SpaghettiKart/src/port/ui/ResolutionEditor.cpp

550 lines
32 KiB
C++

#include "ResolutionEditor.h"
#include <imgui.h>
#include <libultraship/libultraship.h>
#include "UIWidgets.h"
#include <fast/Fast3dWindow.h>
#include <fast/interpreter.h>
#include "port/Engine.h"
#include "PortMenu.h"
/* Console Variables are grouped under gAdvancedResolution. (e.g. CVAR_PREFIX_ADVANCED_RESOLUTION ".Enabled")
The following cvars are used in Libultraship and can be edited here:
- Enabled - Turns Advanced Resolution Mode on.
- AspectRatioX, AspectRatioY - Aspect ratio controls. To toggle off, set either to zero.
- VerticalPixelCount, VerticalResolutionToggle - Resolution controls.
- PixelPerfectMode, IntegerScale.Factor - Pixel Perfect Mode a.k.a. integer scaling controls.
- IntegerScale.FitAutomatically - Automatic resizing for Pixel Perfect Mode.
- IntegerScale.NeverExceedBounds - Prevents manual resizing from exceeding screen bounds.
The following cvars are also implemented in LUS for niche use cases:
- IgnoreAspectCorrection - Stretch framebuffer to fill screen.
This is something of a power-user setting for niche setups that most people won't need or care about,
but may be useful if playing the Switch/Wii U ports on a 4:3 television.
- IntegerScale.ExceedBoundsBy - Offset the max screen bounds, usually by +1.
This isn't that useful at the moment, so it's unused here.
*/
namespace GameUI {
extern std::shared_ptr<PortMenu> mPortMenu;
enum setting { UPDATE_aspectRatioX, UPDATE_aspectRatioY, UPDATE_verticalPixelCount };
std::unordered_map<int32_t, const char*> aspectRatioPresetLabels = { { 0, "Off" },
{ 1, "Custom" },
{ 2, "Original (4:3)" },
{ 3, "Widescreen (16:9)" },
{ 4, "Nintendo 3DS (5:3)" },
{ 5, "16:10 (8:5)" },
{ 6, "Ultrawide (21:9)" } };
const float aspectRatioPresetsX[] = { 0.0f, 16.0f, 4.0f, 16.0f, 5.0f, 16.0f, 21.0f };
const float aspectRatioPresetsY[] = { 0.0f, 9.0f, 3.0f, 9.0f, 3.0f, 10.0f, 9.0f };
const int default_aspectRatio = 1; // Default combo list option
const char* pixelCountPresetLabels[] = { "Custom", "Native N64 (240p)", "2x (480p)", "3x (720p)", "4x (960p)",
"5x (1200p)", "6x (1440p)", "Full HD (1080p)", "4K (2160p)" };
const int pixelCountPresets[] = { 480, 240, 480, 720, 960, 1200, 1440, 1080, 2160 };
const int default_pixelCount = 0; // Default combo list option
// Resolution clamp values as hardcoded in LUS::Gui::ApplyResolutionChanges()
const uint32_t minVerticalPixelCount = SCREEN_HEIGHT;
const uint32_t maxVerticalPixelCount = 4320; // 18x native, or 8K TV resolution
const unsigned short default_maxIntegerScaleFactor = 6; // Default size of Integer scale factor slider.
enum messageType { MESSAGE_ERROR, MESSAGE_WARNING, MESSAGE_QUESTION, MESSAGE_INFO, MESSAGE_GRAY_75 };
const ImVec4 messageColor[]{
{ 0.85f, 0.0f, 0.0f, 1.0f }, // MESSAGE_ERROR
{ 0.85f, 0.85f, 0.0f, 1.0f }, // MESSAGE_WARNING
{ 0.0f, 0.85f, 0.85f, 1.0f }, // MESSAGE_QUESTION
{ 0.0f, 0.85f, 0.55f, 1.0f }, // MESSAGE_INFO
{ 0.75f, 0.75f, 0.75f, 1.0f } // MESSAGE_GRAY_75
};
static const float enhancementSpacerHeight = 19.0f;
// Initialise update flags.
