,
const char* key, float default_value, float min_value, float max_value, float step_value, float multiplier,
const char* format = "%f", bool enabled = true, float height = ImGuiFullscreen::LAYOUT_MENU_BUTTON_HEIGHT,
std::pair<ImFont*, float> font = g_large_font, std::pair<ImFont*, float> summary_font = g_medium_font);
void DrawIntRectSetting(SettingsInterface* bsi, const char* title, const char* summary, const char* section,
const char* left_key, int default_left, const char* top_key, int default_top, const char* right_key, int default_right,
const char* bottom_key, int default_bottom, int min_value, int max_value, int step_value, const char* format = "%d",
bool enabled = true, float height = ImGuiFullscreen::LAYOUT_MENU_BUTTON_HEIGHT, std::pair<ImFont*, float> font = g_large_font,
std::pair<ImFont*, float> summary_font = g_medium_font);
void DrawStringListSetting(SettingsInterface* bsi, const char* title, const char* summary, const char* section, const char* key,
const char* default_value, const char* const* options, const char* const* option_values, size_t option_count,
bool translate_options, bool enabled = true, float height = ImGuiFullscreen::LAYOUT_MENU_BUTTON_HEIGHT, std::pair<ImFont*, float> font = g_large_font,
std::pair<ImFont*, float> summary_font = g_medium_font, const char* translation_ctx = "FullscreenUI");
void DrawStringListSetting(SettingsInterface* bsi, const char* title, const char* summary, const char* section, const char* key,
const char* default_value, SettingInfo::GetOptionsCallback options_callback, bool enabled = true,
float height = ImGuiFullscreen::LAYOUT_MENU_BUTTON_HEIGHT, std::pair<ImFont*, float> font = g_large_font, std::pair<ImFont*, float> summary_font = g_medium_font);
void DrawIPAddressSetting(SettingsInterface* bsi, const char* title, const char* summary, const char* section, const char* key,
const char* default_value, bool enabled = true, float height = ImGuiFullscreen::LAYOUT_MENU_BUTTON_HEIGHT,
std::pair<ImFont*, float> font = g_large_font, std::pair<ImFont*, float> summary_font = g_medium_font,
IPAddressType ip_type = IPAddressType::Other);
void DrawFloatListSetting(SettingsInterface* bsi, const char* title, const char* summary, const char* section, const char* key,
float default_value, const char* const* options, const float* option_values, size_t option_count, bool translate_options,
bool enabled = true, float height = ImGuiFullscreen::LAYOUT_MENU_BUTTON_HEIGHT, std::pair<ImFont*, float> font = g_large_font,
std::pair<ImFont*, float> summary_font = g_medium_font);
template <typename DataType, typename SizeType>
void DrawEnumSetting(SettingsInterface* bsi, const char* title, const char* summary, const char* section,
const char* key, DataType default_value,
std::optional<DataType> (*from_string_function)(const char* str),
const char* (*to_string_function)(DataType value),
const char* (*to_display_string_function)(DataType value), SizeType option_count,
bool enabled = true, float height = ImGuiFullscreen::LAYOUT_MENU_BUTTON_HEIGHT,
std::pair<ImFont*, float> font = g_large_font, std::pair<ImFont*, float> summary_font = g_medium_font);
void DrawFolderSetting(SettingsInterface* bsi, const char* title, const char* section, const char* key,
const std::string& runtime_var, float height = ImGuiFullscreen::LAYOUT_MENU_BUTTON_HEIGHT, std::pair<ImFont*, float> font = g_large_font,
std::pair<ImFont*, float> summary_font = g_medium_font);
void DrawPathSetting(SettingsInterface* bsi, const char* title, const char* section, const char* key, const char* default_value,
bool enabled = true, float height = ImGuiFullscreen::LAYOUT_MENU_BUTTON_HEIGHT, std::pair<ImFont*, float> font = g_large_font,
std::pair<ImFont*, float> summary_font = g_medium_font);
void DrawClampingModeSetting(SettingsInterface* bsi, const char* title, const char* summary, int vunum);
void PopulateGraphicsAdapterList();
void PopulateGameListDirectoryCache(SettingsInterface* si);
void PopulatePatchesAndCheatsList(const std::string_view serial, u32 crc);
void BeginInputBinding(SettingsInterface* bsi, InputBindingInfo::Type type, const std::string_view section,
const std::string_view key, const std::string_view display_name);
void DrawInputBindingWindow();
void DrawInputBindingButton(SettingsInterface* bsi, InputBindingInfo::Type type, const char* section, const char* name, const char* display_name, const char* icon_name, bool show_type = true);
void ClearInputBindingVariables();
void StartAutomaticBinding(u32 port);
void DrawSettingInfoSetting(SettingsInterface* bsi, const char* section, const char* key, const SettingInfo& si,
const char* translation_ctx);
void OpenMemoryCardCreateDialog();
void DoCreateMemoryCard(std::string name, MemoryCardType type, MemoryCardFileType file_type, bool use_ntfs_compression = false);
inline SettingsPage s_settings_page = SettingsPage::Interface;
inline std::unique_ptr<INISettingsInterface> s_game_settings_interface;
inline std::unique_ptr<GameList::Entry> s_game_settings_entry;
inline std::vector<std::pair<std::string, bool>> s_game_list_directories_cache;
inline std::vector<GSAdapterInfo> s_graphics_adapter_list_cache;
inline std::vector<Patch::PatchInfo> s_game_patch_list;
inline std::vector<std::string> s_enabled_game_patch_cache;
inline std::vector<Patch::PatchInfo> s_game_cheats_list;
inline std::vector<std::string> s_enabled_game_cheat_cache;
inline u32 s_game_cheat_unlabelled_count = 0;
inline std::vector<const HotkeyInfo*> s_hotkey_list_cache;
inline std::atomic_bool s_settings_changed{false};
inline std::atomic_bool s_game_settings_changed{false};
inline InputBindingInfo::Type s_input_binding_type = InputBindingInfo::Type::Unknown;
inline std::string s_input_binding_section;
inline std::string s_input_binding_key;
inline std::string s_input_binding_display_name;
inline std::vector<InputBindingKey> s_input_binding_new_bindings;
inline std::vector<std::pair<InputBindingKey, std::pair<float, float>>> s_input_binding_value_ranges;
inline Common::Timer s_input_binding_timer;
} // namespace FullscreenUI

