mirror of
https://github.com/HarbourMasters/Starship
synced 2026-07-09 23:11:30 -04:00
First compilation, we just need more stupid assets
This commit is contained in:
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#include "ResolutionEditor.h"
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#include "UIWidgets.h"
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#include "libultraship/src/Context.h"
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#include <ImGui/imgui.h>
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#include <libultraship/libultraship.h>
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#include <graphic/Fast3D/gfx_pc.h>
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/* Console Variables are grouped under gAdvancedResolution. (e.g. "gAdvancedResolution.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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(Waiting on a second PR merge on LUS for this to fully function.):
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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.
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*/
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namespace AdvancedResolutionSettings {
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enum setting { UPDATE_aspectRatioX, UPDATE_aspectRatioY, UPDATE_verticalPixelCount };
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const char* aspectRatioPresetLabels[] = {
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"Off", "Custom", "Original (4:3)", "Widescreen (16:9)", "Nintendo 3DS (5:3)", "16:10 (8:5)", "Ultrawide (21:9)"
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};
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const float aspectRatioPresetsX[] = { 0.0f, 12.0f, 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, 480 };
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const int default_pixelCount = 0; // Default combo list option
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const uint32_t minVerticalPixelCount = 240; // see: LUS::AdvancedResolution()
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const uint32_t maxVerticalPixelCount = 4320;
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const unsigned short default_maxIntegerScaleFactor = 6; // Default size of Integer scale factor slider.
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const float enhancementSpacerHeight = 19.0f;
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// This will need to be determined more intelligently when Hi-DPI UI support is added.
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void AdvancedResolutionSettingsWindow::InitElement() {
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}
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void AdvancedResolutionSettingsWindow::DrawElement() {
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ImGui::SetNextWindowSize(ImVec2(497, 532), ImGuiCond_FirstUseEver);
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if (ImGui::Begin("Advanced Resolution Settings", &mIsVisible)) {
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// Initialise update flags.
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bool update[sizeof(setting)];
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for (unsigned short i = 0; i < sizeof(setting); i++)
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update[i] = false;
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static short updateCountdown = 0;
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short countdownStartingValue = CVarGetInteger("gInterpolationFPS", 20) / 2; // half of a second, in frames.
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// Initialise integer scale bounds.
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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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short integerScale_maximumBounds = 1; // can change when window is resized
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// This is mostly just for UX purposes, as Fit Automatically logic is part of LUS.
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if (((float)gfx_current_game_window_viewport.width / gfx_current_game_window_viewport.height) >
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((float)gfx_current_dimensions.width / gfx_current_dimensions.height)) {
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// Scale to window height
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integerScale_maximumBounds = gfx_current_game_window_viewport.height / gfx_current_dimensions.height;
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} else {
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// Scale to window width
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integerScale_maximumBounds = gfx_current_game_window_viewport.width / gfx_current_dimensions.width;
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}
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// Lower-clamping maximum bounds value to 1 is no-longer necessary as that's accounted for in LUS.
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// Letting it go below 1 in this Editor will even allow for checking if screen bounds are being exceeded.
