Files
Shiip-of-Hakinian-Espanol/soh/soh/Enhancements/resolution-editor/ResolutionEditor.cpp
Malkierian 6443a986d9 Final Step of CVar macro/sectionalizing (#4107)
* p

* Missed the prefix renames.

* More missed ones.

* Mostly finished cleanup.
Removed a few CVars and some related functionality.

* Bit more (prepping non-existent title card color editing).

* Resolve gCrowdControl.

* Final cleanup.

* Universal constant, not acceleration...

* Preset CVars.
2024-05-05 14:14:55 -05:00

493 lines
29 KiB
C++

#include "ResolutionEditor.h"
#include <imgui.h>
#include <libultraship/libultraship.h>
#include <soh/UIWidgets.hpp>
#include <graphic/Fast3D/gfx_pc.h>
#include "soh/OTRGlobals.h"
/* Console Variables are grouped under gAdvancedResolution. (e.g. CVAR_PREFIX_ADVANCED_RESOLUTION ".Enabled")
The following cvars are used in Libultraship and can be edited here:
- Enabled - Turns Advanced Resolution Mode on.
- AspectRatioX, AspectRatioY - Aspect ratio controls. To toggle off, set either to zero.
- VerticalPixelCount, VerticalResolutionToggle - Resolution controls.
- PixelPerfectMode, IntegerScale.Factor - Pixel Perfect Mode a.k.a. integer scaling controls.
- IntegerScale.FitAutomatically - Automatic resizing for Pixel Perfect Mode.
- IntegerScale.NeverExceedBounds - Prevents manual resizing from exceeding screen bounds.
The following cvars are also implemented in LUS for niche use cases:
- IgnoreAspectCorrection - Stretch framebuffer to fill screen.
This is something of a power-user setting for niche setups that most people won't need or care about,
but may be useful if playing the Switch/Wii U ports on a 4:3 television.
- IntegerScale.ExceedBoundsBy - Offset the max screen bounds, usually by +1.
This isn't that useful at the moment, so it's unused here.
*/
namespace AdvancedResolutionSettings {
enum setting { UPDATE_aspectRatioX, UPDATE_aspectRatioY, UPDATE_verticalPixelCount };
const char* aspectRatioPresetLabels[] = {
"Off", "Custom", "Original (4:3)", "Widescreen (16:9)", "Nintendo 3DS (5:3)", "16:10 (8:5)", "Ultrawide (21:9)"
};
const float aspectRatioPresetsX[] = { 0.0f, 16.0f, 4.0f, 16.0f, 5.0f, 16.0f, 21.0f };
const float aspectRatioPresetsY[] = { 0.0f, 9.0f, 3.0f, 9.0f, 3.0f, 10.0f, 9.0f };
const int default_aspectRatio = 1; // Default combo list option
const char* pixelCountPresetLabels[] = { "Custom", "Native N64 (240p)", "2x (480p)", "3x (720p)", "4x (960p)",
"5x (1200p)", "6x (1440p)", "Full HD (1080p)", "4K (2160p)" };
const int pixelCountPresets[] = { 480, 240, 480, 720, 960, 1200, 1440, 1080, 2160 };
const int default_pixelCount = 0; // Default combo list option
// Resolution clamp values as hardcoded in LUS::Gui::ApplyResolutionChanges()
const uint32_t minVerticalPixelCount = SCREEN_HEIGHT;
const uint32_t maxVerticalPixelCount = 4320; // 18x native, or 8K TV resolution
const unsigned short default_maxIntegerScaleFactor = 6; // Default size of Integer scale factor slider.
enum messageType { MESSAGE_ERROR, MESSAGE_WARNING, MESSAGE_QUESTION, MESSAGE_INFO, MESSAGE_GRAY_75 };
const ImVec4 messageColor[]{
{ 0.85f, 0.0f, 0.0f, 1.0f }, // MESSAGE_ERROR
{ 0.85f, 0.85f, 0.0f, 1.0f }, // MESSAGE_WARNING
{ 0.0f, 0.85f, 0.85f, 1.0f }, // MESSAGE_QUESTION
{ 0.0f, 0.85f, 0.55f, 1.0f }, // MESSAGE_INFO
{ 0.75f, 0.75f, 0.75f, 1.0f } // MESSAGE_GRAY_75
};
const float enhancementSpacerHeight = 19.0f;
void AdvancedResolutionSettingsWindow::InitElement() {
}
void AdvancedResolutionSettingsWindow::DrawElement() {
ImGui::SetNextWindowSize(ImVec2(497, 599), ImGuiCond_FirstUseEver);
if (ImGui::Begin("Advanced Resolution Settings", &mIsVisible)) {
// Initialise update flags.
bool update[3];
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.
