Dentomologist a7abd7dba0 Qt: Rename GraphicsRadioInt to ConfigRadioInt
GraphicsRadioInt is used by the panes in the Graphics config window to
create radio buttons that change their associated config setting, and
update their own state when something else changes the config setting.

Despite its current name nothing about this class is particular to the
Graphics window, so renaming it to ConfigRadioInt better reflects its
purpose. This should also make it less confusing when ConfigRadioInts
are added to other config panes.
2023-04-27 20:01:04 -07:00

315 lines
14 KiB
C++

// Copyright 2017 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "DolphinQt/Config/Graphics/GeneralWidget.h"
#include <QCheckBox>
#include <QComboBox>
#include <QGridLayout>
#include <QGroupBox>
#include <QHBoxLayout>
#include <QLabel>
#include <QRadioButton>
#include <QSignalBlocker>
#include <QVBoxLayout>
#include "Core/Config/GraphicsSettings.h"
#include "Core/Config/MainSettings.h"
#include "Core/ConfigManager.h"
#include "Core/Core.h"
#include "DolphinQt/Config/ConfigControls/ConfigBool.h"
#include "DolphinQt/Config/ConfigControls/ConfigChoice.h"
#include "DolphinQt/Config/ConfigControls/ConfigRadio.h"
#include "DolphinQt/Config/Graphics/GraphicsWindow.h"
#include "DolphinQt/Config/ToolTipControls/ToolTipComboBox.h"
#include "DolphinQt/QtUtils/ModalMessageBox.h"
#include "DolphinQt/Settings.h"
#include "VideoCommon/VideoBackendBase.h"
#include "VideoCommon/VideoConfig.h"
GeneralWidget::GeneralWidget(GraphicsWindow* parent)
{
CreateWidgets();
LoadSettings();
ConnectWidgets();
AddDescriptions();
emit BackendChanged(QString::fromStdString(Config::Get(Config::MAIN_GFX_BACKEND)));
connect(parent, &GraphicsWindow::BackendChanged, this, &GeneralWidget::OnBackendChanged);
connect(&Settings::Instance(), &Settings::EmulationStateChanged, this, [this](Core::State state) {
OnEmulationStateChanged(state != Core::State::Uninitialized);
});
OnEmulationStateChanged(Core::GetState() != Core::State::Uninitialized);
}
void GeneralWidget::CreateWidgets()
{
auto* main_layout = new QVBoxLayout;
// Basic Section
auto* m_video_box = new QGroupBox(tr("Basic"));
m_video_layout = new QGridLayout();
m_backend_combo = new ToolTipComboBox();
m_aspect_combo =
new ConfigChoice({tr("Auto"), tr("Force 16:9"), tr("Force 4:3"), tr("Stretch to Window")},
Config::GFX_ASPECT_RATIO);
m_adapter_combo = new ToolTipComboBox;
m_enable_vsync = new ConfigBool(tr("V-Sync"), Config::GFX_VSYNC);
m_enable_fullscreen = new ConfigBool(tr("Start in Fullscreen"), Config::MAIN_FULLSCREEN);
m_video_box->setLayout(m_video_layout);
for (auto& backend : VideoBackendBase::GetAvailableBackends())
{
m_backend_combo->addItem(tr(backend->GetDisplayName().c_str()),
QVariant(QString::fromStdString(backend->GetName())));
}
m_video_layout->addWidget(new QLabel(tr("Backend:")), 0, 0);
m_video_layout->addWidget(m_backend_combo, 0, 1);
m_video_layout->addWidget(new QLabel(tr("Adapter:")), 1, 0);
m_video_layout->addWidget(m_adapter_combo, 1, 1);
m_video_layout->addWidget(new QLabel(tr("Aspect Ratio:")), 3, 0);
m_video_layout->addWidget(m_aspect_combo, 3, 1);
m_video_layout->addWidget(m_enable_vsync, 4, 0);
m_video_layout->addWidget(m_enable_fullscreen, 4, 1);
// Other
auto* m_options_box = new QGroupBox(tr("Other"));
auto* m_options_layout = new QGridLayout();
