Files
ARMSX2/pcsx2/ImGui/FullscreenUI_Settings.cpp

7004 lines
322 KiB
C++
Raw Permalink Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
// SPDX-FileCopyrightText: 2002-2026 PCSX2 Dev Team
// SPDX-License-Identifier: GPL-3.0+
#include "GS/Renderers/Common/GSDevice.h"
#include "GS/Renderers/Common/GSTexture.h"
#include "GS/GSUtil.h"
#include "Achievements.h"
#include "GameList.h"
#include "Host.h"
#include "Host/AudioStream.h"
#include "INISettingsInterface.h"
#include "ImGui/FullscreenUI_Internal.h"
#include "ImGui/ImGuiFullscreen.h"
#include "ImGui/ImGuiManager.h"
#include "Input/InputManager.h"
#include "MTGS.h"
#include "Patch.h"
#include "USB/USB.h"
#include "VMManager.h"
#include "ps2/BiosTools.h"
#include "DEV9/ATA/HddCreate.h"
#include "DEV9/pcap_io.h"
#include "DEV9/sockets.h"
#ifdef _WIN32
#include "DEV9/Win32/tap.h"
#endif
#include "common/Console.h"
#include "common/Error.h"
#include "common/FileSystem.h"
#include "common/Path.h"
#include "common/SettingsInterface.h"
#include "common/StringUtil.h"
#include "common/SmallString.h"
#include "common/Threading.h"
#include "SIO/Memcard/MemoryCardFile.h"
#include "SIO/Pad/Pad.h"
#include "SIO/Sio.h"
#include "IconsFontAwesome.h"
#include "IconsPromptFont.h"
#include "imgui.h"
#include "imgui_internal.h"
#include "fmt/format.h"
#include <set>
namespace FullscreenUI
{
class HddCreateInProgress : public HddCreate
{
private:
std::string m_dialogId;
int m_reqMiB = 0;
static std::vector<std::shared_ptr<HddCreateInProgress>> s_activeOperations;
static std::mutex s_operationsMutex;
static std::atomic_int s_nextOperationId;
public:
HddCreateInProgress(const std::string& dialogId)
: m_dialogId(dialogId)
{
}
static bool StartCreation(const std::string& filePath, int sizeInGB, bool use48BitLBA)
{
if (filePath.empty() || sizeInGB <= 0)
return false;
std::string dialogId = fmt::format("hdd_create_{}", s_nextOperationId.fetch_add(1, std::memory_order_relaxed));
std::shared_ptr<HddCreateInProgress> instance = std::make_shared<HddCreateInProgress>(dialogId);
// Convert GB to bytes
const u64 sizeBytes = static_cast<u64>(sizeInGB) * static_cast<u64>(_1gb);
// Make sure the file doesn't already exist (or delete it if it does)
if (FileSystem::FileExists(filePath.c_str()))
{
if (!FileSystem::DeleteFilePath(filePath.c_str()))
{
ShowToast(
fmt::format("{} HDD Creation Failed", ICON_FA_TRIANGLE_EXCLAMATION),
fmt::format("Failed to delete existing HDD image file '{}'. Please check file permissions and try again.", Path::GetFileName(filePath)),
5.0f);
return false;
}
}
// Setup the creation parameters
instance->filePath = filePath;
instance->neededSize = sizeBytes;
// Register the operation
{
std::lock_guard<std::mutex> lock(s_operationsMutex);
s_activeOperations.push_back(instance);
}
// Start the HDD creation
std::thread([instance = std::move(instance)]() {
instance->Start();
if (!instance->errored)
MTGS::RunOnGSThread([size_gb = static_cast<int>(instance->neededSize / static_cast<u64>(_1gb))]() {
ShowToast(
ICON_FA_CIRCLE_CHECK,
fmt::format("HDD image ({} GB) created successfully.", size_gb),
3.0f);
});
else
MTGS::RunOnGSThread([]() {
ShowToast(
ICON_FA_TRIANGLE_EXCLAMATION,
"Failed to create HDD image.",
3.0f);
});
std::lock_guard<std::mutex> lock(s_operationsMutex);
for (auto it = s_activeOperations.begin(); it != s_activeOperations.end(); ++it)
{
if (it->get() == instance.get())
{
s_activeOperations.erase(it);
break;
}
}
}).detach();
return true;
}
static void CancelAllOperations()
{
std::lock_guard<std::mutex> lock(s_operationsMutex);
for (auto& operation : s_activeOperations)
operation->SetCanceled();
s_activeOperations.clear();
}
protected:
virtual void Init() override
{
m_reqMiB = static_cast<int>((neededSize + ((1024 * 1024) - 1)) / (1024 * 1024));
const std::string message = fmt::format("{} Creating HDD Image\n{} / {} MiB", ICON_FA_HARD_DRIVE, 0, m_reqMiB);
ImGuiFullscreen::OpenProgressDialog(m_dialogId.c_str(), message, 0, m_reqMiB, 0);
}
virtual void SetFileProgress(u64 currentSize) override
{
const int writtenMiB = static_cast<int>((currentSize + ((1024 * 1024) - 1)) / (1024 * 1024));
const std::string message = fmt::format("{} Creating HDD Image\n{} / {} MiB", ICON_FA_HARD_DRIVE, writtenMiB, m_reqMiB);
ImGuiFullscreen::UpdateProgressDialog(m_dialogId.c_str(), message, 0, m_reqMiB, writtenMiB);
}
virtual void Cleanup() override
{
ImGuiFullscreen::CloseProgressDialog(m_dialogId.c_str());
}
};
std::vector<std::shared_ptr<HddCreateInProgress>> HddCreateInProgress::s_activeOperations;
std::mutex HddCreateInProgress::s_operationsMutex;
std::atomic_int HddCreateInProgress::s_nextOperationId{0};
bool CreateHardDriveWithProgress(const std::string& filePath, int sizeInGB, bool use48BitLBA)
{
// Validate size limits based on the LBA mode set
const int min_size = use48BitLBA ? 100 : 40;
const int max_size = use48BitLBA ? 2000 : 120;
if (sizeInGB < min_size || sizeInGB > max_size)
{
ShowToast(ICON_FA_TRIANGLE_EXCLAMATION, fmt::format("Invalid HDD size. Size must be between {} and {} GB.", min_size, max_size));
return false;
}
return HddCreateInProgress::StartCreation(filePath, sizeInGB, use48BitLBA);
}
void CancelAllHddOperations()
{
HddCreateInProgress::CancelAllOperations();
}
} // namespace FullscreenUI
bool FullscreenUI::IsEditingGameSettings(SettingsInterface* bsi)
{
return (bsi == s_game_settings_interface.get());
}
SettingsInterface* FullscreenUI::GetEditingSettingsInterface()
{
return s_game_settings_interface ? s_game_settings_interface.get() : Host::Internal::GetBaseSettingsLayer();
}
SettingsInterface* FullscreenUI::GetEditingSettingsInterface(bool game_settings)
{
return (game_settings && s_game_settings_interface) ? s_game_settings_interface.get() : Host::Internal::GetBaseSettingsLayer();
}
bool FullscreenUI::ShouldShowAdvancedSettings(SettingsInterface* bsi)
{
return IsEditingGameSettings(bsi) ? Host::GetBaseBoolSettingValue("UI", "ShowAdvancedSettings", false) :
bsi->GetBoolValue("UI", "ShowAdvancedSettings", false);
}
void FullscreenUI::SetSettingsChanged(SettingsInterface* bsi)
{
if (bsi && bsi == s_game_settings_interface.get())
s_game_settings_changed.store(true, std::memory_order_release);
else
s_settings_changed.store(true, std::memory_order_release);
}
bool FullscreenUI::GetEffectiveBoolSetting(SettingsInterface* bsi, const char* section, const char* key, bool default_value)
{
if (IsEditingGameSettings(bsi))
{
std::optional<bool> value = bsi->GetOptionalBoolValue(section, key, std::nullopt);
if (value.has_value())
return value.value();
}
return Host::Internal::GetBaseSettingsLayer()->GetBoolValue(section, key, default_value);
}
s32 FullscreenUI::GetEffectiveIntSetting(SettingsInterface* bsi, const char* section, const char* key, s32 default_value)
{
if (IsEditingGameSettings(bsi))
{
std::optional<s32> value = bsi->GetOptionalIntValue(section, key, std::nullopt);
if (value.has_value())
return value.value();
}
return Host::Internal::GetBaseSettingsLayer()->GetIntValue(section, key, default_value);
}
void FullscreenUI::DrawInputBindingButton(
SettingsInterface* bsi, InputBindingInfo::Type type, const char* section, const char* name, const char* display_name, const char* icon_name, bool show_type)
{
TinyString title;
title.format("{}/{}", section, name);
SmallString value = bsi->GetSmallStringValue(section, name);
const bool oneline = (value.count('&') <= 1);
ImRect bb;
bool visible, hovered, clicked;
clicked = MenuButtonFrame(title, true,
oneline ? ImGuiFullscreen::LAYOUT_MENU_BUTTON_HEIGHT_NO_SUMMARY :
ImGuiFullscreen::LAYOUT_MENU_BUTTON_HEIGHT,
&visible, &hovered, &bb.Min, &bb.Max);
if (!visible)
return;
if (oneline)
InputManager::PrettifyInputBinding(value, true);
else
InputManager::PrettifyInputBinding(value, false);
if (show_type)
{
if (icon_name)
{
title.format("{} {}", icon_name, display_name);
}
else
{
switch (type)
{
case InputBindingInfo::Type::Button:
title.format(ICON_FA_CIRCLE_DOT " {}", display_name);
break;
case InputBindingInfo::Type::Axis:
case InputBindingInfo::Type::HalfAxis:
title.format(ICON_FA_BULLSEYE " {}", display_name);
break;
case InputBindingInfo::Type::Motor:
title.format(ICON_PF_CONTROLLER_VIBRATION " {}", display_name);
break;
case InputBindingInfo::Type::Macro:
title.format(ICON_PF_THUNDERBOLT " {}", display_name);
break;
default:
title = display_name;
break;
}
}
}
const float midpoint = bb.Min.y + GetLineHeight(g_large_font) + LayoutScale(4.0f);
if (oneline)
{
ImGui::PushFont(g_large_font.first, g_large_font.second);
const ImVec2 value_size(ImGui::CalcTextSize(value.empty() ? FSUI_CSTR("-") : value.c_str(), nullptr));
const float text_end = bb.Max.x - value_size.x;
const ImRect title_bb(bb.Min, ImVec2(text_end, midpoint));
ImGui::RenderTextClipped(title_bb.Min, title_bb.Max, show_type ? title.c_str() : display_name, nullptr, nullptr,
ImVec2(0.0f, 0.0f), &title_bb);
ImGui::RenderTextClipped(bb.Min, bb.Max, value.empty() ? FSUI_CSTR("-") : value.c_str(), nullptr, &value_size,
ImVec2(1.0f, 0.5f), &bb);
ImGui::PopFont();
}
else
{
const ImRect title_bb(bb.Min, ImVec2(bb.Max.x, midpoint));
const ImRect summary_bb(ImVec2(bb.Min.x, midpoint), bb.Max);
ImGui::PushFont(g_large_font.first, g_large_font.second);
ImGui::RenderTextClipped(title_bb.Min, title_bb.Max, show_type ? title.c_str() : display_name, nullptr, nullptr,
ImVec2(0.0f, 0.0f), &title_bb);
ImGui::PopFont();
ImGui::PushFont(g_medium_font.first, g_medium_font.second);
ImGui::RenderTextClipped(summary_bb.Min, summary_bb.Max, value.empty() ? FSUI_CSTR("No Binding") : value.c_str(),
nullptr, nullptr, ImVec2(0.0f, 0.0f), &summary_bb);
ImGui::PopFont();
}
if (clicked)
{
BeginInputBinding(bsi, type, section, name, display_name);
}
else if (hovered && (ImGui::IsItemClicked(ImGuiMouseButton_Right) || ImGui::Shortcut(ImGuiKey_NavGamepadMenu)))
{
bsi->DeleteValue(section, name);
SetSettingsChanged(bsi);
}
else
{
if (hovered)
{
if (ImGuiFullscreen::IsGamepadInputSource())
{
const bool swapNorthWest = ImGuiManager::IsGamepadNorthWestSwapped();
const auto glyphs = GetGamepadGlyphs();
ImGuiFullscreen::QueueFooterHint(std::array{
std::make_pair(swapNorthWest ? glyphs.north : glyphs.west, FSUI_VSTR("Clear Binding")),
});
}
else
{
ImGuiFullscreen::QueueFooterHint(std::array{
std::make_pair(ICON_PF_RIGHT_CLICK, FSUI_VSTR("Clear Binding")),
});
}
}
}
}
void FullscreenUI::ClearInputBindingVariables()
{
s_input_binding_type = InputBindingInfo::Type::Unknown;
s_input_binding_section = {};
s_input_binding_key = {};
s_input_binding_display_name = {};
s_input_binding_new_bindings = {};
s_input_binding_value_ranges = {};
}
void FullscreenUI::BeginInputBinding(SettingsInterface* bsi, InputBindingInfo::Type type, const std::string_view section,
const std::string_view key, const std::string_view display_name)
{
if (s_input_binding_type != InputBindingInfo::Type::Unknown)
{
InputManager::RemoveHook();
ClearInputBindingVariables();
}
s_input_binding_type = type;
s_input_binding_section = section;
s_input_binding_key = key;
s_input_binding_display_name = display_name;
s_input_binding_new_bindings = {};
s_input_binding_value_ranges = {};
s_input_binding_timer.Reset();
const bool game_settings = IsEditingGameSettings(bsi);
InputManager::SetHook([game_settings](InputBindingKey key, float value) -> InputInterceptHook::CallbackResult {
if (s_input_binding_type == InputBindingInfo::Type::Unknown)
return InputInterceptHook::CallbackResult::StopProcessingEvent;
// holding the settings lock here will protect the input binding list
auto lock = Host::GetSettingsLock();
float initial_value = value;
float min_value = value;
auto it = std::find_if(s_input_binding_value_ranges.begin(), s_input_binding_value_ranges.end(),
[key](const auto& it) { return it.first.bits == key.bits; });
if (it != s_input_binding_value_ranges.end())
{
initial_value = it->second.first;
min_value = it->second.second = std::min(it->second.second, value);
}
else
{
s_input_binding_value_ranges.emplace_back(key, std::make_pair(initial_value, min_value));
}
const float abs_value = std::abs(value);
const bool reverse_threshold = (key.source_subtype == InputSubclass::ControllerAxis && initial_value > 0.5f);
for (InputBindingKey& other_key : s_input_binding_new_bindings)
{
// if this key is in our new binding list, it's a "release", and we're done
if (other_key.MaskDirection() == key.MaskDirection())
{
// for pedals, we wait for it to go back to near its starting point to commit the binding
if ((reverse_threshold ? ((initial_value - value) <= 0.25f) : (abs_value < 0.5f)))
{
// did we go the full range?
if (reverse_threshold && initial_value > 0.5f && min_value <= -0.5f)
other_key.modifier = InputModifier::FullAxis;
SettingsInterface* bsi = GetEditingSettingsInterface(game_settings);
const std::string new_binding(InputManager::ConvertInputBindingKeysToString(
s_input_binding_type, s_input_binding_new_bindings.data(), s_input_binding_new_bindings.size()));
bsi->SetStringValue(s_input_binding_section.c_str(), s_input_binding_key.c_str(), new_binding.c_str());
SetSettingsChanged(bsi);
ClearInputBindingVariables();
return InputInterceptHook::CallbackResult::RemoveHookAndStopProcessingEvent;
}
// otherwise, keep waiting
return InputInterceptHook::CallbackResult::StopProcessingEvent;
}
}
// new binding, add it to the list, but wait for a decent distance first, and then wait for release
if ((reverse_threshold ? (abs_value < 0.5f) : (abs_value >= 0.5f)))
{
InputBindingKey key_to_add = key;
key_to_add.modifier = (value < 0.0f && !reverse_threshold) ? InputModifier::Negate : InputModifier::None;
key_to_add.invert = reverse_threshold;
s_input_binding_new_bindings.push_back(key_to_add);
}
return InputInterceptHook::CallbackResult::StopProcessingEvent;
});
}
void FullscreenUI::DrawInputBindingWindow()
{
pxAssert(s_input_binding_type != InputBindingInfo::Type::Unknown);
const double time_remaining = INPUT_BINDING_TIMEOUT_SECONDS - s_input_binding_timer.GetTimeSeconds();
if (time_remaining <= 0.0)
{
InputManager::RemoveHook();
ClearInputBindingVariables();
return;
}
const char* title = FSUI_ICONSTR(ICON_FA_GAMEPAD, "Set Input Binding");
ImGui::SetNextWindowSize(LayoutScale(500.0f, 0.0f));
ImGui::SetNextWindowPos(ImGui::GetIO().DisplaySize * 0.5f, ImGuiCond_Always, ImVec2(0.5f, 0.5f));
ImGui::OpenPopup(title);
ImGui::PushFont(g_large_font.first, g_large_font.second);
ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, LayoutScale(ImGuiFullscreen::LAYOUT_WINDOW_ROUNDING));
ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, LayoutScale(20.0f, 20.0f));
ImGui::PushStyleVar(ImGuiStyleVar_FrameBorderSize, 0.0f);
ImGui::PushStyleVar(ImGuiStyleVar_FramePadding,
LayoutScale(ImGuiFullscreen::LAYOUT_MENU_BUTTON_X_PADDING, ImGuiFullscreen::LAYOUT_MENU_BUTTON_Y_PADDING));
if (ImGui::BeginPopupModal(title, nullptr, ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoNav | ImGuiWindowFlags_NoInputs))
{
ImGui::TextWrapped(FSUI_CSTR("Setting %s binding %s."), s_input_binding_section.c_str(), s_input_binding_display_name.c_str());
ImGui::TextUnformatted(FSUI_CSTR("Push a controller button or axis now."));
ImGui::NewLine();
ImGui::Text(FSUI_CSTR("Timing out in %.0f seconds..."), time_remaining);
ImGui::EndPopup();
}
ImGui::PopStyleVar(4);
ImGui::PopFont();
}
bool FullscreenUI::DrawToggleSetting(SettingsInterface* bsi, const char* title, const char* summary, const char* section, const char* key,
bool default_value, bool enabled, bool allow_tristate, float height, std::pair<ImFont*, float> font, std::pair<ImFont*, float> summary_font)
{
if (!allow_tristate || !IsEditingGameSettings(bsi))
{
bool value = bsi->GetBoolValue(section, key, default_value);
if (!ToggleButton(title, summary, &value, enabled, height, font, summary_font))
return false;
bsi->SetBoolValue(section, key, value);
}
else
{
std::optional<bool> value(false);
if (!bsi->GetBoolValue(section, key, &value.value()))
value.reset();
if (!ThreeWayToggleButton(title, summary, &value, enabled, height, font, summary_font))
return false;
if (value.has_value())
bsi->SetBoolValue(section, key, value.value());
else
bsi->DeleteValue(section, key);
}
SetSettingsChanged(bsi);
return true;
}
void FullscreenUI::DrawIntListSetting(SettingsInterface* bsi, const char* title, const char* summary, const char* section, const char* key,
int default_value, const char* const* options, size_t option_count, bool translate_options, int option_offset, bool enabled,
float height, std::pair<ImFont*, float> font, std::pair<ImFont*, float> summary_font)
{
if (options && option_count == 0)
{
while (options[option_count] != nullptr)
option_count++;
}
const bool game_settings = IsEditingGameSettings(bsi);
const std::optional<int> value =
bsi->GetOptionalIntValue(section, key, game_settings ? std::nullopt : std::optional<int>(default_value));
const int index = value.has_value() ? (value.value() - option_offset) : std::numeric_limits<int>::min();
const char* value_text = (value.has_value()) ?
((index < 0 || static_cast<size_t>(index) >= option_count) ?
FSUI_CSTR("Unknown") :
(translate_options ? Host::TranslateToCString(TR_CONTEXT, options[index]) : options[index])) :
FSUI_CSTR("Use Global Setting");
if (MenuButtonWithValue(title, summary, value_text, enabled, height, font, summary_font))
{
ImGuiFullscreen::ChoiceDialogOptions cd_options;
cd_options.reserve(option_count + 1);
if (game_settings)
cd_options.emplace_back(FSUI_STR("Use Global Setting"), !value.has_value());
for (size_t i = 0; i < option_count; i++)
{
cd_options.emplace_back(translate_options ? Host::TranslateToString(TR_CONTEXT, options[i]) : std::string(options[i]),
(i == static_cast<size_t>(index)));
}
OpenChoiceDialog(title, false, std::move(cd_options),
[game_settings, section, key, option_offset](s32 index, const std::string& title, bool checked) {
if (index >= 0)
{
auto lock = Host::GetSettingsLock();
SettingsInterface* bsi = GetEditingSettingsInterface(game_settings);
if (game_settings)
{
if (index == 0)
bsi->DeleteValue(section, key);
else
bsi->SetIntValue(section, key, index - 1 + option_offset);
}
else
{
bsi->SetIntValue(section, key, index + option_offset);
}
SetSettingsChanged(bsi);
}
CloseChoiceDialog();
});
}
}
void FullscreenUI::DrawIntRangeSetting(SettingsInterface* bsi, const char* title, const char* summary, const char* section, const char* key,
int default_value, int min_value, int max_value, const char* format, bool enabled, float height, std::pair<ImFont*, float> font, std::pair<ImFont*, float> summary_font)
{
const bool game_settings = IsEditingGameSettings(bsi);
const std::optional<int> value =
bsi->GetOptionalIntValue(section, key, game_settings ? std::nullopt : std::optional<int>(default_value));
const SmallString value_text =
value.has_value() ? SmallString::from_sprintf(format, value.value()) : SmallString(FSUI_VSTR("Use Global Setting"));
if (MenuButtonWithValue(title, summary, value_text.c_str(), enabled, height, font, summary_font))
ImGui::OpenPopup(title);
ImGui::SetNextWindowSize(LayoutScale(500.0f, 192.0f));
ImGui::SetNextWindowPos(ImGui::GetIO().DisplaySize * 0.5f, ImGuiCond_Always, ImVec2(0.5f, 0.5f));
ImGui::PushFont(g_large_font.first, g_large_font.second);
ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, LayoutScale(ImGuiFullscreen::LAYOUT_WINDOW_ROUNDING));
ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, LayoutScale(20.0f, 20.0f));
ImGui::PushStyleVar(ImGuiStyleVar_FrameBorderSize, 0.0f);
ImGui::PushStyleVar(ImGuiStyleVar_FramePadding,
LayoutScale(ImGuiFullscreen::LAYOUT_MENU_BUTTON_X_PADDING, ImGuiFullscreen::LAYOUT_MENU_BUTTON_Y_PADDING));
bool is_open = true;
if (ImGui::BeginPopupModal(title, &is_open, ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoScrollbar))
{
BeginMenuButtons();
const float end = ImGui::GetCurrentWindow()->WorkRect.GetWidth();
ImGui::SetNextItemWidth(end);
s32 dlg_value = static_cast<s32>(value.value_or(default_value));
ImGui::PushStyleVar(ImGuiStyleVar_FrameRounding, LayoutScale(ImGuiFullscreen::LAYOUT_FRAME_ROUNDING));
ImGui::PushStyleVar(ImGuiStyleVar_FrameBorderSize, LayoutScale(1.0f));
ImGui::PushStyleVar(ImGuiStyleVar_GrabRounding, LayoutScale(8.0f));
ImGui::PushStyleColor(ImGuiCol_FrameBg, ImVec4(0.2f, 0.2f, 0.2f, 1.0f));
ImGui::PushStyleColor(ImGuiCol_FrameBgHovered, ImVec4(0.25f, 0.25f, 0.25f, 1.0f));
ImGui::PushStyleColor(ImGuiCol_FrameBgActive, ImVec4(0.3f, 0.3f, 0.3f, 1.0f));
ImGui::PushStyleColor(ImGuiCol_Border, ImVec4(0.4f, 0.4f, 0.4f, 1.0f));
ImGui::PushStyleColor(ImGuiCol_SliderGrab, ImVec4(0.45f, 0.65f, 0.95f, 1.0f));
ImGui::PushStyleColor(ImGuiCol_SliderGrabActive, ImVec4(0.55f, 0.75f, 1.0f, 1.0f));
ImGui::PushStyleColor(ImGuiCol_Text, ImVec4(1.0f, 1.0f, 1.0f, 1.0f));
if (ImGui::SliderInt("##value", &dlg_value, min_value, max_value, format, ImGuiSliderFlags_NoInput))
{
if (IsEditingGameSettings(bsi) && dlg_value == default_value)
bsi->DeleteValue(section, key);
else
bsi->SetIntValue(section, key, dlg_value);
SetSettingsChanged(bsi);
}
ImGui::PopStyleColor(7);
ImGui::PopStyleVar(3);
ImGui::SetCursorPosY(ImGui::GetCursorPosY() + LayoutScale(10.0f));
if (MenuButtonWithoutSummary(FSUI_CSTR("OK"), true, LAYOUT_MENU_BUTTON_HEIGHT_NO_SUMMARY, g_large_font, ImVec2(0.5f, 0.0f)))
{
ImGui::CloseCurrentPopup();
}
EndMenuButtons();
ImGui::EndPopup();
}
ImGui::PopStyleVar(4);
ImGui::PopFont();
}
void FullscreenUI::DrawIntSpinBoxSetting(SettingsInterface* bsi, const char* title, const char* summary, const char* section,
const char* key, int default_value, int min_value, int max_value, int step_value, const char* format, bool enabled, float height,
std::pair<ImFont*, float> font, std::pair<ImFont*, float> summary_font)
{
const bool game_settings = IsEditingGameSettings(bsi);
const std::optional<int> value =
bsi->GetOptionalIntValue(section, key, game_settings ? std::nullopt : std::optional<int>(default_value));
const SmallString value_text =
value.has_value() ? SmallString::from_sprintf(format, value.value()) : SmallString(FSUI_VSTR("Use Global Setting"));
static bool manual_input = false;
if (MenuButtonWithValue(title, summary, value_text.c_str(), enabled, height, font, summary_font))
{
ImGui::OpenPopup(title);
manual_input = false;
}
ImGui::SetNextWindowSize(LayoutScale(500.0f, 192.0f));
ImGui::SetNextWindowPos(ImGui::GetIO().DisplaySize * 0.5f, ImGuiCond_Always, ImVec2(0.5f, 0.5f));
ImGui::PushFont(g_large_font.first, g_large_font.second);
ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, LayoutScale(ImGuiFullscreen::LAYOUT_WINDOW_ROUNDING));
ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, LayoutScale(20.0f, 20.0f));
ImGui::PushStyleVar(ImGuiStyleVar_FrameBorderSize, 0.0f);
ImGui::PushStyleVar(ImGuiStyleVar_FramePadding,
LayoutScale(ImGuiFullscreen::LAYOUT_MENU_BUTTON_X_PADDING, ImGuiFullscreen::LAYOUT_MENU_BUTTON_Y_PADDING));
bool is_open = true;
if (ImGui::BeginPopupModal(title, &is_open, ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoScrollbar))
{
BeginMenuButtons();
s32 dlg_value = static_cast<s32>(value.value_or(default_value));
bool dlg_value_changed = false;
char str_value[32];
std::snprintf(str_value, std::size(str_value), format, dlg_value);
if (manual_input)
{
const float end = ImGui::GetCurrentWindow()->WorkRect.GetWidth();
ImGui::SetNextItemWidth(end);
ImGui::PushStyleVar(ImGuiStyleVar_FrameRounding, LayoutScale(ImGuiFullscreen::LAYOUT_FRAME_ROUNDING));
ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, LayoutScale(12.0f, 10.0f));
ImGui::PushStyleVar(ImGuiStyleVar_FrameBorderSize, LayoutScale(1.0f));
ImGui::PushStyleColor(ImGuiCol_FrameBg, ImVec4(0.2f, 0.2f, 0.2f, 1.0f));
ImGui::PushStyleColor(ImGuiCol_FrameBgHovered, ImVec4(0.25f, 0.25f, 0.25f, 1.0f));
ImGui::PushStyleColor(ImGuiCol_FrameBgActive, ImVec4(0.3f, 0.3f, 0.3f, 1.0f));
ImGui::PushStyleColor(ImGuiCol_Border, ImVec4(0.4f, 0.4f, 0.4f, 1.0f));
ImGui::PushStyleColor(ImGuiCol_Text, ImVec4(1.0f, 1.0f, 1.0f, 1.0f));
if (ImGui::InputText("##value", str_value, std::size(str_value), ImGuiInputTextFlags_CharsDecimal))
{
const s32 new_value = StringUtil::FromChars<s32>(str_value).value_or(dlg_value);
dlg_value_changed = (dlg_value != new_value);
dlg_value = new_value;
}
ImGui::PopStyleColor(5);
ImGui::PopStyleVar(3);
ImGui::SetCursorPosY(ImGui::GetCursorPosY() + LayoutScale(10.0f));
}
else
{
const ImVec2& padding(ImGui::GetStyle().FramePadding);
ImVec2 button_pos(ImGui::GetCursorPos());
// Align value text in middle.
ImGui::SetCursorPosY(
button_pos.y + ((LayoutScale(LAYOUT_MENU_BUTTON_HEIGHT_NO_SUMMARY) + padding.y * 2.0f) - g_large_font.second) * 0.5f);
ImGui::TextUnformatted(str_value);
s32 step = 0;
if (FloatingButton(
ICON_FA_CHEVRON_UP, padding.x, button_pos.y, -1.0f, -1.0f, 1.0f, 0.0f, true, g_large_font, &button_pos, true))
{
step = step_value;
}
if (FloatingButton(ICON_FA_CHEVRON_DOWN, button_pos.x - padding.x, button_pos.y, -1.0f, -1.0f, -1.0f, 0.0f, true, g_large_font,
&button_pos, true))
{
step = -step_value;
}
if (FloatingButton(
ICON_FA_KEYBOARD, button_pos.x - padding.x, button_pos.y, -1.0f, -1.0f, -1.0f, 0.0f, true, g_large_font, &button_pos))
{
manual_input = true;
}
if (FloatingButton(
ICON_FA_TRASH, button_pos.x - padding.x, button_pos.y, -1.0f, -1.0f, -1.0f, 0.0f, true, g_large_font, &button_pos))
{
dlg_value = default_value;
dlg_value_changed = true;
}
if (step != 0)
{
dlg_value += step;
dlg_value_changed = true;
}
ImGui::SetCursorPosY(button_pos.y + (padding.y * 2.0f) + LayoutScale(LAYOUT_MENU_BUTTON_HEIGHT_NO_SUMMARY + 10.0f));
}
if (dlg_value_changed)
{
dlg_value = std::clamp(dlg_value, min_value, max_value);
if (IsEditingGameSettings(bsi) && dlg_value == default_value)
bsi->DeleteValue(section, key);
else
bsi->SetIntValue(section, key, dlg_value);
SetSettingsChanged(bsi);
}
if (MenuButtonWithoutSummary(FSUI_CSTR("OK"), true, LAYOUT_MENU_BUTTON_HEIGHT_NO_SUMMARY, g_large_font, ImVec2(0.5f, 0.0f)))
{
ImGui::CloseCurrentPopup();
}
EndMenuButtons();
ImGui::EndPopup();
}
ImGui::PopStyleVar(4);
ImGui::PopFont();
}
void FullscreenUI::DrawFloatRangeSetting(SettingsInterface* bsi, const char* title, const char* summary, const char* section,
const char* key, float default_value, float min_value, float max_value, const char* format, float multiplier, bool enabled,
float height, std::pair<ImFont*, float> font, std::pair<ImFont*, float> summary_font)
{
const bool game_settings = IsEditingGameSettings(bsi);
const std::optional<float> value =
bsi->GetOptionalFloatValue(section, key, game_settings ? std::nullopt : std::optional<float>(default_value));
const SmallString value_text =
value.has_value() ? SmallString::from_sprintf(format, value.value() * multiplier) : SmallString(FSUI_VSTR("Use Global Setting"));
if (MenuButtonWithValue(title, summary, value_text.c_str(), enabled, height, font, summary_font))
ImGui::OpenPopup(title);
ImGui::SetNextWindowSize(LayoutScale(500.0f, 190.0f));
ImGui::SetNextWindowPos(ImGui::GetIO().DisplaySize * 0.5f, ImGuiCond_Always, ImVec2(0.5f, 0.5f));
ImGui::PushFont(g_large_font.first, g_large_font.second);
ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, LayoutScale(ImGuiFullscreen::LAYOUT_WINDOW_ROUNDING));
ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, LayoutScale(20.0f, 20.0f));
ImGui::PushStyleVar(ImGuiStyleVar_FrameBorderSize, 0.0f);
ImGui::PushStyleVar(ImGuiStyleVar_FramePadding,
LayoutScale(ImGuiFullscreen::LAYOUT_MENU_BUTTON_X_PADDING, ImGuiFullscreen::LAYOUT_MENU_BUTTON_Y_PADDING));
bool is_open = true;
if (ImGui::BeginPopupModal(title, &is_open, ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoScrollbar))
{
BeginMenuButtons();
const float end = ImGui::GetCurrentWindow()->WorkRect.GetWidth();
ImGui::SetNextItemWidth(end);
float dlg_value = value.value_or(default_value) * multiplier;
ImGui::PushStyleVar(ImGuiStyleVar_FrameRounding, LayoutScale(ImGuiFullscreen::LAYOUT_FRAME_ROUNDING));
ImGui::PushStyleVar(ImGuiStyleVar_FrameBorderSize, LayoutScale(1.0f));
ImGui::PushStyleVar(ImGuiStyleVar_GrabRounding, LayoutScale(8.0f));
ImGui::PushStyleColor(ImGuiCol_FrameBg, ImVec4(0.2f, 0.2f, 0.2f, 1.0f));
ImGui::PushStyleColor(ImGuiCol_FrameBgHovered, ImVec4(0.25f, 0.25f, 0.25f, 1.0f));
ImGui::PushStyleColor(ImGuiCol_FrameBgActive, ImVec4(0.3f, 0.3f, 0.3f, 1.0f));
ImGui::PushStyleColor(ImGuiCol_Border, ImVec4(0.4f, 0.4f, 0.4f, 1.0f));
ImGui::PushStyleColor(ImGuiCol_SliderGrab, ImVec4(0.45f, 0.65f, 0.95f, 1.0f));
ImGui::PushStyleColor(ImGuiCol_SliderGrabActive, ImVec4(0.55f, 0.75f, 1.0f, 1.0f));
ImGui::PushStyleColor(ImGuiCol_Text, ImVec4(1.0f, 1.0f, 1.0f, 1.0f));
if (ImGui::SliderFloat("##value", &dlg_value, min_value * multiplier, max_value * multiplier, format, ImGuiSliderFlags_NoInput))
{
dlg_value /= multiplier;
if (IsEditingGameSettings(bsi) && dlg_value == default_value)
bsi->DeleteValue(section, key);
else
bsi->SetFloatValue(section, key, dlg_value);
SetSettingsChanged(bsi);
}
ImGui::PopStyleColor(7);
ImGui::PopStyleVar(3);
ImGui::SetCursorPosY(ImGui::GetCursorPosY() + LayoutScale(10.0f));
if (MenuButtonWithoutSummary(FSUI_CSTR("OK"), true, LAYOUT_MENU_BUTTON_HEIGHT_NO_SUMMARY, g_large_font, ImVec2(0.5f, 0.0f)))
{
ImGui::CloseCurrentPopup();
}
EndMenuButtons();
ImGui::EndPopup();
}
ImGui::PopStyleVar(4);
ImGui::PopFont();
}
void FullscreenUI::DrawFloatSpinBoxSetting(SettingsInterface* bsi, const char* title, const char* summary, const char* section,
const char* key, float default_value, float min_value, float max_value, float step_value, float multiplier, const char* format,
bool enabled, float height, std::pair<ImFont*, float> font, std::pair<ImFont*, float> summary_font)
{
const bool game_settings = IsEditingGameSettings(bsi);
const std::optional<float> value =
bsi->GetOptionalFloatValue(section, key, game_settings ? std::nullopt : std::optional<int>(default_value));
const SmallString value_text =
value.has_value() ? SmallString::from_sprintf(format, value.value() * multiplier) : SmallString(FSUI_VSTR("Use Global Setting"));
static bool manual_input = false;
if (MenuButtonWithValue(title, summary, value_text.c_str(), enabled, height, font, summary_font))
{
ImGui::OpenPopup(title);
manual_input = false;
}
ImGui::SetNextWindowSize(LayoutScale(500.0f, 192.0f));
ImGui::SetNextWindowPos(ImGui::GetIO().DisplaySize * 0.5f, ImGuiCond_Always, ImVec2(0.5f, 0.5f));
ImGui::PushFont(g_large_font.first, g_large_font.second);
ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, LayoutScale(ImGuiFullscreen::LAYOUT_WINDOW_ROUNDING));
ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, LayoutScale(20.0f, 20.0f));
ImGui::PushStyleVar(ImGuiStyleVar_FrameBorderSize, 0.0f);
ImGui::PushStyleVar(ImGuiStyleVar_FramePadding,
LayoutScale(ImGuiFullscreen::LAYOUT_MENU_BUTTON_X_PADDING, ImGuiFullscreen::LAYOUT_MENU_BUTTON_Y_PADDING));
bool is_open = true;
if (ImGui::BeginPopupModal(title, &is_open, ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove))
{
BeginMenuButtons();
float dlg_value = value.value_or(default_value) * multiplier;
bool dlg_value_changed = false;
char str_value[32];
std::snprintf(str_value, std::size(str_value), format, dlg_value);
if (manual_input)
{
const float end = ImGui::GetCurrentWindow()->WorkRect.GetWidth();
ImGui::SetNextItemWidth(end);
// round trip to drop any suffixes (e.g. percent)
if (auto tmp_value = StringUtil::FromChars<float>(str_value); tmp_value.has_value())
{
std::snprintf(str_value, std::size(str_value),
((tmp_value.value() - std::floor(tmp_value.value())) < 0.01f) ? "%.0f" : "%f", tmp_value.value());
}
ImGui::PushStyleVar(ImGuiStyleVar_FrameRounding, LayoutScale(ImGuiFullscreen::LAYOUT_FRAME_ROUNDING));
ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, LayoutScale(12.0f, 10.0f));
ImGui::PushStyleColor(ImGuiCol_FrameBg, ImVec4(0.2f, 0.2f, 0.2f, 1.0f));
ImGui::PushStyleColor(ImGuiCol_FrameBgHovered, ImVec4(0.25f, 0.25f, 0.25f, 1.0f));
ImGui::PushStyleColor(ImGuiCol_FrameBgActive, ImVec4(0.3f, 0.3f, 0.3f, 1.0f));
ImGui::PushStyleColor(ImGuiCol_Text, ImVec4(1.0f, 1.0f, 1.0f, 1.0f));
if (ImGui::InputText("##value", str_value, std::size(str_value), ImGuiInputTextFlags_CharsDecimal))
{
const float new_value = StringUtil::FromChars<float>(str_value).value_or(dlg_value);
dlg_value_changed = (dlg_value != new_value);
dlg_value = new_value;
}
ImGui::PopStyleColor(4);
ImGui::PopStyleVar(2);
ImGui::SetCursorPosY(ImGui::GetCursorPosY() + LayoutScale(10.0f));
}
else
{
const ImVec2& padding(ImGui::GetStyle().FramePadding);
ImVec2 button_pos(ImGui::GetCursorPos());
// Align value text in middle.
ImGui::SetCursorPosY(
button_pos.y + ((LayoutScale(LAYOUT_MENU_BUTTON_HEIGHT_NO_SUMMARY) + padding.y * 2.0f) - g_large_font.second) * 0.5f);
ImGui::TextUnformatted(str_value);
float step = 0;
if (FloatingButton(
ICON_FA_CHEVRON_UP, padding.x, button_pos.y, -1.0f, -1.0f, 1.0f, 0.0f, true, g_large_font, &button_pos, true))
{
step = step_value;
}
if (FloatingButton(ICON_FA_CHEVRON_DOWN, button_pos.x - padding.x, button_pos.y, -1.0f, -1.0f, -1.0f, 0.0f, true, g_large_font,
&button_pos, true))
{
step = -step_value;
}
if (FloatingButton(
ICON_FA_KEYBOARD, button_pos.x - padding.x, button_pos.y, -1.0f, -1.0f, -1.0f, 0.0f, true, g_large_font, &button_pos))
{
manual_input = true;
}
if (FloatingButton(
ICON_FA_TRASH, button_pos.x - padding.x, button_pos.y, -1.0f, -1.0f, -1.0f, 0.0f, true, g_large_font, &button_pos))
{
dlg_value = default_value * multiplier;
dlg_value_changed = true;
}
if (step != 0)
{
dlg_value += step * multiplier;
dlg_value_changed = true;
}
ImGui::SetCursorPosY(button_pos.y + (padding.y * 2.0f) + LayoutScale(LAYOUT_MENU_BUTTON_HEIGHT_NO_SUMMARY + 10.0f));
}
if (dlg_value_changed)
{
dlg_value = std::clamp(dlg_value / multiplier, min_value, max_value);
if (IsEditingGameSettings(bsi) && dlg_value == default_value)
bsi->DeleteValue(section, key);
else
bsi->SetFloatValue(section, key, dlg_value);
SetSettingsChanged(bsi);
}
if (MenuButtonWithoutSummary(FSUI_CSTR("OK"), true, LAYOUT_MENU_BUTTON_HEIGHT_NO_SUMMARY, g_large_font, ImVec2(0.5f, 0.0f)))
{
ImGui::CloseCurrentPopup();
}
EndMenuButtons();
ImGui::EndPopup();
}
ImGui::PopStyleVar(4);
ImGui::PopFont();
}
void FullscreenUI::DrawIntRectSetting(SettingsInterface* bsi, const char* title, const char* summary, const char* section,
const char* left_key, int default_left, const char* top_key, int default_top, const char* right_key, int default_right,
const char* bottom_key, int default_bottom, int min_value, int max_value, int step_value, const char* format, bool enabled,
float height, std::pair<ImFont*, float> font, std::pair<ImFont*, float> summary_font)
{
const bool game_settings = IsEditingGameSettings(bsi);
const std::optional<int> left_value =
bsi->GetOptionalIntValue(section, left_key, game_settings ? std::nullopt : std::optional<int>(default_left));
const std::optional<int> top_value =
bsi->GetOptionalIntValue(section, top_key, game_settings ? std::nullopt : std::optional<int>(default_top));
const std::optional<int> right_value =
bsi->GetOptionalIntValue(section, right_key, game_settings ? std::nullopt : std::optional<int>(default_right));
const std::optional<int> bottom_value =
bsi->GetOptionalIntValue(section, bottom_key, game_settings ? std::nullopt : std::optional<int>(default_bottom));
const SmallString value_text = SmallString::from_format(FSUI_FSTR("{0}/{1}/{2}/{3}"),
left_value.has_value() ? TinyString::from_sprintf(format, left_value.value()) : TinyString(FSUI_VSTR("Default")),
top_value.has_value() ? TinyString::from_sprintf(format, top_value.value()) : TinyString(FSUI_VSTR("Default")),
right_value.has_value() ? TinyString::from_sprintf(format, right_value.value()) : TinyString(FSUI_VSTR("Default")),
bottom_value.has_value() ? TinyString::from_sprintf(format, bottom_value.value()) : TinyString(FSUI_VSTR("Default")));
static bool manual_input = false;
if (MenuButtonWithValue(title, summary, value_text.c_str(), enabled, height, font, summary_font))
{
ImGui::OpenPopup(title);
manual_input = false;
}
ImGui::SetNextWindowSize(LayoutScale(550.0f, 370.0f));
ImGui::SetNextWindowPos(ImGui::GetIO().DisplaySize * 0.5f, ImGuiCond_Always, ImVec2(0.5f, 0.5f));
ImGui::PushFont(g_large_font.first, g_large_font.second);
ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, LayoutScale(ImGuiFullscreen::LAYOUT_WINDOW_ROUNDING));
ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, LayoutScale(20.0f, 20.0f));
ImGui::PushStyleVar(ImGuiStyleVar_FrameBorderSize, 0.0f);
ImGui::PushStyleVar(ImGuiStyleVar_FramePadding,
LayoutScale(ImGuiFullscreen::LAYOUT_MENU_BUTTON_X_PADDING, ImGuiFullscreen::LAYOUT_MENU_BUTTON_Y_PADDING));
bool is_open = true;
if (ImGui::BeginPopupModal(title, &is_open, ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoScrollbar))
{
static constexpr const char* labels[4] = {
FSUI_NSTR("Left: "),
FSUI_NSTR("Top: "),
FSUI_NSTR("Right: "),
FSUI_NSTR("Bottom: "),
};
const char* keys[4] = {
left_key,
top_key,
right_key,
bottom_key,
};
int defaults[4] = {
default_left,
default_top,
default_right,
default_bottom,
};
s32 values[4] = {
static_cast<s32>(left_value.value_or(default_left)),
static_cast<s32>(top_value.value_or(default_top)),
static_cast<s32>(right_value.value_or(default_right)),
static_cast<s32>(bottom_value.value_or(default_bottom)),
};
BeginMenuButtons();
const ImVec2& padding(ImGui::GetStyle().FramePadding);
for (u32 i = 0; i < std::size(labels); i++)
{
s32 dlg_value = values[i];
bool dlg_value_changed = false;
char str_value[32];
std::snprintf(str_value, std::size(str_value), format, dlg_value);
ImGui::PushID(i);
const float midpoint = LayoutScale(125.0f);
const float end = (ImGui::GetCurrentWindow()->WorkRect.GetWidth() - midpoint) + ImGui::GetStyle().WindowPadding.x;
ImVec2 button_pos(ImGui::GetCursorPos());
// Align value text in middle.