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_dimensions.height;
} else {
// Scale to window width
integerScale_maximumBounds = gfx_current_game_window_viewport.width / gfx_current_dimensions.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
static int item_aspectRatio = CVarGetInteger(CVAR_PREFIX_ADVANCED_RESOLUTION ".UIComboItem.AspectRatio", 3);
static int item_pixelCount = CVarGetInteger(CVAR_PREFIX_ADVANCED_RESOLUTION ".UIComboItem.PixelCount", default_pixelCount);
// Stored Values for non-UIWidgets elements
static float aspectRatioX =
CVarGetFloat(CVAR_PREFIX_ADVANCED_RESOLUTION ".AspectRatioX", aspectRatioPresetsX[item_aspectRatio]);
static float aspectRatioY =
CVarGetFloat(CVAR_PREFIX_ADVANCED_RESOLUTION ".AspectRatioY", aspectRatioPresetsY[item_aspectRatio]);
static int verticalPixelCount =
CVarGetInteger(CVAR_PREFIX_ADVANCED_RESOLUTION ".VerticalPixelCount", pixelCountPresets[item_pixelCount]);
// Additional settings
static bool showHorizontalResField = false;
static int horizontalPixelCount = (verticalPixelCount / aspectRatioY) * aspectRatioX;
// Disabling flags
const bool disabled_everything = !CVarGetInteger(CVAR_PREFIX_ADVANCED_RESOLUTION ".Enabled", 0);
const bool disabled_pixelCount = !CVarGetInteger(CVAR_PREFIX_ADVANCED_RESOLUTION ".VerticalResolutionToggle", 0);
#ifdef __APPLE__
// Display HiDPI warning. (Remove this once we can definitively say it's fixed.)
ImGui::TextColored(messageColor[MESSAGE_INFO],
ICON_FA_INFO_CIRCLE " These settings may behave incorrectly on Retina displays.");
UIWidgets::PaddedSeparator(true, true, 3.0f, 3.0f);
#endif
if (ImGui::CollapsingHeader("Original Settings", ImGuiTreeNodeFlags_DefaultOpen)) {
// The original resolution slider (for convenience)
const bool disabled_resolutionSlider = (CVarGetInteger(CVAR_PREFIX_ADVANCED_RESOLUTION ".VerticalResolutionToggle", 0) &&
CVarGetInteger(CVAR_PREFIX_ADVANCED_RESOLUTION ".Enabled", 0)) ||
CVarGetInteger(CVAR_LOW_RES_MODE, 0);
if (UIWidgets::EnhancementSliderFloat("Internal Resolution: %.1f%%", "##IMul", CVAR_INTERNAL_RESOLUTION, 0.5f,
2.0f, "", 1.0f, true, true, disabled_resolutionSlider)) {
Ship::Context::GetInstance()->GetWindow()->SetResolutionMultiplier(
CVarGetFloat(CVAR_INTERNAL_RESOLUTION, 1));
}
UIWidgets::Tooltip("Multiplies your output resolution by the value entered.");
// The original MSAA slider (also for convenience)
#ifndef __WIIU__
if (UIWidgets::PaddedEnhancementSliderInt("MSAA: %d", "##IMSAA", CVAR_MSAA_VALUE, 1, 8, "", 1, true, true,
false)) {
Ship::Context::GetInstance()->GetWindow()->SetMsaaLevel(CVarGetInteger(CVAR_MSAA_VALUE, 1));
};
UIWidgets::Tooltip(
"Activates multi-sample anti-aliasing when above 1x, up to 8x for 8 samples for every pixel.\n\n"
" " ICON_FA_INFO_CIRCLE
" (Higher MSAA with low resolution can approximate an authentic \"real N64\" look!)");
#endif
// N64 Mode toggle (again for convenience)
// UIWidgets::PaddedEnhancementCheckbox("(Enhancements>Graphics) N64 Mode", CVAR_LOW_RES_MODE, false, false, false, "", UIWidgets::CheckboxGraphics::Cross, false);
}
