// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using System.Linq; using osu.Framework; using osu.Framework.Allocation; using osu.Framework.Configuration; using osu.Framework.Extensions; using osu.Framework.Graphics; using osu.Framework.Localisation; using osu.Framework.Platform; using osu.Game.Configuration; using osu.Game.Graphics.UserInterface; using osu.Game.Localisation; using osu.Game.Overlays.Dialog; namespace osu.Game.Overlays.Settings.Sections.Graphics { public partial class RendererSettings : SettingsSubsection { protected override LocalisableString Header => GraphicsSettingsStrings.RendererHeader; private bool automaticRendererInUse; [BackgroundDependencyLoader] private void load(FrameworkConfigManager config, OsuConfigManager osuConfig, IDialogOverlay? dialogOverlay, OsuGame? game, GameHost host) { var renderer = config.GetBindable(FrameworkSetting.Renderer); automaticRendererInUse = renderer.Value == RendererType.Automatic; SettingsEnumDropdown rendererDropdown; Children = new Drawable[] { rendererDropdown = new RendererSettingsDropdown { LabelText = GraphicsSettingsStrings.Renderer, Current = renderer, Items = host.GetPreferredRenderersForCurrentPlatform().OrderBy(t => t).Where(t => t != RendererType.Vulkan), Keywords = new[] { @"compatibility", @"directx" }, }, // TODO: this needs to be a custom dropdown at some point new SettingsEnumDropdown { LabelText = GraphicsSettingsStrings.FrameLimiter, Current = config.GetBindable(FrameworkSetting.FrameSync), Keywords = new[] { @"fps" }, }, new SettingsEnumDropdown { LabelText = GraphicsSettingsStrings.ThreadingMode, Current = config.GetBindable(FrameworkSetting.ExecutionMode) }, new SettingsCheckbox { LabelText = GraphicsSettingsStrings.ShowFPS, Current = osuConfig.GetBindable(OsuSetting.ShowFpsDisplay) }, }; 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 = automaticRendererInUse ? RendererType.Automatic : host.ResolvedRenderer; })); }); // 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); } } private partial class RendererSettingsDropdown : SettingsEnumDropdown { protected override OsuDropdown CreateDropdown() => new RendererDropdown(); protected partial class RendererDropdown : DropdownControl { private RendererType hostResolvedRenderer; private bool automaticRendererInUse; [BackgroundDependencyLoader] private void load(FrameworkConfigManager config, GameHost host) { var renderer = config.GetBindable(FrameworkSetting.Renderer); automaticRendererInUse = renderer.Value == RendererType.Automatic; hostResolvedRenderer = host.ResolvedRenderer; } protected override LocalisableString GenerateItemText(RendererType item) { if (item == RendererType.Automatic && automaticRendererInUse) return LocalisableString.Interpolate($"{base.GenerateItemText(item)} ({hostResolvedRenderer.GetDescription()})"); return base.GenerateItemText(item); } } } } }