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Each tab is now a SettingsPage: a list of items (headers, settings, buttons, hints, links to other pages) that a function builds and views are created from. Settings are added with page->Setting(&g_Config.x), which takes the label, the kind of view, the range or choices, units, labels for special values and the default from the config. The pages keep what depends on the UI (which settings to show and when, enable rules, and behavior that needs the screen), and reach the screen through the page's SettingsPageHost. A page can link to other pages, which open on top of it in the same tab, under a bar showing where you are, like Tools > Developer tools > Graphics, where the earlier pages can be clicked to go back to them. The bar has back, search and help buttons, and the back key also goes back a page (or out of a search) before leaving the screen. Each page remembers its scroll position. In portrait there's no tab strip: a page links to the tabs, and the bar shows just the current page's title. Rotating keeps showing the same page. Moving between pages only focuses an item when navigating with a keyboard or controller. The developer tools are now pages linked from the Tools tab, instead of a screen of their own. The in-game developer menu and --start-screen=developertools open the settings on that page. The toggles of live state (the remote debugger and the MIPS tracer) show and change it through functions, and pretending to be in-game for the notification tests is a flag on the OSD. The memory map and memstick tests, only reachable from commented-out code, are removed. Search lists the matching settings from all tabs and the pages they link to, grouped by where they are. Each result goes to the setting on its page, scrolled to and highlighted (outlined, when picked with a mouse or touch), or for a page, opens it. This replaces the search tab and the old filter that hid the views that didn't match, and with them ShowSearchControls. Changing tabs leaves the search. The pages, the bar and search are in SettingsPagesDialogScreen, between the tabbed dialog screen and the settings screen, so the other tabbed screens keep plain tabs. Other visible changes: - Reset buttons that went to the wrong value now go to the real default: the touch control auto-hide delay (was 20 seconds instead of 8), the mouse wheel delay (1 ms, below its own range, instead of 80) and the UI size (0 instead of -1 on desktop). The alternative speeds get a reset button. - Units are shown on more sliders (frames, MHz, seconds, Hz), and popups no longer spell out what 0 means in the units, since the zero label does. Units of up to three characters (%, x, ms, MHz) aren't translated. - The Android HW scaler hides the scales the display is too small for, instead of cutting the list short. - Choices are translated in the setting's own section. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
133 lines
4.1 KiB
C++
133 lines
4.1 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/SettingsPagesDialogScreen.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 SettingsPagesDialogScreen {
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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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// Opens on the developer tools page.
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void OpenDeveloperTools();
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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 help button.
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I18NCat cat;
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void (*build)(SettingsPage *page); // Null for the System tab, which the screen builds.
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};
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static const std::vector<PageDef> &PageDefs();
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void BuildSystemSettings(SettingsPage *page);
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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 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 RestartOrDo(std::function<void()> callback) override;
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void ReadConfigTemporaries();
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// Temporaries to convert setting types, cache enabled, etc.
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bool enableReports_ = 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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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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