662 lines
32 KiB
C++
662 lines
32 KiB
C++
#include "PortMenu.h"
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#include "UIWidgets.h"
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#include "port/Game.h"
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#include "ship/window/gui/GuiMenuBar.h"
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#include "ship/window/gui/GuiElement.h"
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#include <variant>
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#include "ship/utils/StringHelper.h"
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#include <spdlog/fmt/fmt.h>
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#include <variant>
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#include <tuple>
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#include "ResolutionEditor.h"
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#include "engine/tracks/Track.h"
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#include "engine/tracks/KalimariDesert.h"
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#include "engine/tracks/ToadsTurnpike.h"
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#ifdef __SWITCH__
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#include <port/switch/SwitchImpl.h>
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#endif
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extern "C" {
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extern s32 gGamestateNext;
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extern s32 gMenuSelection;
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#include "audio/external.h"
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#include "defines.h"
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}
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namespace GameUI {
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extern std::shared_ptr<PortMenu> mPortMenu;
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using namespace UIWidgets;
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void PortMenu::AddSidebarEntry(std::string sectionName, std::string sidebarName, uint32_t columnCount) {
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assert(!sectionName.empty());
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assert(!sidebarName.empty());
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menuEntries.at(sectionName).sidebars.emplace(sidebarName, SidebarEntry{ .columnCount = columnCount });
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menuEntries.at(sectionName).sidebarOrder.push_back(sidebarName);
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}
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WidgetInfo& PortMenu::AddWidget(WidgetPath& pathInfo, std::string widgetName, WidgetType widgetType) {
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assert(!widgetName.empty()); // Must be unique
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assert(menuEntries.contains(pathInfo.sectionName)); // Section/header must already exist
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assert(menuEntries.at(pathInfo.sectionName).sidebars.contains(pathInfo.sidebarName)); // Sidebar must already exist
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std::unordered_map<std::string, SidebarEntry>& sidebar = menuEntries.at(pathInfo.sectionName).sidebars;
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uint8_t column = pathInfo.column;
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if (sidebar.contains(pathInfo.sidebarName)) {
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while (sidebar.at(pathInfo.sidebarName).columnWidgets.size() < column + 1) {
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sidebar.at(pathInfo.sidebarName).columnWidgets.push_back({});
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}
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}
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SidebarEntry& entry = sidebar.at(pathInfo.sidebarName);
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entry.columnWidgets.at(column).push_back({ .name = widgetName, .type = widgetType });
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WidgetInfo& widget = entry.columnWidgets.at(column).back();
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switch (widgetType) {
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case WIDGET_CHECKBOX:
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case WIDGET_CVAR_CHECKBOX:
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widget.options = std::make_shared<CheckboxOptions>();
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break;
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case WIDGET_SLIDER_FLOAT:
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case WIDGET_CVAR_SLIDER_FLOAT:
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widget.options = std::make_shared<FloatSliderOptions>();
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break;
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case WIDGET_SLIDER_INT:
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case WIDGET_CVAR_SLIDER_INT:
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widget.options = std::make_shared<IntSliderOptions>();
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break;
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case WIDGET_COMBOBOX:
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case WIDGET_CVAR_COMBOBOX:
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case WIDGET_AUDIO_BACKEND:
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case WIDGET_VIDEO_BACKEND:
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widget.options = std::make_shared<ComboboxOptions>();
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break;
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case WIDGET_BUTTON:
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widget.options = std::make_shared<ButtonOptions>();
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break;
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case WIDGET_WINDOW_BUTTON:
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widget.options = std::make_shared<ButtonOptions>(ButtonOptions{ .size = Sizes::Inline });
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break;
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case WIDGET_COLOR_24:
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case WIDGET_COLOR_32:
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break;
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case WIDGET_SEARCH:
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case WIDGET_SEPARATOR:
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case WIDGET_SEPARATOR_TEXT:
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case WIDGET_TEXT:
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default:
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widget.options = std::make_shared<WidgetOptions>();
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}
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return widget;
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}
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void PortMenu::AddSettings() {
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// Add Settings menu
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AddMenuEntry("Settings", "gSettings.Menu.SettingsSidebarSection");
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// General Settings
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AddSidebarEntry("Settings", "General", 3);
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WidgetPath path = { "Settings", "General", SECTION_COLUMN_1 };
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static bool isFullscreen = false;
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AddWidget(path, "Toggle Fullscreen", WIDGET_CHECKBOX)
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.ValuePointer(&isFullscreen)
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.PreFunc([](WidgetInfo& info) { isFullscreen = Ship::Context::GetInstance()->GetWindow()->IsFullscreen(); })
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.Callback([](WidgetInfo& info) { Ship::Context::GetInstance()->GetWindow()->ToggleFullscreen(); })
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.Options(CheckboxOptions().Tooltip("Toggles Fullscreen On/Off."));
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AddWidget(path, "Startup Behaviour", WIDGET_CVAR_COMBOBOX)
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.CVar("gSkipIntro")
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.Options(ComboboxOptions()
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.ComboMap(introBehaviourOptions)
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.Tooltip("Select which scene or menu the game launch to."));
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AddWidget(path, "Menu Theme", WIDGET_CVAR_COMBOBOX)
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.CVar("gSettings.Menu.Theme")
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.Options(ComboboxOptions()
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.Tooltip("Changes the Theme of the Menu Widgets.")