m_show_ping = new ConfigBool(tr("Show NetPlay Ping"), Config::GFX_SHOW_NETPLAY_PING);
m_autoadjust_window_size =
new ConfigBool(tr("Auto-Adjust Window Size"), Config::MAIN_RENDER_WINDOW_AUTOSIZE);
m_show_messages = new ConfigBool(tr("Show NetPlay Messages"), Config::GFX_SHOW_NETPLAY_MESSAGES);
m_render_main_window = new ConfigBool(tr("Render to Main Window"), Config::MAIN_RENDER_TO_MAIN);
m_options_box->setLayout(m_options_layout);
m_options_layout->addWidget(m_render_main_window, 0, 0);
m_options_layout->addWidget(m_autoadjust_window_size, 1, 0);
m_options_layout->addWidget(m_show_messages, 0, 1);
m_options_layout->addWidget(m_show_ping, 1, 1);
// Other
auto* shader_compilation_box = new QGroupBox(tr("Shader Compilation"));
auto* shader_compilation_layout = new QGridLayout();
const std::array<const char*, 4> modes = {{
QT_TR_NOOP("Specialized (Default)"),
QT_TR_NOOP("Exclusive Ubershaders"),
QT_TR_NOOP("Hybrid Ubershaders"),
QT_TR_NOOP("Skip Drawing"),
}};
for (size_t i = 0; i < modes.size(); i++)
{
m_shader_compilation_mode[i] =
new ConfigRadioInt(tr(modes[i]), Config::GFX_SHADER_COMPILATION_MODE, static_cast<int>(i));
shader_compilation_layout->addWidget(m_shader_compilation_mode[i], static_cast<int>(i / 2),
static_cast<int>(i % 2));
}
m_wait_for_shaders = new ConfigBool(tr("Compile Shaders Before Starting"),
Config::GFX_WAIT_FOR_SHADERS_BEFORE_STARTING);
shader_compilation_layout->addWidget(m_wait_for_shaders);
shader_compilation_box->setLayout(shader_compilation_layout);
main_layout->addWidget(m_video_box);
main_layout->addWidget(m_options_box);
main_layout->addWidget(shader_compilation_box);
main_layout->addStretch();
setLayout(main_layout);
}
void GeneralWidget::ConnectWidgets()
{
// Video Backend
connect(m_backend_combo, qOverload<int>(&QComboBox::currentIndexChanged), this,
&GeneralWidget::SaveSettings);
connect(m_adapter_combo, qOverload<int>(&QComboBox::currentIndexChanged), this, [&](int index) {
g_Config.iAdapter = index;
Config::SetBaseOrCurrent(Config::GFX_ADAPTER, index);
emit BackendChanged(QString::fromStdString(Config::Get(Config::MAIN_GFX_BACKEND)));
});
}
void GeneralWidget::LoadSettings()
{
// Video Backend
m_backend_combo->setCurrentIndex(m_backend_combo->findData(
QVariant(QString::fromStdString(Config::Get(Config::MAIN_GFX_BACKEND)))));
}
void GeneralWidget::SaveSettings()
{
// Video Backend
const auto current_backend = m_backend_combo->currentData().toString().toStdString();
if (Config::Get(Config::MAIN_GFX_BACKEND) != current_backend)
{
auto warningMessage = VideoBackendBase::GetAvailableBackends()[m_backend_combo->currentIndex()]
->GetWarningMessage();
if (warningMessage)
{
ModalMessageBox confirm_sw(this);
confirm_sw.setIcon(QMessageBox::Warning);
confirm_sw.setStandardButtons(QMessageBox::Yes | QMessageBox::No);
confirm_sw.setWindowTitle(tr("Confirm backend change"));
confirm_sw.setText(tr(warningMessage->c_str()));
if (confirm_sw.exec() != QMessageBox::Yes)
{
m_backend_combo->setCurrentIndex(m_backend_combo->findData(
QVariant(QString::fromStdString(Config::Get(Config::MAIN_GFX_BACKEND)))));
return;
}
}
emit BackendChanged(QString::fromStdString(current_backend));
}
}
void GeneralWidget::OnEmulationStateChanged(bool running)
{
m_backend_combo->setEnabled(!running);
m_render_main_window->setEnabled(!running);
m_enable_fullscreen->setEnabled(!running);
const bool supports_adapters = !g_Config.backend_info.Adapters.empty();