File diff suppressed because it is too large Load Diff

View File

@@ -200,7 +200,6 @@ void SPU2::DoFullDump()
fprintf(dump, " - Sound Start Address: %x\n", Cores[c].Voices[v].StartA);
fprintf(dump, " - Next Data Address: %x\n", Cores[c].Voices[v].NextA);
fprintf(dump, " - Play Status: %s\n", (Cores[c].Voices[v].ADSR.Phase > 0) ? "Playing" : "Not Playing");
fprintf(dump, " - Block Sample: %d\n", Cores[c].Voices[v].SCurrent);
}
fprintf(dump, "#### END OF DUMP.\n\n");
}

View File

@@ -89,55 +89,13 @@ int g_counter_cache_ignores = 0;
#define XAFLAG_LOOP (1ul << 1)
#define XAFLAG_LOOP_START (1ul << 2)
static __forceinline s32 GetNextDataBuffered(V_Core& thiscore, uint voiceidx)
static __forceinline void GetNextDataBuffered(V_Core& thiscore, uint voiceidx)
{
V_Voice& vc(thiscore.Voices[voiceidx]);
if ((vc.SCurrent & 3) == 0)
if (vc.SBuffer == nullptr)
{
IncrementNextA(thiscore, voiceidx);
if ((vc.NextA & 7) == 0) // vc.SCurrent == 24 equivalent
{
if (vc.LoopFlags & XAFLAG_LOOP_END)
{
thiscore.Regs.ENDX |= (1 << voiceidx);
vc.NextA = vc.LoopStartA | 1;
if (!(vc.LoopFlags & XAFLAG_LOOP))
{
vc.Stop();
if (IsDevBuild)
{
if (SPU2::MsgVoiceOff())
SPU2::ConLog("* SPU2: Voice Off by EndPoint: %d \n", voiceidx);
}
}
}
else
vc.NextA++; // no, don't IncrementNextA here. We haven't read the header yet.
}
}
if (vc.SCurrent == 28)
{
vc.SCurrent = 0;
// We'll need the loop flags and buffer pointers regardless of cache status:
for (int i = 0; i < 2; i++)
if (Cores[i].IRQEnable && Cores[i].IRQA == (vc.NextA & 0xFFFF8))
SetIrqCall(i);
s16* memptr = GetMemPtr(vc.NextA & 0xFFFF8);
vc.LoopFlags = *memptr >> 8; // grab loop flags from the upper byte.
if ((vc.LoopFlags & XAFLAG_LOOP_START) && !vc.LoopMode)
{
vc.LoopStartA = vc.NextA & 0xFFFF8;
}
const int cacheIdx = vc.NextA / pcm_WordsPerBlock;
const int cacheIdx = (vc.NextA & 0xFFFF8) / pcm_WordsPerBlock;
PcmCacheEntry& cacheLine = pcm_cache_data[cacheIdx];
vc.SBuffer = cacheLine.Sampledata;
@@ -172,46 +130,18 @@ static __forceinline s32 GetNextDataBuffered(V_Core& thiscore, uint voiceidx)
g_counter_cache_misses++;
}
s16* memptr = GetMemPtr(vc.NextA & 0xFFFF8);
XA_decode_block(vc.SBuffer, memptr, vc.Prev1, vc.Prev2);
}
}
return vc.SBuffer[vc.SCurrent++];
}
static __forceinline void GetNextDataDummy(V_Core& thiscore, uint voiceidx)
{
V_Voice& vc(thiscore.Voices[voiceidx]);
IncrementNextA(thiscore, voiceidx);
if ((vc.NextA & 7) == 0) // vc.SCurrent == 24 equivalent
// Get the sample index for NextA, we have to subtract 1 to ignore the loop header
int sampleIdx = ((vc.NextA % pcm_WordsPerBlock) - 1) * 4;
for (int i = 0; i < 4; i++)
{
if (vc.LoopFlags & XAFLAG_LOOP_END)
{
thiscore.Regs.ENDX |= (1 << voiceidx);
vc.NextA = vc.LoopStartA | 1;
}
else
vc.NextA++; // no, don't IncrementNextA here. We haven't read the header yet.
vc.DecodeFifo[(vc.DecPosWrite + i) % 32] = vc.SBuffer[sampleIdx + i];
}
if (vc.SCurrent == 28)
{
for (int i = 0; i < 2; i++)