UIWidgets::PaddedSeparator(true, true, 3.0f, 3.0f);
// Activator
UIWidgets::PaddedEnhancementCheckbox("Enable advanced settings.", CVAR_PREFIX_ADVANCED_RESOLUTION ".Enabled", false, false,
false, "", UIWidgets::CheckboxGraphics::Cross, false);
// Error/Warning display
if (!CVarGetInteger(CVAR_LOW_RES_MODE, 0)) {
if (IsDroppingFrames()) { // Significant frame drop warning
ImGui::TextColored(messageColor[MESSAGE_WARNING],
ICON_FA_EXCLAMATION_TRIANGLE " Significant frame rate (FPS) drops may be occuring.");
UIWidgets::Spacer(2);
} else { // No warnings
UIWidgets::Spacer(enhancementSpacerHeight);
}
} else { // N64 Mode warning
ImGui::TextColored(messageColor[MESSAGE_QUESTION],
ICON_FA_QUESTION_CIRCLE " \"N64 Mode\" is overriding these settings.");
ImGui::SameLine();
if (ImGui::Button("Click to disable")) {
CVarSetInteger(CVAR_LOW_RES_MODE, 0);
CVarSave();
}
}
// Resolution visualiser
ImGui::Text("Viewport dimensions: %d x %d", gfx_current_game_window_viewport.width,
gfx_current_game_window_viewport.height);
ImGui::Text("Internal resolution: %d x %d", gfx_current_dimensions.width, gfx_current_dimensions.height);
UIWidgets::PaddedSeparator(true, true, 3.0f, 3.0f);
if (disabled_everything) { // Hide aspect ratio controls.
UIWidgets::DisableComponent(ImGui::GetStyle().Alpha * 0.5f);
}
// Aspect Ratio
ImGui::Text("Force aspect ratio:");
ImGui::SameLine();
ImGui::TextColored(messageColor[MESSAGE_GRAY_75], "(Select \"Off\" to disable.)");
// Presets
if (ImGui::Combo(" ", &item_aspectRatio, aspectRatioPresetLabels,
IM_ARRAYSIZE(aspectRatioPresetLabels)) &&
item_aspectRatio != default_aspectRatio) { // don't change anything if "Custom" is selected.
aspectRatioX = aspectRatioPresetsX[item_aspectRatio];
aspectRatioY = aspectRatioPresetsY[item_aspectRatio];
if (showHorizontalResField) {
horizontalPixelCount = (verticalPixelCount / aspectRatioY) * aspectRatioX;
}
CVarSetFloat(CVAR_PREFIX_ADVANCED_RESOLUTION ".AspectRatioX", aspectRatioX);
CVarSetFloat(CVAR_PREFIX_ADVANCED_RESOLUTION ".AspectRatioY", aspectRatioY);
CVarSetInteger(CVAR_PREFIX_ADVANCED_RESOLUTION ".UIComboItem.AspectRatio", item_aspectRatio);
CVarSave();
}
// Hide aspect ratio input fields if using one of the presets.
if (item_aspectRatio == default_aspectRatio && !showHorizontalResField) {
// Declare input interaction bools outside of IF statement to prevent Y field from disappearing.
const bool input_X = ImGui::InputFloat("X", &aspectRatioX, 0.1f, 1.0f, "%.3f");
const bool input_Y = ImGui::InputFloat("Y", &aspectRatioY, 0.1f, 1.0f, "%.3f");
if (input_X || input_Y) {
item_aspectRatio = default_aspectRatio;
update[UPDATE_aspectRatioX] = true;
update[UPDATE_aspectRatioY] = true;
}
} else if (showHorizontalResField) { // Show calculated aspect ratio
if (item_aspectRatio) {
UIWidgets::Spacer(2);
const float resolvedAspectRatio = (float)gfx_current_dimensions.width / gfx_current_dimensions.height;
ImGui::Text("Aspect ratio: %.2f:1", resolvedAspectRatio);
} else {
UIWidgets::Spacer(enhancementSpacerHeight);
}
}
if (disabled_everything) { // Hide aspect ratio controls.
