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osu-lazer/osu.Game/Overlays/Settings/Sections/Graphics/RendererSettings.cs

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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
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using System.Linq;
using osu.Framework;
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using osu.Framework.Allocation;
using osu.Framework.Configuration;
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using osu.Framework.Extensions;
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using osu.Framework.Graphics;
using osu.Framework.Localisation;
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using osu.Framework.Platform;
using osu.Game.Configuration;
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using osu.Game.Localisation;
using osu.Game.Overlays.Dialog;
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namespace osu.Game.Overlays.Settings.Sections.Graphics
{
public partial class RendererSettings : SettingsSubsection
{
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protected override LocalisableString Header => GraphicsSettingsStrings.RendererHeader;
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private bool automaticRendererInUse;
[BackgroundDependencyLoader]
private void load(FrameworkConfigManager config, OsuConfigManager osuConfig, IDialogOverlay dialogOverlay, OsuGame game, GameHost host)
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{
var renderer = config.GetBindable<RendererType>(FrameworkSetting.Renderer);
automaticRendererInUse = renderer.Value == RendererType.Automatic;
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SettingsEnumDropdown<RendererType> rendererDropdown;
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Children = new Drawable[]
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{
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rendererDropdown = new SettingsEnumDropdown<RendererType>
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{
LabelText = GraphicsSettingsStrings.Renderer,
Current = renderer,
Items = host.GetPreferredRenderersForCurrentPlatform().OrderBy(t => t),
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Keywords = new[] { @"compatibility", @"directx" },
},
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// TODO: this needs to be a custom dropdown at some point
new SettingsEnumDropdown<FrameSync>
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{
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LabelText = GraphicsSettingsStrings.FrameLimiter,
Current = config.GetBindable<FrameSync>(FrameworkSetting.FrameSync),
Keywords = new[] { @"fps" },
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},
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new SettingsEnumDropdown<ExecutionMode>
{
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LabelText = GraphicsSettingsStrings.ThreadingMode,
Current = config.GetBindable<ExecutionMode>(FrameworkSetting.ExecutionMode)
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},
new SettingsCheckbox
{
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LabelText = GraphicsSettingsStrings.ShowFPS,
Current = osuConfig.GetBindable<bool>(OsuSetting.ShowFpsDisplay)
},
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};
renderer.BindValueChanged(r =>
{
if (r.NewValue == host.ResolvedRenderer)
return;
// Need to check startup renderer for the "automatic" case, as ResolvedRenderer above will track the final resolved renderer instead.
if (r.NewValue == RendererType.Automatic && automaticRendererInUse)
return;
dialogOverlay.Push(new ConfirmDialog(GraphicsSettingsStrings.ChangeRendererConfirmation, game.AttemptExit, () =>
{
renderer.Value = r.OldValue;
}));
});
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// TODO: remove this once we support SDL+android.
if (RuntimeInfo.OS == RuntimeInfo.Platform.Android)
{
rendererDropdown.Items = new[] { RendererType.Automatic, RendererType.OpenGLLegacy };
rendererDropdown.SetNoticeText("New renderer support for android is coming soon!", true);
}
else if (renderer.Value == RendererType.Automatic)
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rendererDropdown.SetNoticeText(GraphicsSettingsStrings.CurrentRenderer(host.ResolvedRenderer.GetDescription()));
}
}
}