m_adapter_combo->setEnabled(!running && supports_adapters);
}
void GeneralWidget::AddDescriptions()
{
// We need QObject::tr
static const char TR_BACKEND_DESCRIPTION[] = QT_TR_NOOP(
"Selects which graphics API to use internally.<br><br>The software renderer is extremely "
"slow and only useful for debugging, so any of the other backends are "
"recommended. Different games and different GPUs will behave differently on each "
"backend, so for the best emulation experience it is recommended to try each and "
"select the backend that is least problematic.<br><br><dolphin_emphasis>If unsure, "
"select OpenGL.</dolphin_emphasis>");
static const char TR_FULLSCREEN_DESCRIPTION[] =
QT_TR_NOOP("Uses the entire screen for rendering.<br><br>If disabled, a "
"render window will be created instead.<br><br><dolphin_emphasis>If "
"unsure, leave this unchecked.</dolphin_emphasis>");
static const char TR_AUTOSIZE_DESCRIPTION[] =
QT_TR_NOOP("Automatically adjusts the window size to the internal resolution.<br><br>"
"<dolphin_emphasis>If unsure, leave this unchecked.</dolphin_emphasis>");
static const char TR_RENDER_TO_MAINWINDOW_DESCRIPTION[] =
QT_TR_NOOP("Uses the main Dolphin window for rendering rather than "
"a separate render window.<br><br><dolphin_emphasis>If unsure, leave "
"this unchecked.</dolphin_emphasis>");
static const char TR_ASPECT_RATIO_DESCRIPTION[] = QT_TR_NOOP(
"Selects which aspect ratio to use when rendering.<br><br>Auto: Uses the native aspect "
"ratio<br>Force 16:9: Mimics an analog TV with a widescreen aspect ratio.<br>Force 4:3: "
"Mimics a standard 4:3 analog TV.<br>Stretch to Window: Stretches the picture to the "
"window size.<br><br><dolphin_emphasis>If unsure, select Auto.</dolphin_emphasis>");
static const char TR_VSYNC_DESCRIPTION[] = QT_TR_NOOP(
"Waits for vertical blanks in order to prevent tearing.<br><br>Decreases performance "
"if emulation speed is below 100%.<br><br><dolphin_emphasis>If unsure, leave "
"this "
"unchecked.</dolphin_emphasis>");
static const char TR_SHOW_NETPLAY_PING_DESCRIPTION[] = QT_TR_NOOP(
"Shows the player's maximum ping while playing on "
"NetPlay.<br><br><dolphin_emphasis>If unsure, leave this unchecked.</dolphin_emphasis>");
static const char TR_SHOW_NETPLAY_MESSAGES_DESCRIPTION[] =
QT_TR_NOOP("Shows chat messages, buffer changes, and desync alerts "
"while playing NetPlay.<br><br><dolphin_emphasis>If unsure, leave "
"this unchecked.</dolphin_emphasis>");
static const char TR_SHADER_COMPILE_SPECIALIZED_DESCRIPTION[] =
QT_TR_NOOP("Ubershaders are never used. Stuttering will occur during shader "
"compilation, but GPU demands are low.<br><br>Recommended for low-end hardware. "
"<br><br><dolphin_emphasis>If unsure, select this mode.</dolphin_emphasis>");
// The "very powerful GPU" mention below is by 2021 PC GPU standards
static const char TR_SHADER_COMPILE_EXCLUSIVE_UBER_DESCRIPTION[] = QT_TR_NOOP(
"Ubershaders will always be used. Provides a near stutter-free experience at the cost of "
"very high GPU performance requirements.<br><br><dolphin_emphasis>Don't use this unless you "
"encountered stuttering with Hybrid Ubershaders and have a very powerful "
"GPU.</dolphin_emphasis>");
static const char TR_SHADER_COMPILE_HYBRID_UBER_DESCRIPTION[] = QT_TR_NOOP(
"Ubershaders will be used to prevent stuttering during shader compilation, but "