static bool update[3];
// Initialise integer scale bounds.
static short max_integerScaleFactor = default_maxIntegerScaleFactor; // default value, which may or may not get
// overridden depending on viewport res
static short integerScale_maximumBounds = 1; // can change when window is resized
// Combo List defaults
static int32_t item_aspectRatio;
static int32_t item_pixelCount;
// Stored Values for non-UIWidgets elements
static float aspectRatioX;
static float aspectRatioY;
static int32_t verticalPixelCount;
// Additional settings
static bool showHorizontalResField;
static int32_t horizontalPixelCount;
// Disabling flags
static bool disabled_everything;
static bool disabled_pixelCount;
using namespace UIWidgets;
void RegisterResolutionWidgets() {
WidgetPath path = { "Settings", "Graphics", SECTION_COLUMN_2 };
#ifdef __APPLE__
mPortMenu
->AddWidget(path, ICON_FA_INFO_CIRCLE " These settings may behave incorrectly on Retina displays.", WIDGET_TEXT)
.Options(WidgetOptions().Color(Colors::Green));
#endif
// Resolution visualiser
mPortMenu->AddWidget(path, "Viewport dimensions: {} x {}", WIDGET_TEXT).PreFunc([](WidgetInfo& info) {
auto captured_window_viewport = GetInterpreter()->mGameWindowViewport;
info.name = fmt::format("Viewport dimensions: {} x {}", captured_window_viewport.width,
captured_window_viewport.height);
});
mPortMenu->AddWidget(path, "Internal resolution: {} x {}", WIDGET_TEXT).PreFunc([](WidgetInfo& info) {
auto captured_current_dimensions = GetInterpreter()->mCurDimensions;
info.name =
fmt::format("Internal resolution: {} x {}", captured_current_dimensions.width, captured_current_dimensions.height);
});
// UIWidgets::PaddedSeparator(true, true, 3.0f, 3.0f);
// Activator
mPortMenu->AddWidget(path, "Enable advanced settings.", WIDGET_CVAR_CHECKBOX)
.CVar(CVAR_PREFIX_ADVANCED_RESOLUTION ".Enabled");
/*UIWidgets::PaddedEnhancementCheckbox(, , false, false,
false, "", UIWidgets::CheckboxGraphics::Cross, false);*/
// Error/Warning display
mPortMenu
->AddWidget(path, ICON_FA_EXCLAMATION_TRIANGLE " Significant frame rate (FPS) drops may be occuring.",
WIDGET_TEXT)
.PreFunc(
[](WidgetInfo& info) { info.isHidden = !(!CVarGetInteger(CVAR_LOW_RES_MODE, 0) && IsDroppingFrames()); })
.Options(WidgetOptions().Color(Colors::Orange));
mPortMenu->AddWidget(path, ICON_FA_QUESTION_CIRCLE " \"N64 Mode\" is overriding these settings.", WIDGET_TEXT)
.PreFunc([](WidgetInfo& info) { info.isHidden = !CVarGetInteger(CVAR_LOW_RES_MODE, 0); })
.Options(WidgetOptions().Color(Colors::LightBlue));
mPortMenu->AddWidget(path, "Click to disable N64 mode", WIDGET_BUTTON)
.PreFunc([](WidgetInfo& info) { info.isHidden = !CVarGetInteger(CVAR_LOW_RES_MODE, 0); })
.Callback([](WidgetInfo& info) {
CVarSetInteger(CVAR_LOW_RES_MODE, 0);
CVarSave();
});
// if (disabled_everything) { // Hide aspect ratio controls.