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.ComboMap(menuThemeOptions)
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.DefaultIndex(Colors::LightBlue));
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AddWidget(path, "Menu Extent", WIDGET_CVAR_COMBOBOX)
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.CVar("gSettings.Menu.Extent")
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.Options(ComboboxOptions()
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.Tooltip("Changes the extent of the onscreen menu")
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.ComboMap(menuExtentOptions)
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.DefaultIndex(MenuExtent::Condensed));
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AddWidget(path, "Menu Scale: %.0fx", WIDGET_CVAR_SLIDER_FLOAT)
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.CVar("gSettings.Menu.Scale")
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.PreFunc([](WidgetInfo& info) { info.isHidden = !CVarGetInteger("gSettings.Menu.Extent", 0); })
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.Options(FloatSliderOptions()
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.Tooltip("Adjust the scale for the menu.")
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.Min(1.0f)
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.Max(2.0f)
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.DefaultValue(1.0f)
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.Format("%.1f")
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.Step(0.1f));
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AddWidget(path, "Controller pak screen", WIDGET_CVAR_CHECKBOX)
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.CVar("gControllerPakScreen")
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.Options(CheckboxOptions().Tooltip(
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"Enables the Controller Pak screen when starting the game."));
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#if not defined(__SWITCH__) and not defined(__WIIU__)
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AddWidget(path, "Menu Controller Navigation", WIDGET_CVAR_CHECKBOX)
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.CVar(CVAR_IMGUI_CONTROLLER_NAV)
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.Options(CheckboxOptions().Tooltip(
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"Allows controller navigation of the Spaghetti menu (Settings, Enhancements,...)\nCAUTION: "
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"This will disable game inputs while the menu is visible.\n\nD-pad to move between "
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"items, A to select, B to move up in scope."));
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AddWidget(path, "Cursor Always Visible", WIDGET_CVAR_CHECKBOX)
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.CVar("gSettings.CursorVisibility")
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.Callback([](WidgetInfo& info) {
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Ship::Context::GetInstance()->GetWindow()->SetForceCursorVisibility(
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CVarGetInteger("gSettings.CursorVisibility", 0));
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})
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.Options(CheckboxOptions().Tooltip("Makes the cursor always visible, even in full screen."));
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#endif
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AddWidget(path, "Search In Sidebar", WIDGET_CVAR_CHECKBOX)
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.CVar("gSettings.Menu.SidebarSearch")
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.Callback([](WidgetInfo& info) {
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if (CVarGetInteger("gSettings.Menu.SidebarSearch", 0)) {
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mPortMenu->InsertSidebarSearch();
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} else {
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mPortMenu->RemoveSidebarSearch();
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}
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})
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.Options(CheckboxOptions().Tooltip(
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"Displays the Search menu as a sidebar entry in Settings instead of in the header."));
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AddWidget(path, "Search Input Autofocus", WIDGET_CVAR_CHECKBOX)
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.CVar("gSettings.Menu.SearchAutofocus")
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.Options(CheckboxOptions().Tooltip(
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"Search input box gets autofocus when visible. Does not affect using other widgets."));
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AddWidget(path, "Alt Assets Tab hotkey", WIDGET_CVAR_CHECKBOX)
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.CVar("gEnhancements.Mods.AlternateAssetsHotkey")
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.Options(
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CheckboxOptions().Tooltip("Allows pressing the Tab key to toggle alternate assets").DefaultValue(true));
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AddWidget(path, "Open App Files Folder", WIDGET_BUTTON)
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.Callback([](WidgetInfo& info) {
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std::string filesPath = Ship::Context::GetInstance()->GetAppDirectoryPath();
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SDL_OpenURL(std::string("file:///" + std::filesystem::absolute(filesPath).string()).c_str());
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})
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.Options(ButtonOptions().Tooltip("Opens the folder that contains the save and mods folders, etc."));
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// Audio Settings
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path.sidebarName = "Audio";
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AddSidebarEntry("Settings", "Audio", 3);
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AddWidget(path, "Master Volume: %.0f%%", WIDGET_CVAR_SLIDER_FLOAT)
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.CVar("gGameMasterVolume")
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.Options(FloatSliderOptions()
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.Tooltip("Adjust the overall sound volume.")
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.ShowButtons(false)
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.Format("")
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.IsPercentage());
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AddWidget(path, "Main Music Volume: %.0f%%", WIDGET_CVAR_SLIDER_FLOAT)
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.CVar("gMainMusicVolume")
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.Options(FloatSliderOptions()
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.Tooltip("Adjust the background music volume.")
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.ShowButtons(false)
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.Format("")
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.IsPercentage());
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AddWidget(path, "Sound Effects Volume: %.0f%%", WIDGET_CVAR_SLIDER_FLOAT)
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.CVar("gSFXMusicVolume")
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.Options(FloatSliderOptions()
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.Tooltip("Adjust the sound effects volume.")
