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99ceb03a1c
This formats all copyright comments according to SPDX formatting guidelines. Additionally, this resolves the remaining GPLv2 only licensed files by relicensing them to GPLv2.0-or-later.
99 lines
4.5 KiB
C++
99 lines
4.5 KiB
C++
// SPDX-FileCopyrightText: Copyright 2020 yuzu Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include "common/settings.h"
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#include "core/core.h"
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#include "ui_configure_graphics_advanced.h"
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#include "yuzu/configuration/configuration_shared.h"
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#include "yuzu/configuration/configure_graphics_advanced.h"
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ConfigureGraphicsAdvanced::ConfigureGraphicsAdvanced(const Core::System& system_, QWidget* parent)
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: QWidget(parent), ui{std::make_unique<Ui::ConfigureGraphicsAdvanced>()}, system{system_} {
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ui->setupUi(this);
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SetupPerGameUI();
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SetConfiguration();
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}
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ConfigureGraphicsAdvanced::~ConfigureGraphicsAdvanced() = default;
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void ConfigureGraphicsAdvanced::SetConfiguration() {
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const bool runtime_lock = !system.IsPoweredOn();
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ui->use_vsync->setEnabled(runtime_lock);
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ui->use_asynchronous_shaders->setEnabled(runtime_lock);
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ui->anisotropic_filtering_combobox->setEnabled(runtime_lock);
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ui->use_vsync->setChecked(Settings::values.use_vsync.GetValue());
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ui->use_asynchronous_shaders->setChecked(Settings::values.use_asynchronous_shaders.GetValue());
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ui->use_fast_gpu_time->setChecked(Settings::values.use_fast_gpu_time.GetValue());
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if (Settings::IsConfiguringGlobal()) {
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ui->gpu_accuracy->setCurrentIndex(
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static_cast<int>(Settings::values.gpu_accuracy.GetValue()));
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ui->anisotropic_filtering_combobox->setCurrentIndex(
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Settings::values.max_anisotropy.GetValue());
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} else {
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ConfigurationShared::SetPerGameSetting(ui->gpu_accuracy, &Settings::values.gpu_accuracy);
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ConfigurationShared::SetPerGameSetting(ui->anisotropic_filtering_combobox,
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&Settings::values.max_anisotropy);
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ConfigurationShared::SetHighlight(ui->label_gpu_accuracy,
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!Settings::values.gpu_accuracy.UsingGlobal());
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ConfigurationShared::SetHighlight(ui->af_label,
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!Settings::values.max_anisotropy.UsingGlobal());
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}
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}
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void ConfigureGraphicsAdvanced::ApplyConfiguration() {
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.gpu_accuracy, ui->gpu_accuracy);
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.max_anisotropy,
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ui->anisotropic_filtering_combobox);
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_vsync, ui->use_vsync, use_vsync);
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_asynchronous_shaders,
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ui->use_asynchronous_shaders,
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use_asynchronous_shaders);
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_fast_gpu_time,
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ui->use_fast_gpu_time, use_fast_gpu_time);
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}
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void ConfigureGraphicsAdvanced::changeEvent(QEvent* event) {
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if (event->type() == QEvent::LanguageChange) {
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RetranslateUI();
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}
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QWidget::changeEvent(event);
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}
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void ConfigureGraphicsAdvanced::RetranslateUI() {
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ui->retranslateUi(this);
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}
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void ConfigureGraphicsAdvanced::SetupPerGameUI() {
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// Disable if not global (only happens during game)
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if (Settings::IsConfiguringGlobal()) {
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ui->gpu_accuracy->setEnabled(Settings::values.gpu_accuracy.UsingGlobal());
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ui->use_vsync->setEnabled(Settings::values.use_vsync.UsingGlobal());
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ui->use_asynchronous_shaders->setEnabled(
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Settings::values.use_asynchronous_shaders.UsingGlobal());
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ui->use_fast_gpu_time->setEnabled(Settings::values.use_fast_gpu_time.UsingGlobal());
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ui->anisotropic_filtering_combobox->setEnabled(
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Settings::values.max_anisotropy.UsingGlobal());
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return;
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}
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ConfigurationShared::SetColoredTristate(ui->use_vsync, Settings::values.use_vsync, use_vsync);
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ConfigurationShared::SetColoredTristate(ui->use_asynchronous_shaders,
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Settings::values.use_asynchronous_shaders,
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use_asynchronous_shaders);
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ConfigurationShared::SetColoredTristate(ui->use_fast_gpu_time,
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Settings::values.use_fast_gpu_time, use_fast_gpu_time);
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ConfigurationShared::SetColoredComboBox(
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ui->gpu_accuracy, ui->label_gpu_accuracy,
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static_cast<int>(Settings::values.gpu_accuracy.GetValue(true)));
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ConfigurationShared::SetColoredComboBox(
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ui->anisotropic_filtering_combobox, ui->af_label,
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static_cast<int>(Settings::values.max_anisotropy.GetValue(true)));
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}
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