2019-01-24 16:43:03 +08:00
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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2018-04-13 17:19:50 +08:00
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2023-03-17 19:28:36 +08:00
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using System.Linq;
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using osu.Framework;
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2016-11-11 06:40:42 +08:00
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using osu.Framework.Allocation;
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using osu.Framework.Configuration;
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using osu.Framework.Extensions;
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using osu.Framework.Graphics;
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using osu.Framework.Localisation;
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using osu.Framework.Platform;
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using osu.Game.Configuration;
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Localisation;
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using osu.Game.Overlays.Dialog;
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namespace osu.Game.Overlays.Settings.Sections.Graphics
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{
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public partial class RendererSettings : SettingsSubsection
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{
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protected override LocalisableString Header => GraphicsSettingsStrings.RendererHeader;
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private bool automaticRendererInUse;
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[BackgroundDependencyLoader]
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private void load(FrameworkConfigManager config, OsuConfigManager osuConfig, IDialogOverlay? dialogOverlay, OsuGame? game, GameHost host)
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{
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var renderer = config.GetBindable<RendererType>(FrameworkSetting.Renderer);
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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 RendererSettingsDropdown
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{
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LabelText = GraphicsSettingsStrings.Renderer,
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Current = renderer,
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Items = host.GetPreferredRenderersForCurrentPlatform().OrderBy(t => t),
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Keywords = new[] { @"compatibility", @"directx" },
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},
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// TODO: this needs to be a custom dropdown at some point
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new SettingsEnumDropdown<FrameSync>
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{
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LabelText = GraphicsSettingsStrings.FrameLimiter,
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Current = config.GetBindable<FrameSync>(FrameworkSetting.FrameSync),
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Keywords = new[] { @"fps" },
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},
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new SettingsEnumDropdown<ExecutionMode>
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{
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LabelText = GraphicsSettingsStrings.ThreadingMode,
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Current = config.GetBindable<ExecutionMode>(FrameworkSetting.ExecutionMode)
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},
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new SettingsCheckbox
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{
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LabelText = GraphicsSettingsStrings.ShowFPS,
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Current = osuConfig.GetBindable<bool>(OsuSetting.ShowFpsDisplay)
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},
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};
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renderer.BindValueChanged(r =>
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{
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if (r.NewValue == host.ResolvedRenderer)
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return;
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// Need to check startup renderer for the "automatic" case, as ResolvedRenderer above will track the final resolved renderer instead.
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if (r.NewValue == RendererType.Automatic && automaticRendererInUse)
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return;
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dialogOverlay?.Push(new ConfirmDialog(GraphicsSettingsStrings.ChangeRendererConfirmation, () => game?.AttemptExit(), () =>
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{
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renderer.Value = r.OldValue;
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}));
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});
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// TODO: remove this once we support SDL+android.
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if (RuntimeInfo.OS == RuntimeInfo.Platform.Android)
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{
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rendererDropdown.Items = new[] { RendererType.Automatic, RendererType.OpenGLLegacy };
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rendererDropdown.SetNoticeText("New renderer support for android is coming soon!", true);
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}
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}
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private partial class RendererSettingsDropdown : SettingsEnumDropdown<RendererType>
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{
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protected override OsuDropdown<RendererType> CreateDropdown() => new RendererDropdown();
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protected partial class RendererDropdown : DropdownControl
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{
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private RendererType hostResolvedRenderer;
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private bool automaticRendererInUse;
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[BackgroundDependencyLoader]
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private void load(FrameworkConfigManager config, GameHost host)
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{
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var renderer = config.GetBindable<RendererType>(FrameworkSetting.Renderer);
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automaticRendererInUse = renderer.Value == RendererType.Automatic;
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hostResolvedRenderer = host.ResolvedRenderer;
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}
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protected override LocalisableString GenerateItemText(RendererType item)
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{
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if (item == RendererType.Automatic && automaticRendererInUse)
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return LocalisableString.Interpolate($"{base.GenerateItemText(item)} ({hostResolvedRenderer.GetDescription()})");
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return base.GenerateItemText(item);
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}
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}
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}
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}
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}
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