1
0
mirror of https://github.com/ppy/osu.git synced 2025-01-20 21:43:21 +08:00
osu-lazer/osu.Game/Overlays/Settings/Sections/Graphics/LayoutSettings.cs
Dean Herbert c852cf9b8e
Remove macOS "borderless" recommendation
As of SDL3, this is no longer a thing, and fullscreen should be the
preferred execution mode.

Probably hold off merging this until we're sure that macOS isn't broken
for others in this mode (I had issues locally, such as alt-tabbing being
broken sooo...)
2024-11-15 18:29:01 +09:00

422 lines
17 KiB
C#

// 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.
using System;
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using osu.Framework;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Configuration;
using osu.Framework.Extensions.IEnumerableExtensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Shapes;
using osu.Framework.Localisation;
using osu.Framework.Platform;
using osu.Framework.Platform.Windows;
using osu.Game.Configuration;
using osu.Game.Graphics.Containers;
using osu.Game.Graphics.UserInterface;
using osu.Game.Localisation;
using osuTK;
using osuTK.Graphics;
namespace osu.Game.Overlays.Settings.Sections.Graphics
{
public partial class LayoutSettings : SettingsSubsection
{
protected override LocalisableString Header => GraphicsSettingsStrings.LayoutHeader;
private FillFlowContainer<SettingsSlider<float>> scalingSettings = null!;
private SettingsSlider<float> dimSlider = null!;
private readonly Bindable<Display> currentDisplay = new Bindable<Display>();
private Bindable<ScalingMode> scalingMode = null!;
private Bindable<Size> sizeFullscreen = null!;
private readonly BindableList<Size> resolutions = new BindableList<Size>(new[] { new Size(9999, 9999) });
private readonly IBindable<FullscreenCapability> fullscreenCapability = new Bindable<FullscreenCapability>(FullscreenCapability.Capable);
[Resolved]
private OsuGameBase game { get; set; } = null!;
[Resolved]
private GameHost host { get; set; } = null!;
private IWindow? window;
private SettingsDropdown<Size> resolutionDropdown = null!;
private SettingsDropdown<Display> displayDropdown = null!;
private SettingsDropdown<WindowMode> windowModeDropdown = null!;
private SettingsCheckbox minimiseOnFocusLossCheckbox = null!;
private SettingsCheckbox safeAreaConsiderationsCheckbox = null!;
private Bindable<float> scalingPositionX = null!;
private Bindable<float> scalingPositionY = null!;
private Bindable<float> scalingSizeX = null!;
private Bindable<float> scalingSizeY = null!;
private Bindable<float> scalingBackgroundDim = null!;
private const int transition_duration = 400;
[BackgroundDependencyLoader]
private void load(FrameworkConfigManager config, OsuConfigManager osuConfig, GameHost host)
{
window = host.Window;
scalingMode = osuConfig.GetBindable<ScalingMode>(OsuSetting.Scaling);
sizeFullscreen = config.GetBindable<Size>(FrameworkSetting.SizeFullscreen);
scalingSizeX = osuConfig.GetBindable<float>(OsuSetting.ScalingSizeX);
scalingSizeY = osuConfig.GetBindable<float>(OsuSetting.ScalingSizeY);
scalingPositionX = osuConfig.GetBindable<float>(OsuSetting.ScalingPositionX);
scalingPositionY = osuConfig.GetBindable<float>(OsuSetting.ScalingPositionY);
scalingBackgroundDim = osuConfig.GetBindable<float>(OsuSetting.ScalingBackgroundDim);
if (window != null)
{
currentDisplay.BindTo(window.CurrentDisplayBindable);
window.DisplaysChanged += onDisplaysChanged;
}
if (host.Renderer is IWindowsRenderer windowsRenderer)
fullscreenCapability.BindTo(windowsRenderer.FullscreenCapability);
Children = new Drawable[]
{
windowModeDropdown = new SettingsDropdown<WindowMode>
{
LabelText = GraphicsSettingsStrings.ScreenMode,
Items = window?.SupportedWindowModes,
CanBeShown = { Value = window?.SupportedWindowModes.Count() > 1 },
Current = config.GetBindable<WindowMode>(FrameworkSetting.WindowMode),
},
displayDropdown = new DisplaySettingsDropdown
{
LabelText = GraphicsSettingsStrings.Display,
Items = window?.Displays,
Current = currentDisplay,
},
resolutionDropdown = new ResolutionSettingsDropdown
{
LabelText = GraphicsSettingsStrings.Resolution,
ShowsDefaultIndicator = false,
ItemSource = resolutions,
Current = sizeFullscreen
},