if (Cores[i].IRQEnable && Cores[i].IRQA == (vc.NextA & 0xFFFF8))
SetIrqCall(i);
vc.LoopFlags = *GetMemPtr(vc.NextA & 0xFFFF8) >> 8; // grab loop flags from the upper byte.
if ((vc.LoopFlags & XAFLAG_LOOP_START) && !vc.LoopMode)
vc.LoopStartA = vc.NextA & 0xFFFF8;
vc.SCurrent = 0;
}
vc.SP -= 0x1000 * (4 - (vc.SCurrent & 3));
vc.SCurrent += 4 - (vc.SCurrent & 3);
}
/////////////////////////////////////////////////////////////////////////////////////////
@@ -237,6 +167,69 @@ static __forceinline StereoOut32 ApplyVolume(const StereoOut32& data, const V_Vo
ApplyVolume(data.Right, volume.Right.Value));
}
static __forceinline void UpdateBlockHeader(V_Core& thiscore, uint voiceidx)
{
V_Voice& vc(thiscore.Voices[voiceidx]);
for (int i = 0; i < 2; i++)
if (Cores[i].IRQEnable && Cores[i].IRQA == (vc.NextA & 0xFFFF8))
SetIrqCall(i);
s16* memptr = GetMemPtr(vc.NextA & 0xFFFF8);
vc.LoopFlags = *memptr >> 8; // grab loop flags from the upper byte.
if ((vc.LoopFlags & XAFLAG_LOOP_START) && !vc.LoopMode)
{
vc.LoopStartA = vc.NextA & 0xFFFF8;
}
}
static __forceinline void DecodeSamples(uint coreidx, uint voiceidx)
{
V_Core& thiscore(Cores[coreidx]);
V_Voice& vc(thiscore.Voices[voiceidx]);
// Update the block header on every audio frame
UpdateBlockHeader(thiscore, voiceidx);
// When a voice is started at 0 pitch, NAX quickly advances to SSA + 5
// So that would mean the decode buffer holds around 12 samples
if (((int)(vc.DecPosWrite - vc.DecPosRead)) > 12) {
// Sufficient data buffered
return;
}
if (vc.ADSR.Phase > V_ADSR::PHASE_STOPPED)
{
GetNextDataBuffered(thiscore, voiceidx);
}
vc.DecPosWrite += 4;
IncrementNextA(thiscore, voiceidx);
if ((vc.NextA & 7) == 0)
{
if (vc.LoopFlags & XAFLAG_LOOP_END)
{
thiscore.Regs.ENDX |= (1 << voiceidx);
vc.NextA = vc.LoopStartA;
if (!(vc.LoopFlags & XAFLAG_LOOP))
{
vc.Stop();
if (IsDevBuild)
{
if (SPU2::MsgVoiceOff())
SPU2::ConLog("* SPU2: Voice Off by EndPoint: %d \n", voiceidx);
}
}
}
IncrementNextA(thiscore, voiceidx);
vc.SBuffer = nullptr;
}
}
static void __forceinline UpdatePitch(uint coreidx, uint voiceidx)
{
V_Voice& vc(Cores[coreidx].Voices[voiceidx]);
@@ -278,33 +271,27 @@ static __forceinline void CalculateADSR(V_Core& thiscore, uint voiceidx)
pxAssume(vc.ADSR.Value >= 0); // ADSR should never be negative...
}
__forceinline static s32 GaussianInterpolate(s32 pv4, s32 pv3, s32 pv2, s32 pv1, s32 i)
static __forceinline void ConsumeSamples(V_Core& thiscore, uint voiceidx)
{
s32 out = 0;
out = (interpTable[i][0] * pv4) >> 15;
out += (interpTable[i][1] * pv3) >> 15;
out += (interpTable[i][2] * pv2) >> 15;
out += (interpTable[i][3] * pv1) >> 15;
V_Voice& vc(thiscore.Voices[voiceidx]);
return out;
int consumed = vc.SP >> 12;
vc.SP &= 0xfff;
vc.DecPosRead += consumed;
}
static __forceinline s32 GetVoiceValues(V_Core& thiscore, uint voiceidx)
{
V_Voice& vc(thiscore.Voices[voiceidx]);
while (vc.SP >= 0)
{
vc.PV4 = vc.PV3;
vc.PV3 = vc.PV2;
vc.PV2 = vc.PV1;
vc.PV1 = GetNextDataBuffered(thiscore, voiceidx);