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.ShowButtons(false)
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.Format("")
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.IsPercentage());
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AddWidget(path, "Environment Volume: %.0f%%", WIDGET_CVAR_SLIDER_FLOAT)
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.CVar("gEnvironmentVolume")
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.Options(FloatSliderOptions()
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.Tooltip("Adjust the environment volume.")
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.ShowButtons(false)
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.Format("")
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.IsPercentage());
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AddWidget(path, "Audio API", WIDGET_AUDIO_BACKEND);
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// Graphics Settings
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static int32_t maxFps;
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const char* tooltip = "";
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if (Ship::Context::GetInstance()->GetWindow()->GetWindowBackend() == Ship::WindowBackend::FAST3D_DXGI_DX11) {
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maxFps = 360;
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tooltip = "Uses Matrix Interpolation to create extra frames, resulting in smoother graphics. This is "
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"purely visual and does not impact game logic, execution of glitches etc.\n\nA higher target "
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"FPS than your monitor's refresh rate will waste resources, and might give a worse result.";
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} else {
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maxFps = Ship::Context::GetInstance()->GetWindow()->GetCurrentRefreshRate();
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tooltip = "Uses Matrix Interpolation to create extra frames, resulting in smoother graphics. This is "
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"purely visual and does not impact game logic, execution of glitches etc.";
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}
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path.sidebarName = "Graphics";
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AddSidebarEntry("Settings", "Graphics", 3);
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AddWidget(path, "Renderer API (Needs reload)", WIDGET_VIDEO_BACKEND);
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#ifndef __APPLE__
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AddWidget(path, "Internal Resolution: %.0f%%", WIDGET_CVAR_SLIDER_FLOAT)
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.CVar(CVAR_INTERNAL_RESOLUTION)
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.Callback([](WidgetInfo& info) {
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Ship::Context::GetInstance()->GetWindow()->SetResolutionMultiplier(
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CVarGetFloat(CVAR_INTERNAL_RESOLUTION, 1));
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})
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.PreFunc([](WidgetInfo& info) {
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if (mPortMenu->disabledMap.at(DISABLE_FOR_ADVANCED_RESOLUTION_ON).active &&
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mPortMenu->disabledMap.at(DISABLE_FOR_VERTICAL_RES_TOGGLE_ON).active) {
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info.activeDisables.push_back(DISABLE_FOR_ADVANCED_RESOLUTION_ON);
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info.activeDisables.push_back(DISABLE_FOR_VERTICAL_RES_TOGGLE_ON);
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} else if (mPortMenu->disabledMap.at(DISABLE_FOR_LOW_RES_MODE_ON).active) {
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info.activeDisables.push_back(DISABLE_FOR_LOW_RES_MODE_ON);
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}
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})
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.Options(
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FloatSliderOptions()
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.Tooltip("Multiplies your output resolution by the value inputted, as a more intensive but effective "
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"form of anti-aliasing.")
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.ShowButtons(false)
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.IsPercentage()
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.Format("")
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.Min(0.5f)
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.Max(4.0f));
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#endif
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#ifndef __WIIU__
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AddWidget(path, "Anti-aliasing (MSAA): %d", WIDGET_CVAR_SLIDER_INT)
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.CVar(CVAR_MSAA_VALUE)
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.Callback([](WidgetInfo& info) {
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Ship::Context::GetInstance()->GetWindow()->SetMsaaLevel(CVarGetInteger(CVAR_MSAA_VALUE, 1));
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})
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.Options(
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IntSliderOptions()
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.Tooltip("Activates MSAA (multi-sample anti-aliasing) from 2x up to 8x, to smooth the edges of "
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"rendered geometry.\n"
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"Higher sample count will result in smoother edges on models, but may reduce performance.")
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.Min(1)
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.Max(8)
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.DefaultValue(1));
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#endif
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AddWidget(path, "Current FPS: %d", WIDGET_CVAR_SLIDER_INT)
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.CVar("gInterpolationFPS")
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.Callback([](WidgetInfo& info) {
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int32_t defaultValue = std::static_pointer_cast<IntSliderOptions>(info.options)->defaultValue;
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if (CVarGetInteger(info.cVar, defaultValue) == defaultValue) {
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info.name = "Current FPS: Original (%d)";
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} else {
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info.name = "Current FPS: %d";
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}
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})
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.PreFunc([](WidgetInfo& info) {
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if (mPortMenu->disabledMap.at(DISABLE_FOR_MATCH_REFRESH_RATE_ON).active)
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info.activeDisables.push_back(DISABLE_FOR_MATCH_REFRESH_RATE_ON);
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})
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.Options(IntSliderOptions().Tooltip(tooltip).Min(30).Max(maxFps).DefaultValue(30));
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AddWidget(path, "Match Refresh Rate", WIDGET_BUTTON)
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.Callback([](WidgetInfo& info) {
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int hz = Ship::Context::GetInstance()->GetWindow()->GetCurrentRefreshRate();
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if (hz >= 30 && hz <= 360) {
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CVarSetInteger("gInterpolationFPS", hz);
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Ship::Context::GetInstance()->GetWindow()->GetGui()->SaveConsoleVariablesNextFrame();
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}
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})
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.PreFunc([](WidgetInfo& info) { info.isHidden = mPortMenu->disabledMap.at(DISABLE_FOR_NOT_DIRECTX).active; })
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.Options(ButtonOptions().Tooltip("Matches interpolation value to the current game's window refresh rate."));
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AddWidget(path, "Match Refresh Rate", WIDGET_CVAR_CHECKBOX)
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.CVar("gMatchRefreshRate")
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.PreFunc([](WidgetInfo& info) { info.isHidden = mPortMenu->disabledMap.at(DISABLE_FOR_DIRECTX).active; })
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.Options(CheckboxOptions().Tooltip("Matches interpolation value to the current game's window refresh rate."));
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AddWidget(path, "Jitter fix : >= % d FPS", WIDGET_CVAR_SLIDER_INT)
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.CVar("gExtraLatencyThreshold")
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.PreFunc([](WidgetInfo& info) { info.isHidden = mPortMenu->disabledMap.at(DISABLE_FOR_NOT_DIRECTX).active; })
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.Options(IntSliderOptions()
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.Tooltip("When Interpolation FPS setting is at least this threshold, add one frame of input "
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"lag (e.g. 16.6 ms for 60 FPS) in order to avoid jitter. This setting allows the "
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"CPU to work on one frame while GPU works on the previous frame.\nThis setting "
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"should be used when your computer is too slow to do CPU + GPU work in time.")