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if (default_maxIntegerScaleFactor < integerScale_maximumBounds) {
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max_integerScaleFactor =
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integerScale_maximumBounds + CVarGetInteger("gAdvancedResolution.IntegerScale.ExceedBoundsBy", 0);
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}
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// Stored Values for non-UIWidgets elements
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static float aspectRatioX = CVarGetFloat("gAdvancedResolution.AspectRatioX", 16.0f);
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static float aspectRatioY = CVarGetFloat("gAdvancedResolution.AspectRatioY", 9.0f);
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static int verticalPixelCount = CVarGetInteger("gAdvancedResolution.VerticalPixelCount", 480);
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// Combo List defaults
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static int item_aspectRatio = default_aspectRatio;
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static int item_pixelCount = default_pixelCount;
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// Additional settings
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static bool showHorizontalResField = false;
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static int horizontalPixelCount = (verticalPixelCount / aspectRatioY) * aspectRatioX;
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#ifdef __APPLE__
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ImGui::Text("Note: these settings may behave incorrectly on Apple Retina Displays.");
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UIWidgets::PaddedSeparator(true, true, 3.0f, 3.0f);
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#endif
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// The original resolution slider (for convenience)
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if (UIWidgets::EnhancementSliderFloat("Internal Resolution: %d %%", "##IMul", "gInternalResolution", 0.5f, 2.0f,
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"", 1.0f, true, true,
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(CVarGetInteger("gAdvancedResolution.VerticalResolutionToggle", 0) &&
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CVarGetInteger("gAdvancedResolution.Enabled", 0)) ||
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CVarGetInteger("gLowResMode", 0))) {
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LUS::Context::GetInstance()->GetWindow()->SetResolutionMultiplier(CVarGetFloat("gInternalResolution", 1));
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}
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UIWidgets::Tooltip("Multiplies your output resolution by the value entered, as a more intensive but effective "
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"form of anti-aliasing"); // Description pulled from SohMenuBar.cpp
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// N64 Mode toggle (again for convenience)
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// UIWidgets::PaddedEnhancementCheckbox("(Enhancements>Graphics) N64 Mode", "gLowResMode", false, false, false,
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// "", UIWidgets::CheckboxGraphics::Cross, false);
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UIWidgets::PaddedSeparator(true, true, 3.0f, 3.0f);
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// Activator
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UIWidgets::PaddedEnhancementCheckbox("Enable advanced settings.", "gAdvancedResolution.Enabled", false, false,
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false, "", UIWidgets::CheckboxGraphics::Cross, false);
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// Error/Warning display
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if (!CVarGetInteger("gLowResMode", 0)) {
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if (IsDroppingFrames()) { // Significant frame drop warning
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ImGui::TextColored({ 0.85f, 0.85f, 0.0f, 1.0f },
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ICON_FA_EXCLAMATION_TRIANGLE " Significant frame rate (FPS) drops may be occuring.");
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UIWidgets::Spacer(2);
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} else { // No warnings
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UIWidgets::Spacer(enhancementSpacerHeight);
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}
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} else { // N64 Mode warning
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ImGui::TextColored({ 0.0f, 0.85f, 0.85f, 1.0f },
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ICON_FA_QUESTION_CIRCLE " \"N64 Mode\" is overriding these settings.");
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ImGui::SameLine();
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if (ImGui::Button("Click to disable")) {
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CVarSetInteger("gLowResMode", (int)false);
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CVarSave();
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}
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}
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// Resolution visualiser
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ImGui::Text("Viewport dimensions: %d x %d", gfx_current_game_window_viewport.width,
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gfx_current_game_window_viewport.height);
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ImGui::Text("Internal resolution: %d x %d", gfx_current_dimensions.width, gfx_current_dimensions.height);
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UIWidgets::PaddedSeparator(true, true, 3.0f, 3.0f);
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// Aspect Ratio
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ImGui::Text("Force aspect ratio:");
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ImGui::SameLine();
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ImGui::TextColored({ 0.75f, 0.75f, 0.75f, 1.0f }, "(Select \"Off\" to disable.)");
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if (ImGui::Combo(" ", &item_aspectRatio, aspectRatioPresetLabels,
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IM_ARRAYSIZE(aspectRatioPresetLabels)) &&
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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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update[UPDATE_aspectRatioX] = true;
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update[UPDATE_aspectRatioY] = true;
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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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if (item_aspectRatio == default_aspectRatio && !showHorizontalResField) {
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// Declaring the Y input interaction in particular as a variable beforehand
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// will prevent a bug where the Y field would disappear when modifying X.
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bool inputX = ImGui::InputFloat("X", &aspectRatioX, 0.1f, 1.0f, "%.3f");
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bool inputY = ImGui::InputFloat("Y", &aspectRatioY, 0.1f, 1.0f, "%.3f");
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if (inputX || inputY) {
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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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UIWidgets::Spacer(2);
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float resolvedAspectRatio = (float)gfx_current_dimensions.height / gfx_current_dimensions.width;
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ImGui::Text("Aspect ratio: %.4f", resolvedAspectRatio);
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} else {
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UIWidgets::Spacer(enhancementSpacerHeight);
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}
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}
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UIWidgets::Spacer(0);
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// Vertical Resolution
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UIWidgets::PaddedEnhancementCheckbox("Set fixed vertical resolution (disables Resolution slider)",
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"gAdvancedResolution.VerticalResolutionToggle", true, false, false, "",
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UIWidgets::CheckboxGraphics::Cross, 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 (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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update[UPDATE_verticalPixelCount] = true;
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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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// 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 < (minVerticalPixelCount / 3.0f) * 4.0f) {
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horizontalPixelCount = (minVerticalPixelCount / 3.0f) * 4.0f;
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}
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aspectRatioX = aspectRatioY * horizontalPixelCount / verticalPixelCount;
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update[UPDATE_aspectRatioX] = true;
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}
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} else { // Display a notice instead.