vc.SP -= 0x1000;
}
int phase = (vc.SP & 0x0ff0) >> 4;
s32 out = 0;
out += (interpTable[phase][0] * vc.DecodeFifo[(vc.DecPosRead + 0) % 32]) >> 15;
out += (interpTable[phase][1] * vc.DecodeFifo[(vc.DecPosRead + 1) % 32]) >> 15;
out += (interpTable[phase][2] * vc.DecodeFifo[(vc.DecPosRead + 2) % 32]) >> 15;
out += (interpTable[phase][3] * vc.DecodeFifo[(vc.DecPosRead + 3) % 32]) >> 15;
const s32 mu = vc.SP + 0x1000;
return GaussianInterpolate(vc.PV4, vc.PV3, vc.PV2, vc.PV1, (mu & 0x0ff0) >> 4);
return out;
}
// This is Dr. Hell's noise algorithm as implemented in pcsxr
@@ -382,21 +369,13 @@ static __forceinline StereoOut32 MixVoice(uint coreidx, uint voiceidx)
V_Core& thiscore(Cores[coreidx]);
V_Voice& vc(thiscore.Voices[voiceidx]);
// If this assertion fails, it mans SCurrent is being corrupted somewhere, or is not initialized
// properly. Invalid values in SCurrent will cause errant IRQs and corrupted audio.
pxAssertMsg((vc.SCurrent <= 28) && (vc.SCurrent != 0), "Current sample should always range from 1->28");
// Most games don't use much volume slide effects. So only call the UpdateVolume
// methods when needed by checking the flag outside the method here...
// (Note: Ys 6 : Ark of Nephistm uses these effects)
vc.Volume.Update();
// SPU2 Note: The spu2 continues to process voices for eternity, always, so we
// have to run through all the motions of updating the voice regardless of it's
// audible status. Otherwise IRQs might not trigger and emulation might fail.
UpdatePitch(coreidx, voiceidx);
DecodeSamples(coreidx, voiceidx);
StereoOut32 voiceOut(0, 0);
s32 Value = 0;
@@ -419,11 +398,14 @@ static __forceinline StereoOut32 MixVoice(uint coreidx, uint voiceidx)
voiceOut = ApplyVolume(StereoOut32(Value, Value), vc.Volume);
}
else
{
while (vc.SP >= 0)
GetNextDataDummy(thiscore, voiceidx); // Dummy is enough
}
// SPU2 Note: The spu2 continues to process voices for eternity, always, so we
// have to run through all the motions of updating the voice regardless of it's
// audible status. Otherwise IRQs might not trigger and emulation might fail.
UpdatePitch(coreidx, voiceidx);
ConsumeSamples(thiscore, voiceidx);
// Write-back of raw voice data (post ADSR applied)
if (voiceidx == 1)
@@ -533,7 +515,8 @@ StereoOut32 V_Core::Mix(const VoiceMixSet& inVoices, const StereoOut32& Input, c
return TD + ApplyVolume(RV, FxVol);
}
static StereoOut32 DCFilter(StereoOut32 input) {
static StereoOut32 DCFilter(StereoOut32 input)
{
// A simple DC blocking high-pass filter
// Implementation from http://peabody.sapp.org/class/dmp2/lab/dcblock/
// The magic number 0x7f5c is ceil(INT16_MAX * 0.995)
@@ -634,9 +617,9 @@ __forceinline void spu2Mix()
if (SPU2::MsgCache())
{
SPU2::ConLog(" * SPU2 > CacheStats > Hits: %d Misses: %d Ignores: %d\n",
g_counter_cache_hits,
g_counter_cache_misses,
g_counter_cache_ignores);
g_counter_cache_hits,
g_counter_cache_misses,
g_counter_cache_ignores);
}
g_counter_cache_hits =