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.Min(0)
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.Max(360)
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.DefaultValue(80));
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AddWidget(path, "Enable Vsync", WIDGET_CVAR_CHECKBOX)
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.CVar(CVAR_VSYNC_ENABLED)
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.PreFunc([](WidgetInfo& info) { info.isHidden = mPortMenu->disabledMap.at(DISABLE_FOR_NO_VSYNC).active; })
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.Options(CheckboxOptions().Tooltip("Enables Vsync."));
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AddWidget(path, "Windowed Fullscreen", WIDGET_CVAR_CHECKBOX)
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.CVar(CVAR_SDL_WINDOWED_FULLSCREEN)
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.PreFunc([](WidgetInfo& info) {
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info.isHidden = mPortMenu->disabledMap.at(DISABLE_FOR_NO_WINDOWED_FULLSCREEN).active;
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})
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.Options(CheckboxOptions().Tooltip("Enables Windowed Fullscreen Mode."));
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AddWidget(path, "Allow multiple ImGui windows", WIDGET_CVAR_CHECKBOX)
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.CVar(CVAR_ENABLE_MULTI_VIEWPORTS)
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.PreFunc(
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[](WidgetInfo& info) { info.isHidden = mPortMenu->disabledMap.at(DISABLE_FOR_NO_MULTI_VIEWPORT).active; })
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.Options(CheckboxOptions()
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.Tooltip("Allows multiple ImGui windows to be opened at once (Does not effect the game or the splitscreen modes). Requires a reload to take effect.")
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.DefaultValue(true));
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AddWidget(path, "Texture Filter (Needs reload)", WIDGET_CVAR_COMBOBOX)
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.CVar(CVAR_TEXTURE_FILTER)
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.Options(ComboboxOptions().Tooltip("Sets the applied Texture Filtering.").ComboMap(textureFilteringMap));
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path.sidebarName = "Controls";
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AddSidebarEntry("Settings", "Controls", 1);
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AddWidget(path,
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"This interface can be a little daunting. Please bear with us as we work to improve the experience "
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"and address some known issues.\n"
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"\n"
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"At first glance, you may notice several input devices displayed below the 'Clear All' button. "
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"Some of these might be other controllers connected to your computer, while others may be "
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"duplicated controllers (a known issue). We recommend clicking on the box with the " ICON_FA_EYE
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" icon and the name of any disconnected or unused controllers to hide their inputs. Make sure the "
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"target controller remains visible.\n"
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"\n"
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"If you encounter issues connecting your controller or registering inputs, try closing Steam or "
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"any other external input software. Alternatively, test a different controller to determine if "
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"it's a compatibility issue.\n",
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WIDGET_TEXT);
