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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 PCSX 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"

#define APP_ID @"net.sf.peops.GpuOpenGLPlugin"
#define PrefsKey APP_ID @" Settings"

static NetSfPeopsOpenGLPluginConfigController *windowController;
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 PCSX 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];

    //tired of wasting time hacking around the "convenience" function
    // of registerDefaults, so:
    if ([defaults objectForKey:PrefsKey] == nil)
    {
    // just create default preferences and save them.

    NSDictionary* defaultPrefs = 
            [[NSDictionary alloc] initWithObjectsAndKeys:
					[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 numberWithLong: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];
            
    [defaults setObject: defaultPrefs forKey:PrefsKey];
    [defaults synchronize];
    }
    return;
}

void ReadConfig(void)
{
    // set up PCSX GPU plug's global variables according to user preferences.
    // this is called from the PCSX 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 PCSX 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 PCSX 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"] longValue];
    

// 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];
    
	
	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 long hackValues = 0;
	int i;
	NSArray *views = [hacksView subviews];
	for (i=0; i<[views count]; i++) {
	   NSView *control = [views objectAtIndex:i];
		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 numberWithLong: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;
	int i;
	NSArray *views = [hacksView subviews];

	for (i=0; i<[views count]; i++) {
	   NSView *control = [views objectAtIndex:i];
		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 long hackValues = [[keyValues objectForKey:@"Hacks"] longValue];

    // build refs to hacks checkboxes
	int i;
	NSArray *views = [hacksView subviews];
	for (i=0; i<[views count]; i++) {
	   NSView *control = [views objectAtIndex:i];
		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