Files
ppsspp/UI/GameSettingsScreen.h
T
Henrik RydgårdandClaude Opus 5.5 7139aa6aaf Settings: Remove side effects from building the tabs
Building a settings tab should only create views, so that the tabs can
later be described as data and searched without being shown.

- Don't reset the MSAA level when the device has none. The GPU already
  falls back to no MSAA (UpdateMSAALevel), and the reset overwrote the
  setting, including per-game ones.
- Read the reporting state in the constructor. It was only read when the
  System tab was built, but always written back on exit, so leaving
  settings without opening System turned reporting off.
- Move the Windows memstick location probe (which writes a temp file next
  to the exe) out of the System tab, and keep the checkboxes' enabled
  state in members instead of poking at the views.
- Show the Android/UWP memstick path through a callback instead of a
  copy made at build time, and drop a USB path computation whose result
  was never used.
- Make the reliable-UDP checkbox follow the UDP setting directly instead
  of recreating all views when it changes.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-22 10:55:30 +02:00

131 lines
4.4 KiB
C++

// Copyright (c) 2013- PPSSPP Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0 or later versions.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#pragma once
#include "ppsspp_config.h"
#include <condition_variable>
#include <mutex>
#include <thread>
#include "Common/UI/UIScreen.h"
#include "Common/UI/PopupScreens.h"
#include "Core/ConfigValues.h"
#include "UI/BaseScreens.h"
#include "UI/TabbedDialogScreen.h"
class Path;
// Per-game settings screen - enables you to configure graphic options, control options, etc
// per game.
class GameSettingsScreen : public UITabbedBaseDialogScreen {
public:
GameSettingsScreen(const Path &gamePath, std::string gameID = "", bool editThenRestore = false);
~GameSettingsScreen();
const char *tag() const override { return "GameSettings"; }
protected:
void CallbackRestoreDefaults(bool yes);
void CallbackMemstickFolder(bool yes);
void dialogFinished(const Screen *dialog, DialogResult result) override;
void CreateTabs() override;
bool ShowSearchControls() const override { return true; }
private:
void PreCreateViews() override;
void CreateGraphicsSettings(UI::ViewGroup *graphicsSettings);
void CreateControlsSettings(UI::ViewGroup *tools);
void CreateAudioSettings(UI::ViewGroup *audioSettings);
void CreateNetworkingSettings(UI::ViewGroup *networkingSettings);
void CreateToolsSettings(UI::ViewGroup *tools);
void CreateSystemSettings(UI::ViewGroup *systemSettings);
void CreateVRSettings(UI::ViewGroup *vrSettings);
std::string gameID_;
#if defined(_WIN32) && !PPSSPP_PLATFORM(UWP)
void CheckMemstickInstallState();
bool installed_ = false;
bool otherinstalled_ = false;
bool memstickMyDocEnabled_ = false;
bool memstickOtherEnabled_ = false;
#endif
// Global settings handlers
void OnChangeBackground(UI::EventParams &e);
void OnRestoreDefaultSettings(UI::EventParams &e);
void OnRenderingBackend(UI::EventParams &e);
void OnRenderingDevice(UI::EventParams &e);
void OnInflightFramesChoice(UI::EventParams &e);
void OnAudioDevice(UI::EventParams &e);
void OnJitAffectingSetting(UI::EventParams &e);
void OnShowMemstickScreen(UI::EventParams &e);
#if defined(_WIN32) && !PPSSPP_PLATFORM(UWP)
void OnMemoryStickMyDoc(UI::EventParams &e);
void OnMemoryStickOther(UI::EventParams &e);
#endif
void OnImmersiveModeChange(UI::EventParams &e);
void OnSustainedPerformanceModeChange(UI::EventParams &e);
void TriggerRestartOrDo(std::function<void()> callback);
// Temporaries to convert setting types, cache enabled, etc.
int iAlternateSpeedPercent1_ = 0;
int iAlternateSpeedPercent2_ = 0;
int iAlternateSpeedPercentAnalog_ = 0;
int prevInflightFrames_ = -1;
bool enableReports_ = false;
bool analogSpeedMapped_ = false;
// edit the game-specific settings and restore the global settings after exiting
bool editGameSpecificThenRestore_ = false;
// Android-only
std::string pendingMemstickFolder_;
};
class GestureMappingScreen : public UITabbedBaseDialogScreen {
public:
GestureMappingScreen(const Path &gamePath) : UITabbedBaseDialogScreen(gamePath) {}
void CreateTabs() override;
const char *tag() const override { return "GestureMapping"; }
bool ShowSearchControls() const override { return false; }
protected:
void CreateGestureTab(UI::LinearLayout *parent, int zoneIndex, bool portrait);
};
class RestoreSettingsScreen : public UI::PopupScreen {
public:
RestoreSettingsScreen(std::string_view title);
void CreatePopupContents(UI::ViewGroup *parent) override;
const char *tag() const override { return "RestoreSettingsScreen"; }
private:
void OnCompleted(DialogResult result) override;
int restoreFlags_ = (int)(RestoreSettingsBits::SETTINGS); // RestoreSettingsBits enum
};
void TriggerRestart(const char *why, bool editThenRestore, const Path &gamePath);
#if PPSSPP_PLATFORM(MAC) || PPSSPP_PLATFORM(IOS)
void SetMemStickDirDarwin(int requesterToken);
#endif