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AddWidget(path, "Bindings", WIDGET_SEPARATOR_TEXT);
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AddWidget(path, "Popout Bindings Window", WIDGET_WINDOW_BUTTON)
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.CVar(CVAR_CONTROLLER_CONFIGURATION_WINDOW_OPEN)
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.WindowName("Input Editor")
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.Options(ButtonOptions().Tooltip("Enables the separate Bindings Window.").Size(Sizes::Inline));
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}
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int32_t motionBlurStrength;
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void PortMenu::AddEnhancements() {
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AddMenuEntry("Enhancements", "gSettings.Menu.EnhancementsSidebarSection");
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WidgetPath path = { "Enhancements", "General", SECTION_COLUMN_1 };
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AddSidebarEntry("Enhancements", "General", 3);
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AddWidget(path, "No multiplayer feature cuts", WIDGET_CVAR_CHECKBOX)
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.CVar("gMultiplayerNoFeatureCuts")
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.Options(CheckboxOptions().Tooltip("Allows full train and jumbotron in multiplayer, etc."));
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AddWidget(path, "Widescreen portrait spacing", WIDGET_CVAR_CHECKBOX)
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.CVar("gBetterResultPortraits")
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.Options(CheckboxOptions().Tooltip("Alters result portrait spacing for better aesthetics on widescreen"));
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AddWidget(path, "No Level of Detail (LOD)", WIDGET_CVAR_CHECKBOX)
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.CVar("gDisableLod")
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.Options(CheckboxOptions().Tooltip(
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"Disable Level of Detail (LOD) to avoid models using lower poly versions at a distance"));
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AddWidget(path, "Disable Culling", WIDGET_CVAR_CHECKBOX)
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.CVar("gNoCulling")
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.Options(CheckboxOptions().Tooltip("Disable original culling of mk64"));
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AddWidget(path, "Disable Rubberbanding", WIDGET_CVAR_CHECKBOX)
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.CVar("gDisableRubberbanding")
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.Options(CheckboxOptions().Tooltip("Disable rubberbanding in the game."));
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AddWidget(path, "Far Frustrum", WIDGET_CVAR_SLIDER_FLOAT)
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.CVar("gFarFrustrum")
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.PreFunc([](WidgetInfo& info) { info.isHidden = !CVarGetInteger("gNoCulling", 0); })
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.Options(FloatSliderOptions()
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.Min(0.0f)
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.Max(10000.0f)
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.DefaultValue(10000.0f)
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.Tooltip("Say how Far the Frustrum are when 'Disable Culling' are enable")
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.Step(10.0f));
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AddWidget(path, "Enable Custom CC", WIDGET_CVAR_CHECKBOX).CVar("gEnableCustomCC");
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AddWidget(path, "Custom CC", WIDGET_CVAR_SLIDER_FLOAT)
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.CVar("gCustomCC")
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.PreFunc([](WidgetInfo& info) { info.isHidden = !CVarGetInteger("gEnableCustomCC", 0); })