View File

@@ -256,29 +256,16 @@ struct V_Voice
// Sample pointer (19:12 bit fixed point)
s32 SP;
// Sample pointer for Cubic Interpolation
// Cubic interpolation mixes a sample behind Linear, so that it
// can have sample data to either side of the end points from which
// to extrapolate. This SP represents that late sample position.
s32 SPc;
// Previous sample values - used for interpolation
// Inverted order of these members to match the access order in the
// code (might improve cache hits).
s32 PV4;
s32 PV3;
s32 PV2;
s32 PV1;
// Last outputted audio value, used for voice modulation.
s32 OutX;
s32 NextCrest; // temp value for Crest calculation
// SBuffer now points directly to an ADPCM cache entry.
s16* SBuffer;
// sample position within the current decoded packet.
s32 SCurrent;
// Each voice has a buffer of decoded samples
s32 DecodeFifo[32];
u32 DecPosWrite;
u32 DecPosRead;
// it takes a few ticks for voices to start on the real SPU2?
void Start();

View File

@@ -181,7 +181,6 @@ void V_Core::Init(int index)
VoiceGates[v].WetR = -1;
Voices[v].Volume = V_VolumeSlideLR(0, 0); // V_VolumeSlideLR::Max;
Voices[v].SCurrent = 28;
Voices[v].ADSR.Counter = 0;
Voices[v].ADSR.Value = 0;
@@ -190,6 +189,10 @@ void V_Core::Init(int index)
Voices[v].NextA = 0x2801;
Voices[v].StartA = 0x2800;
Voices[v].LoopStartA = 0x2800;
memset(Voices[v].DecodeFifo, 0, sizeof(Voices[v].DecodeFifo));
Voices[v].DecPosRead = 0;
Voices[v].DecPosWrite = 0;
}
DMAICounter = 0;
@@ -212,23 +215,18 @@ void V_Voice::Start()
}
ADSR.Attack();
SCurrent = 28;
LoopMode = 0;
// When SP >= 0 the next sample will be grabbed, we don't want this to happen
// instantly because in the case of pitch being 0 we want to delay getting
// the next block header. This is a hack to work around the fact that unlike
// the HW we don't update the block header on every cycle.
SP = -1;
SP = 0;
LoopFlags = 0;
NextA = StartA | 1;
Prev1 = 0;
Prev2 = 0;
PV1 = PV2 = 0;
PV3 = PV4 = 0;
NextCrest = -0x8000;
SBuffer = nullptr;
DecPosRead = 0;
DecPosWrite = 0;
}
void V_Voice::Stop()
@@ -989,12 +987,10 @@ static void RegWrite_VoiceAddr(u16 value)
// Wallace And Gromit: Curse Of The Were-Rabbit.
thisvoice.NextA = ((u32)(value & 0x0F) << 16) | (thisvoice.NextA & 0xFFF8) | 1;
thisvoice.SCurrent = 28;
break;
case 5:
thisvoice.NextA = (thisvoice.NextA & 0x0F0000) | (value & 0xFFF8) | 1;
thisvoice.SCurrent = 28;
break;
}
}
@@ -1212,7 +1208,6 @@ static void RegWrite_Core(u16 value)
for (uint v = 0; v < 24; ++v)
{
Cores[1].Voices[v].Volume = V_VolumeSlideLR(0, 0); // V_VolumeSlideLR::Max;
Cores[1].Voices[v].SCurrent = 28;
Cores[1].Voices[v].ADSR.Value = 0;
Cores[1].Voices[v].ADSR.Phase = 0;

