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Advanced controls for aspect ratio, resolution, and integer scaling. (#3130)
* Advanced Resolution Settings first working version with most features implemented * Update advancedResolutionEditor.cpp Added auto-resizing logic for Pixel Perfect Mode. Minor fixes. * Tweaks and tidying up. Disable integer scale slider if automatic sizing is overriding it. Don't offer these UI options on Apple. Removed unused code. Updated LUS. * Update libultraship * Filenames and style fixes Filenames and folders now more closely match rest of project. Tidied newlines/comments. (SohMenuBar.cpp) Label of button changed to fit menu. (ResolutionEditor.cpp) Default window size improved. * Update libultraship (However, I still need to make the GUI controls acknowledge the new constraints.) * Update libultraship (and changed the name of some cvars) * Added constraints to the inputs. Added a fps drop warning. * Tweaks based on feedback * Update libultraship * Enabled on Apple - For currently ongoing Retina DPI troubleshooting. (Also removed the duplicated N64 Mode toggle.) * Update libultraship * Update LUS, update CVar names, small tweaks And one significant fix: Enhancement checkboxes in ResolutionEditor now default to off. * Add Additional Settings and the accursed horizontal resolution field. There's still a few bugs with it that I haven't squashed, but I need to stop for now and just commit what I've got. (This is honestly causing more problems than it solves, but i'm tired of getting questions about it.) * Resolved many of the lingering bugs with the previous commit * Horizontal Resolution field now properly acknowledges resolution bounds. * Don't show "Horiz. pixel count" field if not enforcing aspect ratio. Additionally: * Don't change settings if selecting "Custom" from preset dropdowns. * Added a missing horizontal pixel count clamp check. * Tidied up redundant behaviour. * Additional comments, and a checkbox to disable aspect correction on consoles. * Change how frame rate threshold is calculated. * More minor UI tweaks. * Added missing CVarSave() calls where needed. Added a short update countdown for the numerical CVars. This is intended to prevent CVarSave() from being called too often. * Added a helpful button to cover a potential support issue. * "Fit Automatically" has been moved to LUS and is now smarter. This will require another PR in LUS to be opened by me. * Swap to new branch for libultraship * Even more clever integer scaling behavior. "IntegerScale" is itself now a CVar group. * Tidy up comments. * Fix a typo that prevented `IsDroppingFrames()` from working (Maybe more than a mere typo, but a typo was involved.) * Remove unused and unnecessary variables. * Group "Integer Scaling" under its own collapsing header * Changed label for the Enabled advanced settings checkbox. * Update libultraship + Formatting pass on ResolutionEditor.cpp * Add `(Select "Off" to disable.)` help text for the aspect ratio setting and hide UI elements accordingly. Only show the fields if user chooses Custom. Padding has been shifted accordingly too. Also fixed a long standing error with the Y field disappearing when modifying X. * Well I suppose that's no-longer necessary. * Update libultraship with commits from main branch (up to e5df3a9) * Tweak comments. * Save current ImGui Combo items as a console variable to improve user experience. * Change language of NeverExceedBounds checkbox description to be more affirmative, so it makes more sense. Add tooltip for NeverExceedBounds checkbox. Tweak some comments related to additional settings. * Add list of colours to use with TextColored elements. * Move some UI elements around. Add an extra MSAA slider to the editor window. * Integer Scaling header is DefaultOpen if player has Pixel Perfect Mode active upon window creation. + Amend tooltips. * Fix a minor oversight with default configuration. Fixes an issue where default aspect ratio settings on a fresh SoH configuration weren't matching the defaults assigned in libultraship. The default values are now 16:9, matching LUS. Additionally, the combo box now defaults specifically to the 16:9 preset instead of "Custom". (Fixing the defaults in LUS to be 4:3 isn't worth a LUS bump, so this slight workaround will do for the sake of this PR.) * Make resolution slider `disabled` condition a variable, for readability. * Small tweak to combo item saving * Use `SCREEN_HEIGHT` and `SCREEN_WIDTH` for constraints * Simplify "Show a horizontal resolution field" logic by using pixel dimensions as the aspect ratio directly, since now this view hides the aspect ratio setting from the user anyway. * Correct aspect ratio visualiser to be un-inverted + actually display it as a ratio. * Remove update flags from combo boxes + remove update countdown + remove non-functioning 'IsBoolArrayTrue' function. (The countdown was an okay idea but I didn't implement it correctly. It's better to just keep it simple.) * Code review suggestion: disable UI elements conditionally (+ tweaks to code style) * Invisible tweaks to the Integer Scaling-related Additional Settings This looks like a lot but it's mostly just re-arranging a cluttered area of the code for clarity. Actual changes to functionality are: * Help text now "disabled" along with the checkbox. * The NeverExceedBounds checkbox will now reset the unused ExceedBoundsBy cvar if it's been changed. * Assorted small tweaks to comments and variable declarations. * Code review suggestion: tweak "Window exceeded" warning condition * Missed a thingy.