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.Options(FloatSliderOptions().Min(0.0f).Max(1000.0f).DefaultValue(150.0f).Step(10.0f));
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AddWidget(path, "Enable Digital Speedometer", WIDGET_CVAR_CHECKBOX)
|
|
.CVar("gEnableDigitalSpeedometer")
|
|
.Options(CheckboxOptions().Tooltip("Welcome to the modern era"));
|
|
|
|
AddWidget(path, "Harder CPU", WIDGET_CVAR_CHECKBOX).CVar("gHarderCPU");
|
|
|
|
AddWidget(path, "Show Spaghetti version", WIDGET_CVAR_CHECKBOX)
|
|
.CVar("gShowSpaghettiVersion")
|
|
.Options(CheckboxOptions().Tooltip("Show the Spaghetti Kart version on the Mario Kart menu").DefaultValue(true));
|
|
|
|
AddWidget(path, "Enable Look Behind Camera", WIDGET_CVAR_CHECKBOX)
|
|
.CVar("gLookBehind")
|
|
.Options(CheckboxOptions().Tooltip("Press C-Left to look behind you"));
|
|
|
|
AddRulesets();
|
|
|
|
path = { "Enhancements", "Cheats", SECTION_COLUMN_1 };
|
|
AddSidebarEntry("Enhancements", "Cheats", 3);
|
|
AddWidget(path, "Moon Jump", WIDGET_CVAR_CHECKBOX).CVar("gEnableMoonJump");
|
|
AddWidget(path, "Disable Wall Collision", WIDGET_CVAR_CHECKBOX)
|
|
.CVar("gNoWallColision")
|
|
.Options(CheckboxOptions().Tooltip("Disable wall collision."));
|
|
AddWidget(path, "Min Height", WIDGET_CVAR_SLIDER_FLOAT)
|
|
.CVar("gMinHeight")
|
|
.PreFunc([](WidgetInfo& info) { info.isHidden = !CVarGetInteger("gNoWallColision", 0); })
|
|
.Options(FloatSliderOptions().Min(-50.0f).Max(50.0f).DefaultValue(0.0f).Tooltip(
|
|
"When Disable Wall Collision are enable what is the minimal height you can get."));
|
|
|
|
#if not defined(__SWITCH__) and not defined(__WIIU__)
|
|
path = { "Enhancements", "HM64 Lab", SECTION_COLUMN_1 };
|
|
AddSidebarEntry("Enhancements", "HM64 Lab", 4);
|
|
AddWidget(path, "Work in progress.", WIDGET_TEXT);
|
|
AddWidget(path, "Enable HM64 Labs", WIDGET_CVAR_CHECKBOX)
|
|
.CVar("gEditorEnabled")
|
|
.Callback([](WidgetInfo& info) {
|
|
if (CVarGetInteger("gEditorEnabled", false) == false) {
|
|
gIsEditorPaused = false;
|
|
}
|
|
Ship::Context::GetInstance()->GetWindow()->GetGui()->GetGuiWindow("Tools")->ToggleVisibility();
|
|
Ship::Context::GetInstance()->GetWindow()->GetGui()->GetGuiWindow("Scene Explorer")->ToggleVisibility();
|
|
Ship::Context::GetInstance()->GetWindow()->GetGui()->GetGuiWindow("Content Browser")->ToggleVisibility();
|
|
Ship::Context::GetInstance()->GetWindow()->GetGui()->GetGuiWindow("Track Properties")->ToggleVisibility();
|
|
Ship::Context::GetInstance()->GetWindow()->GetGui()->GetGuiWindow("Properties")->ToggleVisibility();
|
|
})
|
|
.Options(UIWidgets::CheckboxOptions({ { .tooltip = "Edit the universe!" } }));
|
|
#endif
|
|
}
|
|
|
|
#ifdef __SWITCH__
|
|
static const std::unordered_map<int32_t, const char*> switchCPUProfiles = {
|
|
{ Ship::SwitchProfiles::MAXIMUM, "Maximum Performance" },
|
|
{ Ship::SwitchProfiles::HIGH, "High Performance" },
|
|
{ Ship::SwitchProfiles::BOOST, "Boost Performance" },
|
|
{ Ship::SwitchProfiles::STOCK, "Stock Performance" },
|
|
{ Ship::SwitchProfiles::POWERSAVINGM1, "Powersaving Mode 1" },
|
|
{ Ship::SwitchProfiles::POWERSAVINGM2, "Powersaving Mode 2" },
|
|
{ Ship::SwitchProfiles::POWERSAVINGM3, "Powersaving Mode 3" }
|
|
};
|
|
#endif
|
|
|
|
void PortMenu::AddRulesets() {
|
|
WidgetPath path = { "Enhancements", "Rulesets", SECTION_COLUMN_1 };
|
|
AddSidebarEntry("Enhancements", "Rulesets", 3);
|
|
|
|
// Requires more testing
|
|
// AddWidget(path, "Number of Laps", WIDGET_CVAR_SLIDER_INT)
|
|
// .CVar("gNumLaps")
|
|
// .Options(UIWidgets::IntSliderOptions().Min().Max(20).Step(1).DefaultValue(3));
|
|
|
|
AddWidget(path, "No Itemboxes", WIDGET_CVAR_CHECKBOX)
|
|
.CVar("gDisableItemboxes")
|
|
.Options(CheckboxOptions().Tooltip(
|
|
"Prevents Itemboxes from spawning"));
|
|
AddWidget(path, "All Thwomps are Marty", WIDGET_CVAR_CHECKBOX)
|
|
.CVar("gAllThwompsAreMarty")
|
|
.Options(CheckboxOptions().Tooltip(
|
|
"All Thwomps are Marty"));
|
|
AddWidget(path, "All Bomb Karts in Chase Mode", WIDGET_CVAR_CHECKBOX)
|
|
.CVar("gAllBombKartsChase")
|
|
.Options(CheckboxOptions().Tooltip(
|
|
"These karts will chase you!!!"));
|
|
AddWidget(path, "Get the trophies!", WIDGET_CVAR_CHECKBOX)