UIWidgets::ReEnableComponent("disabledTooltipText");
}
UIWidgets::Spacer(0);
// Vertical Resolution
UIWidgets::PaddedEnhancementCheckbox("Set fixed vertical resolution (disables Resolution slider)",
CVAR_PREFIX_ADVANCED_RESOLUTION ".VerticalResolutionToggle", true, false,
disabled_everything, "", UIWidgets::CheckboxGraphics::Cross, false);
UIWidgets::Tooltip(
"Override the resolution scale slider and use the settings below, irrespective of window size.");
if (disabled_pixelCount || disabled_everything) { // Hide pixel count controls.
UIWidgets::DisableComponent(ImGui::GetStyle().Alpha * 0.5f);
}
if (ImGui::Combo("Pixel Count Presets", &item_pixelCount, pixelCountPresetLabels,
IM_ARRAYSIZE(pixelCountPresetLabels)) &&
item_pixelCount != default_pixelCount) { // don't change anything if "Custom" is selected.
verticalPixelCount = pixelCountPresets[item_pixelCount];
if (showHorizontalResField) {
horizontalPixelCount = (verticalPixelCount / aspectRatioY) * aspectRatioX;
}
CVarSetInteger(CVAR_PREFIX_ADVANCED_RESOLUTION ".VerticalPixelCount", verticalPixelCount);
CVarSetInteger(CVAR_PREFIX_ADVANCED_RESOLUTION ".UIComboItem.PixelCount", item_pixelCount);
CVarSave();
}
// Horizontal Resolution, if visibility is enabled for it.
if (showHorizontalResField) {
// Only show the field if Aspect Ratio is being enforced.
if ((aspectRatioX > 0.0f) && (aspectRatioY > 0.0f)) {
// So basically we're "faking" this one by setting aspectRatioX instead.
if (ImGui::InputInt("Horiz. Pixel Count", &horizontalPixelCount, 8, 320)) {
item_aspectRatio = default_aspectRatio;
if (horizontalPixelCount < SCREEN_WIDTH) {
horizontalPixelCount = SCREEN_WIDTH;
}
aspectRatioX = horizontalPixelCount;
aspectRatioY = verticalPixelCount;
update[UPDATE_aspectRatioX] = true;
update[UPDATE_aspectRatioY] = true;
}
} else { // Display a notice instead.
ImGui::TextColored(messageColor[MESSAGE_QUESTION],
ICON_FA_QUESTION_CIRCLE " \"Force aspect ratio\" required.");
// ImGui::Text(" ");
ImGui::SameLine();
if (ImGui::Button("Click to resolve")) {
item_aspectRatio = default_aspectRatio; // Set it to Custom
aspectRatioX = aspectRatioPresetsX[2]; // but use the 4:3 defaults
aspectRatioY = aspectRatioPresetsY[2];
update[UPDATE_aspectRatioX] = true;
update[UPDATE_aspectRatioY] = true;
horizontalPixelCount = (verticalPixelCount / aspectRatioY) * aspectRatioX;
}
}
}
// Vertical Resolution part 2
if (ImGui::InputInt("Vertical Pixel Count", &verticalPixelCount, 8, 240)) {
item_pixelCount = default_pixelCount;
update[UPDATE_verticalPixelCount] = true;
// Account for the natural instinct to enter horizontal first.
// Ignore vertical resolutions that are below the lower clamp constant.
if (showHorizontalResField && !(verticalPixelCount < minVerticalPixelCount)) {
item_aspectRatio = default_aspectRatio;
aspectRatioX = horizontalPixelCount;
aspectRatioY = verticalPixelCount;
update[UPDATE_aspectRatioX] = true;
update[UPDATE_aspectRatioY] = true;
}
}
if (disabled_pixelCount || disabled_everything) { // Hide pixel count controls.