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soh/soh/Enhancements/resolution-editor/ResolutionEditor.cpp
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soh/soh/Enhancements/resolution-editor/ResolutionEditor.cpp
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#include "ResolutionEditor.h"
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#include <ImGui/imgui.h>
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#include <libultraship/libultraship.h>
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#include <soh/UIWidgets.hpp>
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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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- 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 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, 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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const float enhancementSpacerHeight = 19.0f;
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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, 599), 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[3];
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for (uint8_t i = 0; i < sizeof(update); i++)
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update[i] = false;
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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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// Combo List defaults
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static int item_aspectRatio = CVarGetInteger("gAdvancedResolution.UIComboItem.AspectRatio", 3);
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static int item_pixelCount = CVarGetInteger("gAdvancedResolution.UIComboItem.PixelCount", default_pixelCount);
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// Stored Values for non-UIWidgets elements
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static float aspectRatioX =
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CVarGetFloat("gAdvancedResolution.AspectRatioX", aspectRatioPresetsX[item_aspectRatio]);
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static float aspectRatioY =
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CVarGetFloat("gAdvancedResolution.AspectRatioY", aspectRatioPresetsY[item_aspectRatio]);
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static int verticalPixelCount =
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CVarGetInteger("gAdvancedResolution.VerticalPixelCount", pixelCountPresets[item_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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// Disabling flags
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const bool disabled_everything = !CVarGetInteger("gAdvancedResolution.Enabled", 0);
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const bool disabled_pixelCount = !CVarGetInteger("gAdvancedResolution.VerticalResolutionToggle", 0);
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#ifdef __APPLE__
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// Display HiDPI warning. (Remove this once we can definitively say it's fixed.)
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ImGui::TextColored(messageColor[MESSAGE_INFO],
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ICON_FA_INFO_CIRCLE " These settings may behave incorrectly on Retina displays.");
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UIWidgets::PaddedSeparator(true, true, 3.0f, 3.0f);
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#endif
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if (ImGui::CollapsingHeader("Original Settings", ImGuiTreeNodeFlags_DefaultOpen)) {
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// The original resolution slider (for convenience)
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const bool disabled_resolutionSlider = (CVarGetInteger("gAdvancedResolution.VerticalResolutionToggle", 0) &&
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CVarGetInteger("gAdvancedResolution.Enabled", 0)) ||
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CVarGetInteger("gLowResMode", 0);
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if (UIWidgets::EnhancementSliderFloat("Internal Resolution: %d %%", "##IMul", "gInternalResolution", 0.5f,
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2.0f, "", 1.0f, true, true, disabled_resolutionSlider)) {
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LUS::Context::GetInstance()->GetWindow()->SetResolutionMultiplier(
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CVarGetFloat("gInternalResolution", 1));
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}
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UIWidgets::Tooltip("Multiplies your output resolution by the value entered.");
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// The original MSAA slider (also for convenience)
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#ifndef __WIIU__
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if (UIWidgets::PaddedEnhancementSliderInt("MSAA: %d", "##IMSAA", "gMSAAValue", 1, 8, "", 1, true, true,
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false)) {
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LUS::Context::GetInstance()->GetWindow()->SetMsaaLevel(CVarGetInteger("gMSAAValue", 1));
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};
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UIWidgets::Tooltip(
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"Activates multi-sample anti-aliasing when above 1x, up to 8x for 8 samples for every pixel.\n\n"
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" " ICON_FA_INFO_CIRCLE
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" (Higher MSAA with low resolution can approximate an authentic \"real N64\" look!)");
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#endif
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// N64 Mode toggle (again for convenience)
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// UIWidgets::PaddedEnhancementCheckbox("(Enhancements>Graphics) N64 Mode", "gLowResMode", false, false, false, "", UIWidgets::CheckboxGraphics::Cross, false);
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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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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(messageColor[MESSAGE_WARNING],