|
|
.CVar("gGoFish")
|
|
.Options(CheckboxOptions().Tooltip(
|
|
"Collect as many trophies as you can. Racer with the most trophies wins!"));
|
|
AddWidget(path, "Track X Stretch", WIDGET_SLIDER_FLOAT)
|
|
.ValuePointer(&gVtxStretch[0])
|
|
.Options(UIWidgets::FloatSliderOptions().Min(0.1f).Max(10.0f).Step(0.1f).Format("%.2f"));
|
|
AddWidget(path, "Track Y Stretch", WIDGET_SLIDER_FLOAT)
|
|
.ValuePointer(&gVtxStretch[1])
|
|
.Options(UIWidgets::FloatSliderOptions().Min(0.1f).Max(10.0f).Step(0.1f).Format("%.2f"));
|
|
AddWidget(path, "Track Z Stretch", WIDGET_SLIDER_FLOAT)
|
|
.ValuePointer(&gVtxStretch[2])
|
|
.Options(UIWidgets::FloatSliderOptions().Min(0.1f).Max(10.0f).Step(0.1f).Format("%.2f"));
|
|
|
|
|
|
AddWidget(path, "Trains", WIDGET_CVAR_SLIDER_INT)
|
|
.CVar("gNumTrains")
|
|
.Options(UIWidgets::IntSliderOptions().Min(0).Max(19).Step(1).DefaultValue(2));
|
|
AddWidget(path, "Carriages", WIDGET_CVAR_SLIDER_INT)
|
|
.CVar("gNumCarriages")
|
|
.Options(UIWidgets::IntSliderOptions().Min(0).Max(74).Step(1).DefaultValue(5));
|
|
AddWidget(path, "Train has a tender", WIDGET_CVAR_CHECKBOX)
|
|
.CVar("gHasTender")
|
|
.Options(UIWidgets::CheckboxOptions().DefaultValue(1)
|
|
.Tooltip("This option is only valid if there are no carriages on the train"));
|
|
|
|
AddWidget(path, "Trucks", WIDGET_CVAR_SLIDER_INT)
|
|
.CVar("gNumTrucks")
|
|
.Options(UIWidgets::IntSliderOptions().Min(0).Max(50).Step(1).DefaultValue(7));
|
|
AddWidget(path, "Buses", WIDGET_CVAR_SLIDER_INT)
|
|
.CVar("gNumBuses")
|
|
.Options(UIWidgets::IntSliderOptions().Min(0).Max(50).Step(1).DefaultValue(7));
|
|
AddWidget(path, "Tanker Trucks", WIDGET_CVAR_SLIDER_INT)
|
|
.CVar("gNumTankerTrucks")
|
|
.Options(UIWidgets::IntSliderOptions().Min(0).Max(50).Step(1).DefaultValue(7));
|
|
AddWidget(path, "Cars", WIDGET_CVAR_SLIDER_INT)
|
|
.CVar("gNumCars")
|
|
.Options(UIWidgets::IntSliderOptions().Min(0).Max(50).Step(1).DefaultValue(7));
|
|
}
|
|
|
|
void PortMenu::AddDevTools() {
|
|
AddMenuEntry("Developer", "gSettings.Menu.DevToolsSidebarSection");
|
|
AddSidebarEntry("Developer", "General", 3);
|
|
WidgetPath path = { "Developer", "General", SECTION_COLUMN_1 };
|
|
#ifdef __SWITCH__
|
|
AddWidget(path, "Switch CPU Profile", WIDGET_CVAR_COMBOBOX)
|
|
.CVar("gSwitchPerfMode")
|
|
.Options(ComboboxOptions()
|
|
.Tooltip("Switches the CPU profile to a different one")
|
|
.ComboMap(switchCPUProfiles)
|
|
.DefaultIndex(Ship::SwitchProfiles::STOCK))
|
|
.Callback([](WidgetInfo& info) { Ship::Switch::ApplyOverclock(); });
|
|
#endif
|
|
AddWidget(path, "Popout Menu", WIDGET_CVAR_CHECKBOX)
|
|
.CVar("gSettings.Menu.Popout")
|
|
.Options(CheckboxOptions().Tooltip("Changes the menu display from overlay to windowed."));
|
|
AddWidget(path, "Debug Mode", WIDGET_CVAR_CHECKBOX)
|
|
.CVar("gEnableDebugMode")
|
|
.Callback([](WidgetInfo& info) {
|
|
SPDLOG_INFO(CVarGetInteger("gEnableDebugMode", 0) == 0 ? "Debug Mode deactivated" : "Debug Mode activated");
|
|
})
|
|
.Options(CheckboxOptions().Tooltip("Enables Debug Mode."));
|
|
AddWidget(path, "Modify Interpolation Target FPS", WIDGET_CVAR_CHECKBOX)
|
|
.CVar("gModifyInterpolationTargetFPS")
|
|
.Options(CheckboxOptions().Tooltip("For testing frame interpolation."));
|
|
AddWidget(path, "Interpolation Target FPS", WIDGET_CVAR_SLIDER_INT)
|
|
.CVar("gInterpolationTargetFPS")
|
|
.PreFunc([](WidgetInfo& info) { info.isHidden = !CVarGetInteger("gModifyInterpolationTargetFPS", 0); })
|
|
.Options(IntSliderOptions()
|
|
.Tooltip("Sets the target FPS for interpolation. When Modify Interpolation Target FPS are enable")
|
|
.Min(15)
|
|
.Max(360)
|
|
.DefaultValue(60));
|
|
AddWidget(path, "Render Collision", WIDGET_CVAR_CHECKBOX)
|
|
.CVar("gRenderCollisionMesh")
|
|
.Options(CheckboxOptions().Tooltip("Draws the collision mesh instead of the track mesh"));
|
|
|
|
path = { "Developer", "Gfx Debugger", SECTION_COLUMN_1 };
|
|
AddSidebarEntry("Developer", "Gfx Debugger", 1);
|
|
AddWidget(path, "Popout Gfx Debugger", WIDGET_WINDOW_BUTTON)
|
|
.CVar("gGfxDebuggerEnabled")
|
|
.Options(ButtonOptions().Tooltip(
|
|
"Enables the Gfx Debugger window, allowing you to input commands. Type help for some examples"))