ImGui::SetCursorPosY(ImGui::GetCursorPosY() +
((LayoutScale(LAYOUT_MENU_BUTTON_HEIGHT_NO_SUMMARY) + padding.y * 2.0f) - g_large_font.second) * 0.5f);
ImGui::TextUnformatted(Host::TranslateToCString(TR_CONTEXT, labels[i]));
ImGui::SameLine(midpoint);
ImGui::SetNextItemWidth(end);
button_pos.x = ImGui::GetCursorPosX();
if (manual_input)
{
ImGui::SetNextItemWidth(end);
ImGui::SetCursorPosY(button_pos.y);
ImGui::PushStyleVar(ImGuiStyleVar_FrameRounding, LayoutScale(ImGuiFullscreen::LAYOUT_FRAME_ROUNDING));
ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, LayoutScale(12.0f, 10.0f));
ImGui::PushStyleVar(ImGuiStyleVar_FrameBorderSize, LayoutScale(1.0f));
ImGui::PushStyleColor(ImGuiCol_FrameBg, ImVec4(0.2f, 0.2f, 0.2f, 1.0f));
ImGui::PushStyleColor(ImGuiCol_FrameBgHovered, ImVec4(0.25f, 0.25f, 0.25f, 1.0f));
ImGui::PushStyleColor(ImGuiCol_FrameBgActive, ImVec4(0.3f, 0.3f, 0.3f, 1.0f));
ImGui::PushStyleColor(ImGuiCol_Border, ImVec4(0.4f, 0.4f, 0.4f, 1.0f));
ImGui::PushStyleColor(ImGuiCol_Text, ImVec4(1.0f, 1.0f, 1.0f, 1.0f));
if (ImGui::InputText("##value", str_value, std::size(str_value), ImGuiInputTextFlags_CharsDecimal))
{
const s32 new_value = StringUtil::FromChars<s32>(str_value).value_or(dlg_value);
dlg_value_changed = (dlg_value != new_value);
dlg_value = new_value;
}
ImGui::PopStyleColor(5);
ImGui::PopStyleVar(3);
ImGui::SetCursorPosY(ImGui::GetCursorPosY() + LayoutScale(10.0f));
}
else
{
ImGui::TextUnformatted(str_value);
s32 step = 0;
if (FloatingButton(
ICON_FA_CHEVRON_UP, padding.x, button_pos.y, -1.0f, -1.0f, 1.0f, 0.0f, true, g_large_font, &button_pos, true))
{
step = step_value;
}
if (FloatingButton(ICON_FA_CHEVRON_DOWN, button_pos.x - padding.x, button_pos.y, -1.0f, -1.0f, -1.0f, 0.0f, true,
g_large_font, &button_pos, true))
{
step = -step_value;
}
if (FloatingButton(ICON_FA_KEYBOARD, button_pos.x - padding.x, button_pos.y, -1.0f, -1.0f, -1.0f, 0.0f, true, g_large_font,
&button_pos))
{
manual_input = true;
}
if (FloatingButton(
ICON_FA_TRASH, button_pos.x - padding.x, button_pos.y, -1.0f, -1.0f, -1.0f, 0.0f, true, g_large_font, &button_pos))
{
dlg_value = defaults[i];
dlg_value_changed = true;
}
if (step != 0)
{
dlg_value += step;
dlg_value_changed = true;
}
ImGui::SetCursorPosY(button_pos.y + (padding.y * 2.0f) + LayoutScale(LAYOUT_MENU_BUTTON_HEIGHT_NO_SUMMARY + 10.0f));
}
if (dlg_value_changed)
{
dlg_value = std::clamp(dlg_value, min_value, max_value);
if (IsEditingGameSettings(bsi) && dlg_value == defaults[i])
bsi->DeleteValue(section, keys[i]);
else
bsi->SetIntValue(section, keys[i], dlg_value);
SetSettingsChanged(bsi);
}
ImGui::PopID();
}
if (MenuButtonWithoutSummary(FSUI_CSTR("OK"), true, LAYOUT_MENU_BUTTON_HEIGHT_NO_SUMMARY, g_large_font, ImVec2(0.5f, 0.0f)))
{
ImGui::CloseCurrentPopup();
}
EndMenuButtons();
ImGui::EndPopup();
}
ImGui::PopStyleVar(4);
ImGui::PopFont();
}
void FullscreenUI::DrawStringListSetting(SettingsInterface* bsi, const char* title, const char* summary, const char* section,
const char* key, const char* default_value, const char* const* options, const char* const* option_values, size_t option_count,
bool translate_options, bool enabled, float height, std::pair<ImFont*, float> font, std::pair<ImFont*, float> summary_font, const char* translation_ctx)
{
const bool game_settings = IsEditingGameSettings(bsi);
const std::optional<SmallString> value(
bsi->GetOptionalSmallStringValue(section, key, game_settings ? std::nullopt : std::optional<const char*>(default_value)));
if (option_count == 0)
{
// select from null entry
while (options && options[option_count] != nullptr)
option_count++;
}
size_t index = option_count;
if (value.has_value())
{
for (size_t i = 0; i < option_count; i++)
{
if (value == option_values[i])
{
index = i;
break;
}
}
}
if (MenuButtonWithValue(title, summary,
value.has_value() ?
((index < option_count) ? (translate_options ? Host::TranslateToCString(translation_ctx, options[index]) : options[index]) :
FSUI_CSTR("Unknown")) :
FSUI_CSTR("Use Global Setting"),
enabled, height, font, summary_font))
{
std::vector<std::string> option_values_copy;
option_values_copy.reserve(option_count);
for (size_t i = 0; i < option_count; i++)
option_values_copy.emplace_back(option_values[i]);
ImGuiFullscreen::ChoiceDialogOptions cd_options;
cd_options.reserve(option_count + 1);
if (game_settings)
cd_options.emplace_back(FSUI_STR("Use Global Setting"), !value.has_value());
for (size_t i = 0; i < option_count; i++)
{
cd_options.emplace_back(translate_options ? Host::TranslateToString(translation_ctx, options[i]) : std::string(options[i]),
(value.has_value() && i == static_cast<size_t>(index)));
}
OpenChoiceDialog(title, false, std::move(cd_options),
[game_settings, section, key, option_values_copy = std::move(option_values_copy)](s32 index, const std::string& title, bool checked) {
if (index >= 0)
{
auto lock = Host::GetSettingsLock();
SettingsInterface* bsi = GetEditingSettingsInterface(game_settings);
if (game_settings)
{
if (index == 0)
bsi->DeleteValue(section, key);
else
bsi->SetStringValue(section, key, option_values_copy[index - 1].c_str());
}
else
{
bsi->SetStringValue(section, key, option_values_copy[index].c_str());
}
SetSettingsChanged(bsi);
}
CloseChoiceDialog();
});
}
}
void FullscreenUI::DrawStringListSetting(SettingsInterface* bsi, const char* title, const char* summary, const char* section,
const char* key, const char* default_value, SettingInfo::GetOptionsCallback option_callback, bool enabled, float height, std::pair<ImFont*, float> font,
std::pair<ImFont*, float> summary_font)
{
const bool game_settings = IsEditingGameSettings(bsi);
const std::optional<SmallString> value(
bsi->GetOptionalSmallStringValue(section, key, game_settings ? std::nullopt : std::optional<const char*>(default_value)));
if (MenuButtonWithValue(
title, summary, value.has_value() ? value->c_str() : FSUI_CSTR("Use Global Setting"), enabled, height, font, summary_font))
{
std::vector<std::pair<std::string, std::string>> raw_options(option_callback());
ImGuiFullscreen::ChoiceDialogOptions cd_options;
cd_options.reserve(raw_options.size() + 1);
if (game_settings)
cd_options.emplace_back(FSUI_STR("Use Global Setting"), !value.has_value());
for (size_t i = 0; i < raw_options.size(); i++)
cd_options.emplace_back(raw_options[i].second, (value.has_value() && value.value() == raw_options[i].first));
OpenChoiceDialog(title, false, std::move(cd_options),
[game_settings, section, key, raw_options = std::move(raw_options)](s32 index, const std::string& title, bool checked) {
if (index >= 0)
{
auto lock = Host::GetSettingsLock();
SettingsInterface* bsi = GetEditingSettingsInterface(game_settings);
if (game_settings)
{
if (index == 0)
bsi->DeleteValue(section, key);
else
bsi->SetStringValue(section, key, raw_options[index - 1].first.c_str());
}
else
{
bsi->SetStringValue(section, key, raw_options[index].first.c_str());
}
SetSettingsChanged(bsi);
}
CloseChoiceDialog();
});
}
}
void FullscreenUI::DrawFloatListSetting(SettingsInterface* bsi, const char* title, const char* summary, const char* section,
const char* key, float default_value, const char* const* options, const float* option_values, size_t option_count,
bool translate_options, bool enabled, float height, std::pair<ImFont*, float> font, std::pair<ImFont*, float> summary_font)
{
const bool game_settings = IsEditingGameSettings(bsi);
const std::optional<float> value(
bsi->GetOptionalFloatValue(section, key, game_settings ? std::nullopt : std::optional<float>(default_value)));
if (option_count == 0)
{
// select from null entry
while (options && options[option_count] != nullptr)
option_count++;
}
size_t index = option_count;
if (value.has_value())
{
for (size_t i = 0; i < option_count; i++)
{
if (value == option_values[i])
{
index = i;
break;
}
}
}
if (MenuButtonWithValue(title, summary,
value.has_value() ?
((index < option_count) ? (translate_options ? Host::TranslateToCString(TR_CONTEXT, options[index]) : options[index]) :
FSUI_CSTR("Unknown")) :
FSUI_CSTR("Use Global Setting"),
enabled, height, font, summary_font))
{
ImGuiFullscreen::ChoiceDialogOptions cd_options;
cd_options.reserve(option_count + 1);
if (game_settings)
cd_options.emplace_back(FSUI_STR("Use Global Setting"), !value.has_value());
for (size_t i = 0; i < option_count; i++)
{
cd_options.emplace_back(translate_options ? Host::TranslateToString(TR_CONTEXT, options[i]) : std::string(options[i]),
(value.has_value() && i == static_cast<size_t>(index)));
}
OpenChoiceDialog(title, false, std::move(cd_options),
[game_settings, section, key, option_values](s32 index, const std::string& title, bool checked) {
if (index >= 0)
{
auto lock = Host::GetSettingsLock();
SettingsInterface* bsi = GetEditingSettingsInterface(game_settings);
if (game_settings)
{
if (index == 0)
bsi->DeleteValue(section, key);
else
bsi->SetFloatValue(section, key, option_values[index - 1]);
}
else
{
bsi->SetFloatValue(section, key, option_values[index]);
}
SetSettingsChanged(bsi);
}
CloseChoiceDialog();
});
}
}
template <typename DataType, typename SizeType>
void FullscreenUI::DrawEnumSetting(SettingsInterface* bsi, const char* title, const char* summary, const char* section,
const char* key, DataType default_value, std::optional<DataType> (*from_string_function)(const char* str),
const char* (*to_string_function)(DataType value), const char* (*to_display_string_function)(DataType value), SizeType option_count,
bool enabled, float height, std::pair<ImFont*, float> font, std::pair<ImFont*, float> summary_font)
{
const bool game_settings = IsEditingGameSettings(bsi);
const std::optional<SmallString> value(bsi->GetOptionalSmallStringValue(
section, key, game_settings ? std::nullopt : std::optional<const char*>(to_string_function(default_value))));
const std::optional<DataType> typed_value(value.has_value() ? from_string_function(value->c_str()) : std::nullopt);
if (MenuButtonWithValue(title, summary,
typed_value.has_value() ? to_display_string_function(typed_value.value()) :
FSUI_CSTR("Use Global Setting"),
enabled, height, font, summary_font))
{
ImGuiFullscreen::ChoiceDialogOptions cd_options;
cd_options.reserve(static_cast<u32>(option_count) + 1);
if (game_settings)
cd_options.emplace_back(FSUI_CSTR("Use Global Setting"), !value.has_value());
for (u32 i = 0; i < static_cast<u32>(option_count); i++)
cd_options.emplace_back(to_display_string_function(static_cast<DataType>(i)),
(typed_value.has_value() && i == static_cast<u32>(typed_value.value())));
OpenChoiceDialog(
title, false, std::move(cd_options),
[section, key, to_string_function, game_settings](s32 index, const std::string& title, bool checked) {
if (index >= 0)
{
auto lock = Host::GetSettingsLock();
SettingsInterface* bsi = GetEditingSettingsInterface(game_settings);
if (game_settings)
{
if (index == 0)
bsi->DeleteValue(section, key);
else
bsi->SetStringValue(section, key, to_string_function(static_cast<DataType>(index - 1)));
}
else
{
bsi->SetStringValue(section, key, to_string_function(static_cast<DataType>(index)));
}
SetSettingsChanged(bsi);
}
CloseChoiceDialog();
});
}
}
void FullscreenUI::DrawFolderSetting(SettingsInterface* bsi, const char* title, const char* section, const char* key,
const std::string& runtime_var, float height /* = ImGuiFullscreen::LAYOUT_MENU_BUTTON_HEIGHT */, std::pair<ImFont*, float> font /* = g_large_font */,
std::pair<ImFont*, float> summary_font /* = g_medium_font */)
{
if (MenuButton(title, runtime_var.c_str()))
{
OpenFileSelector(title, true,
[game_settings = IsEditingGameSettings(bsi), section = std::string(section), key = std::string(key)](const std::string& dir) {
if (dir.empty())
return;
auto lock = Host::GetSettingsLock();
SettingsInterface* bsi = GetEditingSettingsInterface(game_settings);
std::string relative_path(Path::MakeRelative(dir, EmuFolders::DataRoot));
bsi->SetStringValue(section.c_str(), key.c_str(), relative_path.c_str());
SetSettingsChanged(bsi);
Host::RunOnCPUThread(&VMManager::Internal::UpdateEmuFolders);
s_cover_image_map.clear();
CloseFileSelector();
});
}
}
void FullscreenUI::DrawPathSetting(SettingsInterface* bsi, const char* title, const char* section, const char* key,
const char* default_value, bool enabled /* = true */, float height /* = ImGuiFullscreen::LAYOUT_MENU_BUTTON_HEIGHT */,
std::pair<ImFont*, float> font /* = g_large_font */, std::pair<ImFont*, float> summary_font /* = g_medium_font */)
{
const bool game_settings = IsEditingGameSettings(bsi);
const std::optional<SmallString> value(
bsi->GetOptionalSmallStringValue(section, key, game_settings ? std::nullopt : std::optional<const char*>(default_value)));
if (MenuButton(title, value.has_value() ? value->c_str() : FSUI_CSTR("Use Global Setting")))
{
auto callback = [game_settings = IsEditingGameSettings(bsi), section = std::string(section), key = std::string(key)](
const std::string& dir) {
if (dir.empty())
return;
auto lock = Host::GetSettingsLock();
SettingsInterface* bsi = GetEditingSettingsInterface(game_settings);
std::string relative_path(Path::MakeRelative(dir, EmuFolders::DataRoot));
bsi->SetStringValue(section.c_str(), key.c_str(), relative_path.c_str());
SetSettingsChanged(bsi);
Host::RunOnCPUThread(&VMManager::Internal::UpdateEmuFolders);
s_cover_image_map.clear();
CloseFileSelector();
};
std::string initial_path;
if (value.has_value())
initial_path = Path::GetDirectory(value.value());
OpenFileSelector(title, false, std::move(callback), {"*"}, std::move(initial_path));
}
}
void FullscreenUI::DrawIPAddressSetting(SettingsInterface* bsi, const char* title, const char* summary, const char* section,
const char* key, const char* default_value, bool enabled, float height, std::pair<ImFont*, float> font, std::pair<ImFont*, float> summary_font, IPAddressType ip_type)
{
const bool game_settings = IsEditingGameSettings(bsi);
const std::optional<SmallString> value(
bsi->GetOptionalSmallStringValue(section, key, game_settings ? std::nullopt : std::optional<const char*>(default_value)));
const SmallString value_text = value.has_value() ? value.value() : SmallString(FSUI_VSTR("Use Global Setting"));
static std::array<int, 4> ip_octets = {0, 0, 0, 0};
if (MenuButtonWithValue(title, summary, value_text.c_str(), enabled, height, font, summary_font))
{
const std::string current_ip = value.has_value() ? std::string(value->c_str()) : std::string(default_value);
std::istringstream iss(current_ip);
std::string segment;
int i = 0;
while (std::getline(iss, segment, '.') && i < 4)
{
ip_octets[i] = std::clamp(std::atoi(segment.c_str()), 0, 255);
i++;
}
for (; i < 4; i++)
ip_octets[i] = 0;
char ip_str[16];
std::snprintf(ip_str, sizeof(ip_str), "%d.%d.%d.%d", ip_octets[0], ip_octets[1], ip_octets[2], ip_octets[3]);
const char* message;
switch (ip_type)
{
case IPAddressType::DNS1:
case IPAddressType::DNS2:
message = FSUI_CSTR("Enter the DNS server address");
break;
case IPAddressType::Gateway:
message = FSUI_CSTR("Enter the Gateway address");
break;
case IPAddressType::SubnetMask:
message = FSUI_CSTR("Enter the Subnet Mask");
break;
case IPAddressType::PS2IP:
message = FSUI_CSTR("Enter the PS2 IP address");
break;
case IPAddressType::Other:
default:
message = FSUI_CSTR("Enter the IP address");
break;
}
ImGuiFullscreen::CloseInputDialog();
std::string ip_str_value(ip_str);
ImGuiFullscreen::OpenInputStringDialog(
title,
message,
"",
std::string(FSUI_ICONSTR(ICON_FA_CHECK, "OK")),
[bsi, section, key, default_value](std::string text) {
// Validate and clean up the IP address
std::array<int, 4> new_octets = {0, 0, 0, 0};
std::istringstream iss(text);
std::string segment;
int i = 0;
while (std::getline(iss, segment, '.') && i < 4)
{
new_octets[i] = std::clamp(std::atoi(segment.c_str()), 0, 255);
i++;
}
char ip_str[16];
std::snprintf(ip_str, sizeof(ip_str), "%d.%d.%d.%d", new_octets[0], new_octets[1], new_octets[2], new_octets[3]);
if (IsEditingGameSettings(bsi) && strcmp(ip_str, default_value) == 0)
bsi->DeleteValue(section, key);
else
bsi->SetStringValue(section, key, ip_str);
SetSettingsChanged(bsi);
},
ip_str_value,
ImGuiFullscreen::InputFilterType::IPAddress);
}
}
void FullscreenUI::StartAutomaticBinding(u32 port)
{
// messy because the enumeration has to happen on the input thread
Host::RunOnCPUThread([port]() {
std::vector<std::pair<std::string, std::string>> devices(InputManager::EnumerateDevices());
MTGS::RunOnGSThread([port, devices = std::move(devices)]() {
if (devices.empty())
{
ShowToast(ICON_FA_TRIANGLE_EXCLAMATION, FSUI_STR("Automatic binding failed, no devices are available."));
return;
}
std::vector<std::string> names;
ImGuiFullscreen::ChoiceDialogOptions options;
options.reserve(devices.size());
names.reserve(devices.size());
for (auto& [name, display_name] : devices)
{
if (!StringUtil::compareNoCase(name, display_name))
options.emplace_back(fmt::format("{}: {}", name, display_name), false);
else
options.emplace_back(std::move(display_name), false);
names.push_back(std::move(name));
}
OpenChoiceDialog(FSUI_CSTR("Select Device"), false, std::move(options),
[port, names = std::move(names)](s32 index, const std::string& title, bool checked) {
if (index < 0)
return;
// since this is working with the device, it has to happen on the input thread too
Host::RunOnCPUThread([port, name = std::move(names[index])]() {
auto lock = Host::GetSettingsLock();
SettingsInterface* bsi = GetEditingSettingsInterface();
const bool result = Pad::MapController(*bsi, port, InputManager::GetGenericBindingMapping(name));
SetSettingsChanged(bsi);
// and the toast needs to happen on the UI thread.
MTGS::RunOnGSThread([result, name = std::move(name)]() {
ShowToast(result ? ICON_FA_CIRCLE_CHECK : ICON_FA_TRIANGLE_EXCLAMATION,
result ? fmt::format(FSUI_FSTR("Automatic mapping completed for {}."), name) :
fmt::format(FSUI_FSTR("Automatic mapping failed for {}."), name));
});
});
CloseChoiceDialog();
});
});
});
}
void FullscreenUI::DrawSettingInfoSetting(SettingsInterface* bsi, const char* section, const char* key, const SettingInfo& si,
const char* translation_ctx)
{
SmallString title;
title.format(ICON_FA_GEAR " {}", Host::TranslateToStringView(translation_ctx, si.display_name));
switch (si.type)
{
case SettingInfo::Type::Boolean:
DrawToggleSetting(bsi, title.c_str(), si.description, section, key, si.BooleanDefaultValue(), true, false);
break;
case SettingInfo::Type::Integer:
DrawIntRangeSetting(bsi, title.c_str(), si.description, section, key, si.IntegerDefaultValue(), si.IntegerMinValue(),
si.IntegerMaxValue(), si.format, true);
break;
case SettingInfo::Type::IntegerList:
DrawIntListSetting(
bsi, title.c_str(), si.description, section, key, si.IntegerDefaultValue(), si.options, 0, true, si.IntegerMinValue());
break;
case SettingInfo::Type::Float:
DrawFloatSpinBoxSetting(bsi, title.c_str(), si.description, section, key, si.FloatDefaultValue(), si.FloatMinValue(),
si.FloatMaxValue(), si.FloatStepValue(), si.multiplier, si.format, true);
break;
case SettingInfo::Type::StringList:
{
if (si.get_options)
{
DrawStringListSetting(bsi, title.c_str(), si.description, section, key, si.StringDefaultValue(), si.get_options, true);
}
else
{
DrawStringListSetting(
bsi, title.c_str(), si.description, section, key, si.StringDefaultValue(), si.options, si.options, 0, false, true,
LAYOUT_MENU_BUTTON_HEIGHT, g_large_font, g_medium_font, translation_ctx);
}
}
break;
case SettingInfo::Type::Path:
DrawPathSetting(bsi, title.c_str(), section, key, si.StringDefaultValue(), true);
break;
default:
break;
}
}
void FullscreenUI::SwitchToSettings()
{
s_game_settings_entry.reset();
s_game_settings_interface.reset();
s_game_settings_serial.clear();
s_game_patch_list = {};
s_enabled_game_patch_cache = {};
s_game_cheats_list = {};
s_enabled_game_cheat_cache = {};
PopulateGraphicsAdapterList();
s_current_main_window = MainWindowType::Settings;
s_settings_page = SettingsPage::Interface;
}
void FullscreenUI::SwitchToGameSettings(const std::string_view serial, u32 crc)
{
s_game_settings_entry.reset();
s_game_settings_serial = serial;
s_game_settings_interface = std::make_unique<INISettingsInterface>(VMManager::GetGameSettingsPath(serial, crc));
s_game_settings_interface->Load();
PopulatePatchesAndCheatsList(serial, crc);
s_current_main_window = MainWindowType::Settings;
s_settings_page = SettingsPage::Summary;
QueueResetFocus(FocusResetType::WindowChanged);
}
void FullscreenUI::SwitchToGameSettings()
{
if (s_current_disc_serial.empty() || s_current_disc_crc == 0)
return;
auto lock = GameList::GetLock();
const GameList::Entry* entry = GameList::GetEntryForPath(s_current_disc_path.c_str());
if (!entry)
entry = GameList::GetEntryBySerialAndCRC(s_current_disc_serial.c_str(), s_current_disc_crc);
if (entry)
SwitchToGameSettings(entry);
}
void FullscreenUI::SwitchToGameSettings(const std::string& path)
{
auto lock = GameList::GetLock();
const GameList::Entry* entry = GameList::GetEntryForPath(path.c_str());
if (entry)
SwitchToGameSettings(entry);
}
void FullscreenUI::SwitchToGameSettings(const GameList::Entry* entry)
{
SwitchToGameSettings((entry->type != GameList::EntryType::ELF) ? std::string_view(entry->serial) : std::string_view(), entry->crc);
s_game_settings_entry = std::make_unique<GameList::Entry>(*entry);
}
void FullscreenUI::PopulateGraphicsAdapterList()
{
s_graphics_adapter_list_cache = GSGetAdapterInfo(GSConfig.Renderer);
}
void FullscreenUI::PopulateGameListDirectoryCache(SettingsInterface* si)
{
s_game_list_directories_cache.clear();
for (std::string& dir : si->GetStringList("GameList", "Paths"))
s_game_list_directories_cache.emplace_back(std::move(dir), false);
for (std::string& dir : si->GetStringList("GameList", "RecursivePaths"))
s_game_list_directories_cache.emplace_back(std::move(dir), true);
}
void FullscreenUI::PopulatePatchesAndCheatsList(const std::string_view serial, u32 crc)
{
constexpr auto sort_patches = [](std::vector<Patch::PatchInfo>& list) {
std::sort(list.begin(), list.end(), [](const Patch::PatchInfo& lhs, const Patch::PatchInfo& rhs) { return lhs.name < rhs.name; });
};
SettingsInterface* bsi = GetEditingSettingsInterface();
const bool show_all_patches = GetEffectiveBoolSetting(bsi, "EmuCore", "ShowPatchesForAllCRCs", false);
const bool show_all_cheats = GetEffectiveBoolSetting(bsi, "EmuCore", "ShowCheatsForAllCRCs", false);
s_game_patch_list = Patch::GetPatchInfo(serial, crc, false, show_all_patches, nullptr);
sort_patches(s_game_patch_list);
s_game_cheats_list = Patch::GetPatchInfo(serial, crc, true, show_all_cheats, &s_game_cheat_unlabelled_count);
sort_patches(s_game_cheats_list);
pxAssert(s_game_settings_interface);
s_enabled_game_patch_cache = s_game_settings_interface->GetStringList(Patch::PATCHES_CONFIG_SECTION, Patch::PATCH_ENABLE_CONFIG_KEY);
s_enabled_game_cheat_cache = s_game_settings_interface->GetStringList(Patch::CHEATS_CONFIG_SECTION, Patch::PATCH_ENABLE_CONFIG_KEY);
}
void FullscreenUI::DoCopyGameSettings()
{
if (!s_game_settings_interface)
return;
Pcsx2Config::CopyConfiguration(s_game_settings_interface.get(), *GetEditingSettingsInterface(false), s_game_settings_serial);
Pcsx2Config::ClearInvalidPerGameConfiguration(s_game_settings_interface.get());
SetSettingsChanged(s_game_settings_interface.get());
ShowToast(ICON_FA_CIRCLE_CHECK, fmt::format(FSUI_FSTR("Game settings initialized with global settings for '{}'."),
Path::GetFileTitle(s_game_settings_interface->GetFileName())));
}
void FullscreenUI::DoClearGameSettings()
{
if (!s_game_settings_interface)
return;
Pcsx2Config::ClearConfiguration(s_game_settings_interface.get());
SetSettingsChanged(s_game_settings_interface.get());
ShowToast(ICON_FA_TRASH,
fmt::format(FSUI_FSTR("Game settings have been cleared for '{}'."), Path::GetFileTitle(s_game_settings_interface->GetFileName())));
}
void FullscreenUI::DrawSettingsWindow()
{
ImGuiIO& io = ImGui::GetIO();
const ImVec2 heading_size =
ImVec2(io.DisplaySize.x, LayoutScale(LAYOUT_MENU_BUTTON_HEIGHT_NO_SUMMARY) +
(LayoutScale(LAYOUT_MENU_BUTTON_Y_PADDING) * 2.0f) + LayoutScale(2.0f));
const bool using_custom_bg = !VMManager::HasValidVM() && s_custom_background_enabled && s_custom_background_texture;
const float header_bg_alpha = VMManager::HasValidVM() ? 0.90f : 1.0f;
const float content_bg_alpha = using_custom_bg ? 0.0f : (VMManager::HasValidVM() ? 0.90f : 1.0f);
SettingsInterface* bsi = GetEditingSettingsInterface();
const bool game_settings = IsEditingGameSettings(bsi);
const bool show_advanced_settings = ShouldShowAdvancedSettings(bsi);
if (BeginFullscreenWindow(
ImVec2(0.0f, 0.0f), heading_size, "settings_category", ImVec4(UIPrimaryColor.x, UIPrimaryColor.y, UIPrimaryColor.z, header_bg_alpha)))
{
static constexpr float ITEM_WIDTH = 25.0f;
static constexpr const char* global_icons[] = {
ICON_FA_TV,
ICON_PF_MICROCHIP,
ICON_PF_GEARS_OPTIONS_SETTINGS,
ICON_PF_PICTURE,
ICON_FA_GAUGE,
ICON_PF_SOUND,
ICON_PF_MEMORY_CARD,
ICON_FA_NETWORK_WIRED,
ICON_FA_FOLDER_OPEN,
ICON_FA_TROPHY,
ICON_PF_GAMEPAD_ALT,
ICON_PF_KEYBOARD_ALT,
ICON_FA_TRIANGLE_EXCLAMATION,
};
static constexpr const char* per_game_icons[] = {
ICON_FA_INFO,
ICON_PF_GEARS_OPTIONS_SETTINGS,
ICON_FA_BANDAGE,
ICON_PF_INFINITY,
ICON_PF_PICTURE,
ICON_FA_GAUGE,
ICON_PF_SOUND,
ICON_PF_MEMORY_CARD,
ICON_FA_TRIANGLE_EXCLAMATION,
};
static constexpr SettingsPage global_pages[] = {
SettingsPage::Interface,
SettingsPage::BIOS,
SettingsPage::Emulation,
SettingsPage::Graphics,
SettingsPage::OSD,
SettingsPage::Audio,
SettingsPage::MemoryCard,
SettingsPage::NetworkHDD,
SettingsPage::Folders,
SettingsPage::Achievements,
SettingsPage::Controller,
SettingsPage::Hotkey,
SettingsPage::Advanced,
};
static constexpr SettingsPage per_game_pages[] = {
SettingsPage::Summary,
SettingsPage::Emulation,
SettingsPage::Patches,
SettingsPage::Cheats,
SettingsPage::Graphics,
SettingsPage::OSD,
SettingsPage::Audio,
SettingsPage::MemoryCard,
SettingsPage::GameFixes,
};
static constexpr const char* titles[] = {
FSUI_NSTR("Summary"),
FSUI_NSTR("Interface Settings"),
FSUI_NSTR("BIOS Settings"),
FSUI_NSTR("Emulation Settings"),
FSUI_NSTR("Graphics Settings"),
FSUI_NSTR("On-Screen Display Settings"),
FSUI_NSTR("Audio Settings"),
FSUI_NSTR("Memory Card Settings"),
FSUI_NSTR("Network & HDD Settings"),
FSUI_NSTR("Folder Settings"),
FSUI_NSTR("Achievements Settings"),
FSUI_NSTR("Controller Settings"),
FSUI_NSTR("Hotkey Settings"),
FSUI_NSTR("Advanced Settings"),
FSUI_NSTR("Patches"),
FSUI_NSTR("Cheats"),
FSUI_NSTR("Game Fixes"),
};
const u32 count = game_settings ? (show_advanced_settings ? std::size(per_game_pages) : (std::size(per_game_pages) - 1)) : std::size(global_pages);
const char* const* icons = game_settings ? per_game_icons : global_icons;
const SettingsPage* pages = game_settings ? per_game_pages : global_pages;
u32 index = 0;
for (u32 i = 0; i < count; i++)
{
if (pages[i] == s_settings_page)
{
index = i;
break;
}
}
BeginNavBar();
if (!ImGui::IsPopupOpen(0u, ImGuiPopupFlags_AnyPopup))
{
if (ImGui::IsKeyPressed(ImGuiKey_GamepadDpadLeft, true) ||
ImGui::IsKeyPressed(ImGuiKey_NavGamepadTweakSlow, true) || ImGui::IsKeyPressed(ImGuiKey_LeftArrow, true))
{
index = (index == 0) ? (count - 1) : (index - 1);
s_settings_page = pages[index];
QueueResetFocus(FocusResetType::WindowChanged);
}
else if (ImGui::IsKeyPressed(ImGuiKey_GamepadDpadRight, true) ||
ImGui::IsKeyPressed(ImGuiKey_NavGamepadTweakFast, true) ||
ImGui::IsKeyPressed(ImGuiKey_RightArrow, true))
{
index = (index + 1) % count;
s_settings_page = pages[index];
QueueResetFocus(FocusResetType::WindowChanged);
}
}
if (NavButton(ICON_PF_BACKWARD, true, true))
{
if (VMManager::HasValidVM())
ReturnToPreviousWindow();
else
SwitchToLanding();
}
if (s_game_settings_entry)
{
NavTitle(SmallString::from_format(
"{} ({})", Host::TranslateToCString(TR_CONTEXT, titles[static_cast<u32>(pages[index])]), s_game_settings_entry->GetTitle(s_prefer_english_titles)));
}
else
{
NavTitle(Host::TranslateToCString(TR_CONTEXT, titles[static_cast<u32>(pages[index])]));
}
RightAlignNavButtons(count, ITEM_WIDTH, LAYOUT_MENU_BUTTON_HEIGHT_NO_SUMMARY);
for (u32 i = 0; i < count; i++)
{
if (NavButton(icons[i], i == index, true, ITEM_WIDTH, LAYOUT_MENU_BUTTON_HEIGHT_NO_SUMMARY))
{
s_settings_page = pages[i];
QueueResetFocus(FocusResetType::WindowChanged);
}
}
EndNavBar();
}
EndFullscreenWindow();
// we have to do this here, because otherwise it uses target, and jumps a frame later.
if (IsFocusResetQueued())
if (FocusResetType focus_reset = GetQueuedFocusResetType(); focus_reset != FocusResetType::None &&
focus_reset != FocusResetType::PopupOpened &&
focus_reset != FocusResetType::PopupClosed)
{
ImGui::SetNextWindowScroll(ImVec2(0.0f, 0.0f));
}
if (BeginFullscreenWindow(
ImVec2(0.0f, heading_size.y),
ImVec2(io.DisplaySize.x, io.DisplaySize.y - heading_size.y - LayoutScale(LAYOUT_FOOTER_HEIGHT)),
TinyString::from_format("settings_page_{}", static_cast<u32>(s_settings_page)).c_str(),
ImVec4(UIBackgroundColor.x, UIBackgroundColor.y, UIBackgroundColor.z, content_bg_alpha), 0.0f,
ImVec2(ImGuiFullscreen::LAYOUT_MENU_WINDOW_X_PADDING, 0.0f)))
{
ResetFocusHere();
if (ImGui::IsWindowFocused() && WantsToCloseMenu())
ReturnToPreviousWindow();
auto lock = Host::GetSettingsLock();
switch (s_settings_page)
{
case SettingsPage::Summary:
DrawSummarySettingsPage();
break;
case SettingsPage::Interface:
DrawInterfaceSettingsPage();
break;
case SettingsPage::BIOS:
DrawBIOSSettingsPage();
break;
case SettingsPage::Emulation:
DrawEmulationSettingsPage();
break;
case SettingsPage::Graphics:
DrawGraphicsSettingsPage(bsi, show_advanced_settings);
break;
case SettingsPage::OSD:
DrawOSDSettingsPage();
break;
case SettingsPage::Audio:
DrawAudioSettingsPage();
break;
case SettingsPage::MemoryCard:
DrawMemoryCardSettingsPage();
break;
case SettingsPage::NetworkHDD:
DrawNetworkHDDSettingsPage();
break;
case SettingsPage::Folders:
DrawFoldersSettingsPage();
break;
case SettingsPage::Achievements:
DrawAchievementsSettingsPage(lock);
break;
case SettingsPage::Controller:
DrawControllerSettingsPage();
break;
case SettingsPage::Hotkey:
DrawHotkeySettingsPage();
break;
case SettingsPage::Patches:
DrawPatchesOrCheatsSettingsPage(false);
break;
case SettingsPage::Cheats:
DrawPatchesOrCheatsSettingsPage(true);
break;
case SettingsPage::Advanced:
DrawAdvancedSettingsPage();
break;
case SettingsPage::GameFixes:
DrawGameFixesSettingsPage();
break;
default:
break;
}
}
EndFullscreenWindow();
if (IsGamepadInputSource())
{
const bool circleOK = ImGui::GetIO().ConfigNavSwapGamepadButtons;
const auto glyphs = GetGamepadGlyphs();
SetFullscreenFooterText(std::array{
std::make_pair(glyphs.dpad_lr, FSUI_VSTR("Change Page")),
std::make_pair(glyphs.dpad_ud, FSUI_VSTR("Navigate")),
std::make_pair(glyphs.confirm(circleOK), FSUI_VSTR("Select")),
std::make_pair(glyphs.cancel(circleOK), FSUI_VSTR("Back")),
});
}
else
{
SetFullscreenFooterText(std::array{
std::make_pair(ICON_PF_ARROW_LEFT ICON_PF_ARROW_RIGHT, FSUI_VSTR("Change Page")),
std::make_pair(ICON_PF_ARROW_UP ICON_PF_ARROW_DOWN, FSUI_VSTR("Navigate")),
std::make_pair(ICON_PF_ENTER, FSUI_VSTR("Select")),
std::make_pair(ICON_PF_ESC, FSUI_VSTR("Back")),
});
}
}
void FullscreenUI::DrawSummarySettingsPage()
{
SettingsInterface* bsi = GetEditingSettingsInterface();
BeginMenuButtons();
MenuHeading(FSUI_CSTR("Details"));
if (s_game_settings_entry)
{
if (MenuButton(FSUI_ICONSTR(ICON_FA_TAG, "Title"), s_game_settings_entry->GetTitle(s_prefer_english_titles).c_str(), true))
CopyTextToClipboard(FSUI_STR("Game title copied to clipboard."), s_game_settings_entry->GetTitle(s_prefer_english_titles));
if (MenuButton(FSUI_ICONSTR(ICON_FA_PAGER, "Serial"), s_game_settings_entry->serial.c_str(), true))
CopyTextToClipboard(FSUI_STR("Game serial copied to clipboard."), s_game_settings_entry->serial);
if (MenuButton(FSUI_ICONSTR(ICON_FA_CODE, "CRC"), fmt::format("{:08X}", s_game_settings_entry->crc).c_str(), true))
CopyTextToClipboard(FSUI_STR("Game CRC copied to clipboard."), fmt::format("{:08X}", s_game_settings_entry->crc));
if (MenuButton(FSUI_ICONSTR(ICON_FA_BOX, "Type"), GameList::EntryTypeToString(s_game_settings_entry->type, true), true))
CopyTextToClipboard(FSUI_STR("Game type copied to clipboard."), GameList::EntryTypeToString(s_game_settings_entry->type, true));
if (MenuButton(FSUI_ICONSTR(ICON_FA_GLOBE, "Region"), GameList::RegionToString(s_game_settings_entry->region, true), true))
CopyTextToClipboard(FSUI_STR("Game region copied to clipboard."), GameList::RegionToString(s_game_settings_entry->region, true));
if (MenuButton(FSUI_ICONSTR(ICON_FA_STAR, "Compatibility Rating"),
GameList::EntryCompatibilityRatingToString(s_game_settings_entry->compatibility_rating, true), true))
{
CopyTextToClipboard(FSUI_STR("Game compatibility copied to clipboard."),
GameList::EntryCompatibilityRatingToString(s_game_settings_entry->compatibility_rating, true));
}
if (MenuButton(FSUI_ICONSTR(ICON_FA_FOLDER_OPEN, "Path"), s_game_settings_entry->path.c_str(), true))
CopyTextToClipboard(FSUI_STR("Game path copied to clipboard."), s_game_settings_entry->path);
if (s_game_settings_entry->type == GameList::EntryType::ELF)
{
const SmallString iso_path = bsi->GetSmallStringValue("EmuCore", "DiscPath");
if (MenuButton(FSUI_ICONSTR(ICON_FA_COMPACT_DISC, "Disc Path"), iso_path.empty() ? "No Disc" : iso_path.c_str()))
{
auto callback = [](const std::string& path) {
if (!path.empty())
{
{
auto lock = Host::GetSettingsLock();
if (s_game_settings_interface)
{
s_game_settings_interface->SetStringValue("EmuCore", "DiscPath", path.c_str());
s_game_settings_interface->Save();
}
}
if (s_game_settings_entry)
{
// re-scan the entry to update its serial.
if (GameList::RescanPath(s_game_settings_entry->path))
{
auto lock = GameList::GetLock();
const GameList::Entry* entry = GameList::GetEntryForPath(s_game_settings_entry->path.c_str());
if (entry)
*s_game_settings_entry = *entry;
}
}
}
QueueResetFocus(FocusResetType::PopupClosed);
CloseFileSelector();
};
OpenFileSelector(FSUI_ICONSTR(ICON_FA_COMPACT_DISC, "Select Disc Path"), false, std::move(callback), GetDiscImageFilters());
}
}
const std::optional<SmallString> value = bsi->GetOptionalSmallStringValue("EmuCore", "InputProfileName", "Shared");
if (MenuButtonWithValue(FSUI_ICONSTR_S(ICON_PF_GAMEPAD_ALT, "Input Profile", "input_profile"),
FSUI_CSTR("The selected input profile will be used for this game."),
value.has_value() ? value->c_str() : FSUI_CSTR("Shared"), true))
{
ImGuiFullscreen::ChoiceDialogOptions options;
std::vector<std::string> names;
options.emplace_back(fmt::format(FSUI_FSTR("Shared")), (value.has_value() && !value->empty() && value == "Shared") ? true : false);
names.emplace_back("Shared");
for (const std::string& name : Pad::GetInputProfileNames())
{
options.emplace_back(name, (value.has_value() && !value->empty() && value == name) ? true : false);
names.push_back(std::move(name));
}
OpenChoiceDialog(FSUI_CSTR("Input Profile"), false, options,
[game_settings = IsEditingGameSettings(bsi), names = std::move(names)](s32 index, const std::string& title, bool checked) {
if (index < 0)
return;
auto lock = Host::GetSettingsLock();
SettingsInterface* bsi = GetEditingSettingsInterface(game_settings);
bsi->SetStringValue("EmuCore", "InputProfileName", names[index].c_str());
SetSettingsChanged(bsi);
CloseChoiceDialog();
});
}
}
else
{
MenuButton(FSUI_ICONSTR(ICON_FA_BAN, "Cannot show details for games which were not scanned in the game list."), "");
}
MenuHeading(FSUI_CSTR("Options"));
if (MenuButton(FSUI_ICONSTR(ICON_FA_COPY, "Copy Settings"), FSUI_CSTR("Copies the current global settings to this game.")))
DoCopyGameSettings();
if (MenuButton(FSUI_ICONSTR(ICON_FA_TRASH, "Clear Settings"), FSUI_CSTR("Clears all settings set for this game.")))
DoClearGameSettings();
EndMenuButtons();
}
void FullscreenUI::DrawInterfaceSettingsPage()
{
static constexpr const char* s_theme_name[] = {
FSUI_NSTR("Dark"),
FSUI_NSTR("Light"),
FSUI_NSTR("Grey Matter"),
FSUI_NSTR("Untouched Lagoon"),
FSUI_NSTR("Baby Pastel"),
FSUI_NSTR("Pizza Time!"),
FSUI_NSTR("ARMSX2 Blue"),
FSUI_NSTR("Scarlet Devil"),
FSUI_NSTR("Violet Angel"),
FSUI_NSTR("Cobalt Sky"),
FSUI_NSTR("AMOLED"),
};
static constexpr const char* s_theme_value[] = {
"Dark",
"Light",
"GreyMatter",
"UntouchedLagoon",
"BabyPastel",
"PizzaBrown",
"PCSX2Blue",
"ScarletDevil",
"VioletAngel",
"CobaltSky",
"AMOLED",
};
SettingsInterface* bsi = GetEditingSettingsInterface();
BeginMenuButtons();
MenuHeading(FSUI_CSTR("Appearance"));
DrawStringListSetting(bsi, FSUI_ICONSTR(ICON_FA_PAINTBRUSH, "Theme"),
FSUI_CSTR("Selects the color style to be used for Big Picture Mode."),
"UI", "FullscreenUITheme", "Dark", s_theme_name, s_theme_value, std::size(s_theme_name), true);
DrawToggleSetting(
bsi, FSUI_ICONSTR(ICON_FA_LIST, "Default To Game List"), FSUI_CSTR("When Big Picture mode is started, the game list will be displayed instead of the main menu."), "UI", "FullscreenUIDefaultToGameList", false);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_GLOBE, "Prefer English Game Titles"),
FSUI_CSTR("For games with both a title in the game's native language and one in English, prefer the English title. Affects how game titles are displayed on the game list, window title and Discord Presence"), "UI",
"PreferEnglishGameList", false);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_CIRCLE_INFO, "Use Save State Selector"),
FSUI_CSTR("Show a save state selector UI when switching slots instead of showing a notification bubble."),
"EmuCore", "UseSavestateSelector", true);
MenuHeading(FSUI_CSTR("Background"));
std::string background_path = bsi->GetStringValue("UI", "FSUIBackgroundPath", "");
std::string background_display = FSUI_STR("None");
if (!background_path.empty())
{
background_display = Path::GetFileName(background_path);
}
if (MenuButtonWithValue(FSUI_ICONSTR(ICON_FA_IMAGE, "Background Image"),
FSUI_CSTR("Select a custom background image to use in Big Picture Mode menus.\n\nSupported formats: PNG, JPG, JPEG, BMP."),
background_display.c_str()))
{
OpenFileSelector(FSUI_ICONSTR(ICON_FA_IMAGE, "Select Background Image"), false, [](const std::string& path) {
if (!path.empty())
{
{
auto lock = Host::GetSettingsLock();
SettingsInterface* bsi = GetEditingSettingsInterface(false);
std::string relative_path = Path::MakeRelative(path, EmuFolders::DataRoot);
bsi->SetStringValue("UI", "FSUIBackgroundPath", relative_path.c_str());
bsi->SetBoolValue("UI", "FSUIBackgroundEnabled", true);
SetSettingsChanged(bsi);
}
LoadCustomBackground();
}
CloseFileSelector(); }, GetImageFileFilters());
}
if (MenuButton(FSUI_ICONSTR(ICON_FA_XMARK, "Clear Background Image"),
FSUI_CSTR("Removes the custom background image.")))