minimiseOnFocusLossCheckbox = new SettingsCheckbox
{
LabelText = GraphicsSettingsStrings.MinimiseOnFocusLoss,
Current = config.GetBindable<bool>(FrameworkSetting.MinimiseOnFocusLossInFullscreen),
Keywords = new[] { "alt-tab", "minimize", "focus", "hide" },
},
safeAreaConsiderationsCheckbox = new SettingsCheckbox
{
LabelText = GraphicsSettingsStrings.ShrinkGameToSafeArea,
Current = osuConfig.GetBindable<bool>(OsuSetting.SafeAreaConsiderations),
},
new SettingsSlider<float, UIScaleSlider>
{
LabelText = GraphicsSettingsStrings.UIScaling,
TransferValueOnCommit = true,
Current = osuConfig.GetBindable<float>(OsuSetting.UIScale),
KeyboardStep = 0.01f,
Keywords = new[] { "scale", "letterbox" },
},
new SettingsEnumDropdown<ScalingMode>
{
LabelText = GraphicsSettingsStrings.ScreenScaling,
Current = osuConfig.GetBindable<ScalingMode>(OsuSetting.Scaling),
Keywords = new[] { "scale", "letterbox" },
},
scalingSettings = new FillFlowContainer<SettingsSlider<float>>
{
Direction = FillDirection.Vertical,
RelativeSizeAxes = Axes.X,
AutoSizeAxes = Axes.Y,
Masking = true,
Children = new[]
{
new SettingsSlider<float>
{
LabelText = GraphicsSettingsStrings.HorizontalPosition,
Keywords = new[] { "screen", "scaling" },
Current = scalingPositionX,
KeyboardStep = 0.01f,
DisplayAsPercentage = true
},
new SettingsSlider<float>
{
LabelText = GraphicsSettingsStrings.VerticalPosition,
Keywords = new[] { "screen", "scaling" },
Current = scalingPositionY,
KeyboardStep = 0.01f,
DisplayAsPercentage = true
},
new SettingsSlider<float>
{
LabelText = GraphicsSettingsStrings.HorizontalScale,
Keywords = new[] { "screen", "scaling" },
Current = scalingSizeX,
KeyboardStep = 0.01f,
DisplayAsPercentage = true
},
new SettingsSlider<float>
{
LabelText = GraphicsSettingsStrings.VerticalScale,
Keywords = new[] { "screen", "scaling" },
Current = scalingSizeY,
KeyboardStep = 0.01f,
DisplayAsPercentage = true
},
dimSlider = new SettingsSlider<float>
{
LabelText = GameplaySettingsStrings.BackgroundDim,
Current = scalingBackgroundDim,
KeyboardStep = 0.01f,
DisplayAsPercentage = true,
},
}
},
};
fullscreenCapability.BindValueChanged(_ => Schedule(updateScreenModeWarning), true);
}
protected override void LoadComplete()
{
base.LoadComplete();
scalingSettings.ForEach(s => bindPreviewEvent(s.Current));
windowModeDropdown.Current.BindValueChanged(_ =>
{
updateDisplaySettingsVisibility();
updateScreenModeWarning();
}, true);
currentDisplay.BindValueChanged(display => Schedule(() =>
{
if (display.NewValue == null)
{
resolutions.Clear();
return;
}
resolutions.ReplaceRange(1, resolutions.Count - 1, display.NewValue.DisplayModes
.Where(m => m.Size.Width >= 800 && m.Size.Height >= 600)
.OrderByDescending(m => Math.Max(m.Size.Height, m.Size.Width))
.Select(m => m.Size)
.Distinct());
updateDisplaySettingsVisibility();
}), true);
scalingMode.BindValueChanged(_ =>
{
scalingSettings.ClearTransforms();
scalingSettings.AutoSizeDuration = transition_duration;
scalingSettings.AutoSizeEasing = Easing.OutQuint;
updateScalingModeVisibility();
});
// initial update bypasses transforms
updateScalingModeVisibility();
void updateScalingModeVisibility()
{
if (scalingMode.Value == ScalingMode.Off)
scalingSettings.ResizeHeightTo(0, transition_duration, Easing.OutQuint);
scalingSettings.AutoSizeAxes = scalingMode.Value != ScalingMode.Off ? Axes.Y : Axes.None;
scalingSettings.ForEach(s =>
{
if (s == dimSlider)
{
s.CanBeShown.Value = scalingMode.Value == ScalingMode.Everything || scalingMode.Value == ScalingMode.ExcludeOverlays;
}
else
{
s.TransferValueOnCommit = scalingMode.Value == ScalingMode.Everything;
s.CanBeShown.Value = scalingMode.Value != ScalingMode.Off;
}
});
}
}
private void onDisplaysChanged(IEnumerable<Display> displays)
{
Scheduler.AddOnce(d =>
{
if (!displayDropdown.Items.SequenceEqual(d, DisplayListComparer.DEFAULT))
displayDropdown.Items = d;
updateDisplaySettingsVisibility();
}, displays);
}
private void updateDisplaySettingsVisibility()
{
resolutionDropdown.CanBeShown.Value = resolutions.Count > 1 && windowModeDropdown.Current.Value == WindowMode.Fullscreen;
displayDropdown.CanBeShown.Value = displayDropdown.Items.Count() > 1;