|
|
.WindowName("GfxDebuggerWindow");
|
|
|
|
path = { "Developer", "Stats", SECTION_COLUMN_1 };
|
|
AddSidebarEntry("Developer", "Stats", 1);
|
|
AddWidget(path, "Popout Stats", WIDGET_WINDOW_BUTTON)
|
|
.CVar("gStatsEnabled")
|
|
.Options(ButtonOptions().Tooltip(
|
|
"Shows the stats window, with your FPS and frametimes, and the OS you're playing on"))
|
|
.WindowName("Stats");
|
|
|
|
path = { "Developer", "Console", SECTION_COLUMN_1 };
|
|
AddSidebarEntry("Developer", "Console", 1);
|
|
AddWidget(path, "Popout Console", WIDGET_WINDOW_BUTTON)
|
|
.CVar("gConsoleEnabled")
|
|
.Options(ButtonOptions().Tooltip(
|
|
"Enables the console window, allowing you to input commands. Type help for some examples"))
|
|
.WindowName("Console");
|
|
}
|
|
|
|
PortMenu::PortMenu(const std::string& consoleVariable, const std::string& name)
|
|
: Menu(consoleVariable, name, 0, UIWidgets::Colors::LightBlue) {
|
|
}
|
|
|
|
void PortMenu::InitElement() {
|
|
Ship::Menu::InitElement();
|
|
AddSettings();
|
|
AddEnhancements();
|
|
AddDevTools();
|
|
|
|
if (CVarGetInteger("gSettings.Menu.SidebarSearch", 0)) {
|
|
InsertSidebarSearch();
|
|
}
|
|
|
|
for (auto& initFunc : MenuInit::GetInitFuncs()) {
|
|
initFunc();
|
|
}
|
|
|
|
disabledMap = {
|
|
{ DISABLE_FOR_FREE_CAM_ON,
|
|
{ [](disabledInfo& info) -> bool { return CVarGetInteger("gFreecam", 0); }, "Freecam is Enabled" } },
|
|
{ DISABLE_FOR_FREE_CAM_OFF,
|
|
{ [](disabledInfo& info) -> bool { return !CVarGetInteger("gFreecam", 0); }, "Freecam is Disabled" } },
|
|
{ DISABLE_FOR_EDITOR_ON,
|
|
{ [](disabledInfo& info) -> bool { return CVarGetInteger("gEditorEnabled", 0); }, "Editor is Enabled" } },
|
|
{ DISABLE_FOR_EDITOR_OFF,
|
|
{ [](disabledInfo& info) -> bool { return !CVarGetInteger("gEditorEnabled", 0); }, "Editor is Disabled" } },
|
|
{ DISABLE_FOR_DEBUG_MODE_OFF,
|
|
{ [](disabledInfo& info) -> bool { return !CVarGetInteger("gEnableDebugMode", 0); },
|
|
"Debug Mode is Disabled" } },
|
|
{ DISABLE_FOR_NO_VSYNC,
|
|
{ [](disabledInfo& info) -> bool {
|
|
return !Ship::Context::GetInstance()->GetWindow()->CanDisableVerticalSync();
|
|
},
|
|
"Disabling VSync not supported" } },
|
|
{ DISABLE_FOR_NO_WINDOWED_FULLSCREEN,
|
|
{ [](disabledInfo& info) -> bool {
|
|
return !Ship::Context::GetInstance()->GetWindow()->SupportsWindowedFullscreen();
|
|
},
|
|
"Windowed Fullscreen not supported" } },
|
|
{ DISABLE_FOR_NO_MULTI_VIEWPORT,
|
|
{ [](disabledInfo& info) -> bool {
|
|
return !Ship::Context::GetInstance()->GetWindow()->GetGui()->SupportsViewports();
|
|
},
|
|
"Multi-viewports not supported" } },
|
|
{ DISABLE_FOR_NOT_DIRECTX,
|
|
{ [](disabledInfo& info) -> bool {
|
|
return Ship::Context::GetInstance()->GetWindow()->GetWindowBackend() !=
|
|
Ship::WindowBackend::FAST3D_DXGI_DX11;
|
|
},
|
|
"Available Only on DirectX" } },
|
|
{ DISABLE_FOR_DIRECTX,
|
|
{ [](disabledInfo& info) -> bool {
|
|
return Ship::Context::GetInstance()->GetWindow()->GetWindowBackend() ==
|
|
Ship::WindowBackend::FAST3D_DXGI_DX11;
|
|
},
|
|
"Not Available on DirectX" } },
|
|
{ DISABLE_FOR_MATCH_REFRESH_RATE_ON,
|
|
{ [](disabledInfo& info) -> bool { return CVarGetInteger("gMatchRefreshRate", 0); },
|
|
"Match Refresh Rate is Enabled" } },
|
|
{ DISABLE_FOR_ADVANCED_RESOLUTION_ON,
|
|
{ [](disabledInfo& info) -> bool { return CVarGetInteger(CVAR_PREFIX_ADVANCED_RESOLUTION ".Enabled", 0); },
|
|
"Advanced Resolution Enabled" } },
|
|
{ DISABLE_FOR_VERTICAL_RES_TOGGLE_ON,
|
|
{ [](disabledInfo& info) -> bool {
|
|
return CVarGetInteger(CVAR_PREFIX_ADVANCED_RESOLUTION ".VerticalResolutionToggle", 0);
|
|
},
|
|
"Vertical Resolution Toggle Enabled" } },
|
|
{ DISABLE_FOR_LOW_RES_MODE_ON,
|
|
{ [](disabledInfo& info) -> bool { return CVarGetInteger(CVAR_LOW_RES_MODE, 0); }, "N64 Mode Enabled" } },
|
|
//{ DISABLE_FOR_MULTIPLAYER_CONNECTED,
|
|
// { CheckNetworkConnected, "Multiplayer Connected"}},
|
|
};
|
|
}
|
|
|
|
void PortMenu::UpdateElement() {
|
|
Ship::Menu::UpdateElement();
|
|
}
|
|
|
|
void PortMenu::Draw() {
|
|
Ship::Menu::Draw();
|
|
}
|
|
|
|
void PortMenu::DrawElement() {
|
|
Ship::Menu::DrawElement();
|
|
}
|
|
} // namespace GameUI
|