UIWidgets::ReEnableComponent("disabledTooltipText");
}
UIWidgets::Spacer(0);
// Integer scaling settings group (Pixel-perfect Mode)
static const ImGuiTreeNodeFlags IntegerScalingResolvedImGuiFlag =
CVarGetInteger(CVAR_PREFIX_ADVANCED_RESOLUTION ".PixelPerfectMode", 0) ? ImGuiTreeNodeFlags_DefaultOpen
: ImGuiTreeNodeFlags_None;
if (ImGui::CollapsingHeader("Integer Scaling Settings", IntegerScalingResolvedImGuiFlag)) {
const bool disabled_pixelPerfectMode =
!CVarGetInteger(CVAR_PREFIX_ADVANCED_RESOLUTION ".PixelPerfectMode", 0) || disabled_everything;
// Pixel-perfect Mode
UIWidgets::PaddedEnhancementCheckbox("Pixel-perfect Mode", CVAR_PREFIX_ADVANCED_RESOLUTION ".PixelPerfectMode", true,
true, disabled_pixelCount || disabled_everything, "",
UIWidgets::CheckboxGraphics::Cross, false);
UIWidgets::Tooltip("Don't scale image to fill window.");
if (disabled_pixelCount && CVarGetInteger(CVAR_PREFIX_ADVANCED_RESOLUTION ".PixelPerfectMode", 0)) {
CVarSetInteger(CVAR_PREFIX_ADVANCED_RESOLUTION ".PixelPerfectMode", 0);
CVarSave();
}
// Integer Scaling
UIWidgets::EnhancementSliderInt(
"Integer scale factor: %d", "##ARSIntScale", CVAR_PREFIX_ADVANCED_RESOLUTION ".IntegerScale.Factor", 1,
max_integerScaleFactor, "%d", 1, true,
disabled_pixelPerfectMode || CVarGetInteger(CVAR_PREFIX_ADVANCED_RESOLUTION ".IntegerScale.FitAutomatically", 0));
UIWidgets::Tooltip("Integer scales the image. Only available in pixel-perfect mode.");
// Display warning if size is being clamped or if framebuffer is larger than viewport.
if (!disabled_pixelPerfectMode &&
(CVarGetInteger(CVAR_PREFIX_ADVANCED_RESOLUTION ".IntegerScale.NeverExceedBounds", 1) &&
CVarGetInteger(CVAR_PREFIX_ADVANCED_RESOLUTION ".IntegerScale.Factor", 1) > integerScale_maximumBounds)) {
ImGui::SameLine();
ImGui::TextColored(messageColor[MESSAGE_WARNING], ICON_FA_EXCLAMATION_TRIANGLE " Window exceeded.");
}
UIWidgets::PaddedEnhancementCheckbox(
"Automatically scale image to fit viewport", CVAR_PREFIX_ADVANCED_RESOLUTION ".IntegerScale.FitAutomatically", true,
true, disabled_pixelPerfectMode, "", UIWidgets::CheckboxGraphics::Cross, false);
UIWidgets::Tooltip("Automatically sets scale factor to fit window. Only available in pixel-perfect mode.");
if (CVarGetInteger(CVAR_PREFIX_ADVANCED_RESOLUTION ".IntegerScale.FitAutomatically", 0)) {
// This is just here to update the value shown on the slider.
// The function in LUS to handle this setting will ignore IntegerScaleFactor while active.
CVarSetInteger(CVAR_PREFIX_ADVANCED_RESOLUTION ".IntegerScale.Factor", integerScale_maximumBounds);
// CVarSave();
}
} // End of integer scaling settings
UIWidgets::PaddedSeparator(true, true, 3.0f, 3.0f);
// Collapsible panel for additional settings
if (ImGui::CollapsingHeader("Additional Settings")) {
UIWidgets::Spacer(0);
#if defined(__SWITCH__) || defined(__WIIU__)
// Disable aspect correction, stretching the framebuffer to fill the viewport.
// This option is only really needed on systems limited to 16:9 TV resolutions, such as consoles.
// The associated cvar is still functional on PC platforms if you want to use it though.