// UIWidgets::DisableComponent(ImGui::GetStyle().Alpha * 0.5f);
// }
// Aspect Ratio
mPortMenu->AddWidget(path, "AspectSep", WIDGET_SEPARATOR);
mPortMenu->AddWidget(path, "Force aspect ratio:", WIDGET_TEXT);
mPortMenu->AddWidget(path, "(Select \"Off\" to disable.)", WIDGET_TEXT)
.SameLine(true)
.Options(WidgetOptions().Color(Colors::Gray));
// Presets
mPortMenu->AddWidget(path, "Aspect Ratio", WIDGET_COMBOBOX)
.ValuePointer(&item_aspectRatio)
.PreFunc([](WidgetInfo& info) {
info.isHidden = !mPortMenu->GetDisabledMap().at(DISABLE_FOR_ADVANCED_RESOLUTION_ON).active;
})
.Callback([](WidgetInfo& info) {
if (item_aspectRatio != default_aspectRatio) { // don't change anything if "Custom" is selected.
aspectRatioX = aspectRatioPresetsX[item_aspectRatio];
aspectRatioY = aspectRatioPresetsY[item_aspectRatio];
if (showHorizontalResField) {
horizontalPixelCount = (verticalPixelCount / aspectRatioY) * aspectRatioX;
}
CVarSetFloat(CVAR_PREFIX_ADVANCED_RESOLUTION ".AspectRatioX", aspectRatioX);
CVarSetFloat(CVAR_PREFIX_ADVANCED_RESOLUTION ".AspectRatioY", aspectRatioY);
}
CVarSetInteger(CVAR_PREFIX_ADVANCED_RESOLUTION ".UIComboItem.AspectRatio", item_aspectRatio);
CVarSave();
})
.Options(ComboboxOptions().ComboMap(aspectRatioPresetLabels));
mPortMenu->AddWidget(path, "AspectRationCustom", WIDGET_CUSTOM).CustomFunction([](WidgetInfo& info) {
// Hide aspect ratio input fields if using one of the presets.
if (item_aspectRatio == default_aspectRatio && !showHorizontalResField) {
// Declare input interaction bools outside of IF statement to prevent Y field from disappearing.
const bool input_X = ImGui::InputFloat("X", &aspectRatioX, 0.1f, 1.0f, "%.3f");
const bool input_Y = ImGui::InputFloat("Y", &aspectRatioY, 0.1f, 1.0f, "%.3f");
if (input_X || input_Y) {
item_aspectRatio = default_aspectRatio;
update[UPDATE_aspectRatioX] = true;
update[UPDATE_aspectRatioY] = true;
}
} else if (showHorizontalResField) { // Show calculated aspect ratio
if (item_aspectRatio) {
auto gfx_current_game_window_viewport = GetInterpreter()->mGameWindowViewport;
auto gfx_current_dimensions = GetInterpreter()->mCurDimensions;
ImGui::Dummy({ 0, 2 });
const float resolvedAspectRatio = (float)gfx_current_dimensions.width / gfx_current_dimensions.height;
ImGui::Text("Aspect ratio: %.2f:1", resolvedAspectRatio);
}
}
});
//
// if (disabled_everything) { // Hide aspect ratio controls.
// UIWidgets::ReEnableComponent("disabledTooltipText");
// }
// UIWidgets::Spacer(0);
//
// // Vertical Resolution
// UIWidgets::PaddedEnhancementCheckbox("Set fixed vertical resolution (disables Resolution slider)",
// CVAR_PREFIX_ADVANCED_RESOLUTION ".VerticalResolutionToggle", true,
// false, disabled_everything, "", UIWidgets::CheckboxGraphics::Cross,
// false);
// UIWidgets::Tooltip(
// "Override the resolution scale slider and use the settings below, irrespective of window size.");
// if (disabled_pixelCount || disabled_everything) { // Hide pixel count controls.
// UIWidgets::DisableComponent(ImGui::GetStyle().Alpha * 0.5f);
// }
// if (ImGui::Combo("Pixel Count Presets", &item_pixelCount, pixelCountPresetLabels,
// IM_ARRAYSIZE(pixelCountPresetLabels)) &&
// item_pixelCount != default_pixelCount) { // don't change anything if "Custom" is selected.
// verticalPixelCount = pixelCountPresets[item_pixelCount];
//
// if (showHorizontalResField) {
// horizontalPixelCount = (verticalPixelCount / aspectRatioY) * aspectRatioX;
// }
//
// CVarSetInteger(CVAR_PREFIX_ADVANCED_RESOLUTION ".VerticalPixelCount", verticalPixelCount);
// CVarSetInteger(CVAR_PREFIX_ADVANCED_RESOLUTION ".UIComboItem.PixelCount", item_pixelCount);
// CVarSave();
// }
// // Horizontal Resolution, if visibility is enabled for it.