"specialized shaders will be used when they will not cause stuttering.<br><br>In the "
"best case it eliminates shader compilation stuttering while having minimal "
"performance impact, but results depend on video driver behavior.");
static const char TR_SHADER_COMPILE_SKIP_DRAWING_DESCRIPTION[] = QT_TR_NOOP(
"Prevents shader compilation stuttering by not rendering waiting objects. Can work in "
"scenarios where Ubershaders doesn't, at the cost of introducing visual glitches and broken "
"effects.<br><br><dolphin_emphasis>Not recommended, only use if the other "
"options give poor results.</dolphin_emphasis>");
static const char TR_SHADER_COMPILE_BEFORE_START_DESCRIPTION[] =
QT_TR_NOOP("Waits for all shaders to finish compiling before starting a game. Enabling this "
"option may reduce stuttering or hitching for a short time after the game is "
"started, at the cost of a longer delay before the game starts. For systems with "
"two or fewer cores, it is recommended to enable this option, as a large shader "
"queue may reduce frame rates.<br><br><dolphin_emphasis>Otherwise, if "
"unsure, leave this unchecked.</dolphin_emphasis>");
m_backend_combo->SetTitle(tr("Backend"));
m_backend_combo->SetDescription(tr(TR_BACKEND_DESCRIPTION));
m_adapter_combo->SetTitle(tr("Adapter"));
m_aspect_combo->SetTitle(tr("Aspect Ratio"));
m_aspect_combo->SetDescription(tr(TR_ASPECT_RATIO_DESCRIPTION));
m_enable_vsync->SetDescription(tr(TR_VSYNC_DESCRIPTION));
m_enable_fullscreen->SetDescription(tr(TR_FULLSCREEN_DESCRIPTION));
m_show_ping->SetDescription(tr(TR_SHOW_NETPLAY_PING_DESCRIPTION));
m_autoadjust_window_size->SetDescription(tr(TR_AUTOSIZE_DESCRIPTION));
m_show_messages->SetDescription(tr(TR_SHOW_NETPLAY_MESSAGES_DESCRIPTION));
m_render_main_window->SetDescription(tr(TR_RENDER_TO_MAINWINDOW_DESCRIPTION));
m_shader_compilation_mode[0]->SetDescription(tr(TR_SHADER_COMPILE_SPECIALIZED_DESCRIPTION));
m_shader_compilation_mode[1]->SetDescription(tr(TR_SHADER_COMPILE_EXCLUSIVE_UBER_DESCRIPTION));
m_shader_compilation_mode[2]->SetDescription(tr(TR_SHADER_COMPILE_HYBRID_UBER_DESCRIPTION));
m_shader_compilation_mode[3]->SetDescription(tr(TR_SHADER_COMPILE_SKIP_DRAWING_DESCRIPTION));
m_wait_for_shaders->SetDescription(tr(TR_SHADER_COMPILE_BEFORE_START_DESCRIPTION));
}
void GeneralWidget::OnBackendChanged(const QString& backend_name)
{
m_backend_combo->setCurrentIndex(m_backend_combo->findData(QVariant(backend_name)));
const QSignalBlocker blocker(m_adapter_combo);
m_adapter_combo->clear();
const auto& adapters = g_Config.backend_info.Adapters;
for (const auto& adapter : adapters)
m_adapter_combo->addItem(QString::fromStdString(adapter));
const bool supports_adapters = !adapters.empty();
m_adapter_combo->setCurrentIndex(g_Config.iAdapter);
m_adapter_combo->setEnabled(supports_adapters && !Core::IsRunning());
static constexpr char TR_ADAPTER_AVAILABLE_DESCRIPTION[] =
QT_TR_NOOP("Selects a hardware adapter to use.<br><br>"
"<dolphin_emphasis>If unsure, select the first one.</dolphin_emphasis>");
static constexpr char TR_ADAPTER_UNAVAILABLE_DESCRIPTION[] =
QT_TR_NOOP("Selects a hardware adapter to use.<br><br>"
"<dolphin_emphasis>%1 doesn't support this feature.</dolphin_emphasis>");
m_adapter_combo->SetDescription(supports_adapters ?
tr(TR_ADAPTER_AVAILABLE_DESCRIPTION) :
tr(TR_ADAPTER_UNAVAILABLE_DESCRIPTION)
.arg(tr(g_video_backend->GetDisplayName().c_str())));
}