minimiseOnFocusLossCheckbox.CanBeShown.Value = RuntimeInfo.IsDesktop && windowModeDropdown.Current.Value == WindowMode.Fullscreen;
safeAreaConsiderationsCheckbox.CanBeShown.Value = host.Window?.SafeAreaPadding.Value.Total != Vector2.Zero;
}
private void updateScreenModeWarning()
{
if (RuntimeInfo.OS == RuntimeInfo.Platform.macOS)
return;
if (windowModeDropdown.Current.Value != WindowMode.Fullscreen)
{
windowModeDropdown.SetNoticeText(GraphicsSettingsStrings.NotFullscreenNote, true);
return;
}
if (host.Renderer is IWindowsRenderer)
{
switch (fullscreenCapability.Value)
{
case FullscreenCapability.Unknown:
windowModeDropdown.SetNoticeText(LayoutSettingsStrings.CheckingForFullscreenCapabilities, true);
break;
case FullscreenCapability.Capable:
windowModeDropdown.SetNoticeText(LayoutSettingsStrings.OsuIsRunningExclusiveFullscreen);
break;
case FullscreenCapability.Incapable:
windowModeDropdown.SetNoticeText(LayoutSettingsStrings.UnableToRunExclusiveFullscreen, true);
break;
}
}
else
{
// We can only detect exclusive fullscreen status on windows currently.
windowModeDropdown.ClearNoticeText();
}
}
private void bindPreviewEvent(Bindable<float> bindable)
{
bindable.ValueChanged += _ =>
{
switch (scalingMode.Value)
{
case ScalingMode.Gameplay:
showPreview();
break;
}
};
}
private Drawable? preview;
private void showPreview()
{
if (preview?.IsAlive != true)
game.Add(preview = new ScalingPreview());
preview.FadeOutFromOne(1500);
preview.Expire();
}
protected override void Dispose(bool isDisposing)
{
if (window != null)
window.DisplaysChanged -= onDisplaysChanged;
base.Dispose(isDisposing);
}
private partial class ScalingPreview : ScalingContainer
{
public ScalingPreview()
{
Child = new Box
{
Colour = Color4.White,
RelativeSizeAxes = Axes.Both,
Alpha = 0.5f,
};
}
}
private partial class UIScaleSlider : RoundedSliderBar<float>
{
public override LocalisableString TooltipText => base.TooltipText + "x";
}
private partial class DisplaySettingsDropdown : SettingsDropdown<Display>
{
protected override OsuDropdown<Display> CreateDropdown() => new DisplaySettingsDropdownControl();
private partial class DisplaySettingsDropdownControl : DropdownControl
{
protected override LocalisableString GenerateItemText(Display item)
{
return $"{item.Index}: {item.Name} ({item.Bounds.Width}x{item.Bounds.Height})";
}
}
}
private partial class ResolutionSettingsDropdown : SettingsDropdown<Size>
{
protected override OsuDropdown<Size> CreateDropdown() => new ResolutionDropdownControl();
private partial class ResolutionDropdownControl : DropdownControl
{
protected override LocalisableString GenerateItemText(Size item)
{
if (item == new Size(9999, 9999))
return CommonStrings.Default;
return $"{item.Width}x{item.Height}";
}
}
}
/// <summary>
/// Contrary to <see cref="Display.Equals(osu.Framework.Platform.Display?)"/>, this comparer disregards the value of <see cref="Display.Bounds"/>.
/// We want to just show a list of displays, and for the purposes of settings we don't care about their bounds when it comes to the list.
/// However, <see cref="IWindow.DisplaysChanged"/> fires even if only the resolution of the current display was changed
/// (because it causes the bounds of all displays to also change).
/// We're not interested in those changes, so compare only the rest that we actually care about.
/// This helps to avoid a bindable/event feedback loop, in which a resolution change
/// would trigger a display "change", which would in turn reset resolution again.
/// </summary>
private class DisplayListComparer : IEqualityComparer<Display>
{
public static readonly DisplayListComparer DEFAULT = new DisplayListComparer();
public bool Equals(Display? x, Display? y)
{
if (ReferenceEquals(x, y)) return true;
if (ReferenceEquals(x, null)) return false;
if (ReferenceEquals(y, null)) return false;
return x.Index == y.Index
&& x.Name == y.Name
&& x.DisplayModes.SequenceEqual(y.DisplayModes);
}
public int GetHashCode(Display obj)
{
var hashCode = new HashCode();
hashCode.Add(obj.Index);
hashCode.Add(obj.Name);
hashCode.Add(obj.DisplayModes.Length);
foreach (var displayMode in obj.DisplayModes)
hashCode.Add(displayMode);
return hashCode.ToHashCode();
}
}
}
}