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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(messageColor[MESSAGE_QUESTION],
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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", 0);
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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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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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ImGui::Text("Force aspect ratio:");
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ImGui::SameLine();
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ImGui::TextColored(messageColor[MESSAGE_GRAY_75], "(Select \"Off\" to disable.)");
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// Presets
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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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if (showHorizontalResField) {
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horizontalPixelCount = (verticalPixelCount / aspectRatioY) * aspectRatioX;
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}
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CVarSetFloat("gAdvancedResolution.AspectRatioX", aspectRatioX);
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CVarSetFloat("gAdvancedResolution.AspectRatioY", aspectRatioY);
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CVarSetInteger("gAdvancedResolution.UIComboItem.AspectRatio", item_aspectRatio);
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CVarSave();
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}
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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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UIWidgets::Spacer(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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} else {
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UIWidgets::Spacer(enhancementSpacerHeight);
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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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// Vertical Resolution
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UIWidgets::PaddedEnhancementCheckbox("Set fixed vertical resolution (disables Resolution slider)",
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"gAdvancedResolution.VerticalResolutionToggle", true, false,
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disabled_everything, "", 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 (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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if (showHorizontalResField) {
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horizontalPixelCount = (verticalPixelCount / aspectRatioY) * aspectRatioX;
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}
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CVarSetInteger("gAdvancedResolution.VerticalPixelCount", verticalPixelCount);
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CVarSetInteger("gAdvancedResolution.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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// 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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UIWidgets::Spacer(0);
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// Integer scaling settings group (Pixel-perfect Mode)
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static const ImGuiTreeNodeFlags IntegerScalingResolvedImGuiFlag =
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CVarGetInteger("gAdvancedResolution.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("gAdvancedResolution.PixelPerfectMode", 0) || disabled_everything;
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// Pixel-perfect Mode
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UIWidgets::PaddedEnhancementCheckbox("Pixel-perfect Mode", "gAdvancedResolution.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("gAdvancedResolution.PixelPerfectMode", 0)) {
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CVarSetInteger("gAdvancedResolution.PixelPerfectMode", 0);
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CVarSave();
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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", "gAdvancedResolution.IntegerScale.Factor", 1,
|
||||
max_integerScaleFactor, "%d", 1, true,
|
||||
disabled_pixelPerfectMode || CVarGetInteger("gAdvancedResolution.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("gAdvancedResolution.IntegerScale.NeverExceedBounds", 1) &&
|
||||
CVarGetInteger("gAdvancedResolution.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", "gAdvancedResolution.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("gAdvancedResolution.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("gAdvancedResolution.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.",
|
||||
"gAdvancedResolution.IgnoreAspectCorrection", false, true,
|
||||
CVarGetInteger("gAdvancedResolution.PixelPerfectMode", 0) ||
|
||||
disabled_everything,
|
||||
"", UIWidgets::CheckboxGraphics::Cross, false);
|
||||
#else
|
||||
if (CVarGetInteger("gAdvancedResolution.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("gAdvancedResolution.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("gAdvancedResolution.PixelPerfectMode", 0) ||
|
||||
CVarGetInteger("gAdvancedResolution.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.)",
|
||||
"gAdvancedResolution.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("gAdvancedResolution.IntegerScale.ExceedBoundsBy", 0)) {
|
||||
CVarSetInteger("gAdvancedResolution.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.", "gAdvancedResolution.IntegerScale.ExceedBoundsBy", false, false, !CVarGetInteger("gAdvancedResolution.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("gAdvancedResolution.IntegerScale.NeverExceedBounds", 1) ||
|
||||
CVarGetInteger("gAdvancedResolution.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("gAdvancedResolution.IntegerScale.ExceedBoundsBy", 0)) {
|
||||
if (ImGui::Button("Click to reset a console variable that may be causing this.")) {
|
||||
CVarSetInteger("gAdvancedResolution.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("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 entirely visual, so the vertical resolution field reflects it.