UIWidgets::PaddedEnhancementCheckbox("Disable aspect correction and stretch the output image.\n"
"(Might be useful for 4:3 televisions!)\n"
"Not available in Pixel Perfect Mode.",
CVAR_PREFIX_ADVANCED_RESOLUTION ".IgnoreAspectCorrection", false, true,
CVarGetInteger(CVAR_PREFIX_ADVANCED_RESOLUTION ".PixelPerfectMode", 0) ||
disabled_everything,
"", UIWidgets::CheckboxGraphics::Cross, false);
#else
if (CVarGetInteger(CVAR_PREFIX_ADVANCED_RESOLUTION ".IgnoreAspectCorrection", 0)) {
// This setting is intentionally not exposed on PC platforms,
// but may be accidentally activated for varying reasons.
// Having this button should hopefully prevent support headaches.
ImGui::TextColored(messageColor[MESSAGE_QUESTION], ICON_FA_QUESTION_CIRCLE
" If the image is stretched and you don't know why, click this.");
if (ImGui::Button("Click to reenable aspect correction.")) {
CVarSetInteger(CVAR_PREFIX_ADVANCED_RESOLUTION ".IgnoreAspectCorrection", 0);
CVarSave();
}
UIWidgets::Spacer(2);
}
#endif
// A requested addition; an alternative way of displaying the resolution field.
if (ImGui::Checkbox("Show a horizontal resolution field, instead of aspect ratio.", &showHorizontalResField)) {
if (!showHorizontalResField && (aspectRatioX > 0.0f)) { // when turning this setting off
// Refresh relevant values
aspectRatioX = aspectRatioY * horizontalPixelCount / verticalPixelCount;
horizontalPixelCount = (verticalPixelCount / aspectRatioY) * aspectRatioX;
} else { // when turning this setting on
item_aspectRatio = default_aspectRatio;
if (aspectRatioX > 0.0f) {
// Refresh relevant values in the opposite order
horizontalPixelCount = (verticalPixelCount / aspectRatioY) * aspectRatioX;
aspectRatioX = aspectRatioY * horizontalPixelCount / verticalPixelCount;
}
}
update[UPDATE_aspectRatioX] = true;
}
// Beginning of Integer Scaling additional settings.
{
// UIWidgets::PaddedSeparator(true, true, 3.0f, 3.0f);
// Integer Scaling - Never Exceed Bounds.
const bool disabled_neverExceedBounds =
!CVarGetInteger(CVAR_PREFIX_ADVANCED_RESOLUTION ".PixelPerfectMode", 0) ||
CVarGetInteger(CVAR_PREFIX_ADVANCED_RESOLUTION ".IntegerScale.FitAutomatically", 0) || disabled_everything;
const bool checkbox_neverExceedBounds =
UIWidgets::PaddedEnhancementCheckbox("Prevent integer scaling from exceeding screen bounds.\n"
"(Makes screen bounds take priority over specified factor.)",
CVAR_PREFIX_ADVANCED_RESOLUTION ".IntegerScale.NeverExceedBounds",
true, false, disabled_neverExceedBounds, "",
UIWidgets::CheckboxGraphics::Cross, true);
UIWidgets::Tooltip(
"Prevents integer scaling factor from exceeding screen bounds.\n\n"
"Enabled: Will clamp the scaling factor and display a gentle warning in the resolution editor.\n"
"Disabled: Will allow scaling to exceed screen bounds, for users who want to crop overscan.\n\n"
" " ICON_FA_INFO_CIRCLE
" Please note that exceeding screen bounds may show a scroll bar on-screen.");
// Initialise the (currently unused) "Exceed Bounds By" cvar if it's been changed.
if (checkbox_neverExceedBounds &&
CVarGetInteger(CVAR_PREFIX_ADVANCED_RESOLUTION ".IntegerScale.ExceedBoundsBy", 0)) {
CVarSetInteger(CVAR_PREFIX_ADVANCED_RESOLUTION ".IntegerScale.ExceedBoundsBy", 0);
CVarSave();
}
// Integer Scaling - Exceed Bounds By 1x/Offset.