{
bsi->DeleteValue("UI", "FSUIBackgroundPath");
SetSettingsChanged(bsi);
s_custom_background_texture.reset();
s_custom_background_path.clear();
s_custom_background_enabled = false;
}
DrawIntRangeSetting(bsi, FSUI_ICONSTR(ICON_FA_DROPLET, "Background Opacity"),
FSUI_CSTR("Sets the transparency of the custom background image."),
"UI", "FSUIBackgroundOpacity", 100, 0, 100, "%d%%");
static constexpr const char* s_background_mode_names[] = {
FSUI_NSTR("Fit"),
FSUI_NSTR("Fill"),
FSUI_NSTR("Stretch"),
FSUI_NSTR("Center"),
FSUI_NSTR("Tile"),
};
static constexpr const char* s_background_mode_values[] = {
"fit",
"fill",
"stretch",
"center",
"tile",
};
DrawStringListSetting(bsi, FSUI_ICONSTR(ICON_FA_EXPAND, "Background Mode"),
FSUI_CSTR("Select how to display the background image."),
"UI", "FSUIBackgroundMode", "fit", s_background_mode_names, s_background_mode_values, std::size(s_background_mode_names), true);
MenuHeading(FSUI_CSTR("Behaviour"));
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_PF_SNOOZE, "Inhibit Screensaver"),
FSUI_CSTR("Prevents the screen saver from activating and the host from sleeping while emulation is running."), "EmuCore",
"InhibitScreensaver", true);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_PAUSE, "Pause On Start"), FSUI_CSTR("Pauses the emulator when a game is started."), "UI",
"StartPaused", false);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_EYE, "Pause On Focus Loss"),
FSUI_CSTR("Pauses the emulator when you minimize the window or switch to another application, and unpauses when you switch back."),
"UI", "PauseOnFocusLoss", false);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_GAMEPAD, "Pause On Controller Disconnection"),
FSUI_CSTR("Pauses the emulator when a controller with bindings is disconnected."), "UI", "PauseOnControllerDisconnection", false);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_RECTANGLE_LIST, "Pause On Menu"),
FSUI_CSTR("Pauses the emulator when you open the quick menu, and unpauses when you close it."), "UI", "PauseOnMenu", true);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_FLOPPY_DISK, "Prompt On State Load/Save Failure"),
FSUI_CSTR("Display a modal dialog when a save state load/save operation fails."), "UI", "PromptOnStateLoadSaveFailure", true);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_POWER_OFF, "Confirm Shutdown"),
FSUI_CSTR("Determines whether a prompt will be displayed to confirm shutting down the emulator/game when the hotkey is pressed."),
"UI", "ConfirmShutdown", true);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_FLOPPY_DISK, "Save State On Shutdown"),
FSUI_CSTR("Automatically saves the emulator state when powering down or exiting. You can then resume directly from where you left "
"off next time."),
"EmuCore", "SaveStateOnShutdown", false);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_BOX_ARCHIVE, "Create Save State Backups"),
FSUI_CSTR("Creates a backup copy of a save state if it already exists when the save is created. The backup copy has a .backup suffix"),
"EmuCore", "BackupSavestate", true);
const SmallString glyph_mode = bsi->GetSmallStringValue("UI", "FullscreenUIGlyphStyle", "auto");
static constexpr const char* glyph_names[] = {
FSUI_NSTR("Automatic"),
FSUI_NSTR("Xbox"),
FSUI_NSTR("PlayStation"),
FSUI_NSTR("Nintendo"),
FSUI_NSTR("Generic"),
};
static constexpr const char* glyph_values[] = {
"auto",
"xbox",
"playstation",
"nintendo",
"generic",
};
size_t glyph_index = std::size(glyph_values);
for (size_t i = 0; i < std::size(glyph_values); i++)
{
if (glyph_mode == glyph_values[i])
{
glyph_index = i;
break;
}
}
if (MenuButtonWithValue(FSUI_ICONSTR(ICON_FA_GAMEPAD, "Controller Glyph Style"),
FSUI_CSTR("Changes which gamepad button glyph set is used in Big Picture UI and input binding displays."),
(glyph_index < std::size(glyph_values)) ? Host::TranslateToCString(TR_CONTEXT, glyph_names[glyph_index]) : FSUI_CSTR("Unknown")))
{
ImGuiFullscreen::ChoiceDialogOptions cd_options;
cd_options.reserve(std::size(glyph_values));
for (size_t i = 0; i < std::size(glyph_values); i++)
cd_options.emplace_back(Host::TranslateToString(TR_CONTEXT, glyph_names[i]), i == static_cast<size_t>(glyph_index));
OpenChoiceDialog(FSUI_ICONSTR(ICON_FA_GAMEPAD, "Controller Glyph Style"), false, std::move(cd_options), [](s32 index, const std::string& title, bool checked) {
if (index >= 0 && static_cast<size_t>(index) < std::size(glyph_values))
{
auto lock = Host::GetSettingsLock();
SettingsInterface* bsi = GetEditingSettingsInterface(false);
bsi->SetStringValue("UI", "FullscreenUIGlyphStyle", glyph_values[index]);
SetSettingsChanged(bsi);
ApplyLayoutSettings(bsi);
}
CloseChoiceDialog();
});
}
// DrawStringListSetting dosn't have a callback for applying settings
const SmallString swap_mode = bsi->GetSmallStringValue("UI", "SwapOKFullscreenUI", "auto");
static constexpr const char* swap_names[] = {
FSUI_NSTR("Automatic"),
FSUI_NSTR("Enabled"),
FSUI_NSTR("Disabled"),
};
static constexpr const char* swap_values[] = {
"auto",
"true",
"false",
};
size_t swap_index = std::size(swap_values);
for (size_t i = 0; i < std::size(swap_values); i++)
{
if (swap_mode == swap_values[i])
{
swap_index = i;
break;
}
}
SmallStackString<256> swap_summery;
const auto glyphs = GetGamepadGlyphs();
swap_summery.format(FSUI_FSTR("Uses {} as confirm when using a controller."),
glyphs.confirm(ImGui::GetIO().ConfigNavSwapGamepadButtons));
if (MenuButtonWithValue(FSUI_ICONSTR(ICON_FA_GAMEPAD, "Swap OK/Cancel in Big Picture Mode"), swap_summery.c_str(),
(swap_index < std::size(swap_values)) ? Host::TranslateToCString(TR_CONTEXT, swap_names[swap_index]) : FSUI_CSTR("Unknown")))
{
ImGuiFullscreen::ChoiceDialogOptions cd_options;
cd_options.reserve(std::size(swap_values));
for (size_t i = 0; i < std::size(swap_values); i++)
cd_options.emplace_back(Host::TranslateToString(TR_CONTEXT, swap_names[i]), i == static_cast<size_t>(swap_index));
OpenChoiceDialog(FSUI_ICONSTR(ICON_FA_GAMEPAD, "Swap OK/Cancel in Big Picture Mode"), false, std::move(cd_options), [](s32 index, const std::string& title, bool checked) {
if (index >= 0)
{
auto lock = Host::GetSettingsLock();
SettingsInterface* bsi = GetEditingSettingsInterface(false);
bsi->SetStringValue("UI", "SwapOKFullscreenUI", swap_values[index]);
SetSettingsChanged(bsi);
ApplyLayoutSettings(bsi);
}
CloseChoiceDialog();
});
}
const SmallString nintendo_mode = bsi->GetSmallStringValue("UI", "SDL2NintendoLayout", "false");
size_t nintendo_index = std::size(swap_values);
for (size_t i = 0; i < std::size(swap_values); i++)
{
if (nintendo_mode == swap_values[i])
{
nintendo_index = i;
break;
}
}
swap_summery.format(FSUI_FSTR("Swaps both {}/{} (When Swap OK/Cancel is set to automatic) and {}/{} buttons"),
glyphs.south, glyphs.east, glyphs.west, glyphs.north);
if (MenuButtonWithValue(FSUI_ICONSTR(ICON_FA_GAMEPAD, "Use Legacy Nintendo Layout in Big Picture Mode"), swap_summery.c_str(),
(nintendo_index < std::size(swap_values)) ? Host::TranslateToCString(TR_CONTEXT, swap_names[nintendo_index]) : FSUI_CSTR("Unknown")))
{
ImGuiFullscreen::ChoiceDialogOptions cd_options;
cd_options.reserve(std::size(swap_values));
for (size_t i = 0; i < std::size(swap_values); i++)
cd_options.emplace_back(Host::TranslateToString(TR_CONTEXT, swap_names[i]), i == static_cast<size_t>(nintendo_index));
OpenChoiceDialog(FSUI_ICONSTR(ICON_FA_GAMEPAD, "Use Legacy Nintendo Layout in Big Picture Mode"), false, std::move(cd_options), [](s32 index, const std::string& title, bool checked) {
if (index >= 0)
{
auto lock = Host::GetSettingsLock();
SettingsInterface* bsi = GetEditingSettingsInterface(false);
bsi->SetStringValue("UI", "SDL2NintendoLayout", swap_values[index]);
SetSettingsChanged(bsi);
ApplyLayoutSettings(bsi);
}
CloseChoiceDialog();
});
}
MenuHeading(FSUI_CSTR("Integration"));
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_CIRCLE_USER, "Enable Discord Presence"),
FSUI_CSTR("Shows the game you are currently playing as part of your profile on Discord."), "EmuCore", "EnableDiscordPresence", false);
MenuHeading(FSUI_CSTR("Game Display"));
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_TV, "Start Fullscreen"),
FSUI_CSTR("Automatically switches to fullscreen mode when a game is started."), "UI", "StartFullscreen", false);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_COMPUTER_MOUSE, "Double-Click Toggles Fullscreen"),
FSUI_CSTR("Switches between full screen and windowed when the window is double-clicked."), "UI", "DoubleClickTogglesFullscreen",
true);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_ARROW_POINTER, "Hide Cursor In Fullscreen"),
FSUI_CSTR("Hides the mouse pointer/cursor when the emulator is in fullscreen mode."), "UI", "HideMouseCursor", false);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_TABLET_SCREEN_BUTTON, "Start Big Picture UI"),
FSUI_CSTR("Automatically starts Big Picture Mode instead of the regular Qt interface when ARMSX2 launches."), "UI", "StartBigPictureMode", false);
MenuHeading(FSUI_CSTR("Operations"));
if (MenuButton(FSUI_ICONSTR(u8"🔥", "Reset Settings"),
FSUI_CSTR("Resets configuration to defaults (excluding controller settings)."), !IsEditingGameSettings(bsi)))
{
DoResetSettings();
}
EndMenuButtons();
}
void FullscreenUI::DrawBIOSSettingsPage()
{
SettingsInterface* bsi = GetEditingSettingsInterface();
BeginMenuButtons();
MenuHeading(FSUI_CSTR("BIOS Configuration"));
DrawFolderSetting(bsi, FSUI_ICONSTR(ICON_FA_FOLDER_OPEN, "Change Search Directory"), "Folders", "Bios", EmuFolders::Bios);
const SmallString bios_selection = GetEditingSettingsInterface()->GetSmallStringValue("Filenames", "BIOS", "");
if (MenuButtonWithValue(FSUI_ICONSTR(ICON_PF_MICROCHIP, "BIOS Selection"),
FSUI_CSTR("Changes the BIOS image used to start future sessions."),
bios_selection.empty() ? FSUI_CSTR("Automatic") : bios_selection.c_str()))
{
ImGuiFullscreen::ChoiceDialogOptions choices;
choices.emplace_back(FSUI_STR("Automatic"), bios_selection.empty());
std::vector<std::string> values;
values.push_back("");
FileSystem::FindResultsArray results;
FileSystem::FindFiles(EmuFolders::Bios.c_str(), "*", FILESYSTEM_FIND_FILES | FILESYSTEM_FIND_HIDDEN_FILES, &results);
for (const FILESYSTEM_FIND_DATA& fd : results)
{
u32 version, region;
std::string description, zone;
if (!IsBIOS(fd.FileName.c_str(), version, description, region, zone))
continue;
const std::string_view filename(Path::GetFileName(fd.FileName));
choices.emplace_back(fmt::format("{} ({})", description, filename), bios_selection == filename);
values.emplace_back(filename);
}
OpenChoiceDialog(FSUI_CSTR("BIOS Selection"), false, std::move(choices),
[game_settings = IsEditingGameSettings(bsi), values = std::move(values)](s32 index, const std::string& title, bool checked) {
if (index < 0)
return;
auto lock = Host::GetSettingsLock();
SettingsInterface* bsi = GetEditingSettingsInterface(game_settings);
bsi->SetStringValue("Filenames", "BIOS", values[index].c_str());
SetSettingsChanged(bsi);
ApplyLayoutSettings(bsi);
CloseChoiceDialog();
});
}
MenuHeading(FSUI_CSTR("Fast Boot Options"));
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_FORWARD_FAST, "Fast Boot"), FSUI_CSTR("Skips the intro screen, and bypasses region checks."),
"EmuCore", "EnableFastBoot", true);
const bool fast_boot_enabled = GetEffectiveBoolSetting(bsi, "EmuCore", "EnableFastBoot", true);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_FORWARD, "Fast Forward Boot"),
FSUI_CSTR("Removes emulation speed throttle until the game starts to reduce startup time."),
"EmuCore", "EnableFastBootFastForward", false, fast_boot_enabled);
EndMenuButtons();
}
void FullscreenUI::DrawEmulationSettingsPage()
{
static constexpr int DEFAULT_FRAME_LATENCY = 2;
static constexpr const char* speed_entries[] = {
FSUI_NSTR("2% [1 FPS (NTSC) / 1 FPS (PAL)]"),
FSUI_NSTR("10% [6 FPS (NTSC) / 5 FPS (PAL)]"),
FSUI_NSTR("25% [15 FPS (NTSC) / 12 FPS (PAL)]"),
FSUI_NSTR("50% [30 FPS (NTSC) / 25 FPS (PAL)]"),
FSUI_NSTR("75% [45 FPS (NTSC) / 37 FPS (PAL)]"),
FSUI_NSTR("90% [54 FPS (NTSC) / 45 FPS (PAL)]"),
FSUI_NSTR("100% [60 FPS (NTSC) / 50 FPS (PAL)]"),
FSUI_NSTR("110% [66 FPS (NTSC) / 55 FPS (PAL)]"),
FSUI_NSTR("120% [72 FPS (NTSC) / 60 FPS (PAL)]"),
FSUI_NSTR("150% [90 FPS (NTSC) / 75 FPS (PAL)]"),
FSUI_NSTR("175% [105 FPS (NTSC) / 87 FPS (PAL)]"),
FSUI_NSTR("200% [120 FPS (NTSC) / 100 FPS (PAL)]"),
FSUI_NSTR("300% [180 FPS (NTSC) / 150 FPS (PAL)]"),
FSUI_NSTR("400% [240 FPS (NTSC) / 200 FPS (PAL)]"),
FSUI_NSTR("500% [300 FPS (NTSC) / 250 FPS (PAL)]"),
FSUI_NSTR("1000% [600 FPS (NTSC) / 500 FPS (PAL)]"),
};
static constexpr const float speed_values[] = {
0.02f,
0.10f,
0.25f,
0.50f,
0.75f,
0.90f,
1.00f,
1.10f,
1.20f,
1.50f,
1.75f,
2.00f,
3.00f,
4.00f,
5.00f,
10.00f,
};
static constexpr const char* ee_cycle_rate_settings[] = {
FSUI_NSTR("50% Speed"),
FSUI_NSTR("60% Speed"),
FSUI_NSTR("75% Speed"),
FSUI_NSTR("100% Speed (Default)"),
FSUI_NSTR("130% Speed"),
FSUI_NSTR("180% Speed"),
FSUI_NSTR("300% Speed"),
};
static constexpr const char* ee_cycle_skip_settings[] = {
FSUI_NSTR("Normal (Default)"),
FSUI_NSTR("Mild Underclock"),
FSUI_NSTR("Moderate Underclock"),
FSUI_NSTR("Maximum Underclock"),
};
static constexpr const char* queue_entries[] = {
FSUI_NSTR("0 Frames (Hard Sync)"),
FSUI_NSTR("1 Frame"),
FSUI_NSTR("2 Frames"),
FSUI_NSTR("3 Frames"),
};
// RtcYear is stored as years after 2000, generate labels so the UI shows calendar years.
static const char* rtc_year_options[100];
static char rtc_year_bufs[100][5];
static bool rtc_years_initialized = false;
if (!rtc_years_initialized)
{
for (int i = 0; i < 100; i++)
{
std::snprintf(rtc_year_bufs[i], sizeof(rtc_year_bufs[i]), "%d", 2000 + i);
rtc_year_options[i] = rtc_year_bufs[i];
}
rtc_years_initialized = true;
}
SettingsInterface* bsi = GetEditingSettingsInterface();
BeginMenuButtons();
MenuHeading(FSUI_CSTR("Speed Control"));
DrawFloatListSetting(bsi, FSUI_ICONSTR(ICON_FA_PLAY, "Normal Speed"), FSUI_CSTR("Sets the speed when running without fast forwarding."), "Framerate",
"NominalScalar", 1.00f, speed_entries, speed_values, std::size(speed_entries), true);
DrawFloatListSetting(bsi, FSUI_ICONSTR(ICON_FA_FORWARD_FAST, "Fast-Forward Speed"), FSUI_CSTR("Sets the speed when using the fast forward hotkey."), "Framerate",
"TurboScalar", 2.00f, speed_entries, speed_values, std::size(speed_entries), true);
DrawFloatListSetting(bsi, FSUI_ICONSTR(ICON_PF_SLOW_MOTION, "Slow-Motion Speed"), FSUI_CSTR("Sets the speed when using the slow motion hotkey."), "Framerate",
"SlomoScalar", 0.50f, speed_entries, speed_values, std::size(speed_entries), true);
MenuHeading(FSUI_CSTR("System Settings"));
DrawIntListSetting(bsi, FSUI_ICONSTR(ICON_FA_GAUGE_HIGH, "EE Cycle Rate"), FSUI_CSTR("Underclocks or overclocks the emulated Emotion Engine CPU."),
"EmuCore/Speedhacks", "EECycleRate", 0, ee_cycle_rate_settings, std::size(ee_cycle_rate_settings), true, -3);
DrawIntListSetting(bsi, FSUI_ICONSTR(ICON_FA_ARROW_TREND_DOWN, "EE Cycle Skipping"),
FSUI_CSTR("Makes the emulated Emotion Engine skip cycles. Helps a small subset of games like SOTC. Most of the time it's harmful to performance."), "EmuCore/Speedhacks", "EECycleSkip", 0,
ee_cycle_skip_settings, std::size(ee_cycle_skip_settings), true);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_USERS, "Enable Multithreaded VU1 (MTVU)"),
FSUI_CSTR("Generally a speedup on CPUs with 4 or more cores. Safe for most games, but a few are incompatible and may hang."), "EmuCore/Speedhacks", "vuThread", false);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_LOCATION_PIN_LOCK, "Enable Thread Pinning"),
FSUI_CSTR("Pins emulation threads to CPU cores to potentially improve performance/frame time variance."),
"EmuCore",
"EnableThreadPinning", false);
DrawToggleSetting(
bsi, FSUI_ICONSTR(ICON_FA_FACE_ROLLING_EYES, "Enable Cheats"), FSUI_CSTR("Enables loading cheats from pnach files."), "EmuCore", "EnableCheats", false);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_HARD_DRIVE, "Enable Host Filesystem"),
FSUI_CSTR("Enables access to files from the host: namespace in the virtual machine."), "EmuCore", "HostFs", false);
if (IsEditingGameSettings(bsi))
{
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_COMPACT_DISC, "Enable Fast CDVD"), FSUI_CSTR("Fast disc access, less loading times. Not recommended."),
"EmuCore/Speedhacks", "fastCDVD", false);
}
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_COMPACT_DISC, "Enable CDVD Precaching"), FSUI_CSTR("Loads the disc image into RAM before starting the virtual machine."),
"EmuCore", "CdvdPrecache", false);
if (IsEditingGameSettings(bsi))
{
MenuHeading(FSUI_CSTR("Real-Time Clock"));
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_CLOCK, "Manually Set Real-Time Clock"),
FSUI_CSTR("Uses a fixed date/time for the virtual PS2 instead of the host clock. Applied on boot only."),
"EmuCore", "ManuallySetRealTimeClock", false);
const bool rtc_enabled = GetEffectiveBoolSetting(bsi, "EmuCore", "ManuallySetRealTimeClock", false);
DrawIntListSetting(bsi, FSUI_ICONSTR(ICON_FA_CALENDAR, "Year"), FSUI_CSTR("Calendar year for the virtual PS2 RTC."),
"EmuCore", "RtcYear", 0, rtc_year_options, std::size(rtc_year_options), false, 0, rtc_enabled);
DrawIntRangeSetting(bsi, FSUI_ICONSTR(ICON_FA_CALENDAR, "Month"), FSUI_CSTR("Month of the year (1-12)."),
"EmuCore", "RtcMonth", 1, 1, 12, "%d", rtc_enabled);
DrawIntRangeSetting(bsi, FSUI_ICONSTR(ICON_FA_CALENDAR, "Day"), FSUI_CSTR("Day of the month (1-31)."),
"EmuCore", "RtcDay", 1, 1, 31, "%d", rtc_enabled);
DrawIntRangeSetting(bsi, FSUI_ICONSTR(ICON_FA_CLOCK, "Hour"), FSUI_CSTR("Hour of the day (0-23)."),
"EmuCore", "RtcHour", 0, 0, 23, "%d", rtc_enabled);
DrawIntRangeSetting(bsi, FSUI_ICONSTR(ICON_FA_CLOCK, "Minute"), FSUI_CSTR("Minute of the hour (0-59)."),
"EmuCore", "RtcMinute", 0, 0, 59, "%d", rtc_enabled);
DrawIntRangeSetting(bsi, FSUI_ICONSTR(ICON_FA_CLOCK, "Second"), FSUI_CSTR("Second of the minute (0-59)."),
"EmuCore", "RtcSecond", 0, 0, 59, "%d", rtc_enabled);
}
MenuHeading(FSUI_CSTR("Frame Pacing / Latency Control"));
bool optimal_frame_pacing = (bsi->GetIntValue("EmuCore/GS", "VsyncQueueSize", DEFAULT_FRAME_LATENCY) == 0);
DrawIntListSetting(bsi, FSUI_ICONSTR(ICON_FA_CLOCK_ROTATE_LEFT, "Maximum Frame Latency"), FSUI_CSTR("Sets the number of frames which can be queued."), "EmuCore/GS",
"VsyncQueueSize", DEFAULT_FRAME_LATENCY, queue_entries, std::size(queue_entries), true, 0, !optimal_frame_pacing);
if (ToggleButton(FSUI_ICONSTR(ICON_PF_HEARTBEAT_ALT, "Optimal Frame Pacing"),
FSUI_CSTR("Synchronize EE and GS threads after each frame. Lowest input latency, but increases system requirements."),
&optimal_frame_pacing))
{
bsi->SetIntValue("EmuCore/GS", "VsyncQueueSize", optimal_frame_pacing ? 0 : DEFAULT_FRAME_LATENCY);
SetSettingsChanged(bsi);
}
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_ARROWS_SPIN, "Vertical Sync (VSync)"), FSUI_CSTR("Synchronizes frame presentation with host refresh."),
"EmuCore/GS", "VsyncEnable", false);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_PF_MONITOR_CODE, "Sync to Host Refresh Rate"),
FSUI_CSTR("Speeds up emulation so that the guest refresh rate matches the host."), "EmuCore/GS", "SyncToHostRefreshRate", false);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_PF_HEARTBEAT_CIRCLE, "Use Host VSync Timing"),
FSUI_CSTR("Disables ARMSX2's internal frame timing, and uses host vsync instead."), "EmuCore/GS", "UseVSyncForTiming", false,
GetEffectiveBoolSetting(bsi, "EmuCore/GS", "VsyncEnable", false) && GetEffectiveBoolSetting(bsi, "EmuCore/GS", "SyncToHostRefreshRate", false));
EndMenuButtons();
}
void FullscreenUI::DrawClampingModeSetting(SettingsInterface* bsi, const char* title, const char* summary, int vunum)
{
// This is so messy... maybe we should just make the mode an int in the settings too...
const bool base = IsEditingGameSettings(bsi) ? 1 : 0;
std::optional<bool> default_false = IsEditingGameSettings(bsi) ? std::nullopt : std::optional<bool>(false);
std::optional<bool> default_true = IsEditingGameSettings(bsi) ? std::nullopt : std::optional<bool>(true);
// eeClampMode 4 has no VU counterpart.
std::optional<bool> fourth;
if (vunum < 0)
fourth = bsi->GetOptionalBoolValue("EmuCore/CPU/Recompiler", "fpuExactMode", default_false);
std::optional<bool> third = bsi->GetOptionalBoolValue(
"EmuCore/CPU/Recompiler", (vunum >= 0 ? ((vunum == 0) ? "vu0SignOverflow" : "vu1SignOverflow") : "fpuFullMode"), default_false);
std::optional<bool> second = bsi->GetOptionalBoolValue("EmuCore/CPU/Recompiler",
(vunum >= 0 ? ((vunum == 0) ? "vu0ExtraOverflow" : "vu1ExtraOverflow") : "fpuExtraOverflow"), default_false);
std::optional<bool> first = bsi->GetOptionalBoolValue(
"EmuCore/CPU/Recompiler", (vunum >= 0 ? ((vunum == 0) ? "vu0Overflow" : "vu1Overflow") : "fpuOverflow"), default_true);
int index;
if (fourth.has_value() && fourth.value())
index = base + 4;
else if (third.has_value() && third.value())
index = base + 3;
else if (second.has_value() && second.value())
index = base + 2;
else if (first.has_value() && first.value())
index = base + 1;
else if (first.has_value())
index = base + 0; // none
else
index = 0; // no per game override
static constexpr const char* ee_clamping_mode_settings[] = {
FSUI_NSTR("Use Global Setting"),
FSUI_NSTR("None"),
FSUI_NSTR("Normal (Default)"),
FSUI_NSTR("Extra + Preserve Sign"),
FSUI_NSTR("Full"),
FSUI_NSTR("Exact"),
};
static constexpr const char* vu_clamping_mode_settings[] = {
FSUI_NSTR("Use Global Setting"),
FSUI_NSTR("None"),
FSUI_NSTR("Normal (Default)"),
FSUI_NSTR("Extra"),
FSUI_NSTR("Extra + Preserve Sign"),
};
const char* const* options = (vunum >= 0) ? vu_clamping_mode_settings : ee_clamping_mode_settings;
const int option_count = static_cast<int>((vunum >= 0) ? std::size(vu_clamping_mode_settings) : std::size(ee_clamping_mode_settings));
const int setting_offset = IsEditingGameSettings(bsi) ? 0 : 1;
if (MenuButtonWithValue(title, summary, Host::TranslateToCString(TR_CONTEXT, options[index + setting_offset])))
{
ImGuiFullscreen::ChoiceDialogOptions cd_options;
cd_options.reserve(option_count);
for (int i = setting_offset; i < option_count; i++)
cd_options.emplace_back(Host::TranslateToString(TR_CONTEXT, options[i]), (i == (index + setting_offset)));
OpenChoiceDialog(title, false, std::move(cd_options),
[game_settings = IsEditingGameSettings(bsi), vunum](s32 index, const std::string& title, bool checked) {
if (index >= 0)
{
auto lock = Host::GetSettingsLock();
std::optional<bool> first, second, third, fourth;
if (!game_settings || index > 0)
{
const bool base = game_settings ? 1 : 0;
fourth = (index >= (base + 4));
third = (index >= (base + 3));
second = (index >= (base + 2));
first = (index >= (base + 1));
}
SettingsInterface* bsi = GetEditingSettingsInterface(game_settings);
bsi->SetOptionalBoolValue("EmuCore/CPU/Recompiler",
(vunum >= 0 ? ((vunum == 0) ? "vu0SignOverflow" : "vu1SignOverflow") : "fpuFullMode"), third);
bsi->SetOptionalBoolValue("EmuCore/CPU/Recompiler",
(vunum >= 0 ? ((vunum == 0) ? "vu0ExtraOverflow" : "vu1ExtraOverflow") : "fpuExtraOverflow"), second);
bsi->SetOptionalBoolValue(
"EmuCore/CPU/Recompiler", (vunum >= 0 ? ((vunum == 0) ? "vu0Overflow" : "vu1Overflow") : "fpuOverflow"), first);
// Same write as AdvancedSettingsWidget::setClampingMode.
if (vunum < 0)
bsi->SetOptionalBoolValue("EmuCore/CPU/Recompiler", "fpuExactMode", fourth);
SetSettingsChanged(bsi);
}
CloseChoiceDialog();
});
}
}
void FullscreenUI::DrawGraphicsSettingsPage(SettingsInterface* bsi, bool show_advanced_settings)
{
static constexpr const char* s_renderer_names[] = {
FSUI_NSTR("Automatic (Default)"),
#ifdef _WIN32
FSUI_NSTR("Direct3D 11 (Legacy)"),
FSUI_NSTR("Direct3D 12"),
#endif
#if defined(ENABLE_OPENGL) && !defined(__APPLE__)
FSUI_NSTR("OpenGL"),
#endif
#if defined(ENABLE_VULKAN) && !defined(__APPLE__)
FSUI_NSTR("Vulkan"),
#endif
#ifdef __APPLE__
FSUI_NSTR("Metal"),
#endif
FSUI_NSTR("Software Renderer"),
FSUI_NSTR("Null"),
};
static constexpr const char* s_renderer_values[] = {
"-1", //GSRendererType::Auto,
#ifdef _WIN32
"3", //GSRendererType::DX11,
"15", //GSRendererType::DX12,
#endif
#if defined(ENABLE_OPENGL) && !defined(__APPLE__)
"12", //GSRendererType::OGL,
#endif
#if defined(ENABLE_VULKAN) && !defined(__APPLE__)
"14", //GSRendererType::VK,
#endif
#ifdef __APPLE__
"17", //GSRendererType::Metal,
#endif
"13", //GSRendererType::SW,
"11", //GSRendererType::Null
};
static constexpr const char* s_bilinear_present_options[] = {
FSUI_NSTR("Off"),
FSUI_NSTR("Bilinear (Smooth)"),
FSUI_NSTR("Bilinear (Sharp)"),
};
static constexpr const char* s_deinterlacing_options[] = {
FSUI_NSTR("Automatic (Default)"),
FSUI_NSTR("No Deinterlacing"),
FSUI_NSTR("Weave (Top Field First, Sawtooth)"),
FSUI_NSTR("Weave (Bottom Field First, Sawtooth)"),
FSUI_NSTR("Bob (Top Field First)"),
FSUI_NSTR("Bob (Bottom Field First)"),
FSUI_NSTR("Blend (Top Field First, Half FPS)"),
FSUI_NSTR("Blend (Bottom Field First, Half FPS)"),
FSUI_NSTR("Adaptive (Top Field First)"),
FSUI_NSTR("Adaptive (Bottom Field First)"),
};
// The Internal Resolution picker, in list order. The set at and below 8x is the one the
// Android UI offers: quarter steps up to 3x, then half, then whole. Sub-native is there
// because fewer pixels is a large win on low/mid handhelds, and the GS only clamps the
// upper bound (GSClampUpscaleMultiplier), so those apply as-is.
//
// Above 8x is gated on Extended Upscaling Multipliers, and on the GPU actually reaching
// it -- max texture size / 1280, so 12x on the usual 16K-texture part.
struct ResolutionEntry
{
const char* name;
const char* value; // must match StringUtil::ToChars(), which is what writes the INI
float multiplier;
};
static constexpr float max_non_extended_multiplier = 8.0f;
static constexpr ResolutionEntry s_resolution_entries[] = {
{FSUI_NSTR("0.25x Native"), "0.25", 0.25f},
{FSUI_NSTR("0.5x Native"), "0.5", 0.5f},
{FSUI_NSTR("0.75x Native"), "0.75", 0.75f},
{FSUI_NSTR("Native (PS2)"), "1", 1.0f},
{FSUI_NSTR("1.25x Native"), "1.25", 1.25f},
{FSUI_NSTR("1.5x Native"), "1.5", 1.5f},
{FSUI_NSTR("1.75x Native"), "1.75", 1.75f},
{FSUI_NSTR("2x Native (~720px/HD)"), "2", 2.0f},
{FSUI_NSTR("2.25x Native"), "2.25", 2.25f},
{FSUI_NSTR("2.5x Native"), "2.5", 2.5f},
{FSUI_NSTR("2.75x Native"), "2.75", 2.75f},
{FSUI_NSTR("3x Native (~1080px/FHD)"), "3", 3.0f},
{FSUI_NSTR("3.5x Native"), "3.5", 3.5f},
{FSUI_NSTR("4x Native (~1440px/QHD)"), "4", 4.0f},
{FSUI_NSTR("5x Native (~1800px/QHD+)"), "5", 5.0f},
{FSUI_NSTR("6x Native (~2160px/4K UHD)"), "6", 6.0f},
{FSUI_NSTR("7x Native (~2520px)"), "7", 7.0f},
{FSUI_NSTR("8x Native (~2880px/5K UHD)"), "8", 8.0f},
{FSUI_NSTR("9x Native (~3240px)"), "9", 9.0f},
{FSUI_NSTR("10x Native (~3600px/6K UHD)"), "10", 10.0f},
{FSUI_NSTR("11x Native (~3960px)"), "11", 11.0f},
{FSUI_NSTR("12x Native (~4320px/8K UHD)"), "12", 12.0f},
{FSUI_NSTR("13x Native (~4680px)"), "13", 13.0f},
{FSUI_NSTR("14x Native (~5040px)"), "14", 14.0f},
{FSUI_NSTR("15x Native (~5400px)"), "15", 15.0f},
{FSUI_NSTR("16x Native (~5760px)"), "16", 16.0f},
{FSUI_NSTR("17x Native (~6120px)"), "17", 17.0f},
{FSUI_NSTR("18x Native (~6480px/12K UHD)"), "18", 18.0f},
{FSUI_NSTR("19x Native (~6840px)"), "19", 19.0f},
{FSUI_NSTR("20x Native (~7200px)"), "20", 20.0f},
{FSUI_NSTR("21x Native (~7560px)"), "21", 21.0f},
{FSUI_NSTR("22x Native (~7920px)"), "22", 22.0f},
{FSUI_NSTR("23x Native (~8280px)"), "23", 23.0f},
{FSUI_NSTR("24x Native (~8640px/16K UHD)"), "24", 24.0f},
{FSUI_NSTR("25x Native (~9000px)"), "25", 25.0f},
};
static constexpr const char* s_bilinear_options[] = {
FSUI_NSTR("Nearest"),
FSUI_NSTR("Bilinear (Forced)"),
FSUI_NSTR("Bilinear (PS2)"),
FSUI_NSTR("Bilinear (Forced excluding sprite)"),
};
static constexpr const char* s_trilinear_options[] = {
FSUI_NSTR("Automatic (Default)"),
FSUI_NSTR("Off (None)"),
FSUI_NSTR("Trilinear (PS2)"),
FSUI_NSTR("Trilinear (Forced)"),
};
static constexpr const char* s_dithering_options[] = {
FSUI_NSTR("Off"),
FSUI_NSTR("Scaled"),
FSUI_NSTR("Unscaled (Default)"),
FSUI_NSTR("Force 32bit"),
};
static constexpr const char* s_blending_options[] = {
FSUI_NSTR("Minimum"),
FSUI_NSTR("Basic (Recommended)"),
FSUI_NSTR("Medium"),
FSUI_NSTR("High"),
FSUI_NSTR("Full (Slow)"),
FSUI_NSTR("Maximum (Very Slow)"),
};
static constexpr const char* s_anisotropic_filtering_entries[] = {
FSUI_NSTR("Off (Default)"),
FSUI_NSTR("2x"),
FSUI_NSTR("4x"),
FSUI_NSTR("8x"),
FSUI_NSTR("16x"),
};
static constexpr const char* s_anisotropic_filtering_values[] = {
"0",
"2",
"4",
"8",
"16",
};
static constexpr const char* s_preloading_options[] = {
FSUI_NSTR("None"),
FSUI_NSTR("Partial"),
FSUI_NSTR("Full (Hash Cache)"),
};
static constexpr const char* s_generic_options[] = {
FSUI_NSTR("Automatic (Default)"),
FSUI_NSTR("Force Disabled"),
FSUI_NSTR("Force Enabled"),
};
static constexpr const char* s_hw_download[] = {
FSUI_NSTR("Accurate (Recommended)"),
FSUI_NSTR("Accurate Force Full (Can Reduce Readbacks)"),
FSUI_NSTR("Disable Readbacks (Synchronize GS Thread)"),
FSUI_NSTR("Unsynchronized (Non-Deterministic)"),
FSUI_NSTR("Disabled (Ignore Transfers)"),
// Must stay index 5 to match GSHardwareDownloadMode::Asynchronous; without this entry
// DrawIntListSetting falls back to "Unknown" for the mode.
FSUI_NSTR("Asynchronous (Experimental, Readback Lags A Frame)"),
};
static constexpr const char* s_screenshot_sizes[] = {
FSUI_NSTR("Display Resolution (Aspect Corrected)"),
FSUI_NSTR("Internal Resolution (Aspect Corrected)"),
FSUI_NSTR("Internal Resolution (No Aspect Correction)"),
};
static constexpr const char* s_screenshot_formats[] = {
FSUI_NSTR("PNG"),
FSUI_NSTR("JPEG"),
FSUI_NSTR("WebP"),
};
const GSRendererType renderer =
static_cast<GSRendererType>(GetEffectiveIntSetting(bsi, "EmuCore/GS", "Renderer", static_cast<int>(GSRendererType::Auto)));
const GSRendererType effective_renderer =
(renderer == GSRendererType::Auto) ? GSUtil::GetPreferredRenderer() : renderer;
const bool is_hardware = (renderer == GSRendererType::Auto || renderer == GSRendererType::DX11 || renderer == GSRendererType::DX12 ||
renderer == GSRendererType::OGL || renderer == GSRendererType::VK || renderer == GSRendererType::Metal);
//const bool is_software = (renderer == GSRendererType::SW);
static std::optional<GSRendererType> s_last_adapter_list_renderer;
if (!s_last_adapter_list_renderer.has_value() || s_last_adapter_list_renderer.value() != effective_renderer)
{
s_graphics_adapter_list_cache = GSGetAdapterInfo(effective_renderer);
s_last_adapter_list_renderer = effective_renderer;
}
u32 max_upscale_multiplier = 12;
bool supports_extended_upscales = false;
if (is_hardware && !s_graphics_adapter_list_cache.empty())
{
std::string current_adapter;
bsi->GetStringValue("EmuCore/GS", "Adapter", &current_adapter);
const GSAdapterInfo* current_adapter_info = nullptr;
if (!current_adapter.empty())
{
for (const GSAdapterInfo& adapter : s_graphics_adapter_list_cache)
{
if (current_adapter == adapter.name)
{
current_adapter_info = &adapter;
break;
}
}
}
if (!current_adapter_info && !s_graphics_adapter_list_cache.empty())
current_adapter_info = &s_graphics_adapter_list_cache.front();
if (current_adapter_info)
max_upscale_multiplier = std::clamp<u32>(current_adapter_info->max_upscale_multiplier, 12,
static_cast<u32>(s_resolution_entries[std::size(s_resolution_entries) - 1].multiplier));
}
// The toggle now unlocks everything past 8x rather than past 12x, so the usual 16K-texture
// GPU can still reach its 12x -- it just has to ask for it. With no adapter info at all we
// keep the standing assumption above, that the GPU is good for 12x.
supports_extended_upscales = is_hardware && static_cast<float>(max_upscale_multiplier) > max_non_extended_multiplier;
const float max_shown_multiplier =
(supports_extended_upscales && bsi->GetBoolValue("EmuCore/GS", "ExtendedUpscalingMultipliers", false)) ?
static_cast<float>(max_upscale_multiplier) :
max_non_extended_multiplier;
std::optional<float> saved_multiplier;
if (const std::optional<SmallString> config_value = bsi->GetOptionalSmallStringValue("EmuCore/GS", "upscale_multiplier"))
{
saved_multiplier = StringUtil::FromChars<float>(config_value->c_str());
}
static const char* s_shown_resolution_options[std::size(s_resolution_entries)];
static const char* s_shown_resolution_values[std::size(s_resolution_entries)];
size_t num_resolutions = 0;
for (const ResolutionEntry& entry : s_resolution_entries)
{
if (entry.multiplier > max_shown_multiplier)
break;
s_shown_resolution_options[num_resolutions] = entry.name;
s_shown_resolution_values[num_resolutions] = entry.value;
num_resolutions++;
}
if (saved_multiplier)
{
// if the saved multiplier goes above the current UI cap, expose it temporarily -- the
// quarter steps are all exact in binary, so an equality test is safe here.
for (const ResolutionEntry& entry : s_resolution_entries)
{
if (entry.multiplier > max_shown_multiplier && entry.multiplier == saved_multiplier.value())
{
s_shown_resolution_options[num_resolutions] = entry.name;
s_shown_resolution_values[num_resolutions] = entry.value;
num_resolutions++;
break;
}
}
}
#ifndef PCSX2_DEVBUILD
const bool hw_fixes_visible = is_hardware && IsEditingGameSettings(bsi);
#else
const bool hw_fixes_visible = is_hardware;
#endif
BeginMenuButtons();
MenuHeading(FSUI_CSTR("Graphics API"));
DrawStringListSetting(bsi, FSUI_ICONSTR(ICON_FA_PAINTBRUSH, "Graphics API"), FSUI_CSTR("Selects the API used to render the emulated GS."), "EmuCore/GS",
"Renderer", "-1", s_renderer_names, s_renderer_values, std::size(s_renderer_names), true);
MenuHeading(FSUI_CSTR("Display"));
DrawStringListSetting(bsi, FSUI_ICONSTR(ICON_FA_COMPRESS, "Aspect Ratio"), FSUI_CSTR("Selects the aspect ratio to display the game content at."),
"EmuCore/GS", "AspectRatio", "Auto 4:3/3:2", Pcsx2Config::GSOptions::AspectRatioNames, Pcsx2Config::GSOptions::AspectRatioNames, 0,
false);
DrawStringListSetting(bsi, FSUI_ICONSTR(ICON_FA_VIDEO, "FMV Aspect Ratio Override"),
FSUI_CSTR("Selects the aspect ratio for display when a FMV is detected as playing."), "EmuCore/GS", "FMVAspectRatioSwitch",
"Auto 4:3/3:2", Pcsx2Config::GSOptions::FMVAspectRatioSwitchNames, Pcsx2Config::GSOptions::FMVAspectRatioSwitchNames, 0, false);
DrawIntListSetting(bsi, FSUI_ICONSTR(ICON_FA_TV, "Deinterlacing"),
FSUI_CSTR("Selects the algorithm used to convert the PS2's interlaced output to progressive for display."), "EmuCore/GS",
"deinterlace_mode", static_cast<int>(GSInterlaceMode::Automatic), s_deinterlacing_options, std::size(s_deinterlacing_options),
true);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_TV, "Disable Interlace Offset"),
FSUI_CSTR("Disables interlacing offset which may reduce blurring in some situations."), "EmuCore/GS",
"disable_interlace_offset", false);
DrawIntListSetting(bsi, FSUI_ICONSTR(ICON_FA_ARROWS_UP_DOWN_LEFT_RIGHT, "Screenshot Resolution"), FSUI_CSTR("Determines the resolution at which screenshots will be saved."),
"EmuCore/GS", "ScreenshotSize", static_cast<int>(GSScreenshotSize::WindowResolution), s_screenshot_sizes,
std::size(s_screenshot_sizes), true);
DrawIntListSetting(bsi, FSUI_ICONSTR(ICON_FA_PHOTO_FILM, "Screenshot Format"), FSUI_CSTR("Selects the format which will be used to save screenshots."),
"EmuCore/GS", "ScreenshotFormat", static_cast<int>(GSScreenshotFormat::PNG), s_screenshot_formats, std::size(s_screenshot_formats),
true);
DrawIntRangeSetting(bsi, FSUI_ICONSTR(ICON_FA_GAUGE, "Screenshot Quality"), FSUI_CSTR("Selects the quality at which screenshots will be compressed."),
"EmuCore/GS", "ScreenshotQuality", 90, 1, 100, FSUI_CSTR("%d%%"));
DrawIntRangeSetting(bsi, FSUI_ICONSTR(ICON_FA_ARROW_RIGHT_ARROW_LEFT, "Vertical Stretch"), FSUI_CSTR("Increases or decreases the virtual picture size vertically."),
"EmuCore/GS", "StretchY", 100, 10, 300, FSUI_CSTR("%d%%"));
DrawIntRectSetting(bsi, FSUI_ICONSTR(ICON_FA_CROP, "Crop"), FSUI_CSTR("Crops the image, while respecting aspect ratio."), "EmuCore/GS", "CropLeft", 0,
"CropTop", 0, "CropRight", 0, "CropBottom", 0, 0, 720, 1, FSUI_CSTR("%dpx"));
if (!IsEditingGameSettings(bsi))
{
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_TV, "Apply Widescreen Patches"), FSUI_CSTR("Enables loading widescreen patches from pnach files."),
"EmuCore", "EnableWideScreenPatches", false);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_TV, "Apply No-Interlacing Patches"),
FSUI_CSTR("Enables loading no-interlacing patches from pnach files."), "EmuCore", "EnableNoInterlacingPatches", false);
}
DrawIntListSetting(bsi, FSUI_ICONSTR(ICON_FA_TABLE_CELLS, "Bilinear Filtering"), FSUI_CSTR("Smooths out the image when upscaling the console to the screen."),
"EmuCore/GS", "linear_present_mode", static_cast<int>(GSPostBilinearMode::BilinearSharp), s_bilinear_present_options,
std::size(s_bilinear_present_options), true);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_SQUARE_ARROW_UP_RIGHT, "Integer Scaling"),
FSUI_CSTR("Adds padding to the display area to ensure that the ratio between pixels on the host to pixels in the console is an "
"integer number. May result in a sharper image in some 2D games."),
"EmuCore/GS", "IntegerScaling", false);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_SQUARE_UP_RIGHT, "Screen Offsets"), FSUI_CSTR("Enables PCRTC Offsets which position the screen as the game requests."),
"EmuCore/GS", "pcrtc_offsets", false);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_MAXIMIZE, "Show Overscan"),
FSUI_CSTR("Enables the option to show the overscan area on games which draw more than the safe area of the screen."), "EmuCore/GS",
"pcrtc_overscan", false);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_GLASSES, "Anti-Blur"),
FSUI_CSTR("Enables internal Anti-Blur hacks. Less accurate to PS2 rendering but will make a lot of games look less blurry."),
"EmuCore/GS", "pcrtc_antiblur", true);
MenuHeading(FSUI_CSTR("Rendering"));
if (is_hardware)
{
DrawStringListSetting(bsi, FSUI_ICONSTR(ICON_FA_ARROW_UP_RIGHT_FROM_SQUARE, "Internal Resolution"),
FSUI_CSTR("Multiplies the render resolution by the specified factor (upscaling)."), "EmuCore/GS", "upscale_multiplier",
"1", s_shown_resolution_options, s_shown_resolution_values, num_resolutions, true);
DrawIntListSetting(bsi, FSUI_ICONSTR(ICON_FA_TABLE_CELLS_LARGE, "Texture Filtering"),
FSUI_CSTR("Selects where bilinear filtering is utilized when rendering textures."), "EmuCore/GS", "filter",
static_cast<int>(BiFiltering::PS2), s_bilinear_options, std::size(s_bilinear_options), true);
DrawIntListSetting(bsi, FSUI_ICONSTR(ICON_FA_TABLE_CELLS_LARGE, "Trilinear Filtering"),
FSUI_CSTR("Selects where trilinear filtering is utilized when rendering textures."), "EmuCore/GS", "TriFilter",
static_cast<int>(TriFiltering::Automatic), s_trilinear_options, std::size(s_trilinear_options), true, -1);
DrawStringListSetting(bsi, FSUI_ICONSTR(ICON_FA_EYE_LOW_VISION, "Anisotropic Filtering"),
FSUI_CSTR("Selects where anisotropic filtering is utilized when rendering textures."), "EmuCore/GS", "MaxAnisotropy", "0",
s_anisotropic_filtering_entries, s_anisotropic_filtering_values, std::size(s_anisotropic_filtering_entries), true);
DrawIntListSetting(bsi, FSUI_ICONSTR(ICON_FA_DROPLET_SLASH, "Dithering"), FSUI_CSTR("Selects the type of dithering applies when the game requests it."),
"EmuCore/GS", "dithering_ps2", 2, s_dithering_options, std::size(s_dithering_options), true);
DrawIntListSetting(bsi, FSUI_ICONSTR(ICON_FA_SPLOTCH, "Blending Accuracy"),
FSUI_CSTR("Determines the level of accuracy when emulating blend modes not supported by the host graphics API."), "EmuCore/GS",
"accurate_blending_unit", static_cast<int>(AccBlendLevel::Basic), s_blending_options, std::size(s_blending_options), true);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_EYE_DROPPER, "AA1"), FSUI_CSTR("Enables emulation of the GS's edge anti-aliasing (AA1)."),
"EmuCore/GS", "HWAA1", false);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_DROPLET, "Accurate Alpha Test"),
FSUI_CSTR("Enables accurate alpha testing, which some games require to render correctly. This may require more draw calls and result in a speed penalty."),
"EmuCore/GS", "HWAccurateAlphaTest", false);
DrawToggleSetting(
bsi, FSUI_ICONSTR(ICON_FA_BULLSEYE, "Mipmapping"), FSUI_CSTR("Enables emulation of the GS's texture mipmapping."), "EmuCore/GS", "hw_mipmap", true);
if (is_hardware && effective_renderer != GSRendererType::OGL)
{
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_LAYER_GROUP, "Rasterizer Ordered View"),
FSUI_CSTR("Enables Rasterizer Ordered View (ROV), which allows feedback loops to be executed with fewer draw calls. Can improve performance in feedback heavy games "
"with higher accuracy settings."),
"EmuCore/GS", "HWROV", false);
}
}
else
{
DrawIntRangeSetting(bsi, FSUI_ICONSTR(ICON_FA_USERS, "Software Rendering Threads"),
FSUI_CSTR("Number of threads to use in addition to the main GS thread for rasterization."), "EmuCore/GS", "extrathreads", 2, 0,
10);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_TOILET, "Auto Flush"),
FSUI_CSTR("Force a primitive flush when a framebuffer is also an input texture."), "EmuCore/GS", "autoflush_sw", true);
DrawToggleSetting(
bsi, FSUI_ICONSTR(ICON_FA_BULLSEYE, "Mipmapping"), FSUI_CSTR("Enables emulation of the GS's texture mipmapping."), "EmuCore/GS", "mipmap", true);
}
if (hw_fixes_visible)
{
MenuHeading(FSUI_CSTR("Hardware Fixes"));
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_TOOLBOX, "Manual Hardware Renderer Fixes"),
FSUI_CSTR("Disables automatic hardware fixes, allowing you to set fixes manually."), "EmuCore/GS", "UserHacks", false);
const bool manual_hw_fixes = GetEffectiveBoolSetting(bsi, "EmuCore/GS", "UserHacks", false);
if (manual_hw_fixes)
{
static constexpr const char* s_cpu_sprite_render_bw_options[] = {
FSUI_NSTR("0 (Disabled)"),
FSUI_NSTR("1 (64 Max Width)"),
FSUI_NSTR("2 (128 Max Width)"),
FSUI_NSTR("3 (192 Max Width)"),
FSUI_NSTR("4 (256 Max Width)"),
FSUI_NSTR("5 (320 Max Width)"),
FSUI_NSTR("6 (384 Max Width)"),
FSUI_NSTR("7 (448 Max Width)"),
FSUI_NSTR("8 (512 Max Width)"),
FSUI_NSTR("9 (576 Max Width)"),
FSUI_NSTR("10 (640 Max Width)"),
};
static constexpr const char* s_cpu_sprite_render_level_options[] = {
FSUI_NSTR("Sprites Only"),
FSUI_NSTR("Sprites/Triangles"),
FSUI_NSTR("Blended Sprites/Triangles"),
};
static constexpr const char* s_cpu_clut_render_options[] = {
FSUI_NSTR("0 (Disabled)"),
FSUI_NSTR("1 (Normal)"),
FSUI_NSTR("2 (Aggressive)"),
};
static constexpr const char* s_texture_inside_rt_options[] = {
FSUI_NSTR("Disabled"),
FSUI_NSTR("Inside Target"),
FSUI_NSTR("Merge Targets"),
};
static constexpr const char* s_half_pixel_offset_options[] = {
FSUI_NSTR("Off (Default)"),
FSUI_NSTR("Normal (Vertex)"),
FSUI_NSTR("Special (Texture)"),
FSUI_NSTR("Special (Texture - Aggressive)"),
FSUI_NSTR("Align to Native"),
FSUI_NSTR("Align to Native - with Texture Offset"),
};
static constexpr const char* s_native_scaling_options[] = {
FSUI_NSTR("Off (Default)"),
FSUI_NSTR("Normal"),
FSUI_NSTR("Aggressive"),
FSUI_NSTR("Normal (Maintain Upscale)"),
FSUI_NSTR("Aggressive (Maintain Upscale)"),
};
static constexpr const char* s_round_sprite_options[] = {
FSUI_NSTR("Off (Default)"),
FSUI_NSTR("Half"),
FSUI_NSTR("Full"),
};
static constexpr const char* s_bilinear_dirty_options[] = {
FSUI_NSTR("Automatic (Default)"),
FSUI_NSTR("Force Bilinear"),
FSUI_NSTR("Force Nearest"),
};
static constexpr const char* s_auto_flush_options[] = {
FSUI_NSTR("Disabled (Default)"),
FSUI_NSTR("Enabled (Sprites Only)"),
FSUI_NSTR("Enabled (All Primitives)"),
};
static constexpr const char* s_gpu_clut_options[] = {
FSUI_NSTR("Disabled (Default)"),
FSUI_NSTR("Enabled (Exact Match)"),
FSUI_NSTR("Enabled (Check Inside Target)"),
};
static constexpr const char* s_limit_24bit_depth_options[] = {
FSUI_NSTR("Disabled (Default)"),
FSUI_NSTR("Prioritize Upper Bits"),
FSUI_NSTR("Prioritize Lower Bits"),
};
DrawIntListSetting(bsi, FSUI_ICONSTR(ICON_FA_SHAPES, "CPU Sprite Render Size"),
FSUI_CSTR("Uses software renderer to draw texture decompression-like sprites."), "EmuCore/GS",
"UserHacks_CPUSpriteRenderBW", 0, s_cpu_sprite_render_bw_options, std::size(s_cpu_sprite_render_bw_options), true);
DrawIntListSetting(bsi, FSUI_ICONSTR(ICON_FA_SHAPES, "CPU Sprite Render Level"), FSUI_CSTR("Determines filter level for CPU sprite render."),
"EmuCore/GS", "UserHacks_CPUSpriteRenderLevel", 0, s_cpu_sprite_render_level_options,
std::size(s_cpu_sprite_render_level_options), true);
DrawIntListSetting(bsi, FSUI_ICONSTR(ICON_FA_PALETTE, "Software CLUT Render"),
FSUI_CSTR("Uses software renderer to draw texture CLUT points/sprites."), "EmuCore/GS", "UserHacks_CPUCLUTRender", 0,
s_cpu_clut_render_options, std::size(s_cpu_clut_render_options), true);
DrawIntListSetting(bsi, FSUI_ICONSTR(ICON_FA_PALETTE, "GPU Target CLUT"),
FSUI_CSTR("Try to detect when a game is drawing its own color palette and then renders it on the GPU with special handling."), "EmuCore/GS", "UserHacks_GPUTargetCLUTMode",
0, s_gpu_clut_options, std::size(s_gpu_clut_options), true, 0, manual_hw_fixes);
DrawIntSpinBoxSetting(bsi, FSUI_ICONSTR(ICON_FA_FORWARD, "Skip Draw Range Start"), FSUI_CSTR("Object range to skip drawing."), "EmuCore/GS",
"UserHacks_SkipDraw_Start", 0, 0, 5000, 1);
DrawIntSpinBoxSetting(bsi, FSUI_ICONSTR(ICON_FA_FORWARD_STEP, "Skip Draw Range End"), FSUI_CSTR("Object range to skip drawing."), "EmuCore/GS",
"UserHacks_SkipDraw_End", 0, 0, 5000, 1);
DrawIntListSetting(bsi, FSUI_ICONSTR(ICON_FA_BROOM, "Auto Flush"),
FSUI_CSTR("Force a primitive flush when a framebuffer is also an input texture."), "EmuCore/GS", "UserHacks_AutoFlushLevel",
0, s_auto_flush_options, std::size(s_auto_flush_options), true, 0, manual_hw_fixes);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_MICROCHIP, "Framebuffer Conversion"),
FSUI_CSTR("Convert 4-bit and 8-bit framebuffer on the CPU instead of the GPU."), "EmuCore/GS",
"UserHacks_CPU_FB_Conversion", false, manual_hw_fixes);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_BAN, "Disable Depth Conversion"),
FSUI_CSTR("Disable the support of depth buffers in the texture cache."), "EmuCore/GS", "UserHacks_DisableDepthSupport",
false, manual_hw_fixes);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_BAN, "Disable Safe Features"), FSUI_CSTR("This option disables multiple safe features."),
"EmuCore/GS", "UserHacks_Disable_Safe_Features", false, manual_hw_fixes);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_BAN, "Disable Render Fixes"), FSUI_CSTR("This option disables game-specific render fixes."),
"EmuCore/GS", "UserHacks_DisableRenderFixes", false, manual_hw_fixes);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_DOWNLOAD, "Preload Frame Data"),
FSUI_CSTR("Uploads GS data when rendering a new frame to reproduce some effects accurately."), "EmuCore/GS",
"preload_frame_with_gs_data", false, manual_hw_fixes);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_BAN, "Disable Partial Source Invalidation"),
FSUI_CSTR("Removes texture cache entries when there is any intersection, rather than only the intersected areas."),
"EmuCore/GS", "UserHacks_DisablePartialInvalidation", false, manual_hw_fixes);
DrawIntListSetting(bsi, FSUI_ICONSTR(ICON_FA_BOX_OPEN, "Texture Inside RT"),
FSUI_CSTR("Allows the texture cache to reuse as an input texture the inner portion of a previous framebuffer."),
"EmuCore/GS", "UserHacks_TextureInsideRt", 0, s_texture_inside_rt_options, std::size(s_texture_inside_rt_options), true, 0,
manual_hw_fixes);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_DOOR_CLOSED, "Read Targets When Closing"),
FSUI_CSTR("Flushes all targets in the texture cache back to local memory when shutting down."), "EmuCore/GS",
"UserHacks_ReadTCOnClose", false, manual_hw_fixes);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_CROP, "Estimate Texture Region"),
FSUI_CSTR("Attempts to reduce the texture size when games do not set it themselves (e.g. Snowblind games)."), "EmuCore/GS",
"UserHacks_EstimateTextureRegion", false, manual_hw_fixes);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_PALETTE, "GPU Palette Conversion"),
FSUI_CSTR("When enabled GPU converts colormap-textures, otherwise the CPU will. It is a trade-off between GPU and CPU."),
"EmuCore/GS", "paltex", false, manual_hw_fixes);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_LAYER_GROUP, "Draw Buffering"),
FSUI_CSTR("Attempts to reduce draw calls in games which do heavy context switching for blending purposes."),
"EmuCore/GS", "UserHacks_DrawBuffering", false, manual_hw_fixes);
DrawIntListSetting(bsi, FSUI_ICONSTR(ICON_FA_LAYER_GROUP, "Limit Depth to 24 Bits"),
FSUI_CSTR("Truncate 32-bit depth values to 24 bits. Helps games struggling with Z-fighting."), "EmuCore/GS",
"UserHacks_Limit24BitDepth", static_cast<int>(GSLimit24BitDepth::Disabled), s_limit_24bit_depth_options,
std::size(s_limit_24bit_depth_options), true, 0, manual_hw_fixes);
MenuHeading(FSUI_CSTR("Upscaling Fixes"));
DrawIntListSetting(bsi, FSUI_ICONSTR(ICON_FA_ARROWS_UP_DOWN_LEFT_RIGHT, "Half Pixel Offset"), FSUI_CSTR("Adjusts vertices relative to upscaling."), "EmuCore/GS",
"UserHacks_HalfPixelOffset", 0, s_half_pixel_offset_options, std::size(s_half_pixel_offset_options), true);
DrawIntListSetting(bsi, FSUI_ICONSTR(ICON_FA_COMPRESS, "Native Scaling"), FSUI_CSTR("Attempt to do rescaling at native resolution."), "EmuCore/GS",
"UserHacks_native_scaling", 0, s_native_scaling_options, std::size(s_native_scaling_options), true);
DrawIntListSetting(bsi, FSUI_ICONSTR(ICON_FA_CIRCLE, "Round Sprite"), FSUI_CSTR("Adjusts sprite coordinates."), "EmuCore/GS",
"UserHacks_round_sprite_offset", 0, s_round_sprite_options, std::size(s_round_sprite_options), true);
DrawIntListSetting(bsi, FSUI_ICONSTR(ICON_FA_BRUSH, "Bilinear Dirty Upscale"),
FSUI_CSTR("Can smooth out textures due to be bilinear filtered when upscaling. E.g. Brave sun glare."), "EmuCore/GS",
"UserHacks_BilinearHack", static_cast<int>(GSBilinearDirtyMode::Automatic), s_bilinear_dirty_options,
std::size(s_bilinear_dirty_options), true);
DrawIntSpinBoxSetting(bsi, FSUI_ICONSTR(ICON_FA_ARROWS_LEFT_RIGHT, "Texture Offsets X"), FSUI_CSTR("Adjusts target texture offsets."), "EmuCore/GS",
"UserHacks_TCOffsetX", 0, -4096, 4096, 1);
DrawIntSpinBoxSetting(bsi, FSUI_ICONSTR(ICON_FA_ARROWS_UP_DOWN, "Texture Offsets Y"), FSUI_CSTR("Adjusts target texture offsets."), "EmuCore/GS",
"UserHacks_TCOffsetY", 0, -4096, 4096, 1);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_ALIGN_CENTER, "Align Sprite"), FSUI_CSTR("Fixes issues with upscaling (vertical lines) in some games."),
"EmuCore/GS", "UserHacks_align_sprite_X", false, manual_hw_fixes);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_COMPRESS, "Merge Sprite"),
FSUI_CSTR("Replaces multiple post-processing sprites with a larger single sprite."), "EmuCore/GS",
"UserHacks_merge_pp_sprite", false, manual_hw_fixes);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_ALIGN_CENTER, "Force Even Sprite Position"),
FSUI_CSTR("Lowers the GS precision to avoid gaps between pixels when upscaling. Fixes the text on Wild Arms games."),
"EmuCore/GS", "UserHacks_ForceEvenSpritePosition", false, manual_hw_fixes);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_PALETTE, "Unscaled Palette Texture Draws"),
FSUI_CSTR("Can fix some broken effects which rely on pixel perfect precision."), "EmuCore/GS",
"UserHacks_NativePaletteDraw", false, manual_hw_fixes);
}
}
if (is_hardware)
{
const bool dumping_active = GetEffectiveBoolSetting(bsi, "EmuCore/GS", "DumpReplaceableTextures", false);
const bool replacement_active = GetEffectiveBoolSetting(bsi, "EmuCore/GS", "LoadTextureReplacements", false);
MenuHeading(FSUI_CSTR("Texture Replacement"));
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_IMAGES, "Load Textures"), FSUI_CSTR("Loads replacement textures where available and user-provided."),
"EmuCore/GS", "LoadTextureReplacements", false);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_SPINNER, "Asynchronous Texture Loading"),
FSUI_CSTR("Loads replacement textures on a worker thread, reducing microstutter when replacements are enabled."), "EmuCore/GS",
"LoadTextureReplacementsAsync", true, replacement_active);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_DATABASE, "Precache Textures"),
FSUI_CSTR("Preloads all replacement textures to memory. Not necessary with asynchronous loading."), "EmuCore/GS",
"PrecacheTextureReplacements", false, replacement_active);
if (!IsEditingGameSettings(bsi))
{
DrawFolderSetting(bsi, FSUI_ICONSTR(ICON_FA_FOLDER_OPEN, "Search Directory"), FSUI_CSTR("Folders"), "Textures", EmuFolders::Textures);
}
MenuHeading(FSUI_CSTR("Texture Dumping"));
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_DOWNLOAD, "Dump Textures"), FSUI_CSTR("Dumps replaceable textures to disk. Will reduce performance."),
"EmuCore/GS", "DumpReplaceableTextures", false);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_IMAGES, "Dump Mipmaps"), FSUI_CSTR("Includes mipmaps when dumping textures."), "EmuCore/GS",
"DumpReplaceableMipmaps", false, dumping_active);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_VIDEO, "Dump FMV Textures"),
FSUI_CSTR("Allows texture dumping when FMVs are active. You should not enable this."), "EmuCore/GS",
"DumpTexturesWithFMVActive", false, dumping_active);
}
MenuHeading(FSUI_CSTR("Post-Processing"));
{
static constexpr const char* s_cas_options[] = {
FSUI_NSTR("None (Default)"),
FSUI_NSTR("Sharpen Only (Internal Resolution)"),
FSUI_NSTR("Sharpen and Resize (Display Resolution)"),
};
const bool cas_active = (GetEffectiveIntSetting(bsi, "EmuCore/GS", "CASMode", 0) != static_cast<int>(GSCASMode::Disabled));
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_EYE, "FXAA"), FSUI_CSTR("Enables FXAA post-processing shader."), "EmuCore/GS", "fxaa", false);
DrawIntListSetting(bsi, FSUI_ICONSTR(ICON_FA_SUN, "Contrast Adaptive Sharpening"), FSUI_CSTR("Enables FidelityFX Contrast Adaptive Sharpening."),
"EmuCore/GS", "CASMode", static_cast<int>(GSCASMode::Disabled), s_cas_options, std::size(s_cas_options), true);
DrawIntSpinBoxSetting(bsi, FSUI_ICONSTR(ICON_FA_PENCIL, "Sharpness"),
FSUI_CSTR("Determines the intensity the sharpening effect in CAS post-processing."), "EmuCore/GS", "CASSharpness", 50, 0, 100,
1, FSUI_CSTR("%d%%"), cas_active);
}
MenuHeading(FSUI_CSTR("Filters"));
{
const bool shadeboost_active = GetEffectiveBoolSetting(bsi, "EmuCore/GS", "ShadeBoost", false);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_GEM, "Shade Boost"), FSUI_CSTR("Enables brightness/contrast/gamma/saturation adjustment."), "EmuCore/GS",
"ShadeBoost", false);
DrawIntRangeSetting(bsi, FSUI_ICONSTR(ICON_FA_SUN, "Brightness"), FSUI_CSTR("Adjusts brightness. 50 is normal."), "EmuCore/GS",
"ShadeBoost_Brightness", 50, 1, 100, "%d", shadeboost_active);
DrawIntRangeSetting(bsi, FSUI_ICONSTR(ICON_FA_LIGHTBULB, "Contrast"), FSUI_CSTR("Adjusts contrast. 50 is normal."), "EmuCore/GS",
"ShadeBoost_Contrast", 50, 1, 100, "%d", shadeboost_active);
DrawIntRangeSetting(bsi, FSUI_ICONSTR(ICON_FA_DROPLET_SLASH, "Gamma"), FSUI_CSTR("Adjusts gamma. 50 is normal."), "EmuCore/GS",
"ShadeBoost_Gamma", 50, 1, 100, "%d", shadeboost_active);
DrawIntRangeSetting(bsi, FSUI_ICONSTR(ICON_FA_DROPLET, "Saturation"), FSUI_CSTR("Adjusts saturation. 50 is normal."), "EmuCore/GS",
"ShadeBoost_Saturation", 50, 1, 100, "%d", shadeboost_active);
static constexpr const char* s_tv_shaders[] = {
FSUI_NSTR("None (Default)"),
FSUI_NSTR("Scanline Filter"),
FSUI_NSTR("Diagonal Filter"),
FSUI_NSTR("Triangular Filter"),
FSUI_NSTR("Wave Filter"),
FSUI_NSTR("Lottes CRT"),
FSUI_NSTR("4xRGSS"),
FSUI_NSTR("NxAGSS"),
};
DrawIntListSetting(bsi, FSUI_ICONSTR(ICON_FA_TV, "TV Shader"), FSUI_CSTR("Applies a shader which replicates the visual effects of different styles of television set."), "EmuCore/GS", "TVShader", 0,
s_tv_shaders, std::size(s_tv_shaders), true);
}
static constexpr const char* s_gsdump_compression[] = {
FSUI_NSTR("Uncompressed"),
FSUI_NSTR("LZMA (xz)"),
FSUI_NSTR("Zstandard (zst)"),
};
if (show_advanced_settings)
{
MenuHeading(FSUI_CSTR("Advanced"));
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_FORWARD, "Skip Presenting Duplicate Frames"),
FSUI_CSTR("Skips displaying frames that don't change in 25/30fps games. Can improve speed, but increase input lag/make frame pacing "
"worse."),
"EmuCore/GS", "SkipDuplicateFrames", true);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_ENVELOPE, "Disable Mailbox Presentation"),
FSUI_CSTR("Forces the use of FIFO over Mailbox presentation, i.e. double buffering instead of triple buffering. "
"Usually results in worse frame pacing."),
"EmuCore/GS", "DisableMailboxPresentation", false);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_CLONE, "Use Blit Swap Chain"),
FSUI_CSTR("Uses a blit presentation model instead of flipping when using the Direct3D 11 "
"graphics API. This usually results in slower performance, but may be required for some "
"streaming applications, or to uncap framerates on some systems."),
"EmuCore/GS", "UseBlitSwapChain", false, renderer == GSRendererType::DX11);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_ARROW_UP_RIGHT_FROM_SQUARE, "Extended Upscaling Multipliers"),
FSUI_CSTR("Displays additional, very high upscaling multipliers dependent on GPU and driver capability."),
"EmuCore/GS", "ExtendedUpscalingMultipliers", false, supports_extended_upscales);
if (IsEditingGameSettings(bsi))
{
DrawIntListSetting(bsi, FSUI_ICONSTR(ICON_FA_MICROCHIP, "Hardware Download Mode"), FSUI_CSTR("Changes synchronization behavior for GS downloads."),
"EmuCore/GS", "HWDownloadMode", static_cast<int>(GSHardwareDownloadMode::Enabled), s_hw_download, std::size(s_hw_download),
true);
}
static constexpr const char* s_back_thread_modes[] = {
FSUI_NSTR("Disabled (Default)"),
FSUI_NSTR("Inline Records (Debug)"),
FSUI_NSTR("Lockstep (Debug)"),
FSUI_NSTR("Pipelined (Second GS Thread)"),
};
DrawIntListSetting(bsi, FSUI_ICONSTR(ICON_FA_MICROCHIP, "GS Back Thread"),
FSUI_CSTR("Pipelined splits GS emulation across two threads on multi-core systems. The debug modes are much slower — do not use them for play."),
"EmuCore/GS", "GSBackThreadMode", static_cast<int>(GSBackThreadMode::Off), s_back_thread_modes, std::size(s_back_thread_modes), true);
#if !defined(__APPLE__)
DrawIntListSetting(bsi, FSUI_ICONSTR(ICON_FA_EXPAND, "Allow Exclusive Fullscreen"),
FSUI_CSTR("Overrides the driver's heuristics for enabling exclusive fullscreen, or direct flip/scanout."), "EmuCore/GS",
"ExclusiveFullscreenControl", -1, s_generic_options, std::size(s_generic_options), true, -1,
(renderer == GSRendererType::Auto || renderer == GSRendererType::VK));
#endif
DrawIntListSetting(bsi, FSUI_ICONSTR(ICON_FA_SHIELD_HALVED, "Override Texture Barriers"),
FSUI_CSTR("Forces texture barrier functionality to the specified value."), "EmuCore/GS", "OverrideTextureBarriers", -1,
s_generic_options, std::size(s_generic_options), true, -1);
DrawIntListSetting(bsi, FSUI_ICONSTR(ICON_FA_FILE_ZIPPER, "GS Dump Compression"), FSUI_CSTR("Sets the compression algorithm for GS dumps."), "EmuCore/GS",
"GSDumpCompression", static_cast<int>(GSDumpCompressionMethod::LZMA), s_gsdump_compression, std::size(s_gsdump_compression), true);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_BAN, "Disable Framebuffer Fetch"),
FSUI_CSTR("Prevents the usage of framebuffer fetch when supported by host GPU."), "EmuCore/GS", "DisableFramebufferFetch", false);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_LAYER_GROUP, "Coalesce Render Passes"),
FSUI_CSTR("Groups consecutive draws to the same target into one render pass. Helps on tiling GPUs, where every "
"pass boundary costs a full tile load and store. Rendering is unchanged."),
"EmuCore/GS", "CoalesceRenderPasses", false);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_BAN, "Disable Shader Cache"), FSUI_CSTR("Prevents the loading and saving of shaders/pipelines to disk."),
"EmuCore/GS", "DisableShaderCache", false);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_BAN, "Disable Vertex Shader Expand"), FSUI_CSTR("Falls back to the CPU for expanding sprites/lines."),
"EmuCore/GS", "DisableVertexShaderExpand", false);
#if !defined(__APPLE__)
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_ROAD_BARRIER, "ROV Barriers Vulkan"),
FSUI_CSTR("Forces extra barriers when using ROV with Vulkan to fix graphical issues present in some games and hardware configurations."),
"EmuCore/GS", "HWROVBarriersVK", false);
#endif
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_MICROCHIP, "Spin CPU During Readbacks"),
FSUI_CSTR("Does useless work on the CPU during readbacks to prevent it from going into powersave modes. "
"May improve performance during readbacks but with a significant increase in power usage."),
"EmuCore/GS", "HWSpinCPUForReadbacks", false);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_MICROCHIP, "Spin GPU During Readbacks"),
FSUI_CSTR("Submits useless work to the GPU during readbacks to prevent it from going into powersave modes. "
"May improve performance during readbacks but with a significant increase in power usage."),
"EmuCore/GS", "HWSpinGPUForReadbacks", false);
DrawIntListSetting(bsi, FSUI_ICONSTR(ICON_FA_DOWNLOAD, "Texture Preloading"),
FSUI_CSTR(
"Uploads full textures to the GPU on use, rather than only the utilized regions. Can improve performance in some games."),
"EmuCore/GS", "texture_preloading", static_cast<int>(TexturePreloadingLevel::Off), s_preloading_options,
std::size(s_preloading_options), true);
DrawFloatRangeSetting(bsi, FSUI_ICONSTR(ICON_FA_TV, "NTSC Frame Rate"), FSUI_CSTR("Determines what frame rate NTSC games run at."),
"EmuCore/GS", "FrameRateNTSC", 59.94f, 10.0f, 300.0f, "%.2f Hz");
DrawFloatRangeSetting(bsi, FSUI_ICONSTR(ICON_FA_TV, "PAL Frame Rate"), FSUI_CSTR("Determines what frame rate PAL games run at."),
"EmuCore/GS", "FrameRatePAL", 50.0f, 10.0f, 300.0f, "%.2f Hz");
}
EndMenuButtons();
}
void FullscreenUI::DrawOSDSettingsPage()
{
SettingsInterface* bsi = GetEditingSettingsInterface();
BeginMenuButtons();
MenuHeading(FSUI_CSTR("On-Screen Display"));
DrawIntSpinBoxSetting(bsi, FSUI_ICONSTR(ICON_FA_MAGNIFYING_GLASS, "OSD Scale"),
FSUI_CSTR("Determines how large the on-screen messages and monitors are."), "EmuCore/GS", "OsdScale", 100, 25, 500, 1, FSUI_CSTR("%d%%"));
DrawIntSpinBoxSetting(bsi, FSUI_ICONSTR(ICON_FA_BORDER_ALL, "OSD Margin"),
FSUI_CSTR("Determines the distance in pixels from the edges of the screen for OSD elements."), "EmuCore/GS", "OsdMargin", 10, 0, 100, 1, FSUI_CSTR("%dpx"));
// OSD Positioning Options
static constexpr const char* s_osd_position_options[] = {
FSUI_NSTR("None"),
FSUI_NSTR("Top Left"),
FSUI_NSTR("Top Center"),
FSUI_NSTR("Top Right"),
FSUI_NSTR("Center Left"),
FSUI_NSTR("Center"),
FSUI_NSTR("Center Right"),
FSUI_NSTR("Bottom Left"),
FSUI_NSTR("Bottom Center"),
FSUI_NSTR("Bottom Right"),
};
static constexpr const char* s_osd_position_values[] = {
"0", "1", "2", "3", "4", "5", "6", "7", "8", "9"};
DrawStringListSetting(bsi, FSUI_ICONSTR(ICON_FA_COMMENT, "OSD Messages Position"),
FSUI_CSTR("Determines where on-screen display messages are positioned."), "EmuCore/GS", "OsdMessagesPos", "1",
s_osd_position_options, s_osd_position_values, std::size(s_osd_position_options), true);
DrawStringListSetting(bsi, FSUI_ICONSTR(ICON_FA_CHART_BAR, "OSD Performance Position"),
FSUI_CSTR("Determines where performance statistics are positioned."), "EmuCore/GS", "OsdPerformancePos", "3",
s_osd_position_options, s_osd_position_values, std::size(s_osd_position_options), true);
{
const bool game_settings = IsEditingGameSettings(bsi);
const std::optional<SmallString> osd_font_value(bsi->GetOptionalSmallStringValue(
"EmuCore/GS", "OsdFontPath", game_settings ? std::nullopt : std::optional<const char*>("")));
const std::string osd_font_summary_str =
(osd_font_value.has_value() && !osd_font_value->empty()) ?
std::string(osd_font_value->c_str()) :
EmuFolders::GetOverridableResourcePath("fonts" FS_OSPATH_SEPARATOR_STR "RobotoMono-Medium.ttf");
const char* osd_font_summary = osd_font_summary_str.c_str();
if (MenuButton(FSUI_ICONSTR(ICON_FA_FONT, "OSD Font File"), osd_font_summary))
{
auto callback = [game_settings = IsEditingGameSettings(bsi)](const std::string& path) {
auto lock = Host::GetSettingsLock();
SettingsInterface* ebsi = GetEditingSettingsInterface(game_settings);
if (!path.empty())
ebsi->SetStringValue("EmuCore/GS", "OsdFontPath", path.c_str());
SetSettingsChanged(ebsi);
CloseFileSelector();
};
std::string initial_path;
if (osd_font_value.has_value() && !osd_font_value->empty())
initial_path = Path::GetDirectory(osd_font_value.value());
OpenFileSelector(FSUI_CSTR("Select OSD Font"), false, std::move(callback),
{"*.ttf", "*.ttc", "*.otf", "*.otc"}, std::move(initial_path));
}
if (osd_font_value.has_value() && !osd_font_value->empty())
{
if (MenuButton(FSUI_ICONSTR(ICON_FA_XMARK, "Clear OSD Font Override"), FSUI_CSTR("Use default bundled font")))
{
SettingsInterface* ebsi = bsi;
ebsi->DeleteValue("EmuCore/GS", "OsdFontPath");
SetSettingsChanged(ebsi);
}
}
}
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_BOLD, "Bold OSD Text"),
FSUI_CSTR("Draws OSD text with heavier weight for improved readability."),
"EmuCore/GS", "OsdBoldText", true);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_CODE_MERGE, "Show ARMSX2 Version"),
FSUI_CSTR("Shows the current ARMSX2 version."), "EmuCore/GS",
"OsdShowVersion", false);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_GAUGE_SIMPLE_HIGH, "Show Speed Percentages"),
FSUI_CSTR("Shows the current emulation speed of the system as a percentage."), "EmuCore/GS",
"OsdShowSpeed", false);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_FILM, "Show FPS"),
FSUI_CSTR("Shows the number of internal video frames displayed per second by the system."),
"EmuCore/GS", "OsdShowFPS", false);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_CLAPPERBOARD, "Show VPS"),
FSUI_CSTR("Shows the number of Vsyncs performed per second by the system."), "EmuCore/GS", "OsdShowVPS", false);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_PF_MONITOR_CODE, "Show Resolution"),
FSUI_CSTR("Shows the internal resolution of the game."), "EmuCore/GS", "OsdShowResolution", false);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_COMPUTER, "Show Hardware Info"),
FSUI_CSTR("Shows the current system CPU and GPU information."), "EmuCore/GS", "OsdShowHardwareInfo", false);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_CHART_PIE, "Show GS Statistics"),
FSUI_CSTR("Shows statistics about the emulated GS such as primitives and draw calls."),
"EmuCore/GS", "OsdShowGSStats", false);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_PF_MICROCHIP_ALT, "Show CPU Usage"),
FSUI_CSTR("Shows the host's CPU utilization based on threads."), "EmuCore/GS", "OsdShowCPU", false);
// TODO: Change this to a GPU icon when FA gets one or PromptFont fixes their codepoints.
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_IMAGE, "Show GPU Usage"),
FSUI_CSTR("Shows the host's GPU utilization."), "EmuCore/GS", "OsdShowGPU", false);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_PLAY, "Show Status Indicators"),
FSUI_CSTR("Shows indicators when fast forwarding, pausing, and other abnormal states are active."), "EmuCore/GS",
"OsdShowIndicators", true);
#ifdef _WIN32
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_BUG, "Show GPU Debug Info"),
FSUI_CSTR("Shows debug information about the renderer."), "EmuCore/GS", "OsdShowGPUDebug", false);
#endif
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_IMAGE, "Show GPU Pipeline Statistics"),
FSUI_CSTR("Shows the host's GPU pipeline statistics."), "EmuCore/GS", "OsdShowGPUStats", false);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_PF_HEARTBEAT_ALT, "Show Frame Times"),
FSUI_CSTR("Shows a visual history of frame times."), "EmuCore/GS", "OsdShowFrameTimes", false);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_SLIDERS, "Show Settings"),
FSUI_CSTR("Shows the current configuration in the bottom-right corner of the display."),
"EmuCore/GS", "OsdShowSettings", false);
bool show_settings = (bsi->GetBoolValue("EmuCore/GS", "OsdShowSettings", false) == false);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_HAMMER, "Show Patches"),
FSUI_CSTR("Shows the amount of currently active patches/cheats on the bottom-right corner of the display."), "EmuCore/GS",
"OsdshowPatches", false, !show_settings);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_PF_GAMEPAD_ALT, "Show Inputs"),
FSUI_CSTR("Shows the current controller state of the system in the bottom-left corner of the display."), "EmuCore/GS",
"OsdShowInputs", false);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_VIDEO, "Show Video Capture Status"),
FSUI_CSTR("Shows the status of the currently active video capture."), "EmuCore/GS",
"OsdShowVideoCapture", true);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_KEYBOARD, "Show Input Recording Status"),
FSUI_CSTR("Shows the status of the currently active input recording."), "EmuCore/GS",
"OsdShowInputRec", true);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_IMAGES, "Show Texture Replacement Status"),
FSUI_CSTR("Shows the number of dumped and loaded texture replacements on the OSD."), "EmuCore/GS",
"OsdShowTextureReplacements", true);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_TRIANGLE_EXCLAMATION, "Warn About Unsafe Settings"),
FSUI_CSTR("Displays warnings when settings are enabled which may break games."), "EmuCore", "WarnAboutUnsafeSettings", true);
EndMenuButtons();
}
void FullscreenUI::DrawAudioSettingsPage()
{
SettingsInterface* bsi = GetEditingSettingsInterface();
BeginMenuButtons();
MenuHeading(FSUI_CSTR("Audio Control"));
DrawIntRangeSetting(bsi, FSUI_ICONSTR(ICON_FA_VOLUME_HIGH, "Standard Volume"),
FSUI_CSTR("Controls the volume of the audio played on the host at normal speed."), "SPU2/Output", "StandardVolume", 100,
0, 200, "%d%%");
DrawIntRangeSetting(bsi, FSUI_ICONSTR(ICON_FA_FORWARD_FAST, "Fast Forward Volume"),
FSUI_CSTR("Controls the volume of the audio played on the host when fast forwarding."), "SPU2/Output",
"FastForwardVolume", 100, 0, 200, "%d%%");
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_VOLUME_XMARK, "Mute All Sound"),
FSUI_CSTR("Prevents the emulator from producing any audible sound."), "SPU2/Output", "OutputMuted",
false);
MenuHeading(FSUI_CSTR("Backend Settings"));
DrawEnumSetting(
bsi, FSUI_ICONSTR(ICON_FA_VOLUME_OFF, "Backend"),
FSUI_CSTR("Determines how audio frames produced by the emulator are submitted to the host."), "SPU2/Output",
"Backend", Pcsx2Config::SPU2Options::DEFAULT_BACKEND, &AudioStream::ParseBackendName, &AudioStream::GetBackendName,
&AudioStream::GetBackendDisplayName, AudioBackend::Count);
DrawEnumSetting(bsi, FSUI_ICONSTR(ICON_PF_SPEAKER_ALT, "Expansion Mode"),
FSUI_CSTR("Determines how audio is expanded from stereo to surround for supported games."), "SPU2/Output",
"ExpansionMode", AudioStreamParameters::DEFAULT_EXPANSION_MODE, &AudioStream::ParseExpansionMode,
&AudioStream::GetExpansionModeName, &AudioStream::GetExpansionModeDisplayName,
AudioExpansionMode::Count);
DrawEnumSetting(bsi, FSUI_ICONSTR(ICON_FA_ARROWS_SPIN, "Synchronization"),
FSUI_CSTR("Changes when SPU samples are generated relative to system emulation."),
"SPU2/Output", "SyncMode", Pcsx2Config::SPU2Options::DEFAULT_SYNC_MODE,
&Pcsx2Config::SPU2Options::ParseSyncMode, &Pcsx2Config::SPU2Options::GetSyncModeName,
&Pcsx2Config::SPU2Options::GetSyncModeDisplayName, Pcsx2Config::SPU2Options::SPU2SyncMode::Count);
DrawIntRangeSetting(bsi, FSUI_ICONSTR(ICON_FA_BUCKET, "Buffer Size"),
FSUI_CSTR("Determines the amount of audio buffered before being pulled by the host API."),
"SPU2/Output", "BufferMS", AudioStreamParameters::DEFAULT_BUFFER_MS, 10, 500, FSUI_CSTR("%d ms"));
if (!GetEffectiveBoolSetting(bsi, "Audio", "OutputLatencyMinimal", AudioStreamParameters::DEFAULT_OUTPUT_LATENCY_MINIMAL))
{
DrawIntRangeSetting(
bsi, FSUI_ICONSTR(ICON_FA_STOPWATCH_20, "Output Latency"),
FSUI_CSTR("Determines how much latency there is between the audio being picked up by the host API, and "
"played through speakers."),
"SPU2/Output", "OutputLatencyMS", AudioStreamParameters::DEFAULT_OUTPUT_LATENCY_MS, 1, 500, FSUI_CSTR("%d ms"));
}
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_STOPWATCH, "Minimal Output Latency"),
FSUI_CSTR("When enabled, the minimum supported output latency will be used for the host API."),
"SPU2/Output", "OutputLatencyMinimal", AudioStreamParameters::DEFAULT_OUTPUT_LATENCY_MINIMAL);
EndMenuButtons();
}
void FullscreenUI::DrawMemoryCardSettingsPage()
{
BeginMenuButtons();
SettingsInterface* bsi = GetEditingSettingsInterface();
MenuHeading(FSUI_CSTR("Settings and Operations"));
if (MenuButton(FSUI_ICONSTR(ICON_FA_FILE_CIRCLE_PLUS, "Create Memory Card"), FSUI_CSTR("Creates a new memory card file or folder.")))
OpenMemoryCardCreateDialog();
DrawFolderSetting(bsi, FSUI_ICONSTR(ICON_FA_FOLDER_OPEN, "Memory Card Directory"), "Folders", "MemoryCards", EmuFolders::MemoryCards);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_MAGNIFYING_GLASS, "Folder Memory Card Filter"),
FSUI_CSTR("Simulates a larger memory card by filtering saves only to the current game."), "EmuCore", "McdFolderAutoManage", true);
if (MenuButton(FSUI_ICONSTR(ICON_FA_ARROWS_ROTATE, "Swap Memory Cards"), FSUI_CSTR("Swaps the selected memory cards in Slot 1 and Slot 2.")))
{
SettingsInterface* ebsi = GetEditingSettingsInterface();
std::string card1;
if (!ebsi->GetStringValue("MemoryCards", "Slot1_Filename", &card1))
card1 = Host::GetBaseStringSettingValue("MemoryCards", "Slot1_Filename", FileMcd_GetDefaultName(0).c_str());
std::string card2;
if (!ebsi->GetStringValue("MemoryCards", "Slot2_Filename", &card2))
card2 = Host::GetBaseStringSettingValue("MemoryCards", "Slot2_Filename", FileMcd_GetDefaultName(1).c_str());
if (card1.empty() || card2.empty())
{
ShowToast(ICON_FA_TRIANGLE_EXCLAMATION, FSUI_STR("Both slots must have a card selected to swap."));
}
else
{
ebsi->SetStringValue("MemoryCards", "Slot1_Filename", card2.c_str());
ebsi->SetStringValue("MemoryCards", "Slot2_Filename", card1.c_str());
SetSettingsChanged(ebsi);
ShowToast(ICON_FA_ARROWS_ROTATE, FSUI_STR("Swapped Slot 1 and Slot 2 memory cards."));
}
}
for (u32 port = 0; port < NUM_MEMORY_CARD_PORTS; port++)
{
SmallString str;
str.format(FSUI_FSTR("Slot {}"), port + 1);
MenuHeading(str.c_str());
std::string enable_key(fmt::format("Slot{}_Enable", port + 1));
std::string file_key(fmt::format("Slot{}_Filename", port + 1));
DrawToggleSetting(bsi,
SmallString::from_format(fmt::runtime(FSUI_ICONSTR_S(ICON_PF_MEMORY_CARD, "Memory Card Enabled", "##card_enabled_{}")), port),
FSUI_CSTR("If not set, this card will be considered unplugged."), "MemoryCards", enable_key.c_str(), true);
const bool enabled = GetEffectiveBoolSetting(bsi, "MemoryCards", enable_key.c_str(), true);
const std::optional<SmallString> value = bsi->GetOptionalSmallStringValue("MemoryCards", file_key.c_str(),
IsEditingGameSettings(bsi) ? std::nullopt : std::optional<const char*>(FileMcd_GetDefaultName(port).c_str()));
if (MenuButtonWithValue(SmallString::from_format(fmt::runtime(FSUI_ICONSTR_S(ICON_FA_FILE, "Card Name", "##card_name_{}")), port),
FSUI_CSTR("The selected memory card image will be used for this slot."),
value.has_value() ? value->c_str() : FSUI_CSTR("Use Global Setting"), enabled))
{
ImGuiFullscreen::ChoiceDialogOptions options;
std::vector<std::string> names;
if (IsEditingGameSettings(bsi))
options.emplace_back(FSUI_STR("Use Global Setting"), !value.has_value());
if (value.has_value() && !value->empty())
{
options.emplace_back(fmt::format(FSUI_FSTR("{} (Current)"), value.value()), true);
names.emplace_back(value->view());
}
for (AvailableMcdInfo& mci : FileMcd_GetAvailableCards(IsEditingGameSettings(bsi)))
{
if (mci.type == MemoryCardType::Folder)
{
options.emplace_back(fmt::format(FSUI_FSTR("{} (Folder)"), mci.name), false);
}
else
{
static constexpr const char* file_type_names[] = {
FSUI_NSTR("Unknown"),
FSUI_NSTR("PS2 (8MB)"),
FSUI_NSTR("PS2 (16MB)"),
FSUI_NSTR("PS2 (32MB)"),
FSUI_NSTR("PS2 (64MB)"),
FSUI_NSTR("PS1"),
};
options.emplace_back(fmt::format("{} ({})", mci.name,
Host::TranslateToStringView(TR_CONTEXT, file_type_names[static_cast<u32>(mci.file_type)])),
false);
}
names.push_back(std::move(mci.name));
}
OpenChoiceDialog(str.c_str(), false, std::move(options),
[game_settings = IsEditingGameSettings(bsi), names = std::move(names), file_key = std::move(file_key)](
s32 index, const std::string& title, bool checked) {
if (index < 0)
return;
auto lock = Host::GetSettingsLock();
SettingsInterface* bsi = GetEditingSettingsInterface(game_settings);
if (game_settings && index == 0)
{
bsi->DeleteValue("MemoryCards", file_key.c_str());
}
else
{
if (game_settings)
index--;
bsi->SetStringValue("MemoryCards", file_key.c_str(), names[index].c_str());
}
SetSettingsChanged(bsi);
CloseChoiceDialog();
});
}
if (MenuButton(SmallString::from_format(fmt::runtime(FSUI_ICONSTR_S(ICON_FA_EJECT, "Eject Card", "##eject_card_{}")), port),
FSUI_CSTR("Removes the current card from the slot."), enabled))
{
bsi->SetStringValue("MemoryCards", file_key.c_str(), "");
SetSettingsChanged(bsi);
}
}
EndMenuButtons();
}
void FullscreenUI::DrawNetworkHDDSettingsPage()
{
static constexpr const char* dns_options[] = {
FSUI_NSTR("Manual"),
FSUI_NSTR("Auto"),
FSUI_NSTR("Internal"),
};
static constexpr const char* dns_values[] = {
"Manual",
"Auto",
"Internal",
};
SettingsInterface* bsi = GetEditingSettingsInterface();
BeginMenuButtons();
MenuHeading(FSUI_CSTR("Network Adapter"));
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_NETWORK_WIRED, "Enable Network Adapter"),
FSUI_CSTR("Enables the network adapter for online functionality and LAN play."), "DEV9/Eth", "EthEnable", false);
const bool network_enabled = GetEffectiveBoolSetting(bsi, "DEV9/Eth", "EthEnable", false);
const std::string current_api = bsi->GetStringValue("DEV9/Eth", "EthApi", "Unset");
static std::vector<std::vector<AdapterEntry>> adapter_lists;
static std::vector<Pcsx2Config::DEV9Options::NetApi> api_types;
static std::vector<std::string> api_display_names;
static bool adapters_loaded = false;
if (!adapters_loaded && network_enabled)
{
adapter_lists.clear();
api_types.clear();
api_display_names.clear();
adapter_lists.emplace_back();
api_types.emplace_back(Pcsx2Config::DEV9Options::NetApi::Unset);
api_display_names.emplace_back("Unset");
std::vector<AdapterEntry> pcap_adapters = PCAPAdapter::GetAdapters();
if (!pcap_adapters.empty())
{
std::vector<AdapterEntry> pcap_bridged_adapters;
std::vector<AdapterEntry> pcap_switched_adapters;
std::set<std::string> seen_bridged_guids;
std::set<std::string> seen_switched_guids;
for (const auto& adapter : pcap_adapters)
{
if (adapter.type == Pcsx2Config::DEV9Options::NetApi::PCAP_Bridged)
{
if (seen_bridged_guids.find(adapter.guid) == seen_bridged_guids.end())
{
seen_bridged_guids.insert(adapter.guid);
pcap_bridged_adapters.push_back(adapter);
}
}
else if (adapter.type == Pcsx2Config::DEV9Options::NetApi::PCAP_Switched)
{
if (seen_switched_guids.find(adapter.guid) == seen_switched_guids.end())
{
seen_switched_guids.insert(adapter.guid);
pcap_switched_adapters.push_back(adapter);
}
}
}
// Sort adapters alphabetically by name
std::sort(pcap_bridged_adapters.begin(), pcap_bridged_adapters.end(),
[](const AdapterEntry& a, const AdapterEntry& b) { return a.name < b.name; });
std::sort(pcap_switched_adapters.begin(), pcap_switched_adapters.end(),
[](const AdapterEntry& a, const AdapterEntry& b) { return a.name < b.name; });
if (!pcap_bridged_adapters.empty())
{
adapter_lists.emplace_back(pcap_bridged_adapters);
api_types.emplace_back(Pcsx2Config::DEV9Options::NetApi::PCAP_Bridged);
api_display_names.emplace_back("PCAP Bridged");
}
if (!pcap_switched_adapters.empty())
{
adapter_lists.emplace_back(pcap_switched_adapters);
api_types.emplace_back(Pcsx2Config::DEV9Options::NetApi::PCAP_Switched);
api_display_names.emplace_back("PCAP Switched");
}
}
#ifdef _WIN32
std::vector<AdapterEntry> tap_adapters = TAPAdapter::GetAdapters();
if (!tap_adapters.empty())
{
// Sort adapters alphabetically by name
std::sort(tap_adapters.begin(), tap_adapters.end(),
[](const AdapterEntry& a, const AdapterEntry& b) { return a.name < b.name; });
adapter_lists.emplace_back(tap_adapters);
api_types.emplace_back(Pcsx2Config::DEV9Options::NetApi::TAP);
api_display_names.emplace_back("TAP");
}
#endif
std::vector<AdapterEntry> socket_adapters = SocketAdapter::GetAdapters();
if (!socket_adapters.empty())
{
// Sort adapters alphabetically by name
std::sort(socket_adapters.begin(), socket_adapters.end(),
[](const AdapterEntry& a, const AdapterEntry& b) { return a.name < b.name; });
adapter_lists.emplace_back(socket_adapters);
api_types.emplace_back(Pcsx2Config::DEV9Options::NetApi::Sockets);
api_display_names.emplace_back("Sockets");
}
adapters_loaded = true;
}
size_t current_api_index = 0;
for (size_t i = 0; i < api_types.size(); i++)
{
if (current_api == Pcsx2Config::DEV9Options::NetApiNames[static_cast<int>(api_types[i])])
{
current_api_index = i;
break;
}
}
if (MenuButtonWithValue(FSUI_ICONSTR(ICON_FA_PLUG, "Ethernet Device Type"),
FSUI_CSTR("Determines the simulated Ethernet adapter type."),
current_api_index < api_display_names.size() ? api_display_names[current_api_index].c_str() : "Unset",
network_enabled))
{
ImGuiFullscreen::ChoiceDialogOptions options;
for (size_t i = 0; i < api_display_names.size(); i++)
{
options.emplace_back(api_display_names[i], i == current_api_index);
}
std::vector<Pcsx2Config::DEV9Options::NetApi> current_api_types = api_types;
std::vector<std::vector<AdapterEntry>> current_adapter_lists = adapter_lists;
OpenChoiceDialog(FSUI_ICONSTR(ICON_FA_PLUG, "Ethernet Device Type"), false, std::move(options),
[bsi, current_api_types, current_adapter_lists](s32 index, const std::string& title, bool checked) {
if (index < 0 || index >= static_cast<s32>(current_api_types.size()))
return;
auto lock = Host::GetSettingsLock();
const std::string selected_api = Pcsx2Config::DEV9Options::NetApiNames[static_cast<int>(current_api_types[index])];
const std::string previous_api = bsi->GetStringValue("DEV9/Eth", "EthApi", "Unset");
const std::string previous_device = bsi->GetStringValue("DEV9/Eth", "EthDevice", "");
bsi->SetStringValue("DEV9/Eth", "EthApi", selected_api.c_str());
std::string new_device = "";
if (index < static_cast<s32>(current_adapter_lists.size()))
{
const auto& new_adapter_list = current_adapter_lists[index];
// Try to find the same GUID in the new adapter list
if (!previous_device.empty())
{
for (const auto& adapter : new_adapter_list)
{
if (adapter.guid == previous_device)
{
new_device = adapter.guid;
break;
}
}
}
// If no matching device found, use the first available device
if (new_device.empty() && !new_adapter_list.empty())
{
new_device = new_adapter_list[0].guid;
}
}
bsi->SetStringValue("DEV9/Eth", "EthDevice", new_device.c_str());
SetSettingsChanged(bsi);
CloseChoiceDialog();
});
}
const std::string current_device = bsi->GetStringValue("DEV9/Eth", "EthDevice", "");
const bool show_device_setting = (current_api_index > 0 && current_api_index < api_types.size());
std::string device_display = "";
if (show_device_setting && !current_device.empty())
{
if (current_api_index < adapter_lists.size())
{
const auto& adapter_list = adapter_lists[current_api_index];
for (const auto& adapter : adapter_list)
{
if (adapter.guid == current_device)
{
device_display = adapter.name;
break;
}
}
}
if (device_display.empty())
device_display = current_device;
}
else if (show_device_setting && current_device.empty())
{
device_display = "Not Selected";
}
if (MenuButtonWithValue(FSUI_ICONSTR(ICON_FA_ETHERNET, "Ethernet Device"),
FSUI_CSTR("Network adapter to use for PS2 network emulation."),
device_display.c_str(),
network_enabled && show_device_setting))
{
ImGuiFullscreen::ChoiceDialogOptions options;
if (current_api_index > 0 && current_api_index < adapter_lists.size())
{
const auto& adapter_list = adapter_lists[current_api_index];
for (size_t i = 0; i < adapter_list.size(); i++)
{
const auto& adapter = adapter_list[i];
options.emplace_back(adapter.name, adapter.guid == current_device);
}
}
if (options.empty())
{
options.emplace_back("No adapters found", false);
}
std::vector<AdapterEntry> current_adapter_list;
if (current_api_index > 0 && current_api_index < adapter_lists.size())
{
current_adapter_list = adapter_lists[current_api_index];
}
std::string current_api_choice = bsi->GetStringValue("DEV9/Eth", "EthApi", "Unset");
OpenChoiceDialog(FSUI_ICONSTR(ICON_FA_ETHERNET, "Ethernet Device"), false, std::move(options),
[bsi, current_adapter_list, current_api_choice](s32 index, const std::string& title, bool checked) {
if (index < 0 || title == "No adapters found")
return;
if (index < static_cast<s32>(current_adapter_list.size()))
{
const auto& selected_adapter = current_adapter_list[index];
auto lock = Host::GetSettingsLock();
bsi->SetStringValue("DEV9/Eth", "EthApi", current_api_choice.c_str());
bsi->SetStringValue("DEV9/Eth", "EthDevice", selected_adapter.guid.c_str());
SetSettingsChanged(bsi);
}
CloseChoiceDialog();
});
}
AdapterOptions adapter_options = AdapterOptions::None;
const std::string final_api = bsi->GetStringValue("DEV9/Eth", "EthApi", "Unset");
if (final_api == "PCAP Bridged" || final_api == "PCAP Switched")
adapter_options = PCAPAdapter::GetAdapterOptions();
#ifdef _WIN32
else if (final_api == "TAP")
adapter_options = TAPAdapter::GetAdapterOptions();
#endif
else if (final_api == "Sockets")
adapter_options = SocketAdapter::GetAdapterOptions();
const bool dhcp_can_be_disabled = (adapter_options & AdapterOptions::DHCP_ForcedOn) == AdapterOptions::None;
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_SHIELD_HALVED, "Intercept DHCP"),
FSUI_CSTR("When enabled, DHCP packets will be intercepted and replaced with internal responses."), "DEV9/Eth", "InterceptDHCP", false, network_enabled && dhcp_can_be_disabled);
MenuHeading(FSUI_CSTR("Network Configuration"));
const bool intercept_dhcp = GetEffectiveBoolSetting(bsi, "DEV9/Eth", "InterceptDHCP", false);
const bool dhcp_forced_on = (adapter_options & AdapterOptions::DHCP_ForcedOn) == AdapterOptions::DHCP_ForcedOn;
const bool ip_settings_enabled = network_enabled && (intercept_dhcp || dhcp_forced_on);
const bool ip_can_be_edited = (adapter_options & AdapterOptions::DHCP_OverrideIP) == AdapterOptions::None;
const bool subnet_can_be_edited = (adapter_options & AdapterOptions::DHCP_OverideSubnet) == AdapterOptions::None;
const bool gateway_can_be_edited = (adapter_options & AdapterOptions::DHCP_OverideGateway) == AdapterOptions::None;
DrawIPAddressSetting(bsi, FSUI_ICONSTR(ICON_FA_NETWORK_WIRED, "Address"),
FSUI_CSTR("IP address for the PS2 virtual network adapter."), "DEV9/Eth", "PS2IP", "0.0.0.0",
ip_settings_enabled && ip_can_be_edited, LAYOUT_MENU_BUTTON_HEIGHT, g_large_font, g_medium_font, IPAddressType::PS2IP);
const bool mask_auto = GetEffectiveBoolSetting(bsi, "DEV9/Eth", "AutoMask", true);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_WAND_MAGIC, "Auto Subnet Mask"),
FSUI_CSTR("Automatically determine the subnet mask based on the IP address class."),
"DEV9/Eth", "AutoMask", true, ip_settings_enabled && subnet_can_be_edited);
DrawIPAddressSetting(bsi, FSUI_ICONSTR(ICON_FA_NETWORK_WIRED, "Subnet Mask"),
FSUI_CSTR("Subnet mask for the PS2 virtual network adapter."), "DEV9/Eth", "Mask", "0.0.0.0",
ip_settings_enabled && subnet_can_be_edited && !mask_auto, LAYOUT_MENU_BUTTON_HEIGHT, g_large_font, g_medium_font, IPAddressType::SubnetMask);
const bool gateway_auto = GetEffectiveBoolSetting(bsi, "DEV9/Eth", "AutoGateway", true);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_WAND_MAGIC, "Auto Gateway"),
FSUI_CSTR("Automatically determine the gateway address based on the IP address."),
"DEV9/Eth", "AutoGateway", true, ip_settings_enabled && gateway_can_be_edited);
DrawIPAddressSetting(bsi, FSUI_ICONSTR(ICON_FA_NETWORK_WIRED, "Gateway Address"),
FSUI_CSTR("Gateway address for the PS2 virtual network adapter."), "DEV9/Eth", "Gateway", "0.0.0.0",
ip_settings_enabled && gateway_can_be_edited && !gateway_auto, LAYOUT_MENU_BUTTON_HEIGHT, g_large_font, g_medium_font, IPAddressType::Gateway);
// DNS Configuration
const std::string dns1_mode = bsi->GetStringValue("DEV9/Eth", "ModeDNS1", "Auto");
const std::string dns2_mode = bsi->GetStringValue("DEV9/Eth", "ModeDNS2", "Auto");
const bool dns1_editable = dns1_mode == "Manual" && ip_settings_enabled;
const bool dns2_editable = dns2_mode == "Manual" && ip_settings_enabled;
DrawStringListSetting(bsi, FSUI_ICONSTR(ICON_FA_SERVER, "DNS1 Mode"),
FSUI_CSTR("Determines how primary DNS requests are handled."), "DEV9/Eth", "ModeDNS1", "Auto",
dns_options, dns_values, std::size(dns_options), true, ip_settings_enabled);
DrawIPAddressSetting(bsi, FSUI_ICONSTR(ICON_FA_SERVER, "DNS1 Address"),
FSUI_CSTR("Primary DNS server address for the PS2 virtual network adapter."), "DEV9/Eth", "DNS1", "0.0.0.0",
dns1_editable, LAYOUT_MENU_BUTTON_HEIGHT, g_large_font, g_medium_font, IPAddressType::DNS1);
DrawStringListSetting(bsi, FSUI_ICONSTR(ICON_FA_SERVER, "DNS2 Mode"),
FSUI_CSTR("Determines how secondary DNS requests are handled."), "DEV9/Eth", "ModeDNS2", "Auto",
dns_options, dns_values, std::size(dns_options), true, ip_settings_enabled);
DrawIPAddressSetting(bsi, FSUI_ICONSTR(ICON_FA_SERVER, "DNS2 Address"),
FSUI_CSTR("Secondary DNS server address for the PS2 virtual network adapter."), "DEV9/Eth", "DNS2", "0.0.0.0",
dns2_editable, LAYOUT_MENU_BUTTON_HEIGHT, g_large_font, g_medium_font, IPAddressType::DNS2);
MenuHeading(FSUI_CSTR("Internal HDD"));
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_FLOPPY_DISK, "Enable HDD"),
FSUI_CSTR("Enables the internal Hard Disk Drive for expanded storage."), "DEV9/Hdd", "HddEnable", false);
const bool hdd_enabled = GetEffectiveBoolSetting(bsi, "DEV9/Hdd", "HddEnable", false);
const SmallString hdd_selection = GetEditingSettingsInterface()->GetSmallStringValue("DEV9/Hdd", "HddFile", "");
const std::string current_display = hdd_selection.empty() ? std::string(FSUI_CSTR("None")) : std::string(Path::GetFileName(hdd_selection.c_str()));
if (MenuButtonWithValue(FSUI_ICONSTR(ICON_FA_HARD_DRIVE, "HDD Image Selection"),
FSUI_CSTR("Changes the HDD image used for PS2 internal storage."),
current_display.c_str(), hdd_enabled))
{
ImGuiFullscreen::ChoiceDialogOptions choices;
choices.emplace_back(FSUI_STR("None"), hdd_selection.empty());
std::vector<std::string> values;
values.push_back("");
FileSystem::FindResultsArray results;
FileSystem::FindFiles(EmuFolders::DataRoot.c_str(), "*.raw", FILESYSTEM_FIND_FILES | FILESYSTEM_FIND_HIDDEN_FILES, &results);
for (const FILESYSTEM_FIND_DATA& fd : results)
{
const std::string full_path = fd.FileName;
const std::string filename = std::string(Path::GetFileName(full_path));
// Get file size and determine LBA mode
const s64 file_size = FileSystem::GetPathFileSize(full_path.c_str());
if (file_size > 0)
{
const int size_gb = static_cast<int>(file_size / _1gb);
const bool uses_lba48 = (file_size > static_cast<s64>(120) * _1gb);
const std::string lba_mode = uses_lba48 ? "LBA48" : "LBA28";
choices.emplace_back(fmt::format("{} ({} GB, {})", filename, size_gb, lba_mode),
hdd_selection == full_path);
values.emplace_back(full_path);
}
}
choices.emplace_back(FSUI_STR("Browse..."), false);
values.emplace_back("__browse__");
choices.emplace_back(FSUI_STR("Create New..."), false);
values.emplace_back("__create__");
OpenChoiceDialog(FSUI_CSTR("HDD Image Selection"), false, std::move(choices),
[game_settings = IsEditingGameSettings(bsi), values = std::move(values)](s32 index, const std::string& title, bool checked) {
if (index < 0)
return;
if (values[index] == "__browse__")
{
CloseChoiceDialog();
OpenFileSelector(FSUI_ICONSTR(ICON_FA_HARD_DRIVE, "Select HDD Image File"), false, [game_settings](const std::string& path) {
if (path.empty())
return;
auto lock = Host::GetSettingsLock();
SettingsInterface* bsi = GetEditingSettingsInterface(game_settings);
bsi->SetStringValue("DEV9/Hdd", "HddFile", path.c_str());
SetSettingsChanged(bsi);
ShowToast(ICON_FA_HARD_DRIVE, fmt::format(FSUI_FSTR("Selected HDD image: {}"), Path::GetFileName(path))); }, {"*.raw", "*"}, EmuFolders::DataRoot);
}
else if (values[index] == "__create__")
{
CloseChoiceDialog();
std::vector<std::pair<std::string, int>> size_options = {
{"40 GB (Recommended)", 40},
{"80 GB", 80},
{"120 GB (Max LBA28)", 120},
{"200 GB", 200},
{"Custom...", -1}};
ImGuiFullscreen::ChoiceDialogOptions size_choices;
std::vector<int> size_values;
for (const auto& [label, size] : size_options)
{
size_choices.emplace_back(label, false);
size_values.push_back(size);
}
OpenChoiceDialog(FSUI_ICONSTR(ICON_FA_PLUS, "Select HDD Size"), false, std::move(size_choices),
[game_settings, size_values = std::move(size_values)](s32 size_index, const std::string& size_title, bool size_checked) {
if (size_index < 0)
return;
if (size_values[size_index] == -1)
{
CloseChoiceDialog();
OpenInputStringDialog(
FSUI_ICONSTR(ICON_FA_PEN_TO_SQUARE, "Custom HDD Size"),
FSUI_STR("Enter custom HDD size in gigabytes (40–2000):"),
std::string(),
FSUI_ICONSTR(ICON_FA_CHECK, "Create"),
[game_settings](std::string input) {
if (input.empty())
return;
std::optional<int> custom_size_opt = StringUtil::FromChars<int>(input);
if (!custom_size_opt.has_value())
{
ShowToast(ICON_FA_TRIANGLE_EXCLAMATION, FSUI_STR("Invalid size. Please enter a number between 40 and 2000."));
return;
}
int custom_size_gb = custom_size_opt.value();
if (custom_size_gb < 40 || custom_size_gb > 2000)
{
ShowToast(ICON_FA_TRIANGLE_EXCLAMATION, FSUI_STR("HDD size must be between 40 GB and 2000 GB."));
return;
}
const bool lba48 = (custom_size_gb > 120);
const std::string filename = fmt::format("DEV9hdd_{}GB_{}.raw", custom_size_gb, lba48 ? "LBA48" : "LBA28");
const std::string filepath = Path::Combine(EmuFolders::DataRoot, filename);
if (FileSystem::FileExists(filepath.c_str()))
{
OpenConfirmMessageDialog(
FSUI_ICONSTR(ICON_FA_TRIANGLE_EXCLAMATION, "File Already Exists"),
fmt::format(FSUI_FSTR("HDD image '{}' already exists. Do you want to overwrite it?"), filename),
[filepath, custom_size_gb, lba48, game_settings](bool confirmed) {
if (confirmed)
{
auto lock = Host::GetSettingsLock();
SettingsInterface* bsi = GetEditingSettingsInterface(game_settings);
bsi->SetStringValue("DEV9/Hdd", "HddFile", filepath.c_str());
SetSettingsChanged(bsi);
FullscreenUI::CreateHardDriveWithProgress(filepath, custom_size_gb, lba48);
}
});
}
else
{
auto lock = Host::GetSettingsLock();
SettingsInterface* bsi = GetEditingSettingsInterface(game_settings);
bsi->SetStringValue("DEV9/Hdd", "HddFile", filepath.c_str());
SetSettingsChanged(bsi);
FullscreenUI::CreateHardDriveWithProgress(filepath, custom_size_gb, lba48);
}
},
"40",
InputFilterType::Numeric);
return;
}
const int size_gb = size_values[size_index];
const bool lba48 = (size_gb > 120);
const std::string filename = fmt::format("DEV9hdd_{}GB_{}.raw", size_gb, lba48 ? "LBA48" : "LBA28");
const std::string filepath = Path::Combine(EmuFolders::DataRoot, filename);
if (FileSystem::FileExists(filepath.c_str()))
{
OpenConfirmMessageDialog(
FSUI_ICONSTR(ICON_FA_TRIANGLE_EXCLAMATION, "File Already Exists"),
fmt::format(FSUI_FSTR("HDD image '{}' already exists. Do you want to overwrite it?"), filename),
[filepath, size_gb, lba48, game_settings](bool confirmed) {
if (confirmed)
{
auto lock = Host::GetSettingsLock();
SettingsInterface* bsi = GetEditingSettingsInterface(game_settings);
bsi->SetStringValue("DEV9/Hdd", "HddFile", filepath.c_str());
SetSettingsChanged(bsi);
FullscreenUI::CreateHardDriveWithProgress(filepath, size_gb, lba48);
}
});
}
else
{
auto lock = Host::GetSettingsLock();
SettingsInterface* bsi = GetEditingSettingsInterface(game_settings);
bsi->SetStringValue("DEV9/Hdd", "HddFile", filepath.c_str());
SetSettingsChanged(bsi);
FullscreenUI::CreateHardDriveWithProgress(filepath, size_gb, lba48);
}
CloseChoiceDialog();
});
}
else
{
auto lock = Host::GetSettingsLock();
SettingsInterface* bsi = GetEditingSettingsInterface(game_settings);
bsi->SetStringValue("DEV9/Hdd", "HddFile", values[index].c_str());
SetSettingsChanged(bsi);
CloseChoiceDialog();
}
});
}
EndMenuButtons();
}
void FullscreenUI::OpenMemoryCardCreateDialog()
{
// Pre-fill the first unused "Mcd00N" so a card can be created with a controller alone:
// Big Picture's input popup has no on-screen keyboard, so a blank field is a dead end.
std::string default_name;
for (int i = 1; i <= 999; i++)
{
default_name = fmt::format("Mcd{:03d}", i);
if (!FileMcd_GetCardInfo(default_name + ".ps2").has_value())
break;
}
OpenInputStringDialog(FSUI_ICONSTR(ICON_FA_PLUS, "Create Memory Card"),
FSUI_STR("Enter the name for the new memory card."), std::string(),
FSUI_ICONSTR(ICON_FA_CHECK, "Create"), [](std::string name) {
if (name.empty())
return;
name.erase(std::remove(name.begin(), name.end(), '.'), name.end());
if (name.empty())
{
ShowToast(ICON_FA_TRIANGLE_EXCLAMATION, FSUI_STR("Memory card name cannot be empty."));
return;
}
// Show memory card selection dialog
ImGuiFullscreen::ChoiceDialogOptions options;
options.emplace_back(FSUI_STR("PS2 (8MB)"), true);
options.emplace_back(FSUI_STR("PS2 (16MB)"), false);
options.emplace_back(FSUI_STR("PS2 (32MB)"), false);
options.emplace_back(FSUI_STR("PS2 (64MB)"), false);
options.emplace_back(FSUI_STR("PS1 (128KB)"), false);
options.emplace_back(FSUI_STR("Folder"), false);
OpenChoiceDialog(FSUI_ICONSTR(ICON_FA_FLOPPY_DISK, "Memory Card Type"), false, std::move(options),
[name](s32 index, const std::string& title, bool checked) {
if (index < 0)
return;
MemoryCardType type;
MemoryCardFileType file_type;
switch (index)
{
case 0: // PS2 (8MB)
type = MemoryCardType::File;
file_type = MemoryCardFileType::PS2_8MB;
break;
case 1: // PS2 (16MB)
type = MemoryCardType::File;
file_type = MemoryCardFileType::PS2_16MB;
break;
case 2: // PS2 (32MB)
type = MemoryCardType::File;
file_type = MemoryCardFileType::PS2_32MB;
break;
case 3: // PS2 (64MB)
type = MemoryCardType::File;
file_type = MemoryCardFileType::PS2_64MB;
break;
case 4: // PS1 (128KB)
type = MemoryCardType::File;
file_type = MemoryCardFileType::PS1;
break;
case 5: // Folder
type = MemoryCardType::Folder;
file_type = MemoryCardFileType::Unknown;
break;
default:
return;
}
#ifdef _WIN32
// On Windows, show NTFS compression option for only file options (not folder)
if (type == MemoryCardType::File)
{
ImGuiFullscreen::ChoiceDialogOptions compression_options;
compression_options.emplace_back(FSUI_STR("Yes - Enable NTFS compression"), true);
compression_options.emplace_back(FSUI_STR("No - Disable NTFS compression"), false);
OpenChoiceDialog(FSUI_ICONSTR(ICON_FA_BOX_ARCHIVE, "Use NTFS Compression?"),
false, std::move(compression_options),
[name, type, file_type](s32 compression_index, const std::string& compression_title, bool compression_checked) {
if (compression_index < 0)
return;
const bool use_compression = (compression_index == 0); // 0 = Yes, 1 = No
DoCreateMemoryCard(name, type, file_type, use_compression);
CloseChoiceDialog();
});
return;
}
else
{
DoCreateMemoryCard(name, type, file_type, false);
CloseChoiceDialog();
}
#else
DoCreateMemoryCard(name, type, file_type, false);
CloseChoiceDialog();
#endif
});
}, default_name);
}
void FullscreenUI::DoCreateMemoryCard(std::string name, MemoryCardType type, MemoryCardFileType file_type, bool use_ntfs_compression)
{
// Build the filename with the extension
const std::string name_str = fmt::format("{}.{}", name,
(file_type == MemoryCardFileType::PS1) ? "mcr" : "ps2");
// check the filename
if (!Path::IsValidFileName(name_str, false))
{
ShowToast(ICON_FA_TRIANGLE_EXCLAMATION, fmt::format(FSUI_FSTR("Failed to create the Memory Card, because the name '{}' contains one or more invalid characters."), name));
return;
}
// Check if a memory card with this name already exists
if (FileMcd_GetCardInfo(name_str).has_value())
{
ShowToast(ICON_FA_TRIANGLE_EXCLAMATION, fmt::format(FSUI_FSTR("Failed to create the Memory Card, because another card with the name '{}' already exists."), name));
return;
}
// Create the memory card
if (!FileMcd_CreateNewCard(name_str, type, file_type))
{
ShowToast(ICON_FA_TRIANGLE_EXCLAMATION, FSUI_STR("Failed to create the Memory Card, the log may contain more information."));
return;
}
#ifdef _WIN32
if (type == MemoryCardType::File && use_ntfs_compression)
{
const std::string full_path = Path::Combine(EmuFolders::MemoryCards, name_str);
FileSystem::SetPathCompression(full_path.c_str(), true);
}
#endif
ShowToast(ICON_FA_CIRCLE_CHECK, fmt::format(FSUI_FSTR("Memory Card '{}' created."), name));
}
void FullscreenUI::DrawAchievementsLoginWindow()
{
if (s_achievements_login_open && !ImGui::IsPopupOpen("RetroAchievements"))
ImGui::OpenPopup("RetroAchievements");
const float dialog_width = std::clamp(LayoutScale(420.0f), 300.0f, ImGui::GetIO().DisplaySize.x);
ImGui::SetNextWindowSizeConstraints(ImVec2(dialog_width, 0.0f), ImVec2(dialog_width, ImGui::GetIO().DisplaySize.y));
ImGui::SetNextWindowPos(ImGui::GetIO().DisplaySize * 0.5f, ImGuiCond_Always, ImVec2(0.5f, 0.5f));
ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, LayoutScale(ImGuiFullscreen::LAYOUT_WINDOW_ROUNDING));
ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, LayoutScale(24.0f, 24.0f));
ImGui::PushStyleColor(ImGuiCol_PopupBg, ImVec4(0.13f, 0.13f, 0.13f, 0.95f));
if (ImGui::BeginPopupModal("RetroAchievements", &s_achievements_login_open, ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_AlwaysAutoResize))
{
ResetFocusHere();
const float content_width = ImGui::GetContentRegionAvail().x;
ImGui::PushFont(g_large_font.first, g_large_font.second);
const float icon_height = LayoutScale(24.0f);
const float icon_width = icon_height * (500.0f / 275.0f);
GSTexture* ra_icon = GetCachedSvgTextureAsync("icons/ra-icon.svg", ImVec2(icon_width, icon_height));
const float title_width = ImGui::CalcTextSize("RetroAchievements").x;
const float header_width = (ra_icon ? icon_width + LayoutScale(10.0f) : 0.0f) + title_width;
const float header_start = (content_width - header_width) * 0.5f;
ImGui::SetCursorPosX(ImGui::GetCursorPosX() + header_start);
if (ra_icon)
{
ImGui::Image(reinterpret_cast<ImTextureID>(ra_icon->GetNativeHandle()),
ImVec2(icon_width, icon_height));
ImGui::SameLine();
}
ImGui::SetCursorPosY(ImGui::GetCursorPosY() + LayoutScale(1.0f));
ImGui::TextUnformatted(FSUI_CSTR("RetroAchievements"));
ImGui::PopFont();
ImGui::Spacing();
ImGui::Spacing();
ImGui::PushTextWrapPos(content_width);
ImGui::PushStyleColor(ImGuiCol_Text, ImVec4(0.8f, 0.8f, 0.8f, 1.0f));
ImGui::TextWrapped("%s", FSUI_CSTR("Please enter your user name and password for retroachievements.org below.\n\nYour password will not be saved in ARMSX2, an access token will be generated and used instead."));
ImGui::PopStyleColor();
ImGui::PopTextWrapPos();
ImGui::Spacing();
ImGui::Spacing();
ImGui::PushStyleVar(ImGuiStyleVar_FrameRounding, LayoutScale(ImGuiFullscreen::LAYOUT_FRAME_ROUNDING));
ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, LayoutScale(12.0f, 10.0f));
ImGui::PushStyleVar(ImGuiStyleVar_FrameBorderSize, LayoutScale(1.0f));
ImGui::PushStyleColor(ImGuiCol_FrameBg, ImVec4(0.2f, 0.2f, 0.2f, 1.0f));
ImGui::PushStyleColor(ImGuiCol_FrameBgHovered, ImVec4(0.25f, 0.25f, 0.25f, 1.0f));
ImGui::PushStyleColor(ImGuiCol_FrameBgActive, ImVec4(0.3f, 0.3f, 0.3f, 1.0f));
ImGui::PushStyleColor(ImGuiCol_Border, ImVec4(0.4f, 0.4f, 0.4f, 1.0f));
ImGui::PushStyleColor(ImGuiCol_Text, ImVec4(1.0f, 1.0f, 1.0f, 1.0f));
if (s_achievements_login_logging_in || s_achievements_login_show_dismiss)
ImGui::BeginDisabled();
ImGui::SetNextItemWidth(content_width);
ImGui::InputTextWithHint("##username", FSUI_CSTR("Username"), s_achievements_login_username, sizeof(s_achievements_login_username));
ImGui::Spacing();
ImGui::SetNextItemWidth(content_width);
ImGui::InputTextWithHint("##password", FSUI_CSTR("Password"), s_achievements_login_password, sizeof(s_achievements_login_password), ImGuiInputTextFlags_Password);
ImGui::PopStyleColor(5);
ImGui::PopStyleVar(3);
if (s_achievements_login_logging_in || s_achievements_login_show_dismiss)
ImGui::EndDisabled();
ImGui::Spacing();
ImGui::Spacing();
if (s_achievements_login_logging_in)
{
ImGui::PushStyleColor(ImGuiCol_Text, ImVec4(0.7f, 0.7f, 0.7f, 1.0f));
const float status_width = ImGui::CalcTextSize("Logging in...").x;
ImGui::SetCursorPosX(ImGui::GetCursorPosX() + (content_width - status_width) * 0.5f);
ImGui::TextUnformatted(FSUI_CSTR("Logging in..."));
ImGui::PopStyleColor();
ImGui::Spacing();
}
else if (s_achievements_login_show_dismiss)
{
ImGui::PushStyleColor(ImGuiCol_Text, ImVec4(0.35f, 0.9f, 0.35f, 1.0f));
const TinyString username = Host::GetBaseTinyStringSettingValue("Achievements", "Username", "");
const SmallString success_text = SmallString::from_format(
FSUI_FSTR("Successfully logged in as {}."), username.empty() ? "Unknown" : username.view());
const float status_width = ImGui::CalcTextSize(success_text.c_str()).x;
ImGui::SetCursorPosX(ImGui::GetCursorPosX() + (content_width - status_width) * 0.5f);
ImGui::TextUnformatted(success_text.c_str());
ImGui::PopStyleColor();
ImGui::Spacing();
}
const float button_height = std::max(LayoutScale(36.0f), 28.0f);
const float button_spacing = LayoutScale(12.0f);
const float button_width = (content_width - button_spacing) * 0.5f;
auto CloseLoginPopup = []() {
ImGui::CloseCurrentPopup();
s_achievements_login_open = false;
s_achievements_login_logging_in = false;
s_achievements_login_show_dismiss = false;
s_achievements_login_username[0] = '\0';
s_achievements_login_password[0] = '\0';
QueueResetFocus(FocusResetType::PopupClosed);
};
ImGui::PushStyleVar(ImGuiStyleVar_FrameRounding, LayoutScale(ImGuiFullscreen::LAYOUT_FRAME_ROUNDING));
const bool can_login = !s_achievements_login_show_dismiss && !s_achievements_login_logging_in &&
strlen(s_achievements_login_username) > 0 &&
strlen(s_achievements_login_password) > 0;
if (s_achievements_login_show_dismiss)
{
// keep dialog open and let user explicitly dismiss.
ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(0.2f, 0.5f, 0.9f, 1.0f));
ImGui::PushStyleColor(ImGuiCol_ButtonHovered, ImVec4(0.3f, 0.6f, 1.0f, 1.0f));
ImGui::PushStyleColor(ImGuiCol_ButtonActive, ImVec4(0.1f, 0.4f, 0.8f, 1.0f));
if ((ImGui::Button(FSUI_CSTR("Dismiss"), ImVec2(button_width, button_height)) || WantsToCloseMenu()) && !s_achievements_login_logging_in)
{
const bool prompt_settings = (s_achievements_login_reason == Achievements::LoginRequestReason::UserInitiated);
CloseLoginPopup();
if (prompt_settings)
{
const auto prompt_hardcore = []() {
if (Host::GetBaseBoolSettingValue("Achievements", "ChallengeMode", false))
return;
OpenConfirmMessageDialog(FSUI_STR("Enable Hardcore Mode"),
FSUI_STR("Hardcore mode is not currently enabled. Enabling hardcore mode allows you to set times, scores, and "
"participate in game-specific leaderboards.\n\nHowever, hardcore mode also prevents the usage of save "
"states, cheats and slowdown functionality.\n\nDo you want to enable hardcore mode?"),
[](bool result) {
if (!result)
return;
Host::SetBaseBoolSettingValue("Achievements", "ChallengeMode", true);
Host::CommitBaseSettingChanges();
VMManager::ApplySettings();
bool has_active_game;
{
auto lock = Achievements::GetLock();
has_active_game = Achievements::HasActiveGame();
}
if (has_active_game)
{
OpenConfirmMessageDialog(FSUI_STR("Reset System"),
FSUI_STR("Hardcore mode will not be enabled until the system is reset. Do you want to reset the system now?"),
[](bool reset) {
if (reset && VMManager::HasValidVM())
RequestReset();
});
}
});
};
if (!Host::GetBaseBoolSettingValue("Achievements", "Enabled", false))
{
OpenConfirmMessageDialog(FSUI_STR("Enable Achievements"),
FSUI_STR("Achievement tracking is not currently enabled. Your login will have no effect until "
"after tracking is enabled.\n\nDo you want to enable tracking now?"),
[prompt_hardcore](bool result) {
if (result)
{
Host::SetBaseBoolSettingValue("Achievements", "Enabled", true);
Host::CommitBaseSettingChanges();
VMManager::ApplySettings();
}
prompt_hardcore();
});
}
else
{
prompt_hardcore();
}
}
}
ImGui::PopStyleColor(3);
ImGui::SameLine(0, button_spacing);
ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(0.3f, 0.3f, 0.3f, 1.0f));
ImGui::PushStyleColor(ImGuiCol_ButtonHovered, ImVec4(0.3f, 0.3f, 0.3f, 1.0f));
ImGui::PushStyleColor(ImGuiCol_ButtonActive, ImVec4(0.3f, 0.3f, 0.3f, 1.0f));
ImGui::BeginDisabled();
ImGui::Button(FSUI_CSTR("Login"), ImVec2(button_width, button_height));
ImGui::EndDisabled();
ImGui::PopStyleColor(3);
ImGui::PopStyleVar();
ImGui::EndPopup();
ImGui::PopStyleColor();
ImGui::PopStyleVar(2);
return;
}
if (can_login)
{
ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(0.2f, 0.5f, 0.9f, 1.0f));
ImGui::PushStyleColor(ImGuiCol_ButtonHovered, ImVec4(0.3f, 0.6f, 1.0f, 1.0f));
ImGui::PushStyleColor(ImGuiCol_ButtonActive, ImVec4(0.1f, 0.4f, 0.8f, 1.0f));
}
else
{
ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(0.3f, 0.3f, 0.3f, 1.0f));
ImGui::PushStyleColor(ImGuiCol_ButtonHovered, ImVec4(0.3f, 0.3f, 0.3f, 1.0f));
ImGui::PushStyleColor(ImGuiCol_ButtonActive, ImVec4(0.3f, 0.3f, 0.3f, 1.0f));
}
if (ImGui::Button(FSUI_CSTR("Login"), ImVec2(button_width, button_height)) && can_login)
{
s_achievements_login_logging_in = true;
s_achievements_login_show_dismiss = false;
Host::RunOnCPUThread([username = std::string(s_achievements_login_username),
password = std::string(s_achievements_login_password)]() {
Error error;
const bool result = Achievements::Login(username.c_str(), password.c_str(), &error);
s_achievements_login_logging_in = false;
if (!result)
{
ShowToast(ICON_FA_TRIANGLE_EXCLAMATION, fmt::format(FSUI_FSTR("Login failed.\nError: {}\n\nPlease check your username and password, and try again."),
error.GetDescription()));
return;
}
s_achievements_login_password[0] = '\0';
s_achievements_login_show_dismiss = true;
});
}
ImGui::PopStyleColor(3);
ImGui::SameLine(0, button_spacing);
ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(0.4f, 0.4f, 0.4f, 1.0f));
ImGui::PushStyleColor(ImGuiCol_ButtonHovered, ImVec4(0.5f, 0.5f, 0.5f, 1.0f));
ImGui::PushStyleColor(ImGuiCol_ButtonActive, ImVec4(0.3f, 0.3f, 0.3f, 1.0f));
if ((ImGui::Button(FSUI_CSTR("Cancel"), ImVec2(button_width, button_height)) || WantsToCloseMenu()) && !s_achievements_login_logging_in)
{
if (s_achievements_login_reason == Achievements::LoginRequestReason::TokenInvalid)
{
if (VMManager::HasValidVM() && !Achievements::HasActiveGame())
Achievements::DisableHardcoreMode();
}
CloseLoginPopup();
}
ImGui::PopStyleColor(3);
ImGui::PopStyleVar();
ImGui::EndPopup();
}
ImGui::PopStyleColor();
ImGui::PopStyleVar(2);
}
void FullscreenUI::DrawAchievementsSettingsPage(std::unique_lock<std::mutex>& settings_lock)
{
#ifdef ENABLE_RAINTEGRATION
if (Achievements::IsUsingRAIntegration())
{
BeginMenuButtons();
ActiveButton(FSUI_ICONSTR(ICON_FA_BAN, "RAIntegration is being used instead of the built-in achievements implementation."), false,
false, LAYOUT_MENU_BUTTON_HEIGHT_NO_SUMMARY);
EndMenuButtons();
return;
}
#endif
SettingsInterface* bsi = GetEditingSettingsInterface();
bool check_challenge_state = false;
const bool global_settings = !IsEditingGameSettings(bsi);
BeginMenuButtons();
if (global_settings)
{
MenuHeading(FSUI_CSTR("Account"));
SettingsInterface* secrets_si = Host::Internal::GetSecretsSettingsLayer();
const TinyString username = bsi->GetTinyStringValue("Achievements", "Username", "");
const bool has_token = (secrets_si && secrets_si->ContainsValue("Achievements", "Token"));
if (has_token)
{
const char* display_name = username.empty() ? FSUI_CSTR("Unknown") : username.c_str();
std::string badge_path;
{
const auto lock = Achievements::GetLock();
badge_path = Achievements::GetLoggedInUserBadgePath();
}
const SmallString token_summary = SmallString::from_format(FSUI_FSTR("Login token generated on {}"),
TimeToPrintableString(static_cast<time_t>(
StringUtil::FromChars<u64>(bsi->GetTinyStringValue("Achievements", "LoginTimestamp", "0")).value_or(0))));
bool open_profile = false;
GSTexture* badge_tex = !badge_path.empty() ? GetCachedTextureAsync(badge_path) : nullptr;
if (badge_tex)
{
constexpr float badge_layout_size = LAYOUT_MENU_BUTTON_HEIGHT - LAYOUT_MENU_BUTTON_Y_PADDING;
const ImVec2 badge_size = LayoutScale(badge_layout_size, badge_layout_size);
open_profile = MenuImageButton(display_name, token_summary.c_str(),
reinterpret_cast<ImTextureID>(badge_tex->GetNativeHandle()), badge_size);
}
else
{
open_profile = MenuButton(SmallString::from_format(ICON_FA_USER " {}", display_name).c_str(), token_summary.c_str());
}
if (open_profile && !username.empty())
ExitFullscreenAndOpenURL(fmt::format("https://retroachievements.org/user/{}", username.view()));
if (MenuButton(FSUI_ICONSTR(ICON_FA_RIGHT_FROM_BRACKET, "Logout"), FSUI_CSTR("Logs out of RetroAchievements.")))
{
Host::RunOnCPUThread([]() { Achievements::Logout(); });
}
}
else
{
MenuButton(FSUI_ICONSTR(ICON_FA_USER, "Not Logged In"), nullptr, false);
if (MenuButton(FSUI_ICONSTR(ICON_FA_KEY, "Login"), FSUI_CSTR("Logs in to RetroAchievements.")))
{
s_achievements_login_reason = Achievements::LoginRequestReason::UserInitiated;
s_achievements_login_show_dismiss = false;
s_achievements_login_open = true;
QueueResetFocus(FocusResetType::PopupOpened);
}
}
MenuHeading(FSUI_CSTR("Game Info"));
if (Achievements::HasActiveGame())
{
const auto lock = Achievements::GetLock();
ImGui::PushStyleColor(ImGuiCol_TextDisabled, ImGui::GetStyle().Colors[ImGuiCol_Text]);
ActiveButton(SmallString::from_format(fmt::runtime(FSUI_ICONSTR(ICON_FA_BOOKMARK, "Game: {0} ({1})")), Achievements::GetGameID(),
Achievements::GetGameTitle()),
false, false, LAYOUT_MENU_BUTTON_HEIGHT_NO_SUMMARY);
const std::string& rich_presence_string = Achievements::GetRichPresenceString();
if (!rich_presence_string.empty())
{
ActiveButton(
SmallString::from_format(ICON_FA_MAP "{}", rich_presence_string), false, false, LAYOUT_MENU_BUTTON_HEIGHT_NO_SUMMARY);
}
else
{
ActiveButton(FSUI_ICONSTR(ICON_FA_MAP, "Rich presence inactive or unsupported."), false, false,
LAYOUT_MENU_BUTTON_HEIGHT_NO_SUMMARY);
}
ImGui::PopStyleColor();
}
else
{
ActiveButton(FSUI_ICONSTR(ICON_FA_BAN, "Game not loaded or no RetroAchievements available."), false, false,
LAYOUT_MENU_BUTTON_HEIGHT_NO_SUMMARY);
}
}
MenuHeading(FSUI_CSTR("Settings"));
check_challenge_state = DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_TROPHY, "Enable Achievements"),
FSUI_CSTR("When enabled and logged in, ARMSX2 will scan for achievements on startup."), "Achievements", "Enabled", false);
const bool enabled = bsi->GetBoolValue("Achievements", "Enabled", false);
check_challenge_state |= DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_PF_DUMBELL, "Enable Hardcore Mode"),
FSUI_CSTR(
"\"Challenge\" mode for achievements, including leaderboard tracking. Disables save state, cheats, and slowdown functions."),
"Achievements", "ChallengeMode", false, enabled);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_BELL, "Achievement Notifications"),
FSUI_CSTR("Displays popup messages on events such as achievement unlocks and leaderboard submissions."), "Achievements",
"Notifications", true, enabled);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_LIST_OL, "Leaderboard Notifications"),
FSUI_CSTR("Displays popup messages when starting, submitting, or failing a leaderboard challenge."), "Achievements",
"LeaderboardNotifications", true, enabled);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_HEADPHONES, "Sound Effects"),
FSUI_CSTR("Plays sound effects for events such as achievement unlocks and leaderboard submissions."), "Achievements",
"SoundEffects", true, enabled);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_PF_HEARTBEAT_ALT, "Enable In-Game Overlays"),
FSUI_CSTR("Shows icons in the screen when a challenge/primed achievement is active."), "Achievements",
"Overlays", true, enabled);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_PF_HEARTBEAT_ALT, "Enable In-Game Leaderboard Overlays"),
FSUI_CSTR("Shows icons in the screen when leaderboard tracking is active."), "Achievements",
"LBOverlays", true, enabled);
if (enabled)
{
const char* alignment_options[] = {
TRANSLATE_NOOP("FullscreenUI", "Top Left"),
TRANSLATE_NOOP("FullscreenUI", "Top Center"),
TRANSLATE_NOOP("FullscreenUI", "Top Right"),
TRANSLATE_NOOP("FullscreenUI", "Center Left"),
TRANSLATE_NOOP("FullscreenUI", "Center"),
TRANSLATE_NOOP("FullscreenUI", "Center Right"),
TRANSLATE_NOOP("FullscreenUI", "Bottom Left"),
TRANSLATE_NOOP("FullscreenUI", "Bottom Center"),
TRANSLATE_NOOP("FullscreenUI", "Bottom Right")};
DrawIntListSetting(bsi, FSUI_ICONSTR(ICON_FA_ALIGN_CENTER, "Overlay Position"),
FSUI_CSTR("Determines where achievement/leaderboard overlays are positioned on the screen."), "Achievements", "OverlayPosition",
8, alignment_options, std::size(alignment_options), true, 0, enabled);
const bool notifications_enabled = GetEffectiveBoolSetting(bsi, "Achievements", "Notifications", true) ||
GetEffectiveBoolSetting(bsi, "Achievements", "LeaderboardNotifications", true);
if (notifications_enabled)
{
DrawIntListSetting(bsi, FSUI_ICONSTR(ICON_FA_BELL, "Notification Position"),
FSUI_CSTR("Determines where achievement/leaderboard notification popups are positioned on the screen."), "Achievements", "NotificationPosition",
2, alignment_options, std::size(alignment_options), true, 0, enabled);
const bool achievement_notifications_enabled = enabled && GetEffectiveBoolSetting(bsi, "Achievements", "Notifications", true);
DrawIntRangeSetting(bsi, FSUI_ICONSTR(ICON_FA_CLOCK, "Unlock Notification Duration"),
FSUI_CSTR("Determines the display duration for achievement unlock popups."),
"Achievements", "NotificationsDuration", 5, 3, 30, "%d seconds", achievement_notifications_enabled);
const bool leaderboard_notifications_enabled = enabled && GetEffectiveBoolSetting(bsi, "Achievements", "LeaderboardNotifications", true);
DrawIntRangeSetting(bsi, FSUI_ICONSTR(ICON_FA_CLOCK, "Leaderboard Notification Duration"),
FSUI_CSTR("Determines the display duration for leaderboard popups."),
"Achievements", "LeaderboardsDuration", 10, 3, 30, "%d seconds", leaderboard_notifications_enabled);
}
}
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_LOCK, "Encore Mode"),
FSUI_CSTR("When enabled, each session will behave as if no achievements have been unlocked."), "Achievements", "EncoreMode", false,
enabled);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_EYE, "Spectator Mode"),
FSUI_CSTR("When enabled, ARMSX2 will assume all achievements are locked and not send any unlock notifications to the server."),
"Achievements", "SpectatorMode", false, enabled);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_LOCK, "Enable Encore Mode"),
FSUI_CSTR("When enabled, each session will behave as if no achievements have been unlocked."), "Achievements", "EncoreMode", false,
enabled);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_MEDAL, "Test Unofficial Achievements"),
FSUI_CSTR(
"When enabled, ARMSX2 will list achievements from unofficial sets. These achievements are not tracked by RetroAchievements."),
"Achievements", "UnofficialTestMode", false, enabled);
// Check for challenge mode just being enabled.
if (check_challenge_state && enabled && bsi->GetBoolValue("Achievements", "ChallengeMode", false) && VMManager::HasValidVM())
{
// don't bother prompting if the game doesn't have achievements
auto lock = Achievements::GetLock();
if (Achievements::HasActiveGame() && Achievements::HasAchievementsOrLeaderboards())
{
ImGuiFullscreen::OpenConfirmMessageDialog(FSUI_STR("Reset System"),
FSUI_STR("Hardcore mode will not be enabled until the system is reset. Do you want to reset the system now?"), [](bool reset) {
if (!VMManager::HasValidVM())
return;
if (reset)
RequestReset();
});
}
}
const char* alignment_options[] = {
TRANSLATE_NOOP("FullscreenUI", "Top Left"),
TRANSLATE_NOOP("FullscreenUI", "Top Center"),
TRANSLATE_NOOP("FullscreenUI", "Top Right"),
TRANSLATE_NOOP("FullscreenUI", "Center Left"),
TRANSLATE_NOOP("FullscreenUI", "Center"),
TRANSLATE_NOOP("FullscreenUI", "Center Right"),
TRANSLATE_NOOP("FullscreenUI", "Bottom Left"),
TRANSLATE_NOOP("FullscreenUI", "Bottom Center"),
TRANSLATE_NOOP("FullscreenUI", "Bottom Right")};
MenuHeading(FSUI_CSTR("Notifications"));
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_BELL, "Show Achievement Notifications"),
FSUI_CSTR("Displays popup messages on events such as achievement unlocks and leaderboard submissions."), "Achievements",
"Notifications", true, enabled);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_LIST_OL, "Show Leaderboard Notifications"),
FSUI_CSTR("Displays popup messages when starting, submitting, or failing a leaderboard challenge."), "Achievements",
"LeaderboardNotifications", true, enabled);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_HEADPHONES, "Enable Sound Effects"),
FSUI_CSTR("Plays sound effects for events such as achievement unlocks and leaderboard submissions."), "Achievements",
"SoundEffects", true, enabled);
const bool achievement_notifications_enabled = enabled && GetEffectiveBoolSetting(bsi, "Achievements", "Notifications", true);
const bool leaderboard_notifications_enabled = enabled && GetEffectiveBoolSetting(bsi, "Achievements", "LeaderboardNotifications", true);
const bool notifications_enabled = achievement_notifications_enabled || leaderboard_notifications_enabled;
if (notifications_enabled)
{
DrawIntListSetting(bsi, FSUI_ICONSTR(ICON_FA_BELL, "Notification Position"),
FSUI_CSTR("Determines where achievement/leaderboard notification popups are positioned on the screen."), "Achievements",
"NotificationPosition", 2, alignment_options, std::size(alignment_options), true, 0, enabled);
DrawIntRangeSetting(bsi, FSUI_ICONSTR(ICON_FA_CLOCK, "Unlock Notification Duration"),
FSUI_CSTR("Determines the display duration for achievement unlock popups."), "Achievements", "NotificationsDuration", 5, 3, 30,
"%d seconds", achievement_notifications_enabled);
DrawIntRangeSetting(bsi, FSUI_ICONSTR(ICON_FA_CLOCK, "Leaderboard Notification Duration"),
FSUI_CSTR("Determines the display duration for leaderboard popups."), "Achievements", "LeaderboardsDuration", 10, 3, 30,
"%d seconds", leaderboard_notifications_enabled);
}
MenuHeading(FSUI_CSTR("Overlay Settings"));
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_PF_HEARTBEAT_ALT, "Enable In-Game Overlays"),
FSUI_CSTR("Shows icons in the screen when a challenge/primed achievement is active."), "Achievements", "Overlays", true, enabled);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_PF_HEARTBEAT_ALT, "Enable In-Game Leaderboard Overlays"),
FSUI_CSTR("Shows icons in the screen when leaderboard tracking is active."), "Achievements", "LBOverlays", true, enabled);
DrawIntListSetting(bsi, FSUI_ICONSTR(ICON_FA_ALIGN_CENTER, "Overlay Position"),
FSUI_CSTR("Determines where achievement/leaderboard overlays are positioned on the screen."), "Achievements", "OverlayPosition", 8,
alignment_options, std::size(alignment_options), true, 0, enabled);
if (global_settings)
{
MenuHeading(FSUI_CSTR("Sound Effects"));
const auto draw_sound_setting = [bsi](const char* title, const char* key, const char* default_filename, const char* selector_title) {
const std::string default_path = Path::Combine(EmuFolders::Resources, default_filename);
const std::optional<SmallString> custom_path = bsi->GetOptionalSmallStringValue("Achievements", key, std::nullopt);
const char* value = custom_path.has_value() ? custom_path->c_str() : default_path.c_str();
if (!MenuButton(title, value))
return;
ImGuiFullscreen::ChoiceDialogOptions options;
options.emplace_back(FSUI_ICONSTR(ICON_FA_FILE, "Select File"), false);
options.emplace_back(FSUI_ICONSTR(ICON_FA_VOLUME_HIGH, "Preview"), false);
options.emplace_back(FSUI_ICONSTR(ICON_FA_ROTATE_RIGHT, "Reset to Default"), false);
OpenChoiceDialog(title, false, std::move(options),
[bsi, key = std::string(key), selector_title = std::string(selector_title), default_path = std::move(default_path)](
s32 index, const std::string&, bool) {
if (index == 0)
{
auto callback = [bsi, key = key](const std::string& path) {
if (!path.empty())
{
bsi->SetStringValue("Achievements", key.c_str(), path.c_str());
SetSettingsChanged(bsi);
}
CloseFileSelector();
};
OpenFileSelector(selector_title.c_str(), false, std::move(callback), GetAudioFileFilters());
}
else if (index == 1)
{
const TinyString preview_path = bsi->GetTinyStringValue("Achievements", key.c_str(), default_path.c_str());
if (!Common::PlaySoundAsync(preview_path.c_str()))
{
ShowToast(ICON_FA_TRIANGLE_EXCLAMATION,
fmt::format(FSUI_FSTR("Failed to preview sound:\n{}"),
preview_path.empty() ? FSUI_STR("No file selected.") : preview_path.c_str()));
}
}
else if (index == 2)
{
if (bsi->ContainsValue("Achievements", key.c_str()))
{
bsi->DeleteValue("Achievements", key.c_str());
SetSettingsChanged(bsi);
ShowToast(ICON_FA_CIRCLE_CHECK, FSUI_STR("Sound reset to default."));
}
else
{
ShowToast(ICON_FA_CIRCLE_INFO, FSUI_STR("Sound is already using default."));
}
}
CloseChoiceDialog();
});
};
draw_sound_setting(FSUI_ICONSTR(ICON_FA_MUSIC, "Notification Sound"), "InfoSoundName", "sounds/achievements/message.wav",
FSUI_ICONSTR(ICON_FA_FOLDER_OPEN, "Select Notification Sound"));
draw_sound_setting(FSUI_ICONSTR(ICON_FA_MUSIC, "Achievement Unlock Sound"), "UnlockSoundName", "sounds/achievements/unlock.wav",
FSUI_ICONSTR(ICON_FA_FOLDER_OPEN, "Select Achievement Unlock Sound"));
draw_sound_setting(FSUI_ICONSTR(ICON_FA_MUSIC, "Leaderboard Submit Sound"), "LBSubmitSoundName",
"sounds/achievements/lbsubmit.wav", FSUI_ICONSTR(ICON_FA_FOLDER_OPEN, "Select Leaderboard Submit Sound"));
}
EndMenuButtons();
}
void FullscreenUI::ResetControllerSettings()
{
OpenConfirmMessageDialog(FSUI_ICONSTR(u8"🔥", "Reset Controller Settings"),
FSUI_STR("Are you sure you want to restore the default controller configuration?\n\n"
"All shared bindings and configuration will be lost, but your input profiles will remain.\n\n"
"You cannot undo this action."),
[](bool result) {
if (result)
{
SettingsInterface* dsi = GetEditingSettingsInterface();
Pad::SetDefaultControllerConfig(*dsi);
Pad::SetDefaultHotkeyConfig(*dsi);
USB::SetDefaultConfiguration(dsi);
ShowToast(ICON_FA_CIRCLE_CHECK, FSUI_STR("Controller settings reset to default."));
}
});
}
void FullscreenUI::DoLoadInputProfile()
{
std::vector<std::string> profiles = Pad::GetInputProfileNames();
if (profiles.empty())
{
ShowToast(ICON_FA_TRIANGLE_EXCLAMATION, FSUI_STR("No input profiles available."));
return;
}
ImGuiFullscreen::ChoiceDialogOptions coptions;
coptions.reserve(profiles.size());
for (std::string& name : profiles)
coptions.emplace_back(std::move(name), false);
OpenChoiceDialog(FSUI_ICONSTR(ICON_FA_FOLDER_OPEN, "Load Profile"), false, std::move(coptions),
[](s32 index, const std::string& title, bool checked) {
if (index < 0)
return;
INISettingsInterface ssi(VMManager::GetInputProfilePath(title));
if (!ssi.Load())
{
ShowToast(ICON_FA_TRIANGLE_EXCLAMATION, fmt::format(FSUI_FSTR("Failed to load '{}'."), title));
CloseChoiceDialog();
return;
}
auto lock = Host::GetSettingsLock();
SettingsInterface* dsi = GetEditingSettingsInterface();
Pad::CopyConfiguration(dsi, ssi, true, true, IsEditingGameSettings(dsi));
USB::CopyConfiguration(dsi, ssi, true, true);
SetSettingsChanged(dsi);
ShowToast(ICON_FA_CIRCLE_CHECK, fmt::format(FSUI_FSTR("Input profile '{}' loaded."), title));
CloseChoiceDialog();
});
}
void FullscreenUI::DoSaveInputProfile(const std::string& name)
{
INISettingsInterface dsi(VMManager::GetInputProfilePath(name));
auto lock = Host::GetSettingsLock();
SettingsInterface* ssi = GetEditingSettingsInterface();
Pad::CopyConfiguration(&dsi, *ssi, true, true, IsEditingGameSettings(ssi));
USB::CopyConfiguration(&dsi, *ssi, true, true);
if (dsi.Save())
ShowToast(ICON_FA_CIRCLE_CHECK, fmt::format(FSUI_FSTR("Input profile '{}' saved."), name));
else
ShowToast(ICON_FA_TRIANGLE_EXCLAMATION, fmt::format(FSUI_FSTR("Failed to save input profile '{}'."), name));
}
void FullscreenUI::DoSaveInputProfile()
{
std::vector<std::string> profiles = Pad::GetInputProfileNames();
ImGuiFullscreen::ChoiceDialogOptions coptions;
coptions.reserve(profiles.size() + 1);
coptions.emplace_back(FSUI_STR("Create New..."), false);
for (std::string& name : profiles)
coptions.emplace_back(std::move(name), false);
OpenChoiceDialog(
FSUI_ICONSTR(ICON_FA_FLOPPY_DISK, "Save Profile"), false, std::move(coptions), [](s32 index, const std::string& title, bool checked) {
if (index < 0)
return;
if (index > 0)
{
DoSaveInputProfile(title);
CloseChoiceDialog();
return;
}
CloseChoiceDialog();
OpenInputStringDialog(FSUI_ICONSTR(ICON_FA_FLOPPY_DISK, "Save Profile"),
FSUI_STR("Custom input profiles are used to override the Shared input profile for specific games.\n\n"
"To apply a custom input profile to a game, go to its Game Properties, then change the 'Input Profile' on the Summary tab.\n\n"
"Enter the name for the new input profile:"),
std::string(),
FSUI_ICONSTR(ICON_FA_CHECK, "Create"), [](std::string title) {
if (!title.empty())
DoSaveInputProfile(title);
});
});
}
void FullscreenUI::DoResetSettings()
{
OpenConfirmMessageDialog(FSUI_ICONSTR(u8"🔥", "Reset Settings"),
FSUI_STR("Are you sure you want to restore the default settings? Any preferences will be lost."), [](bool result) {
if (result)
{
Host::RunOnCPUThread([]() { Host::RequestResetSettings(false, true, false, false, false); });
ShowToast(ICON_FA_CIRCLE_CHECK, FSUI_STR("Settings reset to defaults."));
}
});
}
void FullscreenUI::DrawControllerSettingsPage()
{
BeginMenuButtons();
SettingsInterface* bsi = GetEditingSettingsInterface();
MenuHeading(FSUI_CSTR("Configuration"));
if (MenuButton(
FSUI_ICONSTR(ICON_FA_FOLDER_OPEN, "Load Profile"), FSUI_CSTR("Replaces these settings with a previously saved input profile.")))
{
DoLoadInputProfile();
}
if (MenuButton(FSUI_ICONSTR(ICON_FA_FLOPPY_DISK, "Save Profile"), FSUI_CSTR("Stores the current settings to an input profile.")))
{
DoSaveInputProfile();
}
if (MenuButton(FSUI_ICONSTR(u8"🔥", "Reset Settings"),
FSUI_CSTR("Resets all configuration to defaults (including bindings).")))
{
ResetControllerSettings();
}
MenuHeading(FSUI_CSTR("Input Sources"));
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_GEAR, "Enable SDL Input Source"),
FSUI_CSTR("The SDL input source supports most controllers."), "InputSources", "SDL", true, true, false);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_WIFI, "DualShock 4 / DualSense Enhanced Mode"),
FSUI_CSTR("Provides vibration and LED control support over Bluetooth."), "InputSources", "SDLControllerEnhancedMode", true,
bsi->GetBoolValue("InputSources", "SDL", true), false);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_LIGHTBULB, "Enable DualSense Player LED"),
FSUI_CSTR("Enable/Disable the Player LED on DualSense controllers."), "InputSources", "SDLPS5PlayerLED", true,
bsi->GetBoolValue("InputSources", "SDLControllerEnhancedMode", true), true);
#ifdef _WIN32
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_GEAR, "Enable SDL Raw Input"), FSUI_CSTR("Allow SDL to use raw access to input devices."),
"InputSources", "SDLRawInput", false, bsi->GetBoolValue("InputSources", "SDL", true), false);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_GEAR, "Enable XInput Input Source"),
FSUI_CSTR("The XInput source provides support for XBox 360/XBox One/XBox Series controllers."), "InputSources", "XInput", false,
true, false);
#endif
MenuHeading(FSUI_CSTR("Multitap"));
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_SQUARE_PLUS, "Multitap on Console Port 1"),
FSUI_CSTR("Enables an additional three controller slots. Not supported in all games."), "Pad", "MultitapPort1", false, true, false);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_SQUARE_PLUS, "Multitap on Console Port 2"),
FSUI_CSTR("Enables an additional three controller slots. Not supported in all games."), "Pad", "MultitapPort2", false, true, false);
const std::array<bool, 2> mtap_enabled = {
{bsi->GetBoolValue("Pad", "MultitapPort1", false), bsi->GetBoolValue("Pad", "MultitapPort2", false)}};
// we reorder things a little to make it look less silly for mtap
static constexpr const std::array<char, 4> mtap_slot_names = {{'A', 'B', 'C', 'D'}};
static constexpr const std::array<u32, Pad::NUM_CONTROLLER_PORTS> mtap_port_order = {{0, 2, 3, 4, 1, 5, 6, 7}};
static constexpr const std::array<const char*, Pad::NUM_CONTROLLER_PORTS> sections = {
{"Pad1", "Pad2", "Pad3", "Pad4", "Pad5", "Pad6", "Pad7", "Pad8"}};
// create the ports
for (u32 global_slot : mtap_port_order)
{
const bool is_mtap_port = sioPadIsMultitapSlot(global_slot);
const auto [mtap_port, mtap_slot] = sioConvertPadToPortAndSlot(global_slot);
if (is_mtap_port && !mtap_enabled[mtap_port])
continue;
ImGui::PushID(global_slot);
if (mtap_enabled[mtap_port])
{
MenuHeading(SmallString::from_format(
fmt::runtime(FSUI_ICONSTR(ICON_FA_PLUG, "Controller Port {}{}")), mtap_port + 1, mtap_slot_names[mtap_slot]));
}
else
{
MenuHeading(SmallString::from_format(fmt::runtime(FSUI_ICONSTR(ICON_FA_PLUG, "Controller Port {}")), mtap_port + 1));
}
const char* section = sections[global_slot];
const Pad::ControllerInfo* ci = Pad::GetConfigControllerType(*bsi, section, global_slot);
if (MenuButton(FSUI_ICONSTR(ICON_PF_GAMEPAD_ALT, "Controller Type"), ci ? ci->GetLocalizedName() : FSUI_CSTR("Unknown")))
{
const std::vector<std::pair<const char*, const char*>> raw_options = Pad::GetControllerTypeNames();
ImGuiFullscreen::ChoiceDialogOptions options;
options.reserve(raw_options.size());
for (auto& it : raw_options)
options.emplace_back(it.second, (ci && ci->name == it.first));
OpenChoiceDialog(fmt::format(FSUI_FSTR("Port {} Controller Type"), global_slot + 1).c_str(), false, std::move(options),
[game_settings = IsEditingGameSettings(bsi), section, raw_options = std::move(raw_options)](
s32 index, const std::string& title, bool checked) {
if (index < 0)
return;
auto lock = Host::GetSettingsLock();
SettingsInterface* bsi = GetEditingSettingsInterface(game_settings);
bsi->SetStringValue(section, "Type", raw_options[index].first);
SetSettingsChanged(bsi);
CloseChoiceDialog();
});
}
if (!ci || ci->bindings.empty())
{
ImGui::PopID();
continue;
}
if (MenuButton(
FSUI_ICONSTR(ICON_FA_WAND_MAGIC_SPARKLES, "Automatic Mapping"), FSUI_CSTR("Attempts to map the selected port to a chosen controller.")))
StartAutomaticBinding(global_slot);
for (const InputBindingInfo& bi : ci->bindings)
if (bi.name) [[likely]]
DrawInputBindingButton(bsi, bi.bind_type, section, bi.name, Host::TranslateToCString("Pad", bi.display_name), bi.icon_name, true);
if (mtap_enabled[mtap_port])
{
MenuHeading(SmallString::from_format(
fmt::runtime(FSUI_ICONSTR(ICON_PF_EMPTY_KEYCAP, "Controller Port {}{} Macros")), mtap_port + 1, mtap_slot_names[mtap_slot]));
}
else
{
MenuHeading(SmallString::from_format(fmt::runtime(FSUI_ICONSTR(ICON_PF_EMPTY_KEYCAP, "Controller Port {} Macros")), mtap_port + 1));
}
static bool macro_button_expanded[Pad::NUM_CONTROLLER_PORTS][Pad::NUM_MACRO_BUTTONS_PER_CONTROLLER] = {};
for (u32 macro_index = 0; macro_index < Pad::NUM_MACRO_BUTTONS_PER_CONTROLLER; macro_index++)
{
bool& expanded = macro_button_expanded[global_slot][macro_index];
expanded ^=
MenuHeadingButton(SmallString::from_format(fmt::runtime(FSUI_ICONSTR(ICON_PF_EMPTY_KEYCAP, "Macro Button {}")), macro_index + 1),
macro_button_expanded[global_slot][macro_index] ? ICON_FA_CHEVRON_UP : ICON_FA_CHEVRON_DOWN);
if (!expanded)
continue;
ImGui::PushID(&expanded);
DrawInputBindingButton(
bsi, InputBindingInfo::Type::Macro, section, TinyString::from_format("Macro{}", macro_index + 1), FSUI_CSTR("Trigger"), nullptr);
SmallString binds_string = bsi->GetSmallStringValue(section, fmt::format("Macro{}Binds", macro_index + 1).c_str());
TinyString pretty_binds_string;
if (!binds_string.empty())
{
for (const std::string_view& bind : StringUtil::SplitString(binds_string, '&', true))
{
const char* dispname = nullptr;
for (const InputBindingInfo& bi : ci->bindings)
{
if (bind == bi.name)
{
dispname = bi.icon_name ? bi.icon_name : Host::TranslateToCString("Pad", bi.display_name);
break;
}
}
pretty_binds_string.append_format("{}{}", pretty_binds_string.empty() ? "" : " ", dispname);
}
}
if (MenuButtonWithValue(FSUI_ICONSTR(ICON_FA_KEYBOARD, "Buttons"), nullptr, pretty_binds_string.empty() ? FSUI_CSTR("-") : pretty_binds_string.c_str(), true,
LAYOUT_MENU_BUTTON_HEIGHT_NO_SUMMARY))
{
std::vector<std::string_view> buttons_split(StringUtil::SplitString(binds_string, '&', true));
ImGuiFullscreen::ChoiceDialogOptions options;
for (const InputBindingInfo& bi : ci->bindings)
{
if (bi.bind_type != InputBindingInfo::Type::Button && bi.bind_type != InputBindingInfo::Type::Axis &&
bi.bind_type != InputBindingInfo::Type::HalfAxis)
{
continue;
}
options.emplace_back(Host::TranslateToCString("Pad", bi.display_name),
std::any_of(
buttons_split.begin(), buttons_split.end(), [bi](const std::string_view& it) { return (it == bi.name); }));
}
OpenChoiceDialog(fmt::format(FSUI_FSTR("Select Macro {} Binds"), macro_index + 1).c_str(), true, std::move(options),
[section, macro_index, ci](s32 index, const std::string& title, bool checked) {
// convert display name back to bind name
std::string_view to_modify;
for (const InputBindingInfo& bi : ci->bindings)
{
if (bi.display_name == title)
{
to_modify = bi.name;
break;
}
}
if (to_modify.empty())
{
// wtf?
return;
}
auto lock = Host::GetSettingsLock();
SettingsInterface* bsi = GetEditingSettingsInterface();
const std::string key(fmt::format("Macro{}Binds", macro_index + 1));
std::string binds_string(bsi->GetStringValue(section, key.c_str()));
std::vector<std::string_view> buttons_split(StringUtil::SplitString(binds_string, '&', true));
auto it = std::find(buttons_split.begin(), buttons_split.end(), to_modify);
if (checked)
{
if (it == buttons_split.end())
buttons_split.push_back(to_modify);
}
else
{
if (it != buttons_split.end())
buttons_split.erase(it);
}
binds_string = StringUtil::JoinString(buttons_split.begin(), buttons_split.end(), " & ");
if (binds_string.empty())
bsi->DeleteValue(section, key.c_str());
else
bsi->SetStringValue(section, key.c_str(), binds_string.c_str());
SetSettingsChanged(bsi);
});
}
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_GAMEPAD, "Press To Toggle"),
FSUI_CSTR("Toggles the macro when the button is pressed, instead of held."), section,
TinyString::from_format("Macro{}Toggle", macro_index + 1), false, true, false);
const TinyString freq_key = TinyString::from_format("Macro{}Frequency", macro_index + 1);
const TinyString freq_label = TinyString::from_format(ICON_FA_CLOCK " {}##macro_{}_frequency", FSUI_VSTR("Frequency"), macro_index + 1);
s32 frequency = bsi->GetIntValue(section, freq_key.c_str(), 0);
const SmallString freq_summary =
((frequency == 0) ? TinyString(FSUI_VSTR("Disabled")) :
TinyString::from_format(FSUI_FSTR("{} Frames"), frequency));
if (MenuButtonWithValue(freq_label, FSUI_CSTR("Determines the frequency at which the macro will toggle the buttons on and off (aka auto fire)."), freq_summary, true))
ImGui::OpenPopup(freq_label.c_str());
const std::string pressure_key(fmt::format("Macro{}Pressure", macro_index + 1));
DrawFloatSpinBoxSetting(bsi, FSUI_ICONSTR(ICON_FA_ARROW_DOWN, "Pressure"),
FSUI_CSTR("Determines how much pressure is simulated when macro is active."), section, pressure_key.c_str(), 1.0f, 0.01f,
1.0f, 0.01f, 100.0f, "%.0f%%");
const std::string deadzone_key(fmt::format("Macro{}Deadzone", macro_index + 1));
DrawFloatSpinBoxSetting(bsi, FSUI_ICONSTR(ICON_FA_SKULL, "Deadzone"),
FSUI_CSTR("Determines the pressure required to activate the macro."), section, deadzone_key.c_str(), 0.0f, 0.00f, 1.0f,
0.01f, 100.0f, "%.0f%%");
ImGui::SetNextWindowSize(LayoutScale(500.0f, 180.0f));
ImGui::SetNextWindowPos(ImGui::GetIO().DisplaySize * 0.5f, ImGuiCond_Always, ImVec2(0.5f, 0.5f));
ImGui::PushFont(g_large_font.first, g_large_font.second);
ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, LayoutScale(ImGuiFullscreen::LAYOUT_WINDOW_ROUNDING));
ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, LayoutScale(20.0f, 20.0f));
ImGui::PushStyleVar(ImGuiStyleVar_FrameBorderSize, 0.0f);
ImGui::PushStyleVar(ImGuiStyleVar_FramePadding,
LayoutScale(ImGuiFullscreen::LAYOUT_MENU_BUTTON_X_PADDING, ImGuiFullscreen::LAYOUT_MENU_BUTTON_Y_PADDING));
if (ImGui::BeginPopupModal(
freq_label.c_str(), nullptr, ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove))
{
ImGui::SetNextItemWidth(LayoutScale(450.0f));
ImGui::PushStyleVar(ImGuiStyleVar_FrameRounding, LayoutScale(ImGuiFullscreen::LAYOUT_FRAME_ROUNDING));
ImGui::PushStyleVar(ImGuiStyleVar_FrameBorderSize, LayoutScale(1.0f));
ImGui::PushStyleVar(ImGuiStyleVar_GrabRounding, LayoutScale(8.0f));
ImGui::PushStyleColor(ImGuiCol_FrameBg, ImVec4(0.2f, 0.2f, 0.2f, 1.0f));
ImGui::PushStyleColor(ImGuiCol_FrameBgHovered, ImVec4(0.25f, 0.25f, 0.25f, 1.0f));
ImGui::PushStyleColor(ImGuiCol_FrameBgActive, ImVec4(0.3f, 0.3f, 0.3f, 1.0f));
ImGui::PushStyleColor(ImGuiCol_Border, ImVec4(0.4f, 0.4f, 0.4f, 1.0f));
ImGui::PushStyleColor(ImGuiCol_SliderGrab, ImVec4(0.45f, 0.65f, 0.95f, 1.0f));
ImGui::PushStyleColor(ImGuiCol_SliderGrabActive, ImVec4(0.55f, 0.75f, 1.0f, 1.0f));
ImGui::PushStyleColor(ImGuiCol_Text, ImVec4(1.0f, 1.0f, 1.0f, 1.0f));
if (ImGui::SliderInt("##value", &frequency, 0, 60, FSUI_CSTR("Toggle every %d frames"), ImGuiSliderFlags_NoInput))
{
if (frequency == 0)
bsi->DeleteValue(section, freq_key.c_str());
else
bsi->SetIntValue(section, freq_key.c_str(), frequency);
SetSettingsChanged(bsi);
}
ImGui::PopStyleColor(7);
ImGui::PopStyleVar(3);
BeginMenuButtons();
if (MenuButton("OK", nullptr, true, LAYOUT_MENU_BUTTON_HEIGHT_NO_SUMMARY))
ImGui::CloseCurrentPopup();
EndMenuButtons();
ImGui::EndPopup();
}
ImGui::PopStyleVar(4);
ImGui::PopFont();
ImGui::PopID();
}
if (!ci->settings.empty())
{
if (mtap_enabled[mtap_port])
{
MenuHeading(SmallString::from_format(fmt::runtime(FSUI_ICONSTR(ICON_FA_SLIDERS, "Controller Port {}{} Settings")),
mtap_port + 1, mtap_slot_names[mtap_slot]));
}
else
{
MenuHeading(
SmallString::from_format(fmt::runtime(FSUI_ICONSTR(ICON_FA_SLIDERS, "Controller Port {} Settings")), mtap_port + 1));
}
for (const SettingInfo& si : ci->settings)
DrawSettingInfoSetting(bsi, section, Host::TranslateToCString("Pad", si.name), si, "Pad");
}
ImGui::PopID();
}
for (u32 port = 0; port < USB::NUM_PORTS; port++)
{
ImGui::PushID(port);
MenuHeading(TinyString::from_format(fmt::runtime(FSUI_ICONSTR(ICON_FA_PLUG, "USB Port {}")), port + 1));
const std::string type(USB::GetConfigDevice(*bsi, port));
if (MenuButton(FSUI_ICONSTR(ICON_PF_USB, "Device Type"), USB::GetDeviceName(type)))
{
const std::vector<std::pair<const char*, const char*>> raw_options = USB::GetDeviceTypes();
ImGuiFullscreen::ChoiceDialogOptions options;
options.reserve(raw_options.size());
for (auto& it : raw_options)
{
options.emplace_back(it.second, type == it.first);
}
OpenChoiceDialog(fmt::format(FSUI_FSTR("Port {} Device"), port + 1).c_str(), false, std::move(options),
[game_settings = IsEditingGameSettings(bsi), raw_options = std::move(raw_options), port](
s32 index, const std::string& title, bool checked) {
if (index < 0)
return;
auto lock = Host::GetSettingsLock();
SettingsInterface* bsi = GetEditingSettingsInterface(game_settings);
USB::SetConfigDevice(*bsi, port, raw_options[static_cast<u32>(index)].first);
SetSettingsChanged(bsi);
CloseChoiceDialog();
});
}
if (type.empty() || type == "None")
{
ImGui::PopID();
continue;
}
const u32 subtype = USB::GetConfigSubType(*bsi, port, type);
const std::span<const char*> subtypes(USB::GetDeviceSubtypes(type));
if (!subtypes.empty())
{
const char* subtype_name = USB::GetDeviceSubtypeName(type, subtype);
if (MenuButton(FSUI_ICONSTR(ICON_FA_GEAR, "Device Subtype"), subtype_name))
{
ImGuiFullscreen::ChoiceDialogOptions options;
options.reserve(subtypes.size());
for (u32 i = 0; i < subtypes.size(); i++)
options.emplace_back(subtypes[i], i == subtype);
OpenChoiceDialog(fmt::format(FSUI_FSTR("Port {} Subtype"), port + 1).c_str(), false, std::move(options),
[game_settings = IsEditingGameSettings(bsi), port, type](s32 index, const std::string& title, bool checked) {
if (index < 0)
return;
auto lock = Host::GetSettingsLock();
SettingsInterface* bsi = GetEditingSettingsInterface(game_settings);
USB::SetConfigSubType(*bsi, port, type.c_str(), static_cast<u32>(index));
SetSettingsChanged(bsi);
CloseChoiceDialog();
});
}
}
const std::span<const InputBindingInfo> bindings(USB::GetDeviceBindings(type, subtype));
if (!bindings.empty())
{
MenuHeading(TinyString::from_format(fmt::runtime(FSUI_ICONSTR(ICON_FA_KEYBOARD, "{} Bindings")), USB::GetDeviceName(type)));
if (MenuButton(FSUI_ICONSTR(ICON_FA_TRASH, "Clear Bindings"), FSUI_CSTR("Clears all bindings for this USB controller.")))
{
USB::ClearPortBindings(*bsi, port);
SetSettingsChanged(bsi);
}
const std::string section(USB::GetConfigSection(port));
for (const InputBindingInfo& bi : bindings)
{
DrawInputBindingButton(bsi, bi.bind_type, section.c_str(), USB::GetConfigSubKey(type, bi.name).c_str(),
Host::TranslateToCString("USB", bi.display_name), bi.icon_name);
}
}
const std::span<const SettingInfo> settings(USB::GetDeviceSettings(type, subtype));
if (!settings.empty())
{
MenuHeading(TinyString::from_format(fmt::runtime(FSUI_ICONSTR(ICON_FA_SLIDERS, "{} Settings")), USB::GetDeviceName(type)));
const std::string section(USB::GetConfigSection(port));
for (const SettingInfo& si : settings)
DrawSettingInfoSetting(bsi, section.c_str(), USB::GetConfigSubKey(type, si.name).c_str(), si, "USB");
}
ImGui::PopID();
}
EndMenuButtons();
}
void FullscreenUI::DrawHotkeySettingsPage()
{
SettingsInterface* bsi = GetEditingSettingsInterface();
BeginMenuButtons();
const HotkeyInfo* last_category = nullptr;
for (const HotkeyInfo* hotkey : s_hotkey_list_cache)
{
if (!last_category || std::strcmp(hotkey->category, last_category->category) != 0)
{
MenuHeading(Host::TranslateToCString("Hotkeys", hotkey->category));
last_category = hotkey;
}
DrawInputBindingButton(
bsi, InputBindingInfo::Type::Button, "Hotkeys", hotkey->name, Host::TranslateToCString("Hotkeys", hotkey->display_name), nullptr, false);
}
EndMenuButtons();
}
void FullscreenUI::DrawFoldersSettingsPage()
{
SettingsInterface* bsi = GetEditingSettingsInterface();
BeginMenuButtons();
MenuHeading(FSUI_CSTR("Data Save Locations"));
DrawFolderSetting(bsi, FSUI_ICONSTR(ICON_FA_CUBES, "Cache Directory"), "Folders", "Cache", EmuFolders::Cache);
DrawFolderSetting(bsi, FSUI_ICONSTR(ICON_FA_IMAGES, "Covers Directory"), "Folders", "Covers", EmuFolders::Covers);
DrawFolderSetting(bsi, FSUI_ICONSTR(ICON_FA_CAMERA, "Snapshots Directory"), "Folders", "Snapshots", EmuFolders::Snapshots);
DrawFolderSetting(bsi, FSUI_ICONSTR(ICON_FA_FLOPPY_DISK, "Save States Directory"), "Folders", "Savestates", EmuFolders::Savestates);
DrawFolderSetting(bsi, FSUI_ICONSTR(ICON_FA_WRENCH, "Game Settings Directory"), "Folders", "GameSettings", EmuFolders::GameSettings);
DrawFolderSetting(bsi, FSUI_ICONSTR(ICON_PF_GAMEPAD_ALT, "Input Profile Directory"), "Folders", "InputProfiles", EmuFolders::InputProfiles);
DrawFolderSetting(bsi, FSUI_ICONSTR(ICON_PF_INFINITY, "Cheats Directory"), "Folders", "Cheats", EmuFolders::Cheats);
DrawFolderSetting(bsi, FSUI_ICONSTR(ICON_FA_BANDAGE, "Patches Directory"), "Folders", "Patches", EmuFolders::Patches);
DrawFolderSetting(bsi, FSUI_ICONSTR(ICON_FA_SHIRT, "Texture Replacements Directory"), "Folders", "Textures", EmuFolders::Textures);
DrawFolderSetting(bsi, FSUI_ICONSTR(ICON_FA_VIDEO, "Video Recording Directory"), "Folders", "Videos", EmuFolders::Videos);
MenuHeading(FSUI_CSTR("Organization"));
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_FOLDER_OPEN, "Save Snapshots in Game-Specific Folders"),
FSUI_CSTR("Saves snapshots to per-game subfolders instead of a shared folder."), "EmuCore/GS", "OrganizeScreenshotsByGame", false);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_FOLDER_OPEN, "Save Video Recordings in Game-Specific Folders"),
FSUI_CSTR("Saves video recordings to per-game subfolders instead of a shared folder."), "EmuCore/GS", "OrganizeVideoCaptureByGame", false);
EndMenuButtons();
}
void FullscreenUI::DrawAdvancedSettingsPage()
{
static constexpr const char* ee_rounding_mode_settings[] = {
FSUI_NSTR("Nearest"),
FSUI_NSTR("Negative"),
FSUI_NSTR("Positive"),
FSUI_NSTR("Chop/Zero (Default)"),
};
static constexpr const char* ee_div_rounding_mode_settings[] = {
FSUI_NSTR("Nearest (Default)"),
FSUI_NSTR("Negative"),
FSUI_NSTR("Positive"),
FSUI_NSTR("Chop/Zero"),
};
SettingsInterface* bsi = GetEditingSettingsInterface();
const bool show_advanced_settings = ShouldShowAdvancedSettings(bsi);
BeginMenuButtons();
if (!IsEditingGameSettings(bsi))
{
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_BIOHAZARD, "Show Advanced Settings"),
FSUI_CSTR("Changing these options may cause games to become non-functional. Modify at your own risk, the ARMSX2 team will not "
"provide support for configurations with these settings changed."),
"UI", "ShowAdvancedSettings", false);
}
MenuHeading(FSUI_CSTR("Logging"));
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_TERMINAL, "System Console"),
FSUI_CSTR("Writes log messages to the system console (console window/standard output)."), "Logging", "EnableSystemConsole", false);
DrawToggleSetting(
bsi, FSUI_ICONSTR(ICON_FA_SCROLL, "File Logging"), FSUI_CSTR("Writes log messages to emulog.txt."), "Logging", "EnableFileLogging", true);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_SCROLL, "Verbose Logging"), FSUI_CSTR("Writes dev log messages to log sinks."), "Logging", "EnableVerbose",
false, !IsDevBuild);
if (show_advanced_settings)
{
DrawToggleSetting(
bsi, FSUI_ICONSTR(ICON_FA_CLOCK, "Log Timestamps"), FSUI_CSTR("Writes timestamps alongside log messages."), "Logging", "EnableTimestamps", true);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_MICROCHIP, "EE Console"), FSUI_CSTR("Writes debug messages from the game's EE code to the console."),
"Logging", "EnableEEConsole", true);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_MICROCHIP, "IOP Console"), FSUI_CSTR("Writes debug messages from the game's IOP code to the console."),
"Logging", "EnableIOPConsole", true);
DrawToggleSetting(
bsi, FSUI_ICONSTR(ICON_FA_COMPACT_DISC, "CDVD Verbose Reads"), FSUI_CSTR("Logs disc reads from games."), "EmuCore", "CdvdVerboseReads", false);
}
static constexpr const char* s_savestate_compression_type[] = {
FSUI_NSTR("Uncompressed"),
FSUI_NSTR("Deflate"),
FSUI_NSTR("Zstandard"),
};
static constexpr const char* s_savestate_compression_ratio[] = {
FSUI_NSTR("Low (Fast)"),
FSUI_NSTR("Medium (Recommended)"),
FSUI_NSTR("High"),
FSUI_NSTR("Very High (Slow, Not Recommended)"),
};
if (show_advanced_settings)
{
MenuHeading(FSUI_CSTR("Emotion Engine"));
DrawIntListSetting(bsi, FSUI_ICONSTR(ICON_FA_ARROW_TREND_DOWN, "Rounding Mode"),
FSUI_CSTR("Determines how the results of floating-point operations are rounded. Some games need specific settings."),
"EmuCore/CPU", "FPU.Roundmode", static_cast<int>(FPRoundMode::ChopZero), ee_rounding_mode_settings,
std::size(ee_rounding_mode_settings), true);
DrawIntListSetting(bsi, FSUI_ICONSTR(ICON_FA_DIVIDE, "Division Rounding Mode"),
FSUI_CSTR("Determines how the results of floating-point division is rounded. Some games need specific settings."),
"EmuCore/CPU", "FPUDiv.Roundmode", static_cast<int>(FPRoundMode::Nearest),
ee_div_rounding_mode_settings, std::size(ee_div_rounding_mode_settings), true);
DrawClampingModeSetting(bsi, FSUI_ICONSTR(ICON_FA_ARROW_TURN_DOWN, "Clamping Mode"),
FSUI_CSTR("Determines how out-of-range floating point numbers are handled. Some games need specific settings."), -1);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_MICROCHIP, "Enable Recompiler"),
FSUI_CSTR("Performs just-in-time binary translation of 64-bit MIPS-IV machine code to native code."), "EmuCore/CPU/Recompiler",
"EnableEE", true);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_BUCKET, "Enable Cache (Slow)"), FSUI_CSTR("Enables simulation of the EE's cache. Slow."),
"EmuCore/CPU/Recompiler", "EnableEECache", false);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_ARROWS_SPIN, "INTC Spin Detection"),
FSUI_CSTR("Huge speedup for some games, with almost no compatibility side effects."), "EmuCore/Speedhacks", "IntcStat", true);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_ARROWS_SPIN, "Wait Loop Detection"),
FSUI_CSTR("Moderate speedup for some games, with no known side effects."), "EmuCore/Speedhacks", "WaitLoop", true);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_MEMORY, "Enable Fast Memory Access"),
FSUI_CSTR("Uses backpatching to avoid register flushing on every memory access."), "EmuCore/CPU/Recompiler", "EnableFastmem",
true);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_PAUSE, "Pause On TLB Miss"),
FSUI_CSTR("Pauses the virtual machine when a TLB miss occurs, instead of ignoring it and continuing."),
"EmuCore/CPU/Recompiler", "PauseOnTLBMiss", false);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_MEMORY, "Enable Extended RAM (Dev Console)"),
FSUI_CSTR("Exposes additional memory to the virtual machine, expanding the EE and IOP memory to 128MB and 8MB respectively."),
"EmuCore/CPU", "ExtraMemory", false);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_PLUS_MINUS, "FPU Add/Sub Guard Bits"),
FSUI_CSTR("Emulates the EE FPU's missing add/sub guard bits for hardware-accurate results (default). A few games need it; "
"disabling is a minor speedup for EE-FPU-heavy games verified correct without it. No effect in Full clamping mode."),
"EmuCore/CPU/Recompiler", "fpuGuardedAddSub", true);
MenuHeading(FSUI_CSTR("Vector Units"));
DrawIntListSetting(bsi, FSUI_ICONSTR(ICON_FA_ARROW_TREND_DOWN, "VU0 Rounding Mode"),
FSUI_CSTR("Determines how the results of floating-point operations are rounded. Some games need specific settings."),
"EmuCore/CPU", "VU0.Roundmode", static_cast<int>(FPRoundMode::ChopZero),
ee_rounding_mode_settings, std::size(ee_rounding_mode_settings), true);
DrawClampingModeSetting(bsi, FSUI_ICONSTR(ICON_FA_ARROW_TURN_DOWN, "VU0 Clamping Mode"),
FSUI_CSTR("Determines how out-of-range floating point numbers are handled. Some games need specific settings."), 0);
DrawIntListSetting(bsi, FSUI_ICONSTR(ICON_FA_ARROW_TREND_DOWN, "VU1 Rounding Mode"),
FSUI_CSTR("Determines how the results of floating-point operations are rounded. Some games need specific settings."),
"EmuCore/CPU", "VU1.Roundmode", static_cast<int>(FPRoundMode::ChopZero),
ee_rounding_mode_settings, std::size(ee_rounding_mode_settings), true);
DrawClampingModeSetting(bsi, FSUI_ICONSTR(ICON_FA_ARROW_TURN_DOWN, "VU1 Clamping Mode"),
FSUI_CSTR("Determines how out-of-range floating point numbers are handled. Some games need specific settings."), 1);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_MICROCHIP, "Enable VU0 Recompiler (Micro Mode)"),
FSUI_CSTR("New Vector Unit recompiler with much improved compatibility. Recommended."), "EmuCore/CPU/Recompiler", "EnableVU0",
true);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_MICROCHIP, "Enable VU1 Recompiler"),
FSUI_CSTR("New Vector Unit recompiler with much improved compatibility. Recommended."), "EmuCore/CPU/Recompiler", "EnableVU1",
true);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_FLAG, "mVU Flag Hack"),
FSUI_CSTR("Good speedup and high compatibility, may cause graphical errors."), "EmuCore/Speedhacks", "vuFlagHack", true);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_CLOCK, "Enable Instant VU1"),
FSUI_CSTR("Runs VU1 instantly. Provides a modest speed improvement in most games. Safe for most games, but a few games may exhibit graphical errors."),
"EmuCore/Speedhacks", "vu1Instant", true);
MenuHeading(FSUI_CSTR("I/O Processor"));
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_MICROCHIP, "Enable Recompiler"),
FSUI_CSTR("Performs just-in-time binary translation of 32-bit MIPS-I machine code to native code."), "EmuCore/CPU/Recompiler",
"EnableIOP", true);
MenuHeading(FSUI_CSTR("Compatibility"));
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_WRENCH, "Enable Game Fixes"),
FSUI_CSTR("Automatically loads and applies fixes to known problematic games on game start."), "EmuCore", "EnableGameFixes",
true);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_BANDAGE, "Enable Compatibility Patches"),
FSUI_CSTR("Automatically loads and applies compatibility patches to known problematic games."), "EmuCore", "EnablePatches",
true);
MenuHeading(FSUI_CSTR("Save State Management"));
DrawIntListSetting(bsi, FSUI_ICONSTR(ICON_FA_BOX_OPEN, "Compression Method"), FSUI_CSTR("Sets the compression algorithm for savestate."), "EmuCore",
"SavestateCompressionType", static_cast<int>(SavestateCompressionMethod::Zstandard), s_savestate_compression_type, std::size(s_savestate_compression_type), true);
DrawIntListSetting(bsi, FSUI_ICONSTR(ICON_FA_COMPRESS, "Compression Level"), FSUI_CSTR("Sets the compression level for savestate."), "EmuCore",
"SavestateCompressionRatio", static_cast<int>(SavestateCompressionLevel::Medium), s_savestate_compression_ratio, std::size(s_savestate_compression_ratio), true);
MenuHeading(FSUI_CSTR("Graphics"));
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_BUG, "Use Debug Device"), FSUI_CSTR("Enables API-level validation of graphics commands."), "EmuCore/GS",
"UseDebugDevice", false);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_BUG, "Use Debug Blend"), FSUI_CSTR("Forces SW blending and disables several optimizations."), "EmuCore/GS", "UseDebugBlend", false);
MenuHeading(FSUI_CSTR("PINE Settings"));
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_NETWORK_WIRED, "Enable PINE"),
FSUI_CSTR("Enables the PINE Inter-Process Communication system, allowing external programs to interact with the emulator."), "EmuCore", "EnablePINE", false);
const bool pine_enabled = GetEffectiveBoolSetting(bsi, "EmuCore", "EnablePINE", false);
DrawIntSpinBoxSetting(bsi, FSUI_ICONSTR(ICON_FA_NETWORK_WIRED, "PINE Slot"),
FSUI_CSTR("The network port slot used for PINE IPC connections."), "EmuCore", "PINESlot", 28011, 1024, 65535, 1, "%d", pine_enabled);
}
EndMenuButtons();
}
void FullscreenUI::DrawPatchesOrCheatsSettingsPage(bool cheats)
{
SettingsInterface* bsi = GetEditingSettingsInterface();
const std::vector<Patch::PatchInfo>& patch_list = cheats ? s_game_cheats_list : s_game_patch_list;
std::vector<std::string>& enable_list = cheats ? s_enabled_game_cheat_cache : s_enabled_game_patch_cache;
const char* section = cheats ? Patch::CHEATS_CONFIG_SECTION : Patch::PATCHES_CONFIG_SECTION;
const bool master_enable = cheats ? GetEffectiveBoolSetting(bsi, "EmuCore", "EnableCheats", false) : true;
BeginMenuButtons();
MenuHeading(FSUI_CSTR("Settings"));
if (cheats)
{
DrawToggleSetting(
bsi, FSUI_ICONSTR(ICON_FA_WAND_MAGIC_SPARKLES, "Enable Cheats"), FSUI_CSTR("Enables loading cheats from pnach files."), "EmuCore", "EnableCheats", false);
}
const char* all_crcs_key = cheats ? "ShowCheatsForAllCRCs" : "ShowPatchesForAllCRCs";
const char* all_crcs_title = cheats ? FSUI_ICONSTR(ICON_FA_LAYER_GROUP, "Show Cheats For All CRCs") :
FSUI_ICONSTR(ICON_FA_LAYER_GROUP, "Show Patches For All CRCs");
const char* all_crcs_summary =
cheats ? FSUI_CSTR("Toggles scanning cheat files for all CRCs of the game. With this enabled available cheats for the game serial with different CRCs will also be loaded.") :
FSUI_CSTR("Toggles scanning patch files for all CRCs of the game. With this enabled available patches for the game serial with different CRCs will also be loaded.");
if (DrawToggleSetting(bsi, all_crcs_title, all_crcs_summary, "EmuCore", all_crcs_key, false) && s_game_settings_entry)
{
PopulatePatchesAndCheatsList(
(s_game_settings_entry->type != GameList::EntryType::ELF) ? std::string_view(s_game_settings_entry->serial) : std::string_view(),
s_game_settings_entry->crc);
}
if (cheats)
{
if (patch_list.empty())
{
ActiveButton(
FSUI_CSTR("No cheats are available for this game."), false, false, ImGuiFullscreen::LAYOUT_MENU_BUTTON_HEIGHT_NO_SUMMARY);
}
else
{
MenuHeading(FSUI_CSTR("Cheat Codes"));
}
}
else
{
if (patch_list.empty())
{
ActiveButton(
FSUI_CSTR("No patches are available for this game."), false, false, ImGuiFullscreen::LAYOUT_MENU_BUTTON_HEIGHT_NO_SUMMARY);
}
else
{
MenuHeading(FSUI_CSTR("Game Patches"));
}
}
for (const Patch::PatchInfo& pi : patch_list)
{
const auto enable_it = std::find(enable_list.begin(), enable_list.end(), pi.name);
bool state = (enable_it != enable_list.end());
if (ToggleButton(pi.name.c_str(), pi.description.c_str(), &state, master_enable))
{
if (state)
{
bsi->AddToStringList(section, Patch::PATCH_ENABLE_CONFIG_KEY, pi.name.c_str());
enable_list.push_back(pi.name);
}
else
{
bsi->RemoveFromStringList(section, Patch::PATCH_ENABLE_CONFIG_KEY, pi.name.c_str());
enable_list.erase(enable_it);
}
SetSettingsChanged(bsi);
}
}
if (cheats && s_game_cheat_unlabelled_count > 0)
{
ActiveButton(SmallString::from_format(master_enable ? FSUI_FSTR("{} unlabelled patch codes will automatically activate.") :
FSUI_FSTR("{} unlabelled patch codes found but not enabled."),
s_game_cheat_unlabelled_count),
false, false, ImGuiFullscreen::LAYOUT_MENU_BUTTON_HEIGHT_NO_SUMMARY);
}
if (!patch_list.empty() || (cheats && s_game_cheat_unlabelled_count > 0))
{
ActiveButton(
cheats ? FSUI_CSTR("Activating cheats can cause unpredictable behavior, crashing, soft-locks, or broken saved games.") :
FSUI_CSTR("Activating game patches can cause unpredictable behavior, crashing, soft-locks, or broken saved games."),
false, false, ImGuiFullscreen::LAYOUT_MENU_BUTTON_HEIGHT_NO_SUMMARY);
ActiveButton(
FSUI_CSTR("Use patches at your own risk, the ARMSX2 team will provide no support for users who have enabled game patches."),
false, false, ImGuiFullscreen::LAYOUT_MENU_BUTTON_HEIGHT_NO_SUMMARY);
}
EndMenuButtons();
}
void FullscreenUI::DrawGameFixesSettingsPage()
{
SettingsInterface* bsi = GetEditingSettingsInterface();
BeginMenuButtons();
MenuHeading(FSUI_CSTR("Game Fixes"));
ActiveButton(
FSUI_CSTR("Game fixes should not be modified unless you are aware of what each option does and the implications of doing so."),
false, false, ImGuiFullscreen::LAYOUT_MENU_BUTTON_HEIGHT_NO_SUMMARY);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_MICROCHIP, "Use Software Renderer For FMVs"),
FSUI_CSTR("Needed for some games with complex FMV rendering."), "EmuCore/Gamefixes", "SoftwareRendererFMVHack", false);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_FORWARD_FAST, "Skip MPEG Hack"), FSUI_CSTR("Skips videos/FMVs in games to avoid game hanging/freezes."),
"EmuCore/Gamefixes", "SkipMPEGHack", false);
DrawToggleSetting(
bsi, FSUI_ICONSTR(ICON_FA_MEMORY, "Preload TLB Hack"), FSUI_CSTR("To avoid TLB miss on Goemon."), "EmuCore/Gamefixes", "GoemonTlbHack", false);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_CLOCK, "EE Timing Hack"),
FSUI_CSTR("General-purpose timing hack. Known to affect following games: Digital Devil Saga, SSX."),
"EmuCore/Gamefixes", "EETimingHack", false);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_BOLT, "Instant DMA Hack"),
FSUI_CSTR("Good for cache emulation problems. Known to affect following games: Fire Pro Wrestling Z."), "EmuCore/Gamefixes", "InstantDMAHack",
false);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_FLAG, "OPH Flag Hack"),
FSUI_CSTR("Known to affect following games: Bleach Blade Battlers, Growlanser II and III, Wizardry."), "EmuCore/Gamefixes",
"OPHFlagHack", false);
DrawToggleSetting(
bsi, FSUI_ICONSTR(ICON_FA_MEMORY, "Emulate GIF FIFO"), FSUI_CSTR("Correct but slower. Known to affect the following games: FIFA Street 2."), "EmuCore/Gamefixes", "GIFFIFOHack", false);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_HOURGLASS, "DMA Busy Hack"),
FSUI_CSTR("Known to affect following games: Mana Khemia 1, Metal Saga, Pilot Down Behind Enemy Lines."), "EmuCore/Gamefixes",
"DMABusyHack", false);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_HOURGLASS, "Delay VIF1 Stalls"), FSUI_CSTR("For SOCOM 2 HUD and Spy Hunter loading hang."),
"EmuCore/Gamefixes", "VIF1StallHack", false);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_MEMORY, "Emulate VIF FIFO"),
FSUI_CSTR("Simulate VIF1 FIFO read ahead. Known to affect following games: Test Drive Unlimited, Transformers."), "EmuCore/Gamefixes", "VIFFIFOHack", false);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_ARROWS_ROTATE, "Full VU0 Synchronization"), FSUI_CSTR("Forces tight VU0 sync on every COP2 instruction."),
"EmuCore/Gamefixes", "FullVU0SyncHack", false);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_MICROCHIP, "VU I Bit Hack"),
FSUI_CSTR("Avoids constant recompilation in some games. Known to affect the following games: Scarface The World is Yours, Crash Tag Team Racing."), "EmuCore/Gamefixes", "IbitHack", false);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_PLUS, "VU Add Hack"),
FSUI_CSTR("For Tri-Ace Games: Star Ocean 3, Radiata Stories, Valkyrie Profile 2."), "EmuCore/Gamefixes",
"VuAddSubHack", false);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_WAVE_SQUARE, "VU Overflow Hack"), FSUI_CSTR("To check for possible float overflows (Superman Returns)."),
"EmuCore/Gamefixes", "VUOverflowHack", false, false);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_ARROWS_ROTATE, "VU Sync"), FSUI_CSTR("Run behind. To avoid sync problems when reading or writing VU registers."),
"EmuCore/Gamefixes", "VUSyncHack", false);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_CLOCK, "VU XGKick Sync"), FSUI_CSTR("Use accurate timing for VU XGKicks (slower)."), "EmuCore/Gamefixes",
"XgKickHack", false);
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_GAUGE, "Force Blit Internal FPS Detection"),
FSUI_CSTR("Use alternative method to calculate internal FPS to avoid false readings in some games."), "EmuCore/Gamefixes",
"BlitInternalFPSHack", false);
EndMenuButtons();
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Translation String Area
// To avoid having to type T_RANSLATE("FullscreenUI", ...) everywhere, we use the shorter macros in the internal
// header file, then preprocess and generate a bunch of noops here to define the strings. Sadly that means
// the view in Linguist is gonna suck, but you can search the file for the string for more context.
////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#if 0
// TRANSLATION-STRING-AREA-BEGIN
TRANSLATE_NOOP("FullscreenUI", "Use Global Setting");
TRANSLATE_NOOP("FullscreenUI", "Automatic binding failed, no devices are available.");
TRANSLATE_NOOP("FullscreenUI", "Game title copied to clipboard.");
TRANSLATE_NOOP("FullscreenUI", "Game serial copied to clipboard.");
TRANSLATE_NOOP("FullscreenUI", "Game CRC copied to clipboard.");
TRANSLATE_NOOP("FullscreenUI", "Game type copied to clipboard.");
TRANSLATE_NOOP("FullscreenUI", "Game region copied to clipboard.");
TRANSLATE_NOOP("FullscreenUI", "Game compatibility copied to clipboard.");
TRANSLATE_NOOP("FullscreenUI", "Game path copied to clipboard.");
TRANSLATE_NOOP("FullscreenUI", "None");
TRANSLATE_NOOP("FullscreenUI", "Automatic");
TRANSLATE_NOOP("FullscreenUI", "Both slots must have a card selected to swap.");
TRANSLATE_NOOP("FullscreenUI", "Swapped Slot 1 and Slot 2 memory cards.");
TRANSLATE_NOOP("FullscreenUI", "Browse...");
TRANSLATE_NOOP("FullscreenUI", "Create New...");
TRANSLATE_NOOP("FullscreenUI", "Enter custom HDD size in gigabytes (40–2000):");
TRANSLATE_NOOP("FullscreenUI", "Invalid size. Please enter a number between 40 and 2000.");
TRANSLATE_NOOP("FullscreenUI", "HDD size must be between 40 GB and 2000 GB.");
TRANSLATE_NOOP("FullscreenUI", "Enter the name for the new memory card.");
TRANSLATE_NOOP("FullscreenUI", "Memory card name cannot be empty.");
TRANSLATE_NOOP("FullscreenUI", "PS2 (8MB)");
TRANSLATE_NOOP("FullscreenUI", "PS2 (16MB)");
TRANSLATE_NOOP("FullscreenUI", "PS2 (32MB)");
TRANSLATE_NOOP("FullscreenUI", "PS2 (64MB)");
TRANSLATE_NOOP("FullscreenUI", "PS1 (128KB)");
TRANSLATE_NOOP("FullscreenUI", "Folder");
TRANSLATE_NOOP("FullscreenUI", "Yes - Enable NTFS compression");
TRANSLATE_NOOP("FullscreenUI", "No - Disable NTFS compression");
TRANSLATE_NOOP("FullscreenUI", "Failed to create the Memory Card, the log may contain more information.");
TRANSLATE_NOOP("FullscreenUI", "Enable Hardcore Mode");
TRANSLATE_NOOP("FullscreenUI", "Hardcore mode is not currently enabled. Enabling hardcore mode allows you to set times, scores, and participate in game-specific leaderboards.\n\nHowever, hardcore mode also prevents the usage of save states, cheats and slowdown functionality.\n\nDo you want to enable hardcore mode?");
TRANSLATE_NOOP("FullscreenUI", "Reset System");
TRANSLATE_NOOP("FullscreenUI", "Hardcore mode will not be enabled until the system is reset. Do you want to reset the system now?");
TRANSLATE_NOOP("FullscreenUI", "Enable Achievements");
TRANSLATE_NOOP("FullscreenUI", "Achievement tracking is not currently enabled. Your login will have no effect until after tracking is enabled.\n\nDo you want to enable tracking now?");
TRANSLATE_NOOP("FullscreenUI", "No file selected.");
TRANSLATE_NOOP("FullscreenUI", "Sound reset to default.");
TRANSLATE_NOOP("FullscreenUI", "Sound is already using default.");
TRANSLATE_NOOP("FullscreenUI", "Are you sure you want to restore the default controller configuration?\n\nAll shared bindings and configuration will be lost, but your input profiles will remain.\n\nYou cannot undo this action.");
TRANSLATE_NOOP("FullscreenUI", "Controller settings reset to default.");
TRANSLATE_NOOP("FullscreenUI", "No input profiles available.");
TRANSLATE_NOOP("FullscreenUI", "Custom input profiles are used to override the Shared input profile for specific games.\n\nTo apply a custom input profile to a game, go to its Game Properties, then change the 'Input Profile' on the Summary tab.\n\nEnter the name for the new input profile:");
TRANSLATE_NOOP("FullscreenUI", "Are you sure you want to restore the default settings? Any preferences will be lost.");
TRANSLATE_NOOP("FullscreenUI", "Settings reset to defaults.");
TRANSLATE_NOOP("FullscreenUI", "-");
TRANSLATE_NOOP("FullscreenUI", "No Binding");
TRANSLATE_NOOP("FullscreenUI", "Setting %s binding %s.");
TRANSLATE_NOOP("FullscreenUI", "Push a controller button or axis now.");
TRANSLATE_NOOP("FullscreenUI", "Timing out in %.0f seconds...");
TRANSLATE_NOOP("FullscreenUI", "Unknown");
TRANSLATE_NOOP("FullscreenUI", "OK");
TRANSLATE_NOOP("FullscreenUI", "Enter the DNS server address");
TRANSLATE_NOOP("FullscreenUI", "Enter the Gateway address");
TRANSLATE_NOOP("FullscreenUI", "Enter the Subnet Mask");
TRANSLATE_NOOP("FullscreenUI", "Enter the PS2 IP address");
TRANSLATE_NOOP("FullscreenUI", "Enter the IP address");
TRANSLATE_NOOP("FullscreenUI", "Select Device");
TRANSLATE_NOOP("FullscreenUI", "Details");
TRANSLATE_NOOP("FullscreenUI", "The selected input profile will be used for this game.");
TRANSLATE_NOOP("FullscreenUI", "Shared");
TRANSLATE_NOOP("FullscreenUI", "Input Profile");
TRANSLATE_NOOP("FullscreenUI", "Options");
TRANSLATE_NOOP("FullscreenUI", "Copies the current global settings to this game.");
TRANSLATE_NOOP("FullscreenUI", "Clears all settings set for this game.");
TRANSLATE_NOOP("FullscreenUI", "Appearance");
TRANSLATE_NOOP("FullscreenUI", "Selects the color style to be used for Big Picture Mode.");
TRANSLATE_NOOP("FullscreenUI", "When Big Picture mode is started, the game list will be displayed instead of the main menu.");
TRANSLATE_NOOP("FullscreenUI", "For games with both a title in the game's native language and one in English, prefer the English title. Affects how game titles are displayed on the game list, window title and Discord Presence");
TRANSLATE_NOOP("FullscreenUI", "Show a save state selector UI when switching slots instead of showing a notification bubble.");
TRANSLATE_NOOP("FullscreenUI", "Background");
TRANSLATE_NOOP("FullscreenUI", "Select a custom background image to use in Big Picture Mode menus.\n\nSupported formats: PNG, JPG, JPEG, BMP.");
TRANSLATE_NOOP("FullscreenUI", "Removes the custom background image.");
TRANSLATE_NOOP("FullscreenUI", "Sets the transparency of the custom background image.");
TRANSLATE_NOOP("FullscreenUI", "Select how to display the background image.");
TRANSLATE_NOOP("FullscreenUI", "Behaviour");
TRANSLATE_NOOP("FullscreenUI", "Prevents the screen saver from activating and the host from sleeping while emulation is running.");
TRANSLATE_NOOP("FullscreenUI", "Pauses the emulator when a game is started.");
TRANSLATE_NOOP("FullscreenUI", "Pauses the emulator when you minimize the window or switch to another application, and unpauses when you switch back.");
TRANSLATE_NOOP("FullscreenUI", "Pauses the emulator when a controller with bindings is disconnected.");
TRANSLATE_NOOP("FullscreenUI", "Pauses the emulator when you open the quick menu, and unpauses when you close it.");
TRANSLATE_NOOP("FullscreenUI", "Display a modal dialog when a save state load/save operation fails.");
TRANSLATE_NOOP("FullscreenUI", "Determines whether a prompt will be displayed to confirm shutting down the emulator/game when the hotkey is pressed.");
TRANSLATE_NOOP("FullscreenUI", "Automatically saves the emulator state when powering down or exiting. You can then resume directly from where you left off next time.");
TRANSLATE_NOOP("FullscreenUI", "Creates a backup copy of a save state if it already exists when the save is created. The backup copy has a .backup suffix");
TRANSLATE_NOOP("FullscreenUI", "Changes which gamepad button glyph set is used in Big Picture UI and input binding displays.");
TRANSLATE_NOOP("FullscreenUI", "Integration");
TRANSLATE_NOOP("FullscreenUI", "Shows the game you are currently playing as part of your profile on Discord.");
TRANSLATE_NOOP("FullscreenUI", "Game Display");
TRANSLATE_NOOP("FullscreenUI", "Automatically switches to fullscreen mode when a game is started.");
TRANSLATE_NOOP("FullscreenUI", "Switches between full screen and windowed when the window is double-clicked.");
TRANSLATE_NOOP("FullscreenUI", "Hides the mouse pointer/cursor when the emulator is in fullscreen mode.");
TRANSLATE_NOOP("FullscreenUI", "Automatically starts Big Picture Mode instead of the regular Qt interface when ARMSX2 launches.");
TRANSLATE_NOOP("FullscreenUI", "Operations");
TRANSLATE_NOOP("FullscreenUI", "Resets configuration to defaults (excluding controller settings).");
TRANSLATE_NOOP("FullscreenUI", "BIOS Configuration");
TRANSLATE_NOOP("FullscreenUI", "Changes the BIOS image used to start future sessions.");
TRANSLATE_NOOP("FullscreenUI", "BIOS Selection");
TRANSLATE_NOOP("FullscreenUI", "Fast Boot Options");
TRANSLATE_NOOP("FullscreenUI", "Skips the intro screen, and bypasses region checks.");
TRANSLATE_NOOP("FullscreenUI", "Removes emulation speed throttle until the game starts to reduce startup time.");
TRANSLATE_NOOP("FullscreenUI", "Speed Control");
TRANSLATE_NOOP("FullscreenUI", "Sets the speed when running without fast forwarding.");
TRANSLATE_NOOP("FullscreenUI", "Sets the speed when using the fast forward hotkey.");
TRANSLATE_NOOP("FullscreenUI", "Sets the speed when using the slow motion hotkey.");
TRANSLATE_NOOP("FullscreenUI", "System Settings");
TRANSLATE_NOOP("FullscreenUI", "Underclocks or overclocks the emulated Emotion Engine CPU.");
TRANSLATE_NOOP("FullscreenUI", "Makes the emulated Emotion Engine skip cycles. Helps a small subset of games like SOTC. Most of the time it's harmful to performance.");
TRANSLATE_NOOP("FullscreenUI", "Generally a speedup on CPUs with 4 or more cores. Safe for most games, but a few are incompatible and may hang.");
TRANSLATE_NOOP("FullscreenUI", "Pins emulation threads to CPU cores to potentially improve performance/frame time variance.");
TRANSLATE_NOOP("FullscreenUI", "Enables loading cheats from pnach files.");
TRANSLATE_NOOP("FullscreenUI", "Enables access to files from the host: namespace in the virtual machine.");
TRANSLATE_NOOP("FullscreenUI", "Fast disc access, less loading times. Not recommended.");
TRANSLATE_NOOP("FullscreenUI", "Loads the disc image into RAM before starting the virtual machine.");
TRANSLATE_NOOP("FullscreenUI", "Real-Time Clock");
TRANSLATE_NOOP("FullscreenUI", "Uses a fixed date/time for the virtual PS2 instead of the host clock. Applied on boot only.");
TRANSLATE_NOOP("FullscreenUI", "Calendar year for the virtual PS2 RTC.");
TRANSLATE_NOOP("FullscreenUI", "Month of the year (1-12).");
TRANSLATE_NOOP("FullscreenUI", "Day of the month (1-31).");
TRANSLATE_NOOP("FullscreenUI", "Hour of the day (0-23).");
TRANSLATE_NOOP("FullscreenUI", "Minute of the hour (0-59).");
TRANSLATE_NOOP("FullscreenUI", "Second of the minute (0-59).");
TRANSLATE_NOOP("FullscreenUI", "Frame Pacing / Latency Control");
TRANSLATE_NOOP("FullscreenUI", "Sets the number of frames which can be queued.");
TRANSLATE_NOOP("FullscreenUI", "Synchronize EE and GS threads after each frame. Lowest input latency, but increases system requirements.");
TRANSLATE_NOOP("FullscreenUI", "Synchronizes frame presentation with host refresh.");
TRANSLATE_NOOP("FullscreenUI", "Speeds up emulation so that the guest refresh rate matches the host.");
TRANSLATE_NOOP("FullscreenUI", "Disables ARMSX2's internal frame timing, and uses host vsync instead.");
TRANSLATE_NOOP("FullscreenUI", "Graphics API");
TRANSLATE_NOOP("FullscreenUI", "Selects the API used to render the emulated GS.");
TRANSLATE_NOOP("FullscreenUI", "Display");
TRANSLATE_NOOP("FullscreenUI", "Selects the aspect ratio to display the game content at.");
TRANSLATE_NOOP("FullscreenUI", "Selects the aspect ratio for display when a FMV is detected as playing.");
TRANSLATE_NOOP("FullscreenUI", "Selects the algorithm used to convert the PS2's interlaced output to progressive for display.");
TRANSLATE_NOOP("FullscreenUI", "Disables interlacing offset which may reduce blurring in some situations.");
TRANSLATE_NOOP("FullscreenUI", "Determines the resolution at which screenshots will be saved.");
TRANSLATE_NOOP("FullscreenUI", "Selects the format which will be used to save screenshots.");
TRANSLATE_NOOP("FullscreenUI", "Selects the quality at which screenshots will be compressed.");
TRANSLATE_NOOP("FullscreenUI", "%d%%");
TRANSLATE_NOOP("FullscreenUI", "Increases or decreases the virtual picture size vertically.");
TRANSLATE_NOOP("FullscreenUI", "Crops the image, while respecting aspect ratio.");
TRANSLATE_NOOP("FullscreenUI", "%dpx");
TRANSLATE_NOOP("FullscreenUI", "Enables loading widescreen patches from pnach files.");
TRANSLATE_NOOP("FullscreenUI", "Enables loading no-interlacing patches from pnach files.");
TRANSLATE_NOOP("FullscreenUI", "Smooths out the image when upscaling the console to the screen.");
TRANSLATE_NOOP("FullscreenUI", "Adds padding to the display area to ensure that the ratio between pixels on the host to pixels in the console is an integer number. May result in a sharper image in some 2D games.");
TRANSLATE_NOOP("FullscreenUI", "Enables PCRTC Offsets which position the screen as the game requests.");
TRANSLATE_NOOP("FullscreenUI", "Enables the option to show the overscan area on games which draw more than the safe area of the screen.");
TRANSLATE_NOOP("FullscreenUI", "Enables internal Anti-Blur hacks. Less accurate to PS2 rendering but will make a lot of games look less blurry.");
TRANSLATE_NOOP("FullscreenUI", "Rendering");
TRANSLATE_NOOP("FullscreenUI", "Multiplies the render resolution by the specified factor (upscaling).");
TRANSLATE_NOOP("FullscreenUI", "Selects where bilinear filtering is utilized when rendering textures.");
TRANSLATE_NOOP("FullscreenUI", "Selects where trilinear filtering is utilized when rendering textures.");
TRANSLATE_NOOP("FullscreenUI", "Selects where anisotropic filtering is utilized when rendering textures.");
TRANSLATE_NOOP("FullscreenUI", "Selects the type of dithering applies when the game requests it.");
TRANSLATE_NOOP("FullscreenUI", "Determines the level of accuracy when emulating blend modes not supported by the host graphics API.");
TRANSLATE_NOOP("FullscreenUI", "Enables emulation of the GS's edge anti-aliasing (AA1).");
TRANSLATE_NOOP("FullscreenUI", "Enables accurate alpha testing, which some games require to render correctly. This may require more draw calls and result in a speed penalty.");
TRANSLATE_NOOP("FullscreenUI", "Enables emulation of the GS's texture mipmapping.");
TRANSLATE_NOOP("FullscreenUI", "Enables Rasterizer Ordered View (ROV), which allows feedback loops to be executed with fewer draw calls. Can improve performance in feedback heavy games with higher accuracy settings.");
TRANSLATE_NOOP("FullscreenUI", "Number of threads to use in addition to the main GS thread for rasterization.");
TRANSLATE_NOOP("FullscreenUI", "Force a primitive flush when a framebuffer is also an input texture.");
TRANSLATE_NOOP("FullscreenUI", "Hardware Fixes");
TRANSLATE_NOOP("FullscreenUI", "Disables automatic hardware fixes, allowing you to set fixes manually.");
TRANSLATE_NOOP("FullscreenUI", "Uses software renderer to draw texture decompression-like sprites.");
TRANSLATE_NOOP("FullscreenUI", "Determines filter level for CPU sprite render.");
TRANSLATE_NOOP("FullscreenUI", "Uses software renderer to draw texture CLUT points/sprites.");
TRANSLATE_NOOP("FullscreenUI", "Try to detect when a game is drawing its own color palette and then renders it on the GPU with special handling.");
TRANSLATE_NOOP("FullscreenUI", "Object range to skip drawing.");
TRANSLATE_NOOP("FullscreenUI", "Convert 4-bit and 8-bit framebuffer on the CPU instead of the GPU.");
TRANSLATE_NOOP("FullscreenUI", "Disable the support of depth buffers in the texture cache.");
TRANSLATE_NOOP("FullscreenUI", "This option disables multiple safe features.");
TRANSLATE_NOOP("FullscreenUI", "This option disables game-specific render fixes.");
TRANSLATE_NOOP("FullscreenUI", "Uploads GS data when rendering a new frame to reproduce some effects accurately.");
TRANSLATE_NOOP("FullscreenUI", "Removes texture cache entries when there is any intersection, rather than only the intersected areas.");
TRANSLATE_NOOP("FullscreenUI", "Allows the texture cache to reuse as an input texture the inner portion of a previous framebuffer.");
TRANSLATE_NOOP("FullscreenUI", "Flushes all targets in the texture cache back to local memory when shutting down.");
TRANSLATE_NOOP("FullscreenUI", "Attempts to reduce the texture size when games do not set it themselves (e.g. Snowblind games).");
TRANSLATE_NOOP("FullscreenUI", "When enabled GPU converts colormap-textures, otherwise the CPU will. It is a trade-off between GPU and CPU.");
TRANSLATE_NOOP("FullscreenUI", "Attempts to reduce draw calls in games which do heavy context switching for blending purposes.");
TRANSLATE_NOOP("FullscreenUI", "Truncate 32-bit depth values to 24 bits. Helps games struggling with Z-fighting.");
TRANSLATE_NOOP("FullscreenUI", "Upscaling Fixes");
TRANSLATE_NOOP("FullscreenUI", "Adjusts vertices relative to upscaling.");
TRANSLATE_NOOP("FullscreenUI", "Attempt to do rescaling at native resolution.");
TRANSLATE_NOOP("FullscreenUI", "Adjusts sprite coordinates.");
TRANSLATE_NOOP("FullscreenUI", "Can smooth out textures due to be bilinear filtered when upscaling. E.g. Brave sun glare.");
TRANSLATE_NOOP("FullscreenUI", "Adjusts target texture offsets.");
TRANSLATE_NOOP("FullscreenUI", "Fixes issues with upscaling (vertical lines) in some games.");
TRANSLATE_NOOP("FullscreenUI", "Replaces multiple post-processing sprites with a larger single sprite.");
TRANSLATE_NOOP("FullscreenUI", "Lowers the GS precision to avoid gaps between pixels when upscaling. Fixes the text on Wild Arms games.");
TRANSLATE_NOOP("FullscreenUI", "Can fix some broken effects which rely on pixel perfect precision.");
TRANSLATE_NOOP("FullscreenUI", "Texture Replacement");
TRANSLATE_NOOP("FullscreenUI", "Loads replacement textures where available and user-provided.");
TRANSLATE_NOOP("FullscreenUI", "Loads replacement textures on a worker thread, reducing microstutter when replacements are enabled.");
TRANSLATE_NOOP("FullscreenUI", "Preloads all replacement textures to memory. Not necessary with asynchronous loading.");
TRANSLATE_NOOP("FullscreenUI", "Folders");
TRANSLATE_NOOP("FullscreenUI", "Texture Dumping");
TRANSLATE_NOOP("FullscreenUI", "Dumps replaceable textures to disk. Will reduce performance.");
TRANSLATE_NOOP("FullscreenUI", "Includes mipmaps when dumping textures.");
TRANSLATE_NOOP("FullscreenUI", "Allows texture dumping when FMVs are active. You should not enable this.");
TRANSLATE_NOOP("FullscreenUI", "Post-Processing");
TRANSLATE_NOOP("FullscreenUI", "Enables FXAA post-processing shader.");
TRANSLATE_NOOP("FullscreenUI", "Enables FidelityFX Contrast Adaptive Sharpening.");
TRANSLATE_NOOP("FullscreenUI", "Determines the intensity the sharpening effect in CAS post-processing.");
TRANSLATE_NOOP("FullscreenUI", "Filters");
TRANSLATE_NOOP("FullscreenUI", "Enables brightness/contrast/gamma/saturation adjustment.");
TRANSLATE_NOOP("FullscreenUI", "Adjusts brightness. 50 is normal.");
TRANSLATE_NOOP("FullscreenUI", "Adjusts contrast. 50 is normal.");
TRANSLATE_NOOP("FullscreenUI", "Adjusts gamma. 50 is normal.");
TRANSLATE_NOOP("FullscreenUI", "Adjusts saturation. 50 is normal.");
TRANSLATE_NOOP("FullscreenUI", "Applies a shader which replicates the visual effects of different styles of television set.");
TRANSLATE_NOOP("FullscreenUI", "Advanced");
TRANSLATE_NOOP("FullscreenUI", "Skips displaying frames that don't change in 25/30fps games. Can improve speed, but increase input lag/make frame pacing worse.");
TRANSLATE_NOOP("FullscreenUI", "Forces the use of FIFO over Mailbox presentation, i.e. double buffering instead of triple buffering. Usually results in worse frame pacing.");
TRANSLATE_NOOP("FullscreenUI", "Uses a blit presentation model instead of flipping when using the Direct3D 11 graphics API. This usually results in slower performance, but may be required for some streaming applications, or to uncap framerates on some systems.");
TRANSLATE_NOOP("FullscreenUI", "Displays additional, very high upscaling multipliers dependent on GPU and driver capability.");
TRANSLATE_NOOP("FullscreenUI", "Changes synchronization behavior for GS downloads.");
TRANSLATE_NOOP("FullscreenUI", "Pipelined splits GS emulation across two threads on multi-core systems. The debug modes are much slower — do not use them for play.");
TRANSLATE_NOOP("FullscreenUI", "Overrides the driver's heuristics for enabling exclusive fullscreen, or direct flip/scanout.");
TRANSLATE_NOOP("FullscreenUI", "Forces texture barrier functionality to the specified value.");
TRANSLATE_NOOP("FullscreenUI", "Sets the compression algorithm for GS dumps.");
TRANSLATE_NOOP("FullscreenUI", "Prevents the usage of framebuffer fetch when supported by host GPU.");
TRANSLATE_NOOP("FullscreenUI", "Groups consecutive draws to the same target into one render pass. Helps on tiling GPUs, where every pass boundary costs a full tile load and store. Rendering is unchanged.");
TRANSLATE_NOOP("FullscreenUI", "Prevents the loading and saving of shaders/pipelines to disk.");
TRANSLATE_NOOP("FullscreenUI", "Falls back to the CPU for expanding sprites/lines.");
TRANSLATE_NOOP("FullscreenUI", "Forces extra barriers when using ROV with Vulkan to fix graphical issues present in some games and hardware configurations.");
TRANSLATE_NOOP("FullscreenUI", "Does useless work on the CPU during readbacks to prevent it from going into powersave modes. May improve performance during readbacks but with a significant increase in power usage.");
TRANSLATE_NOOP("FullscreenUI", "Submits useless work to the GPU during readbacks to prevent it from going into powersave modes. May improve performance during readbacks but with a significant increase in power usage.");
TRANSLATE_NOOP("FullscreenUI", "Uploads full textures to the GPU on use, rather than only the utilized regions. Can improve performance in some games.");
TRANSLATE_NOOP("FullscreenUI", "Determines what frame rate NTSC games run at.");
TRANSLATE_NOOP("FullscreenUI", "Determines what frame rate PAL games run at.");
TRANSLATE_NOOP("FullscreenUI", "On-Screen Display");
TRANSLATE_NOOP("FullscreenUI", "Determines how large the on-screen messages and monitors are.");
TRANSLATE_NOOP("FullscreenUI", "Determines the distance in pixels from the edges of the screen for OSD elements.");
TRANSLATE_NOOP("FullscreenUI", "Determines where on-screen display messages are positioned.");
TRANSLATE_NOOP("FullscreenUI", "Determines where performance statistics are positioned.");
TRANSLATE_NOOP("FullscreenUI", "Select OSD Font");
TRANSLATE_NOOP("FullscreenUI", "Use default bundled font");
TRANSLATE_NOOP("FullscreenUI", "Draws OSD text with heavier weight for improved readability.");
TRANSLATE_NOOP("FullscreenUI", "Shows the current ARMSX2 version.");
TRANSLATE_NOOP("FullscreenUI", "Shows the current emulation speed of the system as a percentage.");
TRANSLATE_NOOP("FullscreenUI", "Shows the number of internal video frames displayed per second by the system.");
TRANSLATE_NOOP("FullscreenUI", "Shows the number of Vsyncs performed per second by the system.");
TRANSLATE_NOOP("FullscreenUI", "Shows the internal resolution of the game.");
TRANSLATE_NOOP("FullscreenUI", "Shows the current system CPU and GPU information.");
TRANSLATE_NOOP("FullscreenUI", "Shows statistics about the emulated GS such as primitives and draw calls.");
TRANSLATE_NOOP("FullscreenUI", "Shows the host's CPU utilization based on threads.");
TRANSLATE_NOOP("FullscreenUI", "Shows the host's GPU utilization.");
TRANSLATE_NOOP("FullscreenUI", "Shows indicators when fast forwarding, pausing, and other abnormal states are active.");
TRANSLATE_NOOP("FullscreenUI", "Shows debug information about the renderer.");
TRANSLATE_NOOP("FullscreenUI", "Shows the host's GPU pipeline statistics.");
TRANSLATE_NOOP("FullscreenUI", "Shows a visual history of frame times.");
TRANSLATE_NOOP("FullscreenUI", "Shows the current configuration in the bottom-right corner of the display.");
TRANSLATE_NOOP("FullscreenUI", "Shows the amount of currently active patches/cheats on the bottom-right corner of the display.");
TRANSLATE_NOOP("FullscreenUI", "Shows the current controller state of the system in the bottom-left corner of the display.");
TRANSLATE_NOOP("FullscreenUI", "Shows the status of the currently active video capture.");
TRANSLATE_NOOP("FullscreenUI", "Shows the status of the currently active input recording.");
TRANSLATE_NOOP("FullscreenUI", "Shows the number of dumped and loaded texture replacements on the OSD.");
TRANSLATE_NOOP("FullscreenUI", "Displays warnings when settings are enabled which may break games.");
TRANSLATE_NOOP("FullscreenUI", "Audio Control");
TRANSLATE_NOOP("FullscreenUI", "Controls the volume of the audio played on the host at normal speed.");
TRANSLATE_NOOP("FullscreenUI", "Controls the volume of the audio played on the host when fast forwarding.");
TRANSLATE_NOOP("FullscreenUI", "Prevents the emulator from producing any audible sound.");
TRANSLATE_NOOP("FullscreenUI", "Backend Settings");
TRANSLATE_NOOP("FullscreenUI", "Determines how audio frames produced by the emulator are submitted to the host.");
TRANSLATE_NOOP("FullscreenUI", "Determines how audio is expanded from stereo to surround for supported games.");
TRANSLATE_NOOP("FullscreenUI", "Changes when SPU samples are generated relative to system emulation.");
TRANSLATE_NOOP("FullscreenUI", "Determines the amount of audio buffered before being pulled by the host API.");
TRANSLATE_NOOP("FullscreenUI", "%d ms");
TRANSLATE_NOOP("FullscreenUI", "Determines how much latency there is between the audio being picked up by the host API, and played through speakers.");
TRANSLATE_NOOP("FullscreenUI", "When enabled, the minimum supported output latency will be used for the host API.");
TRANSLATE_NOOP("FullscreenUI", "Settings and Operations");
TRANSLATE_NOOP("FullscreenUI", "Creates a new memory card file or folder.");
TRANSLATE_NOOP("FullscreenUI", "Simulates a larger memory card by filtering saves only to the current game.");
TRANSLATE_NOOP("FullscreenUI", "Swaps the selected memory cards in Slot 1 and Slot 2.");
TRANSLATE_NOOP("FullscreenUI", "If not set, this card will be considered unplugged.");
TRANSLATE_NOOP("FullscreenUI", "The selected memory card image will be used for this slot.");
TRANSLATE_NOOP("FullscreenUI", "Removes the current card from the slot.");
TRANSLATE_NOOP("FullscreenUI", "Network Adapter");
TRANSLATE_NOOP("FullscreenUI", "Enables the network adapter for online functionality and LAN play.");
TRANSLATE_NOOP("FullscreenUI", "Determines the simulated Ethernet adapter type.");
TRANSLATE_NOOP("FullscreenUI", "Network adapter to use for PS2 network emulation.");
TRANSLATE_NOOP("FullscreenUI", "When enabled, DHCP packets will be intercepted and replaced with internal responses.");
TRANSLATE_NOOP("FullscreenUI", "Network Configuration");
TRANSLATE_NOOP("FullscreenUI", "IP address for the PS2 virtual network adapter.");
TRANSLATE_NOOP("FullscreenUI", "Automatically determine the subnet mask based on the IP address class.");
TRANSLATE_NOOP("FullscreenUI", "Subnet mask for the PS2 virtual network adapter.");
TRANSLATE_NOOP("FullscreenUI", "Automatically determine the gateway address based on the IP address.");
TRANSLATE_NOOP("FullscreenUI", "Gateway address for the PS2 virtual network adapter.");
TRANSLATE_NOOP("FullscreenUI", "Determines how primary DNS requests are handled.");
TRANSLATE_NOOP("FullscreenUI", "Primary DNS server address for the PS2 virtual network adapter.");
TRANSLATE_NOOP("FullscreenUI", "Determines how secondary DNS requests are handled.");
TRANSLATE_NOOP("FullscreenUI", "Secondary DNS server address for the PS2 virtual network adapter.");
TRANSLATE_NOOP("FullscreenUI", "Internal HDD");
TRANSLATE_NOOP("FullscreenUI", "Enables the internal Hard Disk Drive for expanded storage.");
TRANSLATE_NOOP("FullscreenUI", "Changes the HDD image used for PS2 internal storage.");
TRANSLATE_NOOP("FullscreenUI", "HDD Image Selection");
TRANSLATE_NOOP("FullscreenUI", "RetroAchievements");
TRANSLATE_NOOP("FullscreenUI", "Please enter your user name and password for retroachievements.org below.\n\nYour password will not be saved in ARMSX2, an access token will be generated and used instead.");
TRANSLATE_NOOP("FullscreenUI", "Username");
TRANSLATE_NOOP("FullscreenUI", "Password");
TRANSLATE_NOOP("FullscreenUI", "Logging in...");
TRANSLATE_NOOP("FullscreenUI", "Dismiss");
TRANSLATE_NOOP("FullscreenUI", "Login");
TRANSLATE_NOOP("FullscreenUI", "Cancel");
TRANSLATE_NOOP("FullscreenUI", "Account");
TRANSLATE_NOOP("FullscreenUI", "Logs out of RetroAchievements.");
TRANSLATE_NOOP("FullscreenUI", "Logs in to RetroAchievements.");
TRANSLATE_NOOP("FullscreenUI", "Game Info");
TRANSLATE_NOOP("FullscreenUI", "Settings");
TRANSLATE_NOOP("FullscreenUI", "When enabled and logged in, ARMSX2 will scan for achievements on startup.");
TRANSLATE_NOOP("FullscreenUI", "\"Challenge\" mode for achievements, including leaderboard tracking. Disables save state, cheats, and slowdown functions.");
TRANSLATE_NOOP("FullscreenUI", "Displays popup messages on events such as achievement unlocks and leaderboard submissions.");
TRANSLATE_NOOP("FullscreenUI", "Displays popup messages when starting, submitting, or failing a leaderboard challenge.");
TRANSLATE_NOOP("FullscreenUI", "Plays sound effects for events such as achievement unlocks and leaderboard submissions.");
TRANSLATE_NOOP("FullscreenUI", "Shows icons in the screen when a challenge/primed achievement is active.");
TRANSLATE_NOOP("FullscreenUI", "Shows icons in the screen when leaderboard tracking is active.");
TRANSLATE_NOOP("FullscreenUI", "Determines where achievement/leaderboard overlays are positioned on the screen.");
TRANSLATE_NOOP("FullscreenUI", "Determines where achievement/leaderboard notification popups are positioned on the screen.");
TRANSLATE_NOOP("FullscreenUI", "Determines the display duration for achievement unlock popups.");
TRANSLATE_NOOP("FullscreenUI", "Determines the display duration for leaderboard popups.");
TRANSLATE_NOOP("FullscreenUI", "When enabled, each session will behave as if no achievements have been unlocked.");
TRANSLATE_NOOP("FullscreenUI", "When enabled, ARMSX2 will assume all achievements are locked and not send any unlock notifications to the server.");
TRANSLATE_NOOP("FullscreenUI", "When enabled, ARMSX2 will list achievements from unofficial sets. These achievements are not tracked by RetroAchievements.");
TRANSLATE_NOOP("FullscreenUI", "Notifications");
TRANSLATE_NOOP("FullscreenUI", "Overlay Settings");
TRANSLATE_NOOP("FullscreenUI", "Sound Effects");
TRANSLATE_NOOP("FullscreenUI", "Configuration");
TRANSLATE_NOOP("FullscreenUI", "Replaces these settings with a previously saved input profile.");
TRANSLATE_NOOP("FullscreenUI", "Stores the current settings to an input profile.");
TRANSLATE_NOOP("FullscreenUI", "Resets all configuration to defaults (including bindings).");
TRANSLATE_NOOP("FullscreenUI", "Input Sources");
TRANSLATE_NOOP("FullscreenUI", "The SDL input source supports most controllers.");
TRANSLATE_NOOP("FullscreenUI", "Provides vibration and LED control support over Bluetooth.");
TRANSLATE_NOOP("FullscreenUI", "Enable/Disable the Player LED on DualSense controllers.");
TRANSLATE_NOOP("FullscreenUI", "Allow SDL to use raw access to input devices.");
TRANSLATE_NOOP("FullscreenUI", "The XInput source provides support for XBox 360/XBox One/XBox Series controllers.");
TRANSLATE_NOOP("FullscreenUI", "Multitap");
TRANSLATE_NOOP("FullscreenUI", "Enables an additional three controller slots. Not supported in all games.");
TRANSLATE_NOOP("FullscreenUI", "Attempts to map the selected port to a chosen controller.");
TRANSLATE_NOOP("FullscreenUI", "Trigger");
TRANSLATE_NOOP("FullscreenUI", "Toggles the macro when the button is pressed, instead of held.");
TRANSLATE_NOOP("FullscreenUI", "Determines the frequency at which the macro will toggle the buttons on and off (aka auto fire).");
TRANSLATE_NOOP("FullscreenUI", "Determines how much pressure is simulated when macro is active.");
TRANSLATE_NOOP("FullscreenUI", "Determines the pressure required to activate the macro.");
TRANSLATE_NOOP("FullscreenUI", "Toggle every %d frames");
TRANSLATE_NOOP("FullscreenUI", "Clears all bindings for this USB controller.");
TRANSLATE_NOOP("FullscreenUI", "Data Save Locations");
TRANSLATE_NOOP("FullscreenUI", "Organization");
TRANSLATE_NOOP("FullscreenUI", "Saves snapshots to per-game subfolders instead of a shared folder.");
TRANSLATE_NOOP("FullscreenUI", "Saves video recordings to per-game subfolders instead of a shared folder.");
TRANSLATE_NOOP("FullscreenUI", "Changing these options may cause games to become non-functional. Modify at your own risk, the ARMSX2 team will not provide support for configurations with these settings changed.");
TRANSLATE_NOOP("FullscreenUI", "Logging");
TRANSLATE_NOOP("FullscreenUI", "Writes log messages to the system console (console window/standard output).");
TRANSLATE_NOOP("FullscreenUI", "Writes log messages to emulog.txt.");
TRANSLATE_NOOP("FullscreenUI", "Writes dev log messages to log sinks.");
TRANSLATE_NOOP("FullscreenUI", "Writes timestamps alongside log messages.");
TRANSLATE_NOOP("FullscreenUI", "Writes debug messages from the game's EE code to the console.");
TRANSLATE_NOOP("FullscreenUI", "Writes debug messages from the game's IOP code to the console.");
TRANSLATE_NOOP("FullscreenUI", "Logs disc reads from games.");
TRANSLATE_NOOP("FullscreenUI", "Emotion Engine");
TRANSLATE_NOOP("FullscreenUI", "Determines how the results of floating-point operations are rounded. Some games need specific settings.");
TRANSLATE_NOOP("FullscreenUI", "Determines how the results of floating-point division is rounded. Some games need specific settings.");
TRANSLATE_NOOP("FullscreenUI", "Determines how out-of-range floating point numbers are handled. Some games need specific settings.");
TRANSLATE_NOOP("FullscreenUI", "Performs just-in-time binary translation of 64-bit MIPS-IV machine code to native code.");
TRANSLATE_NOOP("FullscreenUI", "Enables simulation of the EE's cache. Slow.");
TRANSLATE_NOOP("FullscreenUI", "Huge speedup for some games, with almost no compatibility side effects.");
TRANSLATE_NOOP("FullscreenUI", "Moderate speedup for some games, with no known side effects.");
TRANSLATE_NOOP("FullscreenUI", "Uses backpatching to avoid register flushing on every memory access.");
TRANSLATE_NOOP("FullscreenUI", "Pauses the virtual machine when a TLB miss occurs, instead of ignoring it and continuing.");
TRANSLATE_NOOP("FullscreenUI", "Exposes additional memory to the virtual machine, expanding the EE and IOP memory to 128MB and 8MB respectively.");
TRANSLATE_NOOP("FullscreenUI", "Emulates the EE FPU's missing add/sub guard bits for hardware-accurate results (default). A few games need it; disabling is a minor speedup for EE-FPU-heavy games verified correct without it. No effect in Full clamping mode.");
TRANSLATE_NOOP("FullscreenUI", "Vector Units");
TRANSLATE_NOOP("FullscreenUI", "New Vector Unit recompiler with much improved compatibility. Recommended.");
TRANSLATE_NOOP("FullscreenUI", "Good speedup and high compatibility, may cause graphical errors.");
TRANSLATE_NOOP("FullscreenUI", "Runs VU1 instantly. Provides a modest speed improvement in most games. Safe for most games, but a few games may exhibit graphical errors.");
TRANSLATE_NOOP("FullscreenUI", "I/O Processor");
TRANSLATE_NOOP("FullscreenUI", "Performs just-in-time binary translation of 32-bit MIPS-I machine code to native code.");
TRANSLATE_NOOP("FullscreenUI", "Compatibility");
TRANSLATE_NOOP("FullscreenUI", "Automatically loads and applies fixes to known problematic games on game start.");
TRANSLATE_NOOP("FullscreenUI", "Automatically loads and applies compatibility patches to known problematic games.");
TRANSLATE_NOOP("FullscreenUI", "Save State Management");
TRANSLATE_NOOP("FullscreenUI", "Sets the compression algorithm for savestate.");
TRANSLATE_NOOP("FullscreenUI", "Sets the compression level for savestate.");
TRANSLATE_NOOP("FullscreenUI", "Graphics");
TRANSLATE_NOOP("FullscreenUI", "Enables API-level validation of graphics commands.");
TRANSLATE_NOOP("FullscreenUI", "Forces SW blending and disables several optimizations.");
TRANSLATE_NOOP("FullscreenUI", "PINE Settings");
TRANSLATE_NOOP("FullscreenUI", "Enables the PINE Inter-Process Communication system, allowing external programs to interact with the emulator.");
TRANSLATE_NOOP("FullscreenUI", "The network port slot used for PINE IPC connections.");
TRANSLATE_NOOP("FullscreenUI", "Toggles scanning cheat files for all CRCs of the game. With this enabled available cheats for the game serial with different CRCs will also be loaded.");
TRANSLATE_NOOP("FullscreenUI", "Toggles scanning patch files for all CRCs of the game. With this enabled available patches for the game serial with different CRCs will also be loaded.");
TRANSLATE_NOOP("FullscreenUI", "No cheats are available for this game.");
TRANSLATE_NOOP("FullscreenUI", "Cheat Codes");
TRANSLATE_NOOP("FullscreenUI", "No patches are available for this game.");
TRANSLATE_NOOP("FullscreenUI", "Game Patches");
TRANSLATE_NOOP("FullscreenUI", "Activating cheats can cause unpredictable behavior, crashing, soft-locks, or broken saved games.");
TRANSLATE_NOOP("FullscreenUI", "Activating game patches can cause unpredictable behavior, crashing, soft-locks, or broken saved games.");
TRANSLATE_NOOP("FullscreenUI", "Use patches at your own risk, the ARMSX2 team will provide no support for users who have enabled game patches.");
TRANSLATE_NOOP("FullscreenUI", "Game Fixes");
TRANSLATE_NOOP("FullscreenUI", "Game fixes should not be modified unless you are aware of what each option does and the implications of doing so.");
TRANSLATE_NOOP("FullscreenUI", "Needed for some games with complex FMV rendering.");
TRANSLATE_NOOP("FullscreenUI", "Skips videos/FMVs in games to avoid game hanging/freezes.");
TRANSLATE_NOOP("FullscreenUI", "To avoid TLB miss on Goemon.");
TRANSLATE_NOOP("FullscreenUI", "General-purpose timing hack. Known to affect following games: Digital Devil Saga, SSX.");
TRANSLATE_NOOP("FullscreenUI", "Good for cache emulation problems. Known to affect following games: Fire Pro Wrestling Z.");
TRANSLATE_NOOP("FullscreenUI", "Known to affect following games: Bleach Blade Battlers, Growlanser II and III, Wizardry.");
TRANSLATE_NOOP("FullscreenUI", "Correct but slower. Known to affect the following games: FIFA Street 2.");
TRANSLATE_NOOP("FullscreenUI", "Known to affect following games: Mana Khemia 1, Metal Saga, Pilot Down Behind Enemy Lines.");
TRANSLATE_NOOP("FullscreenUI", "For SOCOM 2 HUD and Spy Hunter loading hang.");
TRANSLATE_NOOP("FullscreenUI", "Simulate VIF1 FIFO read ahead. Known to affect following games: Test Drive Unlimited, Transformers.");
TRANSLATE_NOOP("FullscreenUI", "Forces tight VU0 sync on every COP2 instruction.");
TRANSLATE_NOOP("FullscreenUI", "Avoids constant recompilation in some games. Known to affect the following games: Scarface The World is Yours, Crash Tag Team Racing.");
TRANSLATE_NOOP("FullscreenUI", "For Tri-Ace Games: Star Ocean 3, Radiata Stories, Valkyrie Profile 2.");
TRANSLATE_NOOP("FullscreenUI", "To check for possible float overflows (Superman Returns).");
TRANSLATE_NOOP("FullscreenUI", "Run behind. To avoid sync problems when reading or writing VU registers.");
TRANSLATE_NOOP("FullscreenUI", "Use accurate timing for VU XGKicks (slower).");
TRANSLATE_NOOP("FullscreenUI", "Use alternative method to calculate internal FPS to avoid false readings in some games.");
TRANSLATE_NOOP("FullscreenUI", "{0}/{1}/{2}/{3}");
TRANSLATE_NOOP("FullscreenUI", "Automatic mapping completed for {}.");
TRANSLATE_NOOP("FullscreenUI", "Automatic mapping failed for {}.");
TRANSLATE_NOOP("FullscreenUI", "Game settings initialized with global settings for '{}'.");
TRANSLATE_NOOP("FullscreenUI", "Game settings have been cleared for '{}'.");
TRANSLATE_NOOP("FullscreenUI", "Uses {} as confirm when using a controller.");
TRANSLATE_NOOP("FullscreenUI", "Swaps both {}/{} (When Swap OK/Cancel is set to automatic) and {}/{} buttons");
TRANSLATE_NOOP("FullscreenUI", "Slot {}");
TRANSLATE_NOOP("FullscreenUI", "{} (Current)");
TRANSLATE_NOOP("FullscreenUI", "{} (Folder)");
TRANSLATE_NOOP("FullscreenUI", "Selected HDD image: {}");
TRANSLATE_NOOP("FullscreenUI", "HDD image '{}' already exists. Do you want to overwrite it?");
TRANSLATE_NOOP("FullscreenUI", "Failed to create the Memory Card, because the name '{}' contains one or more invalid characters.");
TRANSLATE_NOOP("FullscreenUI", "Failed to create the Memory Card, because another card with the name '{}' already exists.");
TRANSLATE_NOOP("FullscreenUI", "Memory Card '{}' created.");
TRANSLATE_NOOP("FullscreenUI", "Successfully logged in as {}.");
TRANSLATE_NOOP("FullscreenUI", "Login failed.\nError: {}\n\nPlease check your username and password, and try again.");
TRANSLATE_NOOP("FullscreenUI", "Login token generated on {}");
TRANSLATE_NOOP("FullscreenUI", "Failed to preview sound:\n{}");
TRANSLATE_NOOP("FullscreenUI", "Failed to load '{}'.");
TRANSLATE_NOOP("FullscreenUI", "Input profile '{}' loaded.");
TRANSLATE_NOOP("FullscreenUI", "Input profile '{}' saved.");
TRANSLATE_NOOP("FullscreenUI", "Failed to save input profile '{}'.");
TRANSLATE_NOOP("FullscreenUI", "Port {} Controller Type");
TRANSLATE_NOOP("FullscreenUI", "Select Macro {} Binds");
TRANSLATE_NOOP("FullscreenUI", "{} Frames");
TRANSLATE_NOOP("FullscreenUI", "Port {} Device");
TRANSLATE_NOOP("FullscreenUI", "Port {} Subtype");
TRANSLATE_NOOP("FullscreenUI", "{} unlabelled patch codes will automatically activate.");
TRANSLATE_NOOP("FullscreenUI", "{} unlabelled patch codes found but not enabled.");
TRANSLATE_NOOP("FullscreenUI", "Left: ");
TRANSLATE_NOOP("FullscreenUI", "Top: ");
TRANSLATE_NOOP("FullscreenUI", "Right: ");
TRANSLATE_NOOP("FullscreenUI", "Bottom: ");
TRANSLATE_NOOP("FullscreenUI", "Summary");
TRANSLATE_NOOP("FullscreenUI", "Interface Settings");
TRANSLATE_NOOP("FullscreenUI", "BIOS Settings");
TRANSLATE_NOOP("FullscreenUI", "Emulation Settings");
TRANSLATE_NOOP("FullscreenUI", "Graphics Settings");
TRANSLATE_NOOP("FullscreenUI", "On-Screen Display Settings");
TRANSLATE_NOOP("FullscreenUI", "Audio Settings");
TRANSLATE_NOOP("FullscreenUI", "Memory Card Settings");
TRANSLATE_NOOP("FullscreenUI", "Network & HDD Settings");
TRANSLATE_NOOP("FullscreenUI", "Folder Settings");
TRANSLATE_NOOP("FullscreenUI", "Achievements Settings");
TRANSLATE_NOOP("FullscreenUI", "Controller Settings");
TRANSLATE_NOOP("FullscreenUI", "Hotkey Settings");
TRANSLATE_NOOP("FullscreenUI", "Advanced Settings");
TRANSLATE_NOOP("FullscreenUI", "Patches");
TRANSLATE_NOOP("FullscreenUI", "Cheats");
TRANSLATE_NOOP("FullscreenUI", "Dark");
TRANSLATE_NOOP("FullscreenUI", "Light");
TRANSLATE_NOOP("FullscreenUI", "Grey Matter");
TRANSLATE_NOOP("FullscreenUI", "Untouched Lagoon");
TRANSLATE_NOOP("FullscreenUI", "Baby Pastel");
TRANSLATE_NOOP("FullscreenUI", "Pizza Time!");
TRANSLATE_NOOP("FullscreenUI", "ARMSX2 Blue");
TRANSLATE_NOOP("FullscreenUI", "Scarlet Devil");
TRANSLATE_NOOP("FullscreenUI", "Violet Angel");
TRANSLATE_NOOP("FullscreenUI", "Cobalt Sky");
TRANSLATE_NOOP("FullscreenUI", "AMOLED");
TRANSLATE_NOOP("FullscreenUI", "Fit");
TRANSLATE_NOOP("FullscreenUI", "Fill");
TRANSLATE_NOOP("FullscreenUI", "Stretch");
TRANSLATE_NOOP("FullscreenUI", "Center");
TRANSLATE_NOOP("FullscreenUI", "Tile");
TRANSLATE_NOOP("FullscreenUI", "Xbox");
TRANSLATE_NOOP("FullscreenUI", "PlayStation");
TRANSLATE_NOOP("FullscreenUI", "Nintendo");
TRANSLATE_NOOP("FullscreenUI", "Generic");
TRANSLATE_NOOP("FullscreenUI", "Enabled");
TRANSLATE_NOOP("FullscreenUI", "Disabled");
TRANSLATE_NOOP("FullscreenUI", "2% [1 FPS (NTSC) / 1 FPS (PAL)]");
TRANSLATE_NOOP("FullscreenUI", "10% [6 FPS (NTSC) / 5 FPS (PAL)]");
TRANSLATE_NOOP("FullscreenUI", "25% [15 FPS (NTSC) / 12 FPS (PAL)]");
TRANSLATE_NOOP("FullscreenUI", "50% [30 FPS (NTSC) / 25 FPS (PAL)]");
TRANSLATE_NOOP("FullscreenUI", "75% [45 FPS (NTSC) / 37 FPS (PAL)]");
TRANSLATE_NOOP("FullscreenUI", "90% [54 FPS (NTSC) / 45 FPS (PAL)]");
TRANSLATE_NOOP("FullscreenUI", "100% [60 FPS (NTSC) / 50 FPS (PAL)]");
TRANSLATE_NOOP("FullscreenUI", "110% [66 FPS (NTSC) / 55 FPS (PAL)]");
TRANSLATE_NOOP("FullscreenUI", "120% [72 FPS (NTSC) / 60 FPS (PAL)]");
TRANSLATE_NOOP("FullscreenUI", "150% [90 FPS (NTSC) / 75 FPS (PAL)]");
TRANSLATE_NOOP("FullscreenUI", "175% [105 FPS (NTSC) / 87 FPS (PAL)]");
TRANSLATE_NOOP("FullscreenUI", "200% [120 FPS (NTSC) / 100 FPS (PAL)]");
TRANSLATE_NOOP("FullscreenUI", "300% [180 FPS (NTSC) / 150 FPS (PAL)]");
TRANSLATE_NOOP("FullscreenUI", "400% [240 FPS (NTSC) / 200 FPS (PAL)]");
TRANSLATE_NOOP("FullscreenUI", "500% [300 FPS (NTSC) / 250 FPS (PAL)]");
TRANSLATE_NOOP("FullscreenUI", "1000% [600 FPS (NTSC) / 500 FPS (PAL)]");
TRANSLATE_NOOP("FullscreenUI", "50% Speed");
TRANSLATE_NOOP("FullscreenUI", "60% Speed");
TRANSLATE_NOOP("FullscreenUI", "75% Speed");
TRANSLATE_NOOP("FullscreenUI", "100% Speed (Default)");
TRANSLATE_NOOP("FullscreenUI", "130% Speed");
TRANSLATE_NOOP("FullscreenUI", "180% Speed");
TRANSLATE_NOOP("FullscreenUI", "300% Speed");
TRANSLATE_NOOP("FullscreenUI", "Normal (Default)");
TRANSLATE_NOOP("FullscreenUI", "Mild Underclock");
TRANSLATE_NOOP("FullscreenUI", "Moderate Underclock");
TRANSLATE_NOOP("FullscreenUI", "Maximum Underclock");
TRANSLATE_NOOP("FullscreenUI", "0 Frames (Hard Sync)");
TRANSLATE_NOOP("FullscreenUI", "1 Frame");
TRANSLATE_NOOP("FullscreenUI", "2 Frames");
TRANSLATE_NOOP("FullscreenUI", "3 Frames");
TRANSLATE_NOOP("FullscreenUI", "Extra + Preserve Sign");
TRANSLATE_NOOP("FullscreenUI", "Full");
TRANSLATE_NOOP("FullscreenUI", "Exact");
TRANSLATE_NOOP("FullscreenUI", "Extra");
TRANSLATE_NOOP("FullscreenUI", "Automatic (Default)");
TRANSLATE_NOOP("FullscreenUI", "Direct3D 11 (Legacy)");
TRANSLATE_NOOP("FullscreenUI", "Direct3D 12");
TRANSLATE_NOOP("FullscreenUI", "OpenGL");
TRANSLATE_NOOP("FullscreenUI", "Vulkan");
TRANSLATE_NOOP("FullscreenUI", "Metal");
TRANSLATE_NOOP("FullscreenUI", "Software Renderer");
TRANSLATE_NOOP("FullscreenUI", "Null");
TRANSLATE_NOOP("FullscreenUI", "Off");
TRANSLATE_NOOP("FullscreenUI", "Bilinear (Smooth)");
TRANSLATE_NOOP("FullscreenUI", "Bilinear (Sharp)");
TRANSLATE_NOOP("FullscreenUI", "No Deinterlacing");
TRANSLATE_NOOP("FullscreenUI", "Weave (Top Field First, Sawtooth)");
TRANSLATE_NOOP("FullscreenUI", "Weave (Bottom Field First, Sawtooth)");
TRANSLATE_NOOP("FullscreenUI", "Bob (Top Field First)");
TRANSLATE_NOOP("FullscreenUI", "Bob (Bottom Field First)");
TRANSLATE_NOOP("FullscreenUI", "Blend (Top Field First, Half FPS)");
TRANSLATE_NOOP("FullscreenUI", "Blend (Bottom Field First, Half FPS)");
TRANSLATE_NOOP("FullscreenUI", "Adaptive (Top Field First)");
TRANSLATE_NOOP("FullscreenUI", "Adaptive (Bottom Field First)");
TRANSLATE_NOOP("FullscreenUI", "0.25x Native");
TRANSLATE_NOOP("FullscreenUI", "0.5x Native");
TRANSLATE_NOOP("FullscreenUI", "0.75x Native");
TRANSLATE_NOOP("FullscreenUI", "Native (PS2)");
TRANSLATE_NOOP("FullscreenUI", "1.25x Native");
TRANSLATE_NOOP("FullscreenUI", "1.5x Native");
TRANSLATE_NOOP("FullscreenUI", "1.75x Native");
TRANSLATE_NOOP("FullscreenUI", "2x Native (~720px/HD)");
TRANSLATE_NOOP("FullscreenUI", "2.25x Native");
TRANSLATE_NOOP("FullscreenUI", "2.5x Native");
TRANSLATE_NOOP("FullscreenUI", "2.75x Native");
TRANSLATE_NOOP("FullscreenUI", "3x Native (~1080px/FHD)");
TRANSLATE_NOOP("FullscreenUI", "3.5x Native");
TRANSLATE_NOOP("FullscreenUI", "4x Native (~1440px/QHD)");
TRANSLATE_NOOP("FullscreenUI", "5x Native (~1800px/QHD+)");
TRANSLATE_NOOP("FullscreenUI", "6x Native (~2160px/4K UHD)");
TRANSLATE_NOOP("FullscreenUI", "7x Native (~2520px)");
TRANSLATE_NOOP("FullscreenUI", "8x Native (~2880px/5K UHD)");
TRANSLATE_NOOP("FullscreenUI", "9x Native (~3240px)");
TRANSLATE_NOOP("FullscreenUI", "10x Native (~3600px/6K UHD)");
TRANSLATE_NOOP("FullscreenUI", "11x Native (~3960px)");
TRANSLATE_NOOP("FullscreenUI", "12x Native (~4320px/8K UHD)");
TRANSLATE_NOOP("FullscreenUI", "13x Native (~4680px)");
TRANSLATE_NOOP("FullscreenUI", "14x Native (~5040px)");
TRANSLATE_NOOP("FullscreenUI", "15x Native (~5400px)");
TRANSLATE_NOOP("FullscreenUI", "16x Native (~5760px)");
TRANSLATE_NOOP("FullscreenUI", "17x Native (~6120px)");
TRANSLATE_NOOP("FullscreenUI", "18x Native (~6480px/12K UHD)");
TRANSLATE_NOOP("FullscreenUI", "19x Native (~6840px)");
TRANSLATE_NOOP("FullscreenUI", "20x Native (~7200px)");
TRANSLATE_NOOP("FullscreenUI", "21x Native (~7560px)");
TRANSLATE_NOOP("FullscreenUI", "22x Native (~7920px)");
TRANSLATE_NOOP("FullscreenUI", "23x Native (~8280px)");
TRANSLATE_NOOP("FullscreenUI", "24x Native (~8640px/16K UHD)");
TRANSLATE_NOOP("FullscreenUI", "25x Native (~9000px)");
TRANSLATE_NOOP("FullscreenUI", "Nearest");
TRANSLATE_NOOP("FullscreenUI", "Bilinear (Forced)");
TRANSLATE_NOOP("FullscreenUI", "Bilinear (PS2)");
TRANSLATE_NOOP("FullscreenUI", "Bilinear (Forced excluding sprite)");
TRANSLATE_NOOP("FullscreenUI", "Off (None)");
TRANSLATE_NOOP("FullscreenUI", "Trilinear (PS2)");
TRANSLATE_NOOP("FullscreenUI", "Trilinear (Forced)");
TRANSLATE_NOOP("FullscreenUI", "Scaled");
TRANSLATE_NOOP("FullscreenUI", "Unscaled (Default)");
TRANSLATE_NOOP("FullscreenUI", "Force 32bit");
TRANSLATE_NOOP("FullscreenUI", "Minimum");
TRANSLATE_NOOP("FullscreenUI", "Basic (Recommended)");
TRANSLATE_NOOP("FullscreenUI", "Medium");
TRANSLATE_NOOP("FullscreenUI", "High");
TRANSLATE_NOOP("FullscreenUI", "Full (Slow)");
TRANSLATE_NOOP("FullscreenUI", "Maximum (Very Slow)");
TRANSLATE_NOOP("FullscreenUI", "Off (Default)");
TRANSLATE_NOOP("FullscreenUI", "2x");
TRANSLATE_NOOP("FullscreenUI", "4x");
TRANSLATE_NOOP("FullscreenUI", "8x");
TRANSLATE_NOOP("FullscreenUI", "16x");
TRANSLATE_NOOP("FullscreenUI", "Partial");
TRANSLATE_NOOP("FullscreenUI", "Full (Hash Cache)");
TRANSLATE_NOOP("FullscreenUI", "Force Disabled");
TRANSLATE_NOOP("FullscreenUI", "Force Enabled");
TRANSLATE_NOOP("FullscreenUI", "Accurate (Recommended)");
TRANSLATE_NOOP("FullscreenUI", "Accurate Force Full (Can Reduce Readbacks)");
TRANSLATE_NOOP("FullscreenUI", "Disable Readbacks (Synchronize GS Thread)");
TRANSLATE_NOOP("FullscreenUI", "Unsynchronized (Non-Deterministic)");
TRANSLATE_NOOP("FullscreenUI", "Disabled (Ignore Transfers)");
TRANSLATE_NOOP("FullscreenUI", "Asynchronous (Experimental, Readback Lags A Frame)");
TRANSLATE_NOOP("FullscreenUI", "Display Resolution (Aspect Corrected)");
TRANSLATE_NOOP("FullscreenUI", "Internal Resolution (Aspect Corrected)");
TRANSLATE_NOOP("FullscreenUI", "Internal Resolution (No Aspect Correction)");
TRANSLATE_NOOP("FullscreenUI", "PNG");
TRANSLATE_NOOP("FullscreenUI", "JPEG");
TRANSLATE_NOOP("FullscreenUI", "WebP");
TRANSLATE_NOOP("FullscreenUI", "0 (Disabled)");
TRANSLATE_NOOP("FullscreenUI", "1 (64 Max Width)");
TRANSLATE_NOOP("FullscreenUI", "2 (128 Max Width)");
TRANSLATE_NOOP("FullscreenUI", "3 (192 Max Width)");
TRANSLATE_NOOP("FullscreenUI", "4 (256 Max Width)");
TRANSLATE_NOOP("FullscreenUI", "5 (320 Max Width)");
TRANSLATE_NOOP("FullscreenUI", "6 (384 Max Width)");
TRANSLATE_NOOP("FullscreenUI", "7 (448 Max Width)");
TRANSLATE_NOOP("FullscreenUI", "8 (512 Max Width)");
TRANSLATE_NOOP("FullscreenUI", "9 (576 Max Width)");
TRANSLATE_NOOP("FullscreenUI", "10 (640 Max Width)");
TRANSLATE_NOOP("FullscreenUI", "Sprites Only");
TRANSLATE_NOOP("FullscreenUI", "Sprites/Triangles");
TRANSLATE_NOOP("FullscreenUI", "Blended Sprites/Triangles");
TRANSLATE_NOOP("FullscreenUI", "1 (Normal)");
TRANSLATE_NOOP("FullscreenUI", "2 (Aggressive)");
TRANSLATE_NOOP("FullscreenUI", "Inside Target");
TRANSLATE_NOOP("FullscreenUI", "Merge Targets");
TRANSLATE_NOOP("FullscreenUI", "Normal (Vertex)");
TRANSLATE_NOOP("FullscreenUI", "Special (Texture)");
TRANSLATE_NOOP("FullscreenUI", "Special (Texture - Aggressive)");
TRANSLATE_NOOP("FullscreenUI", "Align to Native");
TRANSLATE_NOOP("FullscreenUI", "Align to Native - with Texture Offset");
TRANSLATE_NOOP("FullscreenUI", "Normal");
TRANSLATE_NOOP("FullscreenUI", "Aggressive");
TRANSLATE_NOOP("FullscreenUI", "Normal (Maintain Upscale)");
TRANSLATE_NOOP("FullscreenUI", "Aggressive (Maintain Upscale)");
TRANSLATE_NOOP("FullscreenUI", "Half");
TRANSLATE_NOOP("FullscreenUI", "Force Bilinear");
TRANSLATE_NOOP("FullscreenUI", "Force Nearest");
TRANSLATE_NOOP("FullscreenUI", "Disabled (Default)");
TRANSLATE_NOOP("FullscreenUI", "Enabled (Sprites Only)");
TRANSLATE_NOOP("FullscreenUI", "Enabled (All Primitives)");
TRANSLATE_NOOP("FullscreenUI", "Enabled (Exact Match)");
TRANSLATE_NOOP("FullscreenUI", "Enabled (Check Inside Target)");
TRANSLATE_NOOP("FullscreenUI", "Prioritize Upper Bits");
TRANSLATE_NOOP("FullscreenUI", "Prioritize Lower Bits");
TRANSLATE_NOOP("FullscreenUI", "None (Default)");
TRANSLATE_NOOP("FullscreenUI", "Sharpen Only (Internal Resolution)");
TRANSLATE_NOOP("FullscreenUI", "Sharpen and Resize (Display Resolution)");
TRANSLATE_NOOP("FullscreenUI", "Scanline Filter");
TRANSLATE_NOOP("FullscreenUI", "Diagonal Filter");
TRANSLATE_NOOP("FullscreenUI", "Triangular Filter");
TRANSLATE_NOOP("FullscreenUI", "Wave Filter");
TRANSLATE_NOOP("FullscreenUI", "Lottes CRT");
TRANSLATE_NOOP("FullscreenUI", "4xRGSS");
TRANSLATE_NOOP("FullscreenUI", "NxAGSS");
TRANSLATE_NOOP("FullscreenUI", "Uncompressed");
TRANSLATE_NOOP("FullscreenUI", "LZMA (xz)");
TRANSLATE_NOOP("FullscreenUI", "Zstandard (zst)");
TRANSLATE_NOOP("FullscreenUI", "Inline Records (Debug)");
TRANSLATE_NOOP("FullscreenUI", "Lockstep (Debug)");
TRANSLATE_NOOP("FullscreenUI", "Pipelined (Second GS Thread)");
TRANSLATE_NOOP("FullscreenUI", "Top Left");
TRANSLATE_NOOP("FullscreenUI", "Top Center");
TRANSLATE_NOOP("FullscreenUI", "Top Right");
TRANSLATE_NOOP("FullscreenUI", "Center Left");
TRANSLATE_NOOP("FullscreenUI", "Center Right");
TRANSLATE_NOOP("FullscreenUI", "Bottom Left");
TRANSLATE_NOOP("FullscreenUI", "Bottom Center");
TRANSLATE_NOOP("FullscreenUI", "Bottom Right");
TRANSLATE_NOOP("FullscreenUI", "PS1");
TRANSLATE_NOOP("FullscreenUI", "Manual");
TRANSLATE_NOOP("FullscreenUI", "Auto");
TRANSLATE_NOOP("FullscreenUI", "Internal");
TRANSLATE_NOOP("FullscreenUI", "Negative");
TRANSLATE_NOOP("FullscreenUI", "Positive");
TRANSLATE_NOOP("FullscreenUI", "Chop/Zero (Default)");
TRANSLATE_NOOP("FullscreenUI", "Nearest (Default)");
TRANSLATE_NOOP("FullscreenUI", "Chop/Zero");
TRANSLATE_NOOP("FullscreenUI", "Deflate");
TRANSLATE_NOOP("FullscreenUI", "Zstandard");
TRANSLATE_NOOP("FullscreenUI", "Low (Fast)");
TRANSLATE_NOOP("FullscreenUI", "Medium (Recommended)");
TRANSLATE_NOOP("FullscreenUI", "Very High (Slow, Not Recommended)");
TRANSLATE_NOOP("FullscreenUI", "Clear Binding");
TRANSLATE_NOOP("FullscreenUI", "Default");
TRANSLATE_NOOP("FullscreenUI", "Change Page");
TRANSLATE_NOOP("FullscreenUI", "Navigate");
TRANSLATE_NOOP("FullscreenUI", "Select");
TRANSLATE_NOOP("FullscreenUI", "Back");
TRANSLATE_NOOP("FullscreenUI", "Frequency");
TRANSLATE_NOOP("FullscreenUI", "Set Input Binding");
TRANSLATE_NOOP("FullscreenUI", "Title");
TRANSLATE_NOOP("FullscreenUI", "Serial");
TRANSLATE_NOOP("FullscreenUI", "CRC");
TRANSLATE_NOOP("FullscreenUI", "Type");
TRANSLATE_NOOP("FullscreenUI", "Region");
TRANSLATE_NOOP("FullscreenUI", "Compatibility Rating");
TRANSLATE_NOOP("FullscreenUI", "Path");
TRANSLATE_NOOP("FullscreenUI", "Disc Path");
TRANSLATE_NOOP("FullscreenUI", "Select Disc Path");
TRANSLATE_NOOP("FullscreenUI", "Cannot show details for games which were not scanned in the game list.");
TRANSLATE_NOOP("FullscreenUI", "Copy Settings");
TRANSLATE_NOOP("FullscreenUI", "Clear Settings");
TRANSLATE_NOOP("FullscreenUI", "Theme");
TRANSLATE_NOOP("FullscreenUI", "Default To Game List");
TRANSLATE_NOOP("FullscreenUI", "Prefer English Game Titles");
TRANSLATE_NOOP("FullscreenUI", "Use Save State Selector");
TRANSLATE_NOOP("FullscreenUI", "Background Image");
TRANSLATE_NOOP("FullscreenUI", "Select Background Image");
TRANSLATE_NOOP("FullscreenUI", "Clear Background Image");
TRANSLATE_NOOP("FullscreenUI", "Background Opacity");
TRANSLATE_NOOP("FullscreenUI", "Background Mode");
TRANSLATE_NOOP("FullscreenUI", "Inhibit Screensaver");
TRANSLATE_NOOP("FullscreenUI", "Pause On Start");
TRANSLATE_NOOP("FullscreenUI", "Pause On Focus Loss");
TRANSLATE_NOOP("FullscreenUI", "Pause On Controller Disconnection");
TRANSLATE_NOOP("FullscreenUI", "Pause On Menu");
TRANSLATE_NOOP("FullscreenUI", "Prompt On State Load/Save Failure");
TRANSLATE_NOOP("FullscreenUI", "Confirm Shutdown");
TRANSLATE_NOOP("FullscreenUI", "Save State On Shutdown");
TRANSLATE_NOOP("FullscreenUI", "Create Save State Backups");
TRANSLATE_NOOP("FullscreenUI", "Controller Glyph Style");
TRANSLATE_NOOP("FullscreenUI", "Swap OK/Cancel in Big Picture Mode");
TRANSLATE_NOOP("FullscreenUI", "Use Legacy Nintendo Layout in Big Picture Mode");
TRANSLATE_NOOP("FullscreenUI", "Enable Discord Presence");
TRANSLATE_NOOP("FullscreenUI", "Start Fullscreen");
TRANSLATE_NOOP("FullscreenUI", "Double-Click Toggles Fullscreen");
TRANSLATE_NOOP("FullscreenUI", "Hide Cursor In Fullscreen");
TRANSLATE_NOOP("FullscreenUI", "Start Big Picture UI");
TRANSLATE_NOOP("FullscreenUI", "Reset Settings");
TRANSLATE_NOOP("FullscreenUI", "Change Search Directory");
TRANSLATE_NOOP("FullscreenUI", "Fast Boot");
TRANSLATE_NOOP("FullscreenUI", "Fast Forward Boot");
TRANSLATE_NOOP("FullscreenUI", "Normal Speed");
TRANSLATE_NOOP("FullscreenUI", "Fast-Forward Speed");
TRANSLATE_NOOP("FullscreenUI", "Slow-Motion Speed");
TRANSLATE_NOOP("FullscreenUI", "EE Cycle Rate");
TRANSLATE_NOOP("FullscreenUI", "EE Cycle Skipping");
TRANSLATE_NOOP("FullscreenUI", "Enable Multithreaded VU1 (MTVU)");
TRANSLATE_NOOP("FullscreenUI", "Enable Thread Pinning");
TRANSLATE_NOOP("FullscreenUI", "Enable Cheats");
TRANSLATE_NOOP("FullscreenUI", "Enable Host Filesystem");
TRANSLATE_NOOP("FullscreenUI", "Enable Fast CDVD");
TRANSLATE_NOOP("FullscreenUI", "Enable CDVD Precaching");
TRANSLATE_NOOP("FullscreenUI", "Manually Set Real-Time Clock");
TRANSLATE_NOOP("FullscreenUI", "Year");
TRANSLATE_NOOP("FullscreenUI", "Month");
TRANSLATE_NOOP("FullscreenUI", "Day");
TRANSLATE_NOOP("FullscreenUI", "Hour");
TRANSLATE_NOOP("FullscreenUI", "Minute");
TRANSLATE_NOOP("FullscreenUI", "Second");
TRANSLATE_NOOP("FullscreenUI", "Maximum Frame Latency");
TRANSLATE_NOOP("FullscreenUI", "Optimal Frame Pacing");
TRANSLATE_NOOP("FullscreenUI", "Vertical Sync (VSync)");
TRANSLATE_NOOP("FullscreenUI", "Sync to Host Refresh Rate");
TRANSLATE_NOOP("FullscreenUI", "Use Host VSync Timing");
TRANSLATE_NOOP("FullscreenUI", "Aspect Ratio");
TRANSLATE_NOOP("FullscreenUI", "FMV Aspect Ratio Override");
TRANSLATE_NOOP("FullscreenUI", "Deinterlacing");
TRANSLATE_NOOP("FullscreenUI", "Disable Interlace Offset");
TRANSLATE_NOOP("FullscreenUI", "Screenshot Resolution");
TRANSLATE_NOOP("FullscreenUI", "Screenshot Format");
TRANSLATE_NOOP("FullscreenUI", "Screenshot Quality");
TRANSLATE_NOOP("FullscreenUI", "Vertical Stretch");
TRANSLATE_NOOP("FullscreenUI", "Crop");
TRANSLATE_NOOP("FullscreenUI", "Apply Widescreen Patches");
TRANSLATE_NOOP("FullscreenUI", "Apply No-Interlacing Patches");
TRANSLATE_NOOP("FullscreenUI", "Bilinear Filtering");
TRANSLATE_NOOP("FullscreenUI", "Integer Scaling");
TRANSLATE_NOOP("FullscreenUI", "Screen Offsets");
TRANSLATE_NOOP("FullscreenUI", "Show Overscan");
TRANSLATE_NOOP("FullscreenUI", "Anti-Blur");
TRANSLATE_NOOP("FullscreenUI", "Internal Resolution");
TRANSLATE_NOOP("FullscreenUI", "Texture Filtering");
TRANSLATE_NOOP("FullscreenUI", "Trilinear Filtering");
TRANSLATE_NOOP("FullscreenUI", "Anisotropic Filtering");
TRANSLATE_NOOP("FullscreenUI", "Dithering");
TRANSLATE_NOOP("FullscreenUI", "Blending Accuracy");
TRANSLATE_NOOP("FullscreenUI", "AA1");
TRANSLATE_NOOP("FullscreenUI", "Accurate Alpha Test");
TRANSLATE_NOOP("FullscreenUI", "Mipmapping");
TRANSLATE_NOOP("FullscreenUI", "Rasterizer Ordered View");
TRANSLATE_NOOP("FullscreenUI", "Software Rendering Threads");
TRANSLATE_NOOP("FullscreenUI", "Auto Flush");
TRANSLATE_NOOP("FullscreenUI", "Manual Hardware Renderer Fixes");
TRANSLATE_NOOP("FullscreenUI", "CPU Sprite Render Size");
TRANSLATE_NOOP("FullscreenUI", "CPU Sprite Render Level");
TRANSLATE_NOOP("FullscreenUI", "Software CLUT Render");
TRANSLATE_NOOP("FullscreenUI", "GPU Target CLUT");
TRANSLATE_NOOP("FullscreenUI", "Skip Draw Range Start");
TRANSLATE_NOOP("FullscreenUI", "Skip Draw Range End");
TRANSLATE_NOOP("FullscreenUI", "Framebuffer Conversion");
TRANSLATE_NOOP("FullscreenUI", "Disable Depth Conversion");
TRANSLATE_NOOP("FullscreenUI", "Disable Safe Features");
TRANSLATE_NOOP("FullscreenUI", "Disable Render Fixes");
TRANSLATE_NOOP("FullscreenUI", "Preload Frame Data");
TRANSLATE_NOOP("FullscreenUI", "Disable Partial Source Invalidation");
TRANSLATE_NOOP("FullscreenUI", "Texture Inside RT");
TRANSLATE_NOOP("FullscreenUI", "Read Targets When Closing");
TRANSLATE_NOOP("FullscreenUI", "Estimate Texture Region");
TRANSLATE_NOOP("FullscreenUI", "GPU Palette Conversion");
TRANSLATE_NOOP("FullscreenUI", "Draw Buffering");
TRANSLATE_NOOP("FullscreenUI", "Limit Depth to 24 Bits");
TRANSLATE_NOOP("FullscreenUI", "Half Pixel Offset");
TRANSLATE_NOOP("FullscreenUI", "Native Scaling");
TRANSLATE_NOOP("FullscreenUI", "Round Sprite");
TRANSLATE_NOOP("FullscreenUI", "Bilinear Dirty Upscale");
TRANSLATE_NOOP("FullscreenUI", "Texture Offsets X");
TRANSLATE_NOOP("FullscreenUI", "Texture Offsets Y");
TRANSLATE_NOOP("FullscreenUI", "Align Sprite");
TRANSLATE_NOOP("FullscreenUI", "Merge Sprite");
TRANSLATE_NOOP("FullscreenUI", "Force Even Sprite Position");
TRANSLATE_NOOP("FullscreenUI", "Unscaled Palette Texture Draws");
TRANSLATE_NOOP("FullscreenUI", "Load Textures");
TRANSLATE_NOOP("FullscreenUI", "Asynchronous Texture Loading");
TRANSLATE_NOOP("FullscreenUI", "Precache Textures");
TRANSLATE_NOOP("FullscreenUI", "Search Directory");
TRANSLATE_NOOP("FullscreenUI", "Dump Textures");
TRANSLATE_NOOP("FullscreenUI", "Dump Mipmaps");
TRANSLATE_NOOP("FullscreenUI", "Dump FMV Textures");
TRANSLATE_NOOP("FullscreenUI", "FXAA");
TRANSLATE_NOOP("FullscreenUI", "Contrast Adaptive Sharpening");
TRANSLATE_NOOP("FullscreenUI", "Sharpness");
TRANSLATE_NOOP("FullscreenUI", "Shade Boost");
TRANSLATE_NOOP("FullscreenUI", "Brightness");
TRANSLATE_NOOP("FullscreenUI", "Contrast");
TRANSLATE_NOOP("FullscreenUI", "Gamma");
TRANSLATE_NOOP("FullscreenUI", "Saturation");
TRANSLATE_NOOP("FullscreenUI", "TV Shader");
TRANSLATE_NOOP("FullscreenUI", "Skip Presenting Duplicate Frames");
TRANSLATE_NOOP("FullscreenUI", "Disable Mailbox Presentation");
TRANSLATE_NOOP("FullscreenUI", "Use Blit Swap Chain");
TRANSLATE_NOOP("FullscreenUI", "Extended Upscaling Multipliers");
TRANSLATE_NOOP("FullscreenUI", "Hardware Download Mode");
TRANSLATE_NOOP("FullscreenUI", "GS Back Thread");
TRANSLATE_NOOP("FullscreenUI", "Allow Exclusive Fullscreen");
TRANSLATE_NOOP("FullscreenUI", "Override Texture Barriers");
TRANSLATE_NOOP("FullscreenUI", "GS Dump Compression");
TRANSLATE_NOOP("FullscreenUI", "Disable Framebuffer Fetch");
TRANSLATE_NOOP("FullscreenUI", "Coalesce Render Passes");
TRANSLATE_NOOP("FullscreenUI", "Disable Shader Cache");
TRANSLATE_NOOP("FullscreenUI", "Disable Vertex Shader Expand");
TRANSLATE_NOOP("FullscreenUI", "ROV Barriers Vulkan");
TRANSLATE_NOOP("FullscreenUI", "Spin CPU During Readbacks");
TRANSLATE_NOOP("FullscreenUI", "Spin GPU During Readbacks");
TRANSLATE_NOOP("FullscreenUI", "Texture Preloading");
TRANSLATE_NOOP("FullscreenUI", "NTSC Frame Rate");
TRANSLATE_NOOP("FullscreenUI", "PAL Frame Rate");
TRANSLATE_NOOP("FullscreenUI", "OSD Scale");
TRANSLATE_NOOP("FullscreenUI", "OSD Margin");
TRANSLATE_NOOP("FullscreenUI", "OSD Messages Position");
TRANSLATE_NOOP("FullscreenUI", "OSD Performance Position");
TRANSLATE_NOOP("FullscreenUI", "OSD Font File");
TRANSLATE_NOOP("FullscreenUI", "Clear OSD Font Override");
TRANSLATE_NOOP("FullscreenUI", "Bold OSD Text");
TRANSLATE_NOOP("FullscreenUI", "Show ARMSX2 Version");
TRANSLATE_NOOP("FullscreenUI", "Show Speed Percentages");
TRANSLATE_NOOP("FullscreenUI", "Show FPS");
TRANSLATE_NOOP("FullscreenUI", "Show VPS");
TRANSLATE_NOOP("FullscreenUI", "Show Resolution");
TRANSLATE_NOOP("FullscreenUI", "Show Hardware Info");
TRANSLATE_NOOP("FullscreenUI", "Show GS Statistics");
TRANSLATE_NOOP("FullscreenUI", "Show CPU Usage");
TRANSLATE_NOOP("FullscreenUI", "Show GPU Usage");
TRANSLATE_NOOP("FullscreenUI", "Show Status Indicators");
TRANSLATE_NOOP("FullscreenUI", "Show GPU Debug Info");
TRANSLATE_NOOP("FullscreenUI", "Show GPU Pipeline Statistics");
TRANSLATE_NOOP("FullscreenUI", "Show Frame Times");
TRANSLATE_NOOP("FullscreenUI", "Show Settings");
TRANSLATE_NOOP("FullscreenUI", "Show Patches");
TRANSLATE_NOOP("FullscreenUI", "Show Inputs");
TRANSLATE_NOOP("FullscreenUI", "Show Video Capture Status");
TRANSLATE_NOOP("FullscreenUI", "Show Input Recording Status");
TRANSLATE_NOOP("FullscreenUI", "Show Texture Replacement Status");
TRANSLATE_NOOP("FullscreenUI", "Warn About Unsafe Settings");
TRANSLATE_NOOP("FullscreenUI", "Standard Volume");
TRANSLATE_NOOP("FullscreenUI", "Fast Forward Volume");
TRANSLATE_NOOP("FullscreenUI", "Mute All Sound");
TRANSLATE_NOOP("FullscreenUI", "Backend");
TRANSLATE_NOOP("FullscreenUI", "Expansion Mode");
TRANSLATE_NOOP("FullscreenUI", "Synchronization");
TRANSLATE_NOOP("FullscreenUI", "Buffer Size");
TRANSLATE_NOOP("FullscreenUI", "Output Latency");
TRANSLATE_NOOP("FullscreenUI", "Minimal Output Latency");
TRANSLATE_NOOP("FullscreenUI", "Create Memory Card");
TRANSLATE_NOOP("FullscreenUI", "Memory Card Directory");
TRANSLATE_NOOP("FullscreenUI", "Folder Memory Card Filter");
TRANSLATE_NOOP("FullscreenUI", "Swap Memory Cards");
TRANSLATE_NOOP("FullscreenUI", "Enable Network Adapter");
TRANSLATE_NOOP("FullscreenUI", "Ethernet Device Type");
TRANSLATE_NOOP("FullscreenUI", "Ethernet Device");
TRANSLATE_NOOP("FullscreenUI", "Intercept DHCP");
TRANSLATE_NOOP("FullscreenUI", "Address");
TRANSLATE_NOOP("FullscreenUI", "Auto Subnet Mask");
TRANSLATE_NOOP("FullscreenUI", "Subnet Mask");
TRANSLATE_NOOP("FullscreenUI", "Auto Gateway");
TRANSLATE_NOOP("FullscreenUI", "Gateway Address");
TRANSLATE_NOOP("FullscreenUI", "DNS1 Mode");
TRANSLATE_NOOP("FullscreenUI", "DNS1 Address");
TRANSLATE_NOOP("FullscreenUI", "DNS2 Mode");
TRANSLATE_NOOP("FullscreenUI", "DNS2 Address");
TRANSLATE_NOOP("FullscreenUI", "Enable HDD");
TRANSLATE_NOOP("FullscreenUI", "Select HDD Image File");
TRANSLATE_NOOP("FullscreenUI", "Select HDD Size");
TRANSLATE_NOOP("FullscreenUI", "Custom HDD Size");
TRANSLATE_NOOP("FullscreenUI", "Create");
TRANSLATE_NOOP("FullscreenUI", "File Already Exists");
TRANSLATE_NOOP("FullscreenUI", "Memory Card Type");
TRANSLATE_NOOP("FullscreenUI", "Use NTFS Compression?");
TRANSLATE_NOOP("FullscreenUI", "RAIntegration is being used instead of the built-in achievements implementation.");
TRANSLATE_NOOP("FullscreenUI", "Logout");
TRANSLATE_NOOP("FullscreenUI", "Not Logged In");
TRANSLATE_NOOP("FullscreenUI", "Game: {0} ({1})");
TRANSLATE_NOOP("FullscreenUI", "Rich presence inactive or unsupported.");
TRANSLATE_NOOP("FullscreenUI", "Game not loaded or no RetroAchievements available.");
TRANSLATE_NOOP("FullscreenUI", "Achievement Notifications");
TRANSLATE_NOOP("FullscreenUI", "Leaderboard Notifications");
TRANSLATE_NOOP("FullscreenUI", "Enable In-Game Overlays");
TRANSLATE_NOOP("FullscreenUI", "Enable In-Game Leaderboard Overlays");
TRANSLATE_NOOP("FullscreenUI", "Overlay Position");
TRANSLATE_NOOP("FullscreenUI", "Notification Position");
TRANSLATE_NOOP("FullscreenUI", "Unlock Notification Duration");
TRANSLATE_NOOP("FullscreenUI", "Leaderboard Notification Duration");
TRANSLATE_NOOP("FullscreenUI", "Encore Mode");
TRANSLATE_NOOP("FullscreenUI", "Spectator Mode");
TRANSLATE_NOOP("FullscreenUI", "Enable Encore Mode");
TRANSLATE_NOOP("FullscreenUI", "Test Unofficial Achievements");
TRANSLATE_NOOP("FullscreenUI", "Show Achievement Notifications");
TRANSLATE_NOOP("FullscreenUI", "Show Leaderboard Notifications");
TRANSLATE_NOOP("FullscreenUI", "Enable Sound Effects");
TRANSLATE_NOOP("FullscreenUI", "Select File");
TRANSLATE_NOOP("FullscreenUI", "Preview");
TRANSLATE_NOOP("FullscreenUI", "Reset to Default");
TRANSLATE_NOOP("FullscreenUI", "Notification Sound");
TRANSLATE_NOOP("FullscreenUI", "Select Notification Sound");
TRANSLATE_NOOP("FullscreenUI", "Achievement Unlock Sound");
TRANSLATE_NOOP("FullscreenUI", "Select Achievement Unlock Sound");
TRANSLATE_NOOP("FullscreenUI", "Leaderboard Submit Sound");
TRANSLATE_NOOP("FullscreenUI", "Select Leaderboard Submit Sound");
TRANSLATE_NOOP("FullscreenUI", "Reset Controller Settings");
TRANSLATE_NOOP("FullscreenUI", "Load Profile");
TRANSLATE_NOOP("FullscreenUI", "Save Profile");
TRANSLATE_NOOP("FullscreenUI", "Enable SDL Input Source");
TRANSLATE_NOOP("FullscreenUI", "DualShock 4 / DualSense Enhanced Mode");
TRANSLATE_NOOP("FullscreenUI", "Enable DualSense Player LED");
TRANSLATE_NOOP("FullscreenUI", "Enable SDL Raw Input");
TRANSLATE_NOOP("FullscreenUI", "Enable XInput Input Source");
TRANSLATE_NOOP("FullscreenUI", "Multitap on Console Port 1");
TRANSLATE_NOOP("FullscreenUI", "Multitap on Console Port 2");
TRANSLATE_NOOP("FullscreenUI", "Controller Port {}{}");
TRANSLATE_NOOP("FullscreenUI", "Controller Port {}");
TRANSLATE_NOOP("FullscreenUI", "Controller Type");
TRANSLATE_NOOP("FullscreenUI", "Automatic Mapping");
TRANSLATE_NOOP("FullscreenUI", "Controller Port {}{} Macros");
TRANSLATE_NOOP("FullscreenUI", "Controller Port {} Macros");
TRANSLATE_NOOP("FullscreenUI", "Macro Button {}");
TRANSLATE_NOOP("FullscreenUI", "Buttons");
TRANSLATE_NOOP("FullscreenUI", "Press To Toggle");
TRANSLATE_NOOP("FullscreenUI", "Pressure");
TRANSLATE_NOOP("FullscreenUI", "Deadzone");
TRANSLATE_NOOP("FullscreenUI", "Controller Port {}{} Settings");
TRANSLATE_NOOP("FullscreenUI", "Controller Port {} Settings");
TRANSLATE_NOOP("FullscreenUI", "USB Port {}");
TRANSLATE_NOOP("FullscreenUI", "Device Type");
TRANSLATE_NOOP("FullscreenUI", "Device Subtype");
TRANSLATE_NOOP("FullscreenUI", "{} Bindings");
TRANSLATE_NOOP("FullscreenUI", "Clear Bindings");
TRANSLATE_NOOP("FullscreenUI", "{} Settings");
TRANSLATE_NOOP("FullscreenUI", "Cache Directory");
TRANSLATE_NOOP("FullscreenUI", "Covers Directory");
TRANSLATE_NOOP("FullscreenUI", "Snapshots Directory");
TRANSLATE_NOOP("FullscreenUI", "Save States Directory");
TRANSLATE_NOOP("FullscreenUI", "Game Settings Directory");
TRANSLATE_NOOP("FullscreenUI", "Input Profile Directory");
TRANSLATE_NOOP("FullscreenUI", "Cheats Directory");
TRANSLATE_NOOP("FullscreenUI", "Patches Directory");
TRANSLATE_NOOP("FullscreenUI", "Texture Replacements Directory");
TRANSLATE_NOOP("FullscreenUI", "Video Recording Directory");
TRANSLATE_NOOP("FullscreenUI", "Save Snapshots in Game-Specific Folders");
TRANSLATE_NOOP("FullscreenUI", "Save Video Recordings in Game-Specific Folders");
TRANSLATE_NOOP("FullscreenUI", "Show Advanced Settings");
TRANSLATE_NOOP("FullscreenUI", "System Console");
TRANSLATE_NOOP("FullscreenUI", "File Logging");
TRANSLATE_NOOP("FullscreenUI", "Verbose Logging");
TRANSLATE_NOOP("FullscreenUI", "Log Timestamps");
TRANSLATE_NOOP("FullscreenUI", "EE Console");
TRANSLATE_NOOP("FullscreenUI", "IOP Console");
TRANSLATE_NOOP("FullscreenUI", "CDVD Verbose Reads");
TRANSLATE_NOOP("FullscreenUI", "Rounding Mode");
TRANSLATE_NOOP("FullscreenUI", "Division Rounding Mode");
TRANSLATE_NOOP("FullscreenUI", "Clamping Mode");
TRANSLATE_NOOP("FullscreenUI", "Enable Recompiler");
TRANSLATE_NOOP("FullscreenUI", "Enable Cache (Slow)");
TRANSLATE_NOOP("FullscreenUI", "INTC Spin Detection");
TRANSLATE_NOOP("FullscreenUI", "Wait Loop Detection");
TRANSLATE_NOOP("FullscreenUI", "Enable Fast Memory Access");
TRANSLATE_NOOP("FullscreenUI", "Pause On TLB Miss");
TRANSLATE_NOOP("FullscreenUI", "Enable Extended RAM (Dev Console)");
TRANSLATE_NOOP("FullscreenUI", "FPU Add/Sub Guard Bits");
TRANSLATE_NOOP("FullscreenUI", "VU0 Rounding Mode");
TRANSLATE_NOOP("FullscreenUI", "VU0 Clamping Mode");
TRANSLATE_NOOP("FullscreenUI", "VU1 Rounding Mode");
TRANSLATE_NOOP("FullscreenUI", "VU1 Clamping Mode");
TRANSLATE_NOOP("FullscreenUI", "Enable VU0 Recompiler (Micro Mode)");
TRANSLATE_NOOP("FullscreenUI", "Enable VU1 Recompiler");
TRANSLATE_NOOP("FullscreenUI", "mVU Flag Hack");
TRANSLATE_NOOP("FullscreenUI", "Enable Instant VU1");
TRANSLATE_NOOP("FullscreenUI", "Enable Game Fixes");
TRANSLATE_NOOP("FullscreenUI", "Enable Compatibility Patches");
TRANSLATE_NOOP("FullscreenUI", "Compression Method");
TRANSLATE_NOOP("FullscreenUI", "Compression Level");
TRANSLATE_NOOP("FullscreenUI", "Use Debug Device");
TRANSLATE_NOOP("FullscreenUI", "Use Debug Blend");
TRANSLATE_NOOP("FullscreenUI", "Enable PINE");
TRANSLATE_NOOP("FullscreenUI", "PINE Slot");
TRANSLATE_NOOP("FullscreenUI", "Show Cheats For All CRCs");
TRANSLATE_NOOP("FullscreenUI", "Show Patches For All CRCs");
TRANSLATE_NOOP("FullscreenUI", "Use Software Renderer For FMVs");
TRANSLATE_NOOP("FullscreenUI", "Skip MPEG Hack");
TRANSLATE_NOOP("FullscreenUI", "Preload TLB Hack");
TRANSLATE_NOOP("FullscreenUI", "EE Timing Hack");
TRANSLATE_NOOP("FullscreenUI", "Instant DMA Hack");
TRANSLATE_NOOP("FullscreenUI", "OPH Flag Hack");
TRANSLATE_NOOP("FullscreenUI", "Emulate GIF FIFO");
TRANSLATE_NOOP("FullscreenUI", "DMA Busy Hack");
TRANSLATE_NOOP("FullscreenUI", "Delay VIF1 Stalls");
TRANSLATE_NOOP("FullscreenUI", "Emulate VIF FIFO");
TRANSLATE_NOOP("FullscreenUI", "Full VU0 Synchronization");
TRANSLATE_NOOP("FullscreenUI", "VU I Bit Hack");
TRANSLATE_NOOP("FullscreenUI", "VU Add Hack");
TRANSLATE_NOOP("FullscreenUI", "VU Overflow Hack");
TRANSLATE_NOOP("FullscreenUI", "VU Sync");
TRANSLATE_NOOP("FullscreenUI", "VU XGKick Sync");
TRANSLATE_NOOP("FullscreenUI", "Force Blit Internal FPS Detection");
TRANSLATE_NOOP("FullscreenUI", "Memory Card Enabled");
TRANSLATE_NOOP("FullscreenUI", "Card Name");
TRANSLATE_NOOP("FullscreenUI", "Eject Card");
// TRANSLATION-STRING-AREA-END
#endif