|
||||
if (verticalPixelCount < minVerticalPixelCount) {
|
||||
verticalPixelCount = minVerticalPixelCount;
|
||||
}
|
||||
if (verticalPixelCount > maxVerticalPixelCount) {
|
||||
verticalPixelCount = maxVerticalPixelCount;
|
||||
}
|
||||
CVarSetInteger("gAdvancedResolution.VerticalPixelCount", verticalPixelCount);
|
||||
}
|
||||
CVarSetInteger("gAdvancedResolution.UIComboItem.AspectRatio", item_aspectRatio);
|
||||
CVarSetInteger("gAdvancedResolution.UIComboItem.PixelCount", item_pixelCount);
|
||||
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;
|
||||
}
|
||||
} // namespace AdvancedResolutionSettings
|
16
soh/soh/Enhancements/resolution-editor/ResolutionEditor.h
Normal file
16
soh/soh/Enhancements/resolution-editor/ResolutionEditor.h
Normal file
@ -0,0 +1,16 @@
|
||||
#pragma once
|
||||
#include <libultraship/libultraship.h>
|
||||
|
||||
namespace AdvancedResolutionSettings {
|
||||
class AdvancedResolutionSettingsWindow : public LUS::GuiWindow {
|
||||
private:
|
||||
bool IsDroppingFrames();
|
||||
|
||||
public:
|
||||
using LUS::GuiWindow::GuiWindow;
|
||||
|
||||
void InitElement() override;
|
||||
void DrawElement() override;
|
||||
void UpdateElement() override;
|
||||
};
|
||||
} // namespace AdvancedResolutionSettings
|
@ -38,6 +38,7 @@
|
||||
|
||||
#include "Enhancements/game-interactor/GameInteractor.h"
|
||||
#include "Enhancements/cosmetics/authenticGfxPatches.h"
|
||||
#include "Enhancements/resolution-editor/ResolutionEditor.h"
|
||||
|
||||
bool ToggleAltAssetsAtEndOfFrame = false;
|
||||
bool isBetaQuestEnabled = false;
|
||||
@ -128,6 +129,8 @@ namespace SohGui {
|
||||
std::shared_ptr<ItemTrackerWindow> mItemTrackerWindow;
|
||||
std::shared_ptr<RandomizerSettingsWindow> mRandomizerSettingsWindow;
|
||||
|
||||
std::shared_ptr<AdvancedResolutionSettings::AdvancedResolutionSettingsWindow> mAdvancedResolutionSettingsWindow;
|
||||
|
||||
void SetupGuiElements() {
|
||||
auto gui = LUS::Context::GetInstance()->GetWindow()->GetGui();
|
||||
|
||||
@ -187,9 +190,12 @@ namespace SohGui {
|
||||
gui->AddGuiWindow(mItemTrackerSettingsWindow);
|
||||
mRandomizerSettingsWindow = std::make_shared<RandomizerSettingsWindow>("gRandomizerSettingsEnabled", "Randomizer Settings");
|
||||
gui->AddGuiWindow(mRandomizerSettingsWindow);
|
||||
mAdvancedResolutionSettingsWindow = std::make_shared<AdvancedResolutionSettings::AdvancedResolutionSettingsWindow>("gAdvancedResolutionEditorEnabled", "Advanced Resolution Settings");
|
||||
gui->AddGuiWindow(mAdvancedResolutionSettingsWindow);
|
||||
}
|
||||
|
||||
void Destroy() {
|
||||
mAdvancedResolutionSettingsWindow = nullptr;
|
||||
mRandomizerSettingsWindow = nullptr;
|
||||
mItemTrackerWindow = nullptr;
|
||||