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ImGui::TextColored({ 0.0f, 0.85f, 0.85f, 1.0f },
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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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// 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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aspectRatioX = aspectRatioY * horizontalPixelCount / verticalPixelCount;
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update[UPDATE_aspectRatioX] = true;
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}
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}
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UIWidgets::Spacer(0);
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// UIWidgets::PaddedSeparator(true, true, 3.0f, 3.0f);
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// Integer scaling settings group
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if (ImGui::CollapsingHeader("Integer Scaling Settings")) {
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// Pixel-perfect Mode
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UIWidgets::PaddedEnhancementCheckbox("Pixel-perfect Mode", "gAdvancedResolution.PixelPerfectMode", true,
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true,
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!CVarGetInteger("gAdvancedResolution.VerticalResolutionToggle", 0), "",
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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 (!CVarGetInteger("gAdvancedResolution.VerticalResolutionToggle", 0)) {
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CVarSetInteger("gAdvancedResolution.PixelPerfectMode", (int)false);
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CVarSave();
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}
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// Integer Scaling
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UIWidgets::EnhancementSliderInt("Integer scale factor: %d", "##ARSIntScale",
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"gAdvancedResolution.IntegerScale.Factor", 1, max_integerScaleFactor, "%d",
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1, true,
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!CVarGetInteger("gAdvancedResolution.PixelPerfectMode", 0) ||
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CVarGetInteger("gAdvancedResolution.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 (CVarGetInteger("gAdvancedResolution.PixelPerfectMode", 0) &&
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(CVarGetInteger("gAdvancedResolution.IntegerScale.NeverExceedBounds", 1) &&
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CVarGetInteger("gAdvancedResolution.IntegerScale.Factor", 1) > integerScale_maximumBounds)) {
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ImGui::SameLine();
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ImGui::TextColored({ 0.85f, 0.85f, 0.0f, 1.0f }, ICON_FA_EXCLAMATION_TRIANGLE " Window exceeded.");
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}
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UIWidgets::PaddedEnhancementCheckbox("Automatically scale image to fit viewport",
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"gAdvancedResolution.IntegerScale.FitAutomatically", true, true,
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!CVarGetInteger("gAdvancedResolution.PixelPerfectMode", 0), "",
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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 mode.");
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if (CVarGetInteger("gAdvancedResolution.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("gAdvancedResolution.IntegerScale.Factor", integerScale_maximumBounds);
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// CVarSave();
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}
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}
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UIWidgets::PaddedSeparator(true, true, 3.0f, 3.0f);
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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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#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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"gAdvancedResolution.IgnoreAspectCorrection", false, true,
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CVarGetInteger("gAdvancedResolution.PixelPerfectMode", 0), "",
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UIWidgets::CheckboxGraphics::Cross, false);
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#else
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if (CVarGetInteger("gAdvancedResolution.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({ 0.0f, 0.85f, 0.85f, 1.0f }, 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("gAdvancedResolution.IgnoreAspectCorrection", (int)false);
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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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if (ImGui::Checkbox("Show a horizontal resolution field.", &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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||||
|
||||
UIWidgets::PaddedEnhancementCheckbox(
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"Don't allow integer scaling to exceed screen bounds.\n"
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||||
"(Makes screen bounds take priority over specified factor.)",
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"gAdvancedResolution.IntegerScale.NeverExceedBounds", true, false,
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!CVarGetInteger("gAdvancedResolution.PixelPerfectMode", 0) ||
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CVarGetInteger("gAdvancedResolution.IntegerScale.FitAutomatically", 0),
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"", UIWidgets::CheckboxGraphics::Cross, true);
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if (!CVarGetInteger("gAdvancedResolution.IntegerScale.NeverExceedBounds", 1) ||
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CVarGetInteger("gAdvancedResolution.IntegerScale.ExceedBoundsBy", 0)) {
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ImGui::TextColored({ 0.0f, 0.85f, 0.85f, 1.0f },
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||||
" " ICON_FA_QUESTION_CIRCLE
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||||
" A scroll bar may become visible if screen bounds are exceeded.");
|
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// Another helpful button for an unused CVar.
