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