// if (showHorizontalResField) {
// // Only show the field if Aspect Ratio is being enforced.
// if ((aspectRatioX > 0.0f) && (aspectRatioY > 0.0f)) {
// // So basically we're "faking" this one by setting aspectRatioX instead.
// if (ImGui::InputInt("Horiz. Pixel Count", &horizontalPixelCount, 8, 320)) {
// item_aspectRatio = default_aspectRatio;
// if (horizontalPixelCount < SCREEN_WIDTH) {
// horizontalPixelCount = SCREEN_WIDTH;
// }
// aspectRatioX = horizontalPixelCount;
// aspectRatioY = verticalPixelCount;
// update[UPDATE_aspectRatioX] = true;
// update[UPDATE_aspectRatioY] = true;
// }
// } else { // Display a notice instead.
// ImGui::TextColored(messageColor[MESSAGE_QUESTION],
// ICON_FA_QUESTION_CIRCLE " \"Force aspect ratio\" required.");
// // ImGui::Text(" ");
// ImGui::SameLine();
// if (ImGui::Button("Click to resolve")) {
// item_aspectRatio = default_aspectRatio; // Set it to Custom
// aspectRatioX = aspectRatioPresetsX[2]; // but use the 4:3 defaults
// aspectRatioY = aspectRatioPresetsY[2];
// update[UPDATE_aspectRatioX] = true;
// update[UPDATE_aspectRatioY] = true;
// horizontalPixelCount = (verticalPixelCount / aspectRatioY) * aspectRatioX;
// }
// }
// }
// // Vertical Resolution part 2
// if (ImGui::InputInt("Vertical Pixel Count", &verticalPixelCount, 8, 240)) {
// item_pixelCount = default_pixelCount;
// update[UPDATE_verticalPixelCount] = true;
//
// // Account for the natural instinct to enter horizontal first.
// // Ignore vertical resolutions that are below the lower clamp constant.
// if (showHorizontalResField && !(verticalPixelCount < minVerticalPixelCount)) {
// item_aspectRatio = default_aspectRatio;
// aspectRatioX = horizontalPixelCount;
// aspectRatioY = verticalPixelCount;
// update[UPDATE_aspectRatioX] = true;
// update[UPDATE_aspectRatioY] = true;
// }
// }
// if (disabled_pixelCount || disabled_everything) { // Hide pixel count controls.
// UIWidgets::ReEnableComponent("disabledTooltipText");
// }
//
// UIWidgets::Spacer(0);
//
// // Integer scaling settings group (Pixel-perfect Mode)
// static const ImGuiTreeNodeFlags IntegerScalingResolvedImGuiFlag =
// CVarGetInteger(CVAR_PREFIX_ADVANCED_RESOLUTION ".PixelPerfectMode", 0) ? ImGuiTreeNodeFlags_DefaultOpen
// : ImGuiTreeNodeFlags_None;
// if (ImGui::CollapsingHeader("Integer Scaling Settings", IntegerScalingResolvedImGuiFlag)) {
// const bool disabled_pixelPerfectMode =
// !CVarGetInteger(CVAR_PREFIX_ADVANCED_RESOLUTION ".PixelPerfectMode", 0) || disabled_everything;
// // Pixel-perfect Mode
// UIWidgets::PaddedEnhancementCheckbox("Pixel-perfect Mode", CVAR_PREFIX_ADVANCED_RESOLUTION
// ".PixelPerfectMode", true,
// true, disabled_pixelCount || disabled_everything, "",
// UIWidgets::CheckboxGraphics::Cross, false);
// UIWidgets::Tooltip("Don't scale image to fill window.");
// if (disabled_pixelCount && CVarGetInteger(CVAR_PREFIX_ADVANCED_RESOLUTION ".PixelPerfectMode", 0)) {
// CVarSetInteger(CVAR_PREFIX_ADVANCED_RESOLUTION ".PixelPerfectMode", 0);
// CVarSave();
// }
//
// // Integer Scaling
// UIWidgets::EnhancementSliderInt(
// "Integer scale factor: %d", "##ARSIntScale", CVAR_PREFIX_ADVANCED_RESOLUTION ".IntegerScale.Factor",
// 1, max_integerScaleFactor, "%d", 1, true, disabled_pixelPerfectMode ||
// CVarGetInteger(CVAR_PREFIX_ADVANCED_RESOLUTION ".IntegerScale.FitAutomatically", 0));
// UIWidgets::Tooltip("Integer scales the image. Only available in pixel-perfect mode.");
// // Display warning if size is being clamped or if framebuffer is larger than viewport.
// if (!disabled_pixelPerfectMode &&
// (CVarGetInteger(CVAR_PREFIX_ADVANCED_RESOLUTION ".IntegerScale.NeverExceedBounds", 1) &&
// CVarGetInteger(CVAR_PREFIX_ADVANCED_RESOLUTION ".IntegerScale.Factor", 1) >
// integerScale_maximumBounds)) {
// ImGui::SameLine();
// ImGui::TextColored(messageColor[MESSAGE_WARNING], ICON_FA_EXCLAMATION_TRIANGLE " Window exceeded.");
// }
//
// UIWidgets::PaddedEnhancementCheckbox(
// "Automatically scale image to fit viewport", CVAR_PREFIX_ADVANCED_RESOLUTION
// ".IntegerScale.FitAutomatically", true, true, disabled_pixelPerfectMode, "",
// UIWidgets::CheckboxGraphics::Cross, false);
// UIWidgets::Tooltip("Automatically sets scale factor to fit window. Only available in pixel-perfect
// mode."); if (CVarGetInteger(CVAR_PREFIX_ADVANCED_RESOLUTION ".IntegerScale.FitAutomatically", 0)) {
// // This is just here to update the value shown on the slider.
// // The function in LUS to handle this setting will ignore IntegerScaleFactor while active.
// CVarSetInteger(CVAR_PREFIX_ADVANCED_RESOLUTION ".IntegerScale.Factor", integerScale_maximumBounds);
// // CVarSave();
// }
// } // End of integer scaling settings
//
// UIWidgets::PaddedSeparator(true, true, 3.0f, 3.0f);
//
// // Collapsible panel for additional settings
// if (ImGui::CollapsingHeader("Additional Settings")) {
// UIWidgets::Spacer(0);
//
//#if defined(__SWITCH__) || defined(__WIIU__)
// // Disable aspect correction, stretching the framebuffer to fill the viewport.
// // This option is only really needed on systems limited to 16:9 TV resolutions, such as consoles.
// // The associated cvar is still functional on PC platforms if you want to use it though.
// UIWidgets::PaddedEnhancementCheckbox("Disable aspect correction and stretch the output image.\n"
// "(Might be useful for 4:3 televisions!)\n"
// "Not available in Pixel Perfect Mode.",
// CVAR_PREFIX_ADVANCED_RESOLUTION ".IgnoreAspectCorrection", false,
// true, CVarGetInteger(CVAR_PREFIX_ADVANCED_RESOLUTION
// ".PixelPerfectMode", 0) ||
// disabled_everything,
// "", UIWidgets::CheckboxGraphics::Cross, false);
//#else
// if (CVarGetInteger(CVAR_PREFIX_ADVANCED_RESOLUTION ".IgnoreAspectCorrection", 0)) {
// // This setting is intentionally not exposed on PC platforms,
// // but may be accidentally activated for varying reasons.
// // Having this button should hopefully prevent support headaches.
// ImGui::TextColored(messageColor[MESSAGE_QUESTION], ICON_FA_QUESTION_CIRCLE
// " If the image is stretched and you don't know why, click this.");
// if (ImGui::Button("Click to reenable aspect correction.")) {
// CVarSetInteger(CVAR_PREFIX_ADVANCED_RESOLUTION ".IgnoreAspectCorrection", 0);
// CVarSave();
// }
// UIWidgets::Spacer(2);
// }
//#endif
//
// // A requested addition; an alternative way of displaying the resolution field.
// if (ImGui::Checkbox("Show a horizontal resolution field, instead of aspect ratio.",
// &showHorizontalResField)) {
// if (!showHorizontalResField && (aspectRatioX > 0.0f)) { // when turning this setting off
// // Refresh relevant values
// aspectRatioX = aspectRatioY * horizontalPixelCount / verticalPixelCount;
// horizontalPixelCount = (verticalPixelCount / aspectRatioY) * aspectRatioX;
// } else { // when turning this setting on
// item_aspectRatio = default_aspectRatio;
// if (aspectRatioX > 0.0f) {
// // Refresh relevant values in the opposite order
// horizontalPixelCount = (verticalPixelCount / aspectRatioY) * aspectRatioX;
// aspectRatioX = aspectRatioY * horizontalPixelCount / verticalPixelCount;
// }
// }
// update[UPDATE_aspectRatioX] = true;
// }
//
// // Beginning of Integer Scaling additional settings.
// {
// // UIWidgets::PaddedSeparator(true, true, 3.0f, 3.0f);
//
// // Integer Scaling - Never Exceed Bounds.
// const bool disabled_neverExceedBounds =
// !CVarGetInteger(CVAR_PREFIX_ADVANCED_RESOLUTION ".PixelPerfectMode", 0) ||
// CVarGetInteger(CVAR_PREFIX_ADVANCED_RESOLUTION ".IntegerScale.FitAutomatically", 0) ||
// disabled_everything;
// const bool checkbox_neverExceedBounds =
// UIWidgets::PaddedEnhancementCheckbox("Prevent integer scaling from exceeding screen bounds.\n"
// "(Makes screen bounds take priority over specified
// factor.)", CVAR_PREFIX_ADVANCED_RESOLUTION
// ".IntegerScale.NeverExceedBounds", true, false,
// disabled_neverExceedBounds, "",
// UIWidgets::CheckboxGraphics::Cross, true);
// UIWidgets::Tooltip(
// "Prevents integer scaling factor from exceeding screen bounds.\n\n"
// "Enabled: Will clamp the scaling factor and display a gentle warning in the resolution editor.\n"
// "Disabled: Will allow scaling to exceed screen bounds, for users who want to crop overscan.\n\n"
// " " ICON_FA_INFO_CIRCLE
// " Please note that exceeding screen bounds may show a scroll bar on-screen.");
//
// // Initialise the (currently unused) "Exceed Bounds By" cvar if it's been changed.
// if (checkbox_neverExceedBounds &&
// CVarGetInteger(CVAR_PREFIX_ADVANCED_RESOLUTION ".IntegerScale.ExceedBoundsBy", 0)) {
// CVarSetInteger(CVAR_PREFIX_ADVANCED_RESOLUTION ".IntegerScale.ExceedBoundsBy", 0);
// CVarSave();
// }
//
// // Integer Scaling - Exceed Bounds By 1x/Offset.
// // A popular feature in some retro frontends/upscalers, sometimes called "crop overscan" or "1080p
// 5x".
// /*
// UIWidgets::PaddedEnhancementCheckbox("Allow integer scale factor to go +1 above maximum screen
// bounds.", CVAR_PREFIX_ADVANCED_RESOLUTION ".IntegerScale.ExceedBoundsBy", false, false,
// !CVarGetInteger(CVAR_PREFIX_ADVANCED_RESOLUTION ".PixelPerfectMode", 0) || disabled_everything, "",
// UIWidgets::CheckboxGraphics::Cross, false);
// */
// // It does actually function as expected, but exceeding the bottom of the screen shows a scroll bar.
// // I've ended up commenting this one out because of the scroll bar, and for simplicity.
//
// // Display an info message about the scroll bar.
// if (!CVarGetInteger(CVAR_PREFIX_ADVANCED_RESOLUTION ".IntegerScale.NeverExceedBounds", 1) ||
// CVarGetInteger(CVAR_PREFIX_ADVANCED_RESOLUTION ".IntegerScale.ExceedBoundsBy", 0)) {
// if (disabled_neverExceedBounds) { // Dim this help text accordingly
// UIWidgets::DisableComponent(ImGui::GetStyle().Alpha * 0.5f);
// }
// ImGui::TextColored(messageColor[MESSAGE_INFO],
// " " ICON_FA_INFO_CIRCLE
// " A scroll bar may become visible if screen bounds are exceeded.");
// if (disabled_neverExceedBounds) { // Dim this help text accordingly
// UIWidgets::ReEnableComponent("disabledTooltipText");
// }
//
// // Another support helper button, to disable the unused "Exceed Bounds By" cvar.
// // (Remove this button if uncommenting the checkbox.)
// if (CVarGetInteger(CVAR_PREFIX_ADVANCED_RESOLUTION ".IntegerScale.ExceedBoundsBy", 0)) {
// if (ImGui::Button("Click to reset a console variable that may be causing this.")) {
// CVarSetInteger(CVAR_PREFIX_ADVANCED_RESOLUTION ".IntegerScale.ExceedBoundsBy", 0);
// CVarSave();
// }
// }
// } else {
// ImGui::Text(" ");
// }
// // UIWidgets::PaddedSeparator(true, true, 3.0f, 3.0f);
// } // End of Integer Scaling additional settings.
//
// } // End of additional settings
//
// // Clamp and update the cvars that don't use UIWidgets
// if (update[UPDATE_aspectRatioX] || update[UPDATE_aspectRatioY] || update[UPDATE_verticalPixelCount]) {
// if (update[UPDATE_aspectRatioX]) {
// if (aspectRatioX < 0.0f) {
// aspectRatioX = 0.0f;
// }
// CVarSetFloat(CVAR_PREFIX_ADVANCED_RESOLUTION ".AspectRatioX", aspectRatioX);
// }
// if (update[UPDATE_aspectRatioY]) {
// if (aspectRatioY < 0.0f) {
// aspectRatioY = 0.0f;
// }
// CVarSetFloat(CVAR_PREFIX_ADVANCED_RESOLUTION ".AspectRatioY", aspectRatioY);
// }
// if (update[UPDATE_verticalPixelCount]) {
// // There's a upper and lower clamp on the Libultraship side too,
// // so clamping it here is entirely visual, so the vertical resolution field reflects it.
// if (verticalPixelCount < minVerticalPixelCount) {
// verticalPixelCount = minVerticalPixelCount;
// }
// if (verticalPixelCount > maxVerticalPixelCount) {
// verticalPixelCount = maxVerticalPixelCount;
// }
// CVarSetInteger(CVAR_PREFIX_ADVANCED_RESOLUTION ".VerticalPixelCount", verticalPixelCount);
// }
// CVarSetInteger(CVAR_PREFIX_ADVANCED_RESOLUTION ".UIComboItem.AspectRatio", item_aspectRatio);
// CVarSetInteger(CVAR_PREFIX_ADVANCED_RESOLUTION ".UIComboItem.PixelCount", item_pixelCount);
// CVarSave();
// }
}
void UpdateResolutionVars() {
// Clamp and update the cvars that don't use UIWidgets
if (update[UPDATE_aspectRatioX] || update[UPDATE_aspectRatioY] || update[UPDATE_verticalPixelCount]) {
if (update[UPDATE_aspectRatioX]) {
if (aspectRatioX < 0.0f) {
aspectRatioX = 0.0f;
}
CVarSetFloat(CVAR_PREFIX_ADVANCED_RESOLUTION ".AspectRatioX", aspectRatioX);
}
if (update[UPDATE_aspectRatioY]) {
if (aspectRatioY < 0.0f) {
aspectRatioY = 0.0f;
}
CVarSetFloat(CVAR_PREFIX_ADVANCED_RESOLUTION ".AspectRatioY", aspectRatioY);
}
if (update[UPDATE_verticalPixelCount]) {
// There's a upper and lower clamp on the Libultraship side too,
// so clamping it here is entirely visual, so the vertical resolution field reflects it.
if (verticalPixelCount < minVerticalPixelCount) {
verticalPixelCount = minVerticalPixelCount;
}
if (verticalPixelCount > maxVerticalPixelCount) {
verticalPixelCount = maxVerticalPixelCount;
}
CVarSetInteger(CVAR_PREFIX_ADVANCED_RESOLUTION ".VerticalPixelCount", verticalPixelCount);
}
CVarSetInteger(CVAR_PREFIX_ADVANCED_RESOLUTION ".UIComboItem.AspectRatio", item_aspectRatio);
CVarSetInteger(CVAR_PREFIX_ADVANCED_RESOLUTION ".UIComboItem.PixelCount", item_pixelCount);
CVarSave();
}
// Initialise update flags.
for (uint8_t i = 0; i < sizeof(update); i++) {
update[i] = false;
}
// Initialise integer scale bounds.
short max_integerScaleFactor = default_maxIntegerScaleFactor; // default value, which may or may not get
// overridden depending on viewport res
short integerScale_maximumBounds = 1; // can change when window is resized
// This is mostly just for UX purposes, as Fit Automatically logic is part of LUS.
auto gfx_current_game_window_viewport = GetInterpreter()->mGameWindowViewport;
auto gfx_current_dimensions = GetInterpreter()->mCurDimensions;
if (((float)gfx_current_game_window_viewport.width / gfx_current_game_window_viewport.height) >
((float)gfx_current_dimensions.width / gfx_current_dimensions.height)) {
// Scale to window height
integerScale_maximumBounds = gfx_current_game_window_viewport.height / gfx_current_game_window_viewport.height;
} else if (gfx_current_game_window_viewport.width) {
// Scale to window width
integerScale_maximumBounds = gfx_current_game_window_viewport.width / gfx_current_game_window_viewport.width;
}
// Lower-clamping maximum bounds value to 1 is no-longer necessary as that's accounted for in LUS.
// Letting it go below 1 in this Editor will even allow for checking if screen bounds are being exceeded.
if (default_maxIntegerScaleFactor < integerScale_maximumBounds) {
max_integerScaleFactor = integerScale_maximumBounds +
CVarGetInteger(CVAR_PREFIX_ADVANCED_RESOLUTION ".IntegerScale.ExceedBoundsBy", 0);
}
// Combo List defaults
item_aspectRatio = CVarGetInteger(CVAR_PREFIX_ADVANCED_RESOLUTION ".UIComboItem.AspectRatio", 3);
item_pixelCount = CVarGetInteger(CVAR_PREFIX_ADVANCED_RESOLUTION ".UIComboItem.PixelCount", default_pixelCount);
// Stored Values for non-UIWidgets elements
aspectRatioX = CVarGetFloat(CVAR_PREFIX_ADVANCED_RESOLUTION ".AspectRatioX", aspectRatioPresetsX[item_aspectRatio]);
aspectRatioY = CVarGetFloat(CVAR_PREFIX_ADVANCED_RESOLUTION ".AspectRatioY", aspectRatioPresetsY[item_aspectRatio]);
verticalPixelCount =
CVarGetInteger(CVAR_PREFIX_ADVANCED_RESOLUTION ".VerticalPixelCount", pixelCountPresets[item_pixelCount]);
// Additional settings
showHorizontalResField = false;
horizontalPixelCount = (verticalPixelCount / aspectRatioY) * aspectRatioX;
// Disabling flags
disabled_everything = !CVarGetInteger(CVAR_PREFIX_ADVANCED_RESOLUTION ".Enabled", 0);
disabled_pixelCount = !CVarGetInteger(CVAR_PREFIX_ADVANCED_RESOLUTION ".VerticalResolutionToggle", 0);
}
bool IsDroppingFrames() {
// a rather imprecise way of checking for frame drops.
// but it's mostly there to inform the player of large drops.
const short targetFPS = CVarGetInteger("gInterpolationFPS", 30);
const float threshold = targetFPS / 20.0f + 4.1f;
return ImGui::GetIO().Framerate < targetFPS - threshold;
}
static RegisterMenuUpdateFunc updateFunc(UpdateResolutionVars, "Settings", "Graphics");
static RegisterMenuInitFunc initFunc(RegisterResolutionWidgets);
} // namespace BenGui