View File

@@ -26,7 +26,7 @@ enum class FreezeAction
// [SAVEVERSION+]
// This informs the auto updater that the users savestates will be invalidated.
static const u32 g_SaveVersion = (0x9A55 << 16) | 0x0000;
static const u32 g_SaveVersion = (0x9A57 << 16) | 0x0000;
// the freezing data between submodules and core

View File

@@ -254,6 +254,7 @@
<ClCompile Include="Host\SDLAudioStream.cpp" />
<ClCompile Include="Hotkeys.cpp" />
<ClCompile Include="ImGui\FullscreenUI.cpp" />
<ClCompile Include="ImGui\FullscreenUI_Settings.cpp" />
<ClCompile Include="ImGui\ImGuiFullscreen.cpp" />
<ClCompile Include="ImGui\ImGuiManager.cpp" />
<ClCompile Include="ImGui\ImGuiOverlays.cpp" />
@@ -700,6 +701,7 @@
<ClInclude Include="Host\AudioStream.h" />
<ClInclude Include="Host\AudioStreamTypes.h" />
<ClInclude Include="ImGui\FullscreenUI.h" />
<ClInclude Include="ImGui\FullscreenUI_Internal.h" />
<ClInclude Include="ImGui\ImGuiAnimated.h" />
<ClInclude Include="ImGui\ImGuiFullscreen.h" />
<ClInclude Include="ImGui\ImGuiManager.h" />

View File

@@ -1352,6 +1352,9 @@
<ClCompile Include="ImGui\FullscreenUI.cpp">
<Filter>Misc\ImGui</Filter>
</ClCompile>
<ClCompile Include="ImGui\FullscreenUI_Settings.cpp">
<Filter>Misc\ImGui</Filter>
</ClCompile>
<ClCompile Include="ImGui\ImGuiFullscreen.cpp">
<Filter>Misc\ImGui</Filter>
</ClCompile>
@@ -2304,6 +2307,9 @@
<ClInclude Include="ImGui\FullscreenUI.h">
<Filter>Misc\ImGui</Filter>
</ClInclude>
<ClInclude Include="ImGui\FullscreenUI_Internal.h">
<Filter>Misc\ImGui</Filter>
</ClInclude>
<ClInclude Include="ImGui\ImGuiFullscreen.h">
<Filter>Misc\ImGui</Filter>
</ClInclude>