|
||||
if (CVarGetInteger("gAdvancedResolution.IntegerScale.ExceedBoundsBy", 0)) {
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if (ImGui::Button("Click to reset an unused CVar that may be causing this.")) {
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CVarSetInteger("gAdvancedResolution.IntegerScale.ExceedBoundsBy", 0);
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CVarSave();
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}
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||||
}
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} else {
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UIWidgets::Spacer(enhancementSpacerHeight);
|
||||
}
|
||||
|
||||
// I've ended up dummying this one out because it doesn't function in a satisfactory way.
|
||||
// Consider this idea on the table, but I don't deem it an important enough feature to push for.
|
||||
/*
|
||||
UIWidgets::PaddedEnhancementCheckbox("Allow integer scale factor to go 1x above maximum screen bounds.",
|
||||
"gAdvancedResolution.IntegerScale.ExceedBoundsBy", false, false,
|
||||
!CVarGetInteger("gAdvancedResolution.PixelPerfectMode", 0), "",
|
||||
UIWidgets::CheckboxGraphics::Cross, false);
|
||||
if (CVarGetInteger("gAdvancedResolution.IntegerScale.ExceedBoundsBy", 0)) {
|
||||
ImGui::TextColored({ 0.0f, 0.85f, 0.85f, 1.0f },
|
||||
" " ICON_FA_QUESTION_CIRCLE
|
||||
" A scroll bar may become visible if screen bounds are exceeded.");
|
||||
}*/
|
||||
|
||||
} // end of Additional Settings
|
||||
|
||||
// Clamp and update the CVars that don't use UIWidgets
|
||||
if (IsBoolArrayTrue(update)) {
|
||||
if (update[UPDATE_aspectRatioX]) {
|
||||
if (aspectRatioX < 0.0f) {
|
||||
aspectRatioX = 0.0f;
|
||||
}
|
||||
CVarSetFloat("gAdvancedResolution.AspectRatioX", aspectRatioX);
|
||||
}
|
||||
if (update[UPDATE_aspectRatioY]) {
|
||||
if (aspectRatioY < 0.0f) {
|
||||
aspectRatioY = 0.0f;
|
||||
}
|
||||
CVarSetFloat("gAdvancedResolution.AspectRatioY", aspectRatioY);
|
||||
}
|
||||
if (update[UPDATE_verticalPixelCount]) {
|
||||
// There's a upper and lower clamp on the Libultraship side too,
|
||||
// so clamping it here is purely visual, so the vertical resolution field reflects it.
|
||||
if (verticalPixelCount < minVerticalPixelCount) {
|
||||
verticalPixelCount = minVerticalPixelCount;
|
||||
}
|
||||
if (verticalPixelCount > maxVerticalPixelCount) {
|
||||
verticalPixelCount = maxVerticalPixelCount;
|
||||
}
|
||||
CVarSetInteger("gAdvancedResolution.VerticalPixelCount", verticalPixelCount);
|
||||
}
|
||||
// Delay saving this set of CVars by a predetermined length of time, in frames.
|
||||
updateCountdown = countdownStartingValue;
|
||||
}
|
||||
if (updateCountdown > 0) {
|
||||
updateCountdown--;
|
||||
} else {
|
||||
CVarSave();
|
||||
}
|
||||
}
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
void AdvancedResolutionSettingsWindow::UpdateElement() {
|
||||
}
|
||||
|
||||
bool AdvancedResolutionSettingsWindow::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", 20);
|
||||
const float threshold = targetFPS / 20.0f + 4.1f;
|
||||
return ImGui::GetIO().Framerate < targetFPS - threshold;
|
||||
}
|
||||
|
||||
bool AdvancedResolutionSettingsWindow::IsBoolArrayTrue(bool* foo) {
|
||||
for (unsigned short i = 0; i < sizeof(&foo); i++)
|
||||
if (&foo[i])
|
||||
return true;
|
||||
return false;
|
||||
}
|
||||
} // namespace AdvancedResolutionSettings
|
||||
Reference in New Issue
Block a user