mItemTrackerSettingsWindow = nullptr;
|
||||
|
@ -30,6 +30,7 @@
|
||||
#include "Enhancements/randomizer/randomizer_entrance_tracker.h"
|
||||
#include "Enhancements/randomizer/randomizer_item_tracker.h"
|
||||
#include "Enhancements/randomizer/randomizer_settings_window.h"
|
||||
#include "Enhancements/resolution-editor/ResolutionEditor.h"
|
||||
|
||||
extern bool ToggleAltAssetsAtEndOfFrame;
|
||||
extern bool isBetaQuestEnabled;
|
||||
@ -177,6 +178,7 @@ void DrawShipMenu() {
|
||||
|
||||
extern std::shared_ptr<LUS::GuiWindow> mInputEditorWindow;
|
||||
extern std::shared_ptr<GameControlEditor::GameControlEditorWindow> mGameControlEditorWindow;
|
||||
extern std::shared_ptr<AdvancedResolutionSettings::AdvancedResolutionSettingsWindow> mAdvancedResolutionSettingsWindow;
|
||||
|
||||
void DrawSettingsMenu() {
|
||||
if (ImGui::BeginMenu("Settings"))
|
||||
@ -262,11 +264,28 @@ void DrawSettingsMenu() {
|
||||
|
||||
if (ImGui::BeginMenu("Graphics")) {
|
||||
#ifndef __APPLE__
|
||||
if (UIWidgets::EnhancementSliderFloat("Internal Resolution: %d %%", "##IMul", "gInternalResolution", 0.5f, 2.0f, "", 1.0f, true)) {
|
||||
const bool disabled_resolutionSlider = CVarGetInteger("gAdvancedResolution.VerticalResolutionToggle", 0) &&
|
||||
CVarGetInteger("gAdvancedResolution.Enabled", 0);
|
||||
if (UIWidgets::EnhancementSliderFloat("Internal Resolution: %d %%", "##IMul", "gInternalResolution", 0.5f,
|
||||
2.0f, "", 1.0f, true, true, disabled_resolutionSlider)) {
|
||||
LUS::Context::GetInstance()->GetWindow()->SetResolutionMultiplier(CVarGetFloat("gInternalResolution", 1));
|
||||
};
|
||||
}
|
||||
UIWidgets::Tooltip("Multiplies your output resolution by the value inputted, as a more intensive but effective form of anti-aliasing");
|
||||
#endif
|
||||
|
||||
if (mAdvancedResolutionSettingsWindow) {
|
||||
ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(12.0f, 6.0f));
|
||||
ImGui::PushStyleVar(ImGuiStyleVar_ButtonTextAlign, ImVec2(0.0f, 0.0f));
|
||||
ImGui::PushStyleVar(ImGuiStyleVar_FrameBorderSize, 1.0f);
|
||||
ImGui::PushStyleColor(ImGuiCol_Border, ImVec4(0.22f, 0.38f, 0.56f, 1.0f));
|
||||
UIWidgets::Spacer(0);
|
||||
if (ImGui::Button(GetWindowButtonText("Advanced Resolution", CVarGetInteger("gAdvancedResolutionEditorEnabled", 0)).c_str(), ImVec2(-1.0f, 0.0f))) {
|
||||
mAdvancedResolutionSettingsWindow->ToggleVisibility();
|
||||
}
|
||||
ImGui::PopStyleColor(1);
|
||||
ImGui::PopStyleVar(3);
|
||||
}
|
||||
|
||||
#ifndef __WIIU__
|
||||
if (UIWidgets::PaddedEnhancementSliderInt("MSAA: %d", "##IMSAA", "gMSAAValue", 1, 8, "", 1, true, true, false)) {
|
||||
LUS::Context::GetInstance()->GetWindow()->SetMsaaLevel(CVarGetInteger("gMSAAValue", 1));
|
||||
|
Loading…
Reference in New Issue
Block a user