User chain support

This commit is contained in:
iota97
2020-09-13 21:48:00 +02:00
parent a81991f114
commit 0c885db052
13 changed files with 134 additions and 48 deletions
+49 -24
View File
@@ -74,6 +74,8 @@
#include "Windows/W32Util/ShellUtil.h"
#endif
extern bool g_ShaderNameListChanged;
GameSettingsScreen::GameSettingsScreen(std::string gamePath, std::string gameID, bool editThenRestore)
: UIDialogScreenWithGameBackground(gamePath), gameID_(gameID), enableReports_(false), editThenRestore_(editThenRestore) {
lastVertical_ = UseVerticalLayout();
@@ -305,24 +307,51 @@ void GameSettingsScreen::CreateViews() {
altSpeed2->SetZeroLabel(gr->T("Unlimited"));
altSpeed2->SetNegativeDisable(gr->T("Disabled"));
graphicsSettings->Add(new ItemHeader(gr->T("Features")));
postProcChoice_ = graphicsSettings->Add(new ChoiceWithValueDisplay(&g_Config.sPostShaderName, gr->T("Postprocessing Shader"), &PostShaderTranslateName));
postProcChoice_->OnClick.Handle(this, &GameSettingsScreen::OnPostProcShader);
postProcChoice_->SetEnabledFunc([] {
return g_Config.iRenderingMode != FB_NON_BUFFERED_MODE;
});
graphicsSettings->Add(new ItemHeader(gr->T("Postprocessing effect")));
auto shaderChain = GetPostShaderChain(g_Config.sPostShaderName);
for (auto shaderInfo : shaderChain) {
for (size_t i = 0; i < ARRAY_SIZE(shaderInfo->settings); ++i) {
auto &setting = shaderInfo->settings[i];
if (!setting.name.empty()) {
auto &value = g_Config.mPostShaderSetting[StringFromFormat("%sSettingValue%d", shaderInfo->section.c_str(), i + 1)];
graphicsSettings->Add(new PopupSliderChoiceFloat(&value, setting.minValue, setting.maxValue, ps->T(setting.name), setting.step, screenManager()));
std::vector<std::string> alreadyAddedShader;
for (int i = 0; i < g_Config.vPostShaderNames.size() && i < ARRAY_SIZE(shaderNames_); ++i) {
// Vector pointer get invalidated on resize, cache name to have always a valid reference for drawing
shaderNames_[i] = g_Config.vPostShaderNames[i];
postProcChoice_ = graphicsSettings->Add(new ChoiceWithValueDisplay(&shaderNames_[i], StringFromFormat("%s #%d", gr->T("Postprocessing Shader"), i + 1), &PostShaderTranslateName));
postProcChoice_->OnClick.Add([=](EventParams &e) {
auto gr = GetI18NCategory("Graphics");
auto procScreen = new PostProcScreen(gr->T("Postprocessing Shader"), i);
procScreen->OnChoice.Handle(this, &GameSettingsScreen::OnPostProcShaderChange);
if (e.v)
procScreen->SetPopupOrigin(e.v);
screenManager()->push(procScreen);
return UI::EVENT_DONE;
});
postProcChoice_->SetEnabledFunc([] {
return g_Config.iRenderingMode != FB_NON_BUFFERED_MODE;
});
auto shaderChain = GetPostShaderChain(g_Config.vPostShaderNames[i]);
for (auto shaderInfo : shaderChain) {
// Disable duplicated shader slider
bool duplicated = std::find(alreadyAddedShader.begin(), alreadyAddedShader.end(), shaderInfo->section) != alreadyAddedShader.end();
alreadyAddedShader.push_back(shaderInfo->section);
for (size_t i = 0; i < ARRAY_SIZE(shaderInfo->settings); ++i) {
auto &setting = shaderInfo->settings[i];
if (!setting.name.empty()) {
auto &value = g_Config.mPostShaderSetting[StringFromFormat("%sSettingValue%d", shaderInfo->section.c_str(), i + 1)];
if (duplicated) {
auto sliderName = StringFromFormat("%s %s", ps->T(setting.name), ps->T("(duplicated setting, previous slider will be used)"));
PopupSliderChoiceFloat *settingValue = graphicsSettings->Add(new PopupSliderChoiceFloat(&value, setting.minValue, setting.maxValue, sliderName, setting.step, screenManager()));
settingValue->SetEnabled(false);
} else {
PopupSliderChoiceFloat *settingValue = graphicsSettings->Add(new PopupSliderChoiceFloat(&value, setting.minValue, setting.maxValue, ps->T(setting.name), setting.step, screenManager()));
settingValue->SetEnabledFunc([] {
return g_Config.iRenderingMode != FB_NON_BUFFERED_MODE;
});
}
}
}
}
}
graphicsSettings->Add(new ItemHeader(gr->T("Screen layout")));
#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) {
@@ -1226,6 +1255,10 @@ void GameSettingsScreen::update() {
RecreateViews();
lastVertical_ = vertical;
}
if (g_ShaderNameListChanged) {
g_ShaderNameListChanged = false;
RecreateViews();
}
}
void GameSettingsScreen::onFinish(DialogResult result) {
@@ -1489,19 +1522,11 @@ UI::EventReturn GameSettingsScreen::OnLanguageChange(UI::EventParams &e) {
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnPostProcShader(UI::EventParams &e) {
auto gr = GetI18NCategory("Graphics");
auto procScreen = new PostProcScreen(gr->T("Postprocessing Shader"));
procScreen->OnChoice.Handle(this, &GameSettingsScreen::OnPostProcShaderChange);
if (e.v)
procScreen->SetPopupOrigin(e.v);
screenManager()->push(procScreen);
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnPostProcShaderChange(UI::EventParams &e) {
g_Config.vPostShaderNames.erase(std::remove(g_Config.vPostShaderNames.begin(), g_Config.vPostShaderNames.end(), "Off"), g_Config.vPostShaderNames.end());
g_Config.vPostShaderNames.push_back("Off");
g_ShaderNameListChanged = true;
NativeMessageReceived("gpu_resized", "");
RecreateViews(); // Update setting name
return UI::EVENT_DONE;
}