// A popular feature in some retro frontends/upscalers, sometimes called "crop overscan" or "1080p 5x".
/*
UIWidgets::PaddedEnhancementCheckbox("Allow integer scale factor to go +1 above maximum screen bounds.", CVAR_PREFIX_ADVANCED_RESOLUTION ".IntegerScale.ExceedBoundsBy", false, false, !CVarGetInteger(CVAR_PREFIX_ADVANCED_RESOLUTION ".PixelPerfectMode", 0) || disabled_everything, "", UIWidgets::CheckboxGraphics::Cross, false);
*/
// It does actually function as expected, but exceeding the bottom of the screen shows a scroll bar.
// I've ended up commenting this one out because of the scroll bar, and for simplicity.
// Display an info message about the scroll bar.
if (!CVarGetInteger(CVAR_PREFIX_ADVANCED_RESOLUTION ".IntegerScale.NeverExceedBounds", 1) ||
CVarGetInteger(CVAR_PREFIX_ADVANCED_RESOLUTION ".IntegerScale.ExceedBoundsBy", 0)) {
if (disabled_neverExceedBounds) { // Dim this help text accordingly
UIWidgets::DisableComponent(ImGui::GetStyle().Alpha * 0.5f);
}
ImGui::TextColored(messageColor[MESSAGE_INFO],
" " ICON_FA_INFO_CIRCLE
" A scroll bar may become visible if screen bounds are exceeded.");
if (disabled_neverExceedBounds) { // Dim this help text accordingly
UIWidgets::ReEnableComponent("disabledTooltipText");
}
// Another support helper button, to disable the unused "Exceed Bounds By" cvar.
// (Remove this button if uncommenting the checkbox.)
if (CVarGetInteger(CVAR_PREFIX_ADVANCED_RESOLUTION ".IntegerScale.ExceedBoundsBy", 0)) {
if (ImGui::Button("Click to reset a console variable that may be causing this.")) {
CVarSetInteger(CVAR_PREFIX_ADVANCED_RESOLUTION ".IntegerScale.ExceedBoundsBy", 0);
CVarSave();
}
}
} else {
ImGui::Text(" ");
}
// UIWidgets::PaddedSeparator(true, true, 3.0f, 3.0f);
} // End of Integer Scaling additional settings.
} // End of additional settings
// Clamp and update the cvars that don't use UIWidgets
if (update[UPDATE_aspectRatioX] || update[UPDATE_aspectRatioY] || update[UPDATE_verticalPixelCount]) {
if (update[UPDATE_aspectRatioX]) {
if (aspectRatioX < 0.0f) {
aspectRatioX = 0.0f;
}
CVarSetFloat(CVAR_PREFIX_ADVANCED_RESOLUTION ".AspectRatioX", aspectRatioX);
}
if (update[UPDATE_aspectRatioY]) {
if (aspectRatioY < 0.0f) {
aspectRatioY = 0.0f;
}
CVarSetFloat(CVAR_PREFIX_ADVANCED_RESOLUTION ".AspectRatioY", aspectRatioY);
}
if (update[UPDATE_verticalPixelCount]) {
// There's a upper and lower clamp on the Libultraship side too,
// so clamping it here is entirely visual, so the vertical resolution field reflects it.
if (verticalPixelCount < minVerticalPixelCount) {
verticalPixelCount = minVerticalPixelCount;
}
if (verticalPixelCount > maxVerticalPixelCount) {
verticalPixelCount = maxVerticalPixelCount;
}
CVarSetInteger(CVAR_PREFIX_ADVANCED_RESOLUTION ".VerticalPixelCount", verticalPixelCount);
}
CVarSetInteger(CVAR_PREFIX_ADVANCED_RESOLUTION ".UIComboItem.AspectRatio", item_aspectRatio);
CVarSetInteger(CVAR_PREFIX_ADVANCED_RESOLUTION ".UIComboItem.PixelCount", item_pixelCount);
CVarSave();
}
}
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(CVAR_SETTING("InterpolationFPS"), 20);
const float threshold = targetFPS / 20.0f + 4.1f;
return ImGui::GetIO().Framerate < targetFPS - threshold;
}
} // namespace AdvancedResolutionSettings