View File

@@ -5,90 +5,110 @@ import os
START_IDENT = "// TRANSLATION-STRING-AREA-BEGIN"
END_IDENT = "// TRANSLATION-STRING-AREA-END"
src_file = os.path.join(os.path.dirname(__file__), "..", "pcsx2", "ImGui", "FullscreenUI.cpp")
src_files = [
os.path.join(os.path.dirname(__file__), "..", "pcsx2", "ImGui", "FullscreenUI.cpp"),
os.path.join(os.path.dirname(__file__), "..", "pcsx2", "ImGui", "FullscreenUI_Settings.cpp"),
]
with open(src_file, "r") as f:
full_source = f.read()
def extract_strings_from_source(source_content):
"""Extract FSUI translation strings from source content."""
strings = []
for token in ["FSUI_STR", "FSUI_CSTR", "FSUI_FSTR", "FSUI_NSTR", "FSUI_VSTR", "FSUI_ICONSTR", "FSUI_ICONSTR_S"]:
token_len = len(token)
last_pos = 0
while True:
last_pos = source_content.find(token, last_pos)
if last_pos < 0:
break
strings = []
for token in ["FSUI_STR", "FSUI_CSTR", "FSUI_FSTR", "FSUI_NSTR", "FSUI_VSTR", "FSUI_ICONSTR", "FSUI_ICONSTR_S"]:
token_len = len(token)
last_pos = 0
while True:
last_pos = full_source.find(token, last_pos)
if last_pos < 0:
break
if last_pos >= 8 and source_content[last_pos - 8:last_pos] == "#define ":
last_pos += len(token)
continue
if last_pos >= 8 and full_source[last_pos - 8:last_pos] == "#define ":
last_pos += len(token)
continue
if source_content[last_pos + token_len] == '(':
start_pos = last_pos + token_len + 1
end_pos = source_content.find(")", start_pos)
s = source_content[start_pos:end_pos]
if full_source[last_pos + token_len] == '(':
start_pos = last_pos + token_len + 1
end_pos = full_source.find(")", start_pos)
s = full_source[start_pos:end_pos]
# Split into string arguments, removing "
string_args = [""]
arg = 0;
cpos = s.find(',')
pos = s.find('"')
while pos >= 0 or cpos >= 0:
assert pos == 0 or s[pos - 1] != '\\'
if cpos == -1 or pos < cpos:
epos = pos
while True:
epos = s.find('"', epos + 1)
# found ')' in string, extend s to next ')'
if epos == -1:
end_pos = source_content.find(")", end_pos + 1)
s = source_content[start_pos:end_pos]
epos = pos
continue
# Split into sting arguments, removing "
string_args = [""]
arg = 0;
cpos = s.find(',')
pos = s.find('"')
while pos >= 0 or cpos >= 0:
assert pos == 0 or s[pos - 1] != '\\'
if cpos == -1 or pos < cpos:
epos = pos
while True:
epos = s.find('"', epos + 1)
# found ')' in string, extend s to next ')'
if epos == -1:
end_pos = full_source.find(")", end_pos + 1)
s = full_source[start_pos:end_pos]
epos = pos
continue
if s[epos - 1] == '\\':
continue
else:
break
if s[epos - 1] == '\\':
continue
else:
break
assert epos > pos
string_args[arg] += s[pos+1:epos]
cpos = s.find(',', epos + 1)
pos = s.find('"', epos + 1)
else:
arg += 1
string_args.append("")
cpos = s.find(',', cpos + 1)
assert epos > pos
string_args[arg] += s[pos+1:epos]
cpos = s.find(',', epos + 1)
pos = s.find('"', epos + 1)
print(string_args)
# FSUI_ICONSTR and FSUI_ICONSTR_S need to translate the only the second argument
# other defines take only a single argument
if len(string_args) >= 2:
new_s = string_args[1]
else:
arg += 1
string_args.append("")
cpos = s.find(',', cpos + 1)
new_s = string_args[0]
print(string_args)
assert len(new_s) > 0
# FSUI_ICONSTR and FSUI_ICONSTR_S need to translate the only the second argument
# other defines take only a single argument
if len(string_args) >= 2:
new_s = string_args[1]
else:
new_s = string_args[0]
if new_s not in strings:
strings.append(new_s)
last_pos += len(token)
return strings
assert len(new_s) > 0
def process_file(src_file):
"""Process a single source file extract strings and update its translation area."""
print(f"\nProcessing: {src_file}")
with open(src_file, "r") as f:
source = f.read()
#assert (end_pos - start_pos) < 300
#if (end_pos - start_pos) >= 300:
# print("WARNING: Long string")
# print(new_s)
if new_s not in strings:
strings.append(new_s)
last_pos += len(token)
start = source.find(START_IDENT)
end = source.find(END_IDENT)
if start < 0 or end <= start:
print(f" Warning: No translation string area found in {src_file}")
return 0
source_without_area = source[:start] + source[end + len(END_IDENT):]
strings = extract_strings_from_source(source_without_area)
print(f" Found {len(strings)} unique strings.")
new_area = ""
for string in strings:
new_area += f"TRANSLATE_NOOP(\"FullscreenUI\", \"{string}\");\n"
new_source = source[:start + len(START_IDENT) + 1] + new_area + source[end:]
with open(src_file, "w") as f:
f.write(new_source)
return len(strings)
print(f"Found {len(strings)} unique strings.")
total_strings = 0
for src_file in src_files:
total_strings += process_file(src_file)
start = full_source.find(START_IDENT)
end = full_source.find(END_IDENT)
assert start >= 0 and end > start
new_area = ""
for string in list(strings):
new_area += f"TRANSLATE_NOOP(\"FullscreenUI\", \"{string}\");\n"
full_source = full_source[:start+len(START_IDENT)+1] + new_area + full_source[end:]
with open(src_file, "w") as f:
f.write(full_source)
print(f"\nTotal: {total_strings} unique strings across all files.")