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/* All the various stuff needed for configuration is done here,
including reading the Config file and displaying a dialog box
AboutDlgProc() is a plug-in function called from the PCSXR app, as is
DlgProc()
*/
#import "NetSfPeopsOpenGLPluginConfigController.h"
#include "gpu.h"
#include "cfg.h"
#include "menu.h"
#include <OpenGL/gl.h> // bah, "externals.h" thinks include files are for wimps; OpenGL header, in fact, is needed
#include "externals.h"
#ifdef ENABLE_NLS
#include <libintl.h>
#include <locale.h>
#define _(x) gettext(x)
#define N_(x) (x)
//If running under Mac OS X, use the Localizable.strings file instead.
#elif defined(_MACOSX)
#ifdef PCSXRCORE
extern char* Pcsxr_locale_text(char* toloc);
#define _(String) Pcsxr_locale_text(String)
#define N_(String) String
#else
#ifndef PCSXRPLUG
#warning please define the plug being built to use Mac OS X localization!
#define _(msgid) msgid
#define N_(msgid) msgid
#else
//Kludge to get the preprocessor to accept PCSXRPLUG as a variable.
#define PLUGLOC_x(x,y) x ## y
#define PLUGLOC_y(x,y) PLUGLOC_x(x,y)
#define PLUGLOC PLUGLOC_y(PCSXRPLUG,_locale_text)
extern char* PLUGLOC(char* toloc);
#define _(String) PLUGLOC(String)
#define N_(String) String
#endif
#endif
#else
#define _(x) (x)
#define N_(x) (x)
#endif
#define APP_ID @"net.sf.peops.GpuOpenGLPlugin"
#define PrefsKey APP_ID @" Settings"
static NetSfPeopsOpenGLPluginConfigController *windowController = nil;
char * pConfigFile=NULL;
void AboutDlgProc()
{
// Get parent application instance
NSApplication *app = [NSApplication sharedApplication];
NSBundle *bundle = [NSBundle bundleWithIdentifier:APP_ID];
// Get Credits.rtf
NSString *path = [bundle pathForResource:@"Credits" ofType:@"rtf"];
NSAttributedString *credits;
if (path) {
credits = [[[NSAttributedString alloc] initWithPath: path documentAttributes:NULL] autorelease];
} else {
credits = [[[NSAttributedString alloc] initWithString:@""] autorelease];
}
// Get Application Icon
NSImage *icon = [[NSWorkspace sharedWorkspace] iconForFile:[bundle bundlePath]];
NSSize size = NSMakeSize(64, 64);
[icon setSize:size];
[app orderFrontStandardAboutPanelWithOptions:[NSDictionary dictionaryWithObjectsAndKeys:
[bundle objectForInfoDictionaryKey:@"CFBundleName"], @"ApplicationName",
icon, @"ApplicationIcon",
[bundle objectForInfoDictionaryKey:@"CFBundleShortVersionString"], @"ApplicationVersion",
[bundle objectForInfoDictionaryKey:@"CFBundleVersion"], @"Version",
[bundle objectForInfoDictionaryKey:@"NSHumanReadableCopyright"], @"Copyright",
credits, @"Credits",
nil]];
}
void DlgProc()
{
NSWindow *window;
PrepFactoryDefaultPreferences(); // Must do here to avoid a "when does such-and-such bind" issue
if (windowController == nil) {
windowController = [[PluginConfigController alloc] initWithWindowNibName:@"NetSfPeopsOpenGLConfig"];
}
window = [windowController window];
/* load values */
[windowController loadValues];
[window center];
[window makeKeyAndOrderFront:nil];
}
void PrepFactoryDefaultPreferences(void)
{
// THE place to find the names of settings.
// If it's not here, you can't set it.
// create or read a sub-dictionary beneath the main PCSXR app prefs.
// dictionary is named "net.sf.GpuOpenGLPlugin Settings"
// and contains all our key/values
// the prefs .plist will store this dictionary ("net.sf...") as an object
NSUserDefaults *defaults = [NSUserDefaults standardUserDefaults];
[defaults registerDefaults:[NSDictionary dictionaryWithObjectsAndKeys:
[NSDictionary dictionaryWithObjectsAndKeys:
[NSNumber numberWithBool:NO], @"FPS Counter",
[NSNumber numberWithBool:NO], @"Auto Full Screen",
[NSNumber numberWithBool:NO], @"Frame Skipping",
[NSNumber numberWithBool:YES], @"Frame Limit",
[NSNumber numberWithBool:NO], @"VSync",
[NSNumber numberWithBool:NO], @"Enable Hacks",
[NSNumber numberWithInt:0], @"Dither Mode",
[NSNumber numberWithUnsignedInt:0], @"Hacks",
[NSNumber numberWithBool:YES], @"Proportional Resize",
//[NSSize stringWithCString: @"default"], @"Fullscreen Resolution",
[NSNumber numberWithInt:2], @"Offscreen Drawing Level",
[NSNumber numberWithInt:0], @"Texture Color Depth Level",
[NSNumber numberWithInt:0], @"Texture Enhancement Level",
[NSNumber numberWithInt:0], @"Texture Filter Level",
[NSNumber numberWithInt:0], @"Frame Buffer Level",
[NSNumber numberWithBool:NO], @"Draw Scanlines",
// nasty:
[NSArchiver archivedDataWithRootObject: [NSColor colorWithCalibratedRed:0 green:0 blue:0 alpha:0.25]], @"Scanline Color",
[NSNumber numberWithBool:NO], @"Advanced Blending",
[NSNumber numberWithBool:NO], @"Opaque Pass",
[NSNumber numberWithBool:NO], @"Blur",
[NSNumber numberWithBool:YES], @"Z Mask Clipping",
[NSNumber numberWithBool:NO], @"Wireframe Mode",
[NSNumber numberWithBool:YES], @"Emulate mjpeg decoder", // helps remove unsightly vertical line in movies
[NSNumber numberWithBool:NO], @"Fast mjpeg decoder",
nil], PrefsKey, nil]];
}
void ReadConfig(void)
{
// set up PCSXR GPU plug's global variables according to user preferences.
// this is called from the PCSXR GPU plugin thread via GPUOpen.
// has nothing to do with the Configuration dialog box, btw., other than the
// fact that the config dialog writes to user prefs. This only reads, which
// is important because PCSXR will change its globals on the fly
// and saving those new ad hoc changes is Bad for the user.
PrepFactoryDefaultPreferences(); // in case user deletes, or on new startup
//NOTE this is NOT the "keyValues" member of the controller. Just sayin.
NSDictionary* keyValues = [[NSUserDefaults standardUserDefaults] dictionaryForKey:PrefsKey];
// bind all prefs settings to their PCSXR counterparts
// with a little finagling to make it work as expected
iShowFPS = [[keyValues objectForKey:@"FPS Counter"] boolValue];
if ([[keyValues objectForKey:@"Frame Limit"] boolValue]){
bUseFrameLimit = 1;
iFrameLimit = 2; // required
fFrameRate = 60; // required (some number, 60 seems ok)
}
// Dithering is either on or off in OpenGL plug, but hey
bDrawDither = [[keyValues objectForKey:@"Dither Mode"] intValue];
bChangeWinMode = [[keyValues objectForKey:@"Auto Full Screen"] boolValue] ? 2 : 1;
bUseFrameSkip = [[keyValues objectForKey:@"Frame Skipping"] boolValue];
bUseFixes = [[keyValues objectForKey:@"Enable Hacks"] boolValue];
dwCfgFixes = [[keyValues objectForKey:@"Hacks"] unsignedIntValue];
// we always start out at 800x600 (at least until resizing the window is implemented)
iResX = 800;
iResY = 600;
iBlurBuffer = [[keyValues objectForKey:@"Blur"] boolValue]; // not noticeable, but doesn't harm
iUseScanLines = [[keyValues objectForKey:@"Draw Scanlines"] boolValue]; // works
NSColor* scanColor = [NSUnarchiver unarchiveObjectWithData: [keyValues objectForKey:@"Scanline Color"]];
iScanlineColor[0] = [scanColor redComponent];
iScanlineColor[1] = [scanColor greenComponent];
iScanlineColor[2] = [scanColor blueComponent];
iScanlineColor[3] = [scanColor alphaComponent];
iScanBlend = 0; // we always draw nice since it costs nothing.
iUseMask = [[keyValues objectForKey:@"Z Mask Clipping"] boolValue]; // works, clips polygons with primitive "Z" buffer
bUseLines = [[keyValues objectForKey:@"Wireframe Mode"] boolValue]; // works, aka "Wireframe" mode
iOffscreenDrawing = [[keyValues objectForKey:@"Offscreen Drawing Level"] intValue]; // draw offscreen for texture building?
if (iOffscreenDrawing > 4) iOffscreenDrawing = 4;
if (iOffscreenDrawing < 0) iOffscreenDrawing = 0;
// texture quality, whatever that means (doesn't hurt), more like "texture handling" or "texture performance"
iFrameTexType = [[keyValues objectForKey:@"Frame Buffer Level"] intValue];
if (iFrameTexType > 3) iFrameTexType = 3;
if (iFrameTexType < 0) iFrameTexType = 0;
iTexQuality = [[keyValues objectForKey:@"Texture Color Depth Level"] intValue];
if (iTexQuality > 4) iTexQuality = 4;
if (iTexQuality < 0) iTexQuality = 0;
// MAG_FILTER = LINEAR, etc.
iFilterType = [[keyValues objectForKey:@"Texture Filter Level"] intValue];
if (iFilterType > 2) iFilterType = 2;
if (iFilterType < 0) iFilterType = 0;
// stretches textures (more detail). You'd think it would look great, but it's not massively better. NEEDS iFilterType to be of any use.
iHiResTextures = [[keyValues objectForKey:@"Texture Enhancement Level"] intValue];
if (iHiResTextures > 2) iHiResTextures = 2;
if (iHiResTextures < 0) iHiResTextures = 0;
// well actually, the "SaI" mode is best, but is #1, so swap qualities:
if (iHiResTextures != 0)
iHiResTextures = 3 - iHiResTextures;
if (iHiResTextures && !iFilterType)
iFilterType = 1; // needed to see any real effect
bUseFastMdec = [[keyValues objectForKey:@"Emulate mjpeg decoder"] boolValue];
bUse15bitMdec = [[keyValues objectForKey:@"Fast mjpeg decoder"] boolValue];
bGteAccuracy = [[keyValues objectForKey:@"GteAccuracy"] boolValue];
if (iShowFPS)
ulKeybits |= KEY_SHOWFPS;
else
ulKeybits &=~ KEY_SHOWFPS;
// additional checks
if(!iColDepth) iColDepth=32;
#if 0 // was in SoftGPU, not in OpenGL
if(iUseFixes) dwActFixes=dwCfgFixes;
else dwActFixes=0;
#else
dwActFixes = 0; // for now... TODO
#endif
SetFixes();
// need this or you'll be playing at light speed:
if(iFrameLimit == 2) SetAutoFrameCap();
bSkipNextFrame = FALSE;
szDispBuf[0] = 0;
BuildDispMenu(0);
}
@implementation PluginConfigController
- (IBAction)cancel:(id)sender
{
//TODO: the IB bindings have already changed everything to what the
// user clicked on.
// Therefore, "backup" settings should be stored before interaction,
// then restored here.
// IMO, 'cancel' is not needed since the config dialog doesn't launch
// an action when "ok" is clicked.
[self close];
}
- (IBAction)ok:(id)sender
{
// most everything is taken care of through bindings in Interface Builder.
// note that the IB interface uses NSObjectController (a dict controller) as a proxy to
// NSUserDefaultsController because NSUserDefaultsController can't
// handle dictionaries. Yup, that's what I said. </snark>.
NSUserDefaults *defaults = [NSUserDefaults standardUserDefaults];
[defaults synchronize];
// treat hacks specially:
unsigned int hackValues = 0;
NSArray *views = [hacksView subviews];
for (NSView *control in views) {
if ([control isKindOfClass:[NSButton class]]) {
hackValues |= [(NSControl *)control intValue] << ([control tag] - 1);
}
}
keyValues = [NSMutableDictionary dictionaryWithDictionary: [[NSUserDefaults standardUserDefaults] dictionaryForKey:PrefsKey]];
NSMutableDictionary *writeDic = [NSMutableDictionary dictionaryWithDictionary:keyValues];
[writeDic setObject:[NSNumber numberWithUnsignedInt:hackValues] forKey:@"Hacks"];
// write the preferences with Hacks adjustments
[defaults setObject:writeDic forKey:PrefsKey];
[defaults synchronize];
[self close];
}
- (IBAction)reset:(id)sender
{
NSUserDefaults *defaults = [NSUserDefaults standardUserDefaults];
[defaults removeObjectForKey:PrefsKey];
[self loadValues];
}
- (IBAction)hackToggle:(id)sender
{
// enable the "hacks" checkboxes
BOOL enable = [sender intValue] ? YES : NO;
NSArray *views = [hacksView subviews];
for (NSView *control in views) {
if ([control isKindOfClass:[NSButton class]]) {
[(NSControl *)control setEnabled:enable];
}
}
}
- (void)loadValues
{
// set up the window with the values in the .plist
// all preferences are bound in Interface Builder.
// Though the "hacks settings" is controlled here because it disables/enables the list
// and uses a bit mask
// Note that in the .nib, an NSObjectController (aka "dict controller")
// is used as a proxy to NSUserDefaults
// because NSUserDefaults is slightly retarded about nested dictionaries
// OK, "Completely" retarded.
PrepFactoryDefaultPreferences(); // in case we're starting anew
NSUserDefaults *defaults = [NSUserDefaults standardUserDefaults];
/* load from preferences */
keyValues = [NSMutableDictionary dictionaryWithDictionary: [defaults dictionaryForKey:PrefsKey]];
unsigned int hackValues = [[keyValues objectForKey:@"Hacks"] unsignedIntValue];
// build refs to hacks checkboxes
NSArray *views = [hacksView subviews];
for (NSView *control in views) {
if ([control isKindOfClass:[NSButton class]]) {
[(NSControl *)control setIntValue:(hackValues >> ([control tag] - 1)) & 1];
}
}
[self hackToggle:hackEnable];
}
- (void)awakeFromNib
{
hacksView = [[hacksView subviews] objectAtIndex:0];
[[NSColorPanel sharedColorPanel] setShowsAlpha:YES]; // eliminate dumb behavior!
}
@end
char* PLUGLOC(char *toloc)
{
NSBundle *mainBundle = [NSBundle bundleForClass:[PluginConfigController class]];
NSString *origString = nil, *transString = nil;
origString = [NSString stringWithCString:toloc encoding:NSUTF8StringEncoding];
transString = [mainBundle localizedStringForKey:origString value:nil table:nil];
return (char*)[transString cStringUsingEncoding:NSUTF8StringEncoding];
}
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