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Any tabbed screen can now add tabs described by a SettingsPage with AddSettingsTab, and gets the search tab that shows matching settings with arrows to jump to them. The game settings screen is the first to use it. Screens without settings tabs keep the old filter for now. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
145 lines
4.6 KiB
C++
145 lines
4.6 KiB
C++
// Copyright (c) 2013- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#pragma once
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#include "ppsspp_config.h"
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#include <condition_variable>
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#include <mutex>
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#include <thread>
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#include "Common/Data/Text/I18n.h"
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#include "Common/UI/UIScreen.h"
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#include "Common/UI/PopupScreens.h"
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#include "Core/ConfigValues.h"
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#include "UI/BaseScreens.h"
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#include "UI/TabbedDialogScreen.h"
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class Path;
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class SettingsPage;
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// Per-game settings screen - enables you to configure graphic options, control options, etc
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// per game.
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class GameSettingsScreen : public UITabbedBaseDialogScreen {
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public:
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GameSettingsScreen(const Path &gamePath, std::string gameID = "", bool editThenRestore = false);
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~GameSettingsScreen();
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const char *tag() const override { return "GameSettings"; }
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protected:
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void CallbackRestoreDefaults(bool yes);
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void CallbackMemstickFolder(bool yes);
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void dialogFinished(const Screen *dialog, DialogResult result) override;
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void CreateTabs() override;
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private:
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void PreCreateViews() override;
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// One per tab.
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struct PageDef {
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const char *tag;
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const char *title; // In MAINSETTINGS.
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const char *icon;
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const char *helpTag; // If null, there's no title bar.
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I18NCat cat;
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void (GameSettingsScreen::*build)(SettingsPage &page);
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};
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static const std::vector<PageDef> &PageDefs();
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void BuildGraphicsSettings(SettingsPage &page);
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void BuildControlsSettings(SettingsPage &page);
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void BuildAudioSettings(SettingsPage &page);
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void BuildNetworkingSettings(SettingsPage &page);
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void BuildToolsSettings(SettingsPage &page);
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void BuildSystemSettings(SettingsPage &page);
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void BuildVRSettings(SettingsPage &page);
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UI::View *AddNicknameChoice(UI::ViewGroup *parent);
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std::string gameID_;
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#if defined(_WIN32) && !PPSSPP_PLATFORM(UWP)
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void CheckMemstickInstallState();
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bool installed_ = false;
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bool otherinstalled_ = false;
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bool memstickMyDocEnabled_ = false;
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bool memstickOtherEnabled_ = false;
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#endif
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// Global settings handlers
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void OnChangeBackground(UI::EventParams &e);
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void OnRestoreDefaultSettings(UI::EventParams &e);
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void OnRenderingBackend(UI::EventParams &e);
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void OnRenderingDevice(UI::EventParams &e);
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void OnInflightFramesChoice(UI::EventParams &e);
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void OnJitAffectingSetting(UI::EventParams &e);
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void OnShowMemstickScreen(UI::EventParams &e);
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#if defined(_WIN32) && !PPSSPP_PLATFORM(UWP)
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void OnMemoryStickMyDoc(UI::EventParams &e);
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void OnMemoryStickOther(UI::EventParams &e);
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#endif
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void OnImmersiveModeChange(UI::EventParams &e);
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void OnSustainedPerformanceModeChange(UI::EventParams &e);
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void TriggerRestartOrDo(std::function<void()> callback);
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void ReadConfigTemporaries();
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// Temporaries to convert setting types, cache enabled, etc.
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int iAlternateSpeedPercent1_ = 0;
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int iAlternateSpeedPercent2_ = 0;
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int iAlternateSpeedPercentAnalog_ = 0;
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int prevInflightFrames_ = -1;
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bool enableReports_ = false;
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bool analogSpeedMapped_ = false;
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// edit the game-specific settings and restore the global settings after exiting
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bool editGameSpecificThenRestore_ = false;
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// Android-only
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std::string pendingMemstickFolder_;
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};
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class GestureMappingScreen : public UITabbedBaseDialogScreen {
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public:
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GestureMappingScreen(const Path &gamePath) : UITabbedBaseDialogScreen(gamePath) {}
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void CreateTabs() override;
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const char *tag() const override { return "GestureMapping"; }
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bool ShowSearchControls() const override { return false; }
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protected:
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void CreateGestureTab(UI::LinearLayout *parent, int zoneIndex, bool portrait);
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};
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class RestoreSettingsScreen : public UI::PopupScreen {
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public:
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RestoreSettingsScreen(std::string_view title);
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void CreatePopupContents(UI::ViewGroup *parent) override;
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const char *tag() const override { return "RestoreSettingsScreen"; }
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private:
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void OnCompleted(DialogResult result) override;
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int restoreFlags_ = (int)(RestoreSettingsBits::SETTINGS); // RestoreSettingsBits enum
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};
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void TriggerRestart(const char *why, bool editThenRestore, const Path &gamePath);
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#if PPSSPP_PLATFORM(MAC) || PPSSPP_PLATFORM(IOS)
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void SetMemStickDirDarwin(int requesterToken);
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#endif
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