mirror of
https://github.com/isledecomp/isle-portable.git
synced 2026-01-11 02:21:15 +00:00
* add psvita to cmake * no PIE for vita * add modules to vpk * use custom pvr apphint * select correct renderer for sdl renderer * patch sdl3 shaders, got something on screen! * use proper cmake patch for sdl * add missing module * remove test window which causes a bug in the vita sdl port to show up * add gxm renderer (not working with display yet) * avoid sdl renderer for vita, seems broken * make gxm renderer work with new d3drm * fix rendering somewhat, some geometry shows up * support paletted textures directly to avoid copying the texture twice * fix Draw2DImage * make 3d work, broken lights * clean up a bit * fix normals matrix * remove some unneeded changes * forgot env var * wrong env dest * run clang format * correct texture address mode, use tlsf instead of sceClibMspace * double buffered uniforms seem to work now * missed a line * update GXMRenderer_EnumDevice * hopefully actually fix uniform buffers * run clang-format * remove a change thats not needed * improve fragment shader performance * add vita to dist folder * add base for vita config app * add config self to vpk * transform touch events to virtual size * add livearea graphics * Update cmake file to include livearea assets * put manual in the right place * add sample rco * add messagebox on vita * triple buffer textures because fences arent a thing on vita and making draw&cpu sync would be too slow * make config app not crash on launch * change defaults * update gxm renderer with interface changes * split 2d and 3d shaders completely * update gxm renderer * fix transition on gxm * clang format * move config cmake * move CONFIG_vita * always clear before drawing 2d image * hopefully fix windows build * clang-format fix broken includes * order again * undo moving qt cmake to its own list * move uic search path * use ifdefs for all d3drm backends, cpack to generate vpk * cmake wrong escape * small cleanups in gxm renderer * defer texture delete to avoid overwriting the texture during a frame * clang-format * more of the layout for config * remove top buttons * use SceAppSettings instead of custom ui * use select for back to info center on vita, to make screenshots possible again * remove accidentally left in add_subdirectory * adjust diskpath to be like other ports * use vita_create_vpk and not cpack * gxm: msaa support, fix wrong file path * gxm: add mipmaps (disabled) * clang-format * fix open isle.ini with fopen * add missing strings * use iniparser_set not dictionary_set * add default save path to config * load config app after initializing ini on vita * fix config build * change the default disk & cd path, update the paf library * update paf library headers * include orders for clang-format * clean up * make shader compiler not required * move asm language * warn instead of error when shader source is changed when no compiler is found --------- Co-authored-by: Li <li@silica.codes> Co-authored-by: Christian Semmler <mail@csemmler.com>
106 lines
2.4 KiB
C++
106 lines
2.4 KiB
C++
#if !defined(AFX_CONFIG_H)
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#define AFX_CONFIG_H
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#include "AboutDlg.h"
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#include "compat.h"
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#include "decomp.h"
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#ifdef MINIWIN
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#include "miniwin/d3d.h"
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#else
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#include <d3d.h>
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#endif
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#include <string>
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class LegoDeviceEnumerate;
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struct Direct3DDeviceInfo;
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struct MxDriver;
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#define currentConfigApp (&g_theApp)
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// VTABLE: CONFIG 0x00406040
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// SIZE 0x108
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class CConfigApp {
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public:
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CConfigApp();
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// Overrides
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// ClassWizard generated virtual function overrides
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//{{AFX_VIRTUAL(CConfigApp)
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public:
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bool InitInstance();
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int ExitInstance();
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//}}AFX_VIRTUAL
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// Implementation
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// bool WriteReg(const char* p_key, const char* p_value) const;
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// bool ReadReg(LPCSTR p_key, LPCSTR p_value, DWORD p_size) const;
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// bool ReadRegBool(LPCSTR p_key, bool* p_bool) const;
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// bool ReadRegInt(LPCSTR p_key, int* p_value) const;
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bool IsDeviceInBasicRGBMode() const;
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D3DCOLORMODEL GetHardwareDeviceColorModel() const;
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bool IsPrimaryDriver() const;
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bool ReadRegisterSettings();
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bool ValidateSettings();
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DWORD GetConditionalDeviceRenderBitDepth() const;
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DWORD GetDeviceRenderBitStatus() const;
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bool AdjustDisplayBitDepthBasedOnRenderStatus();
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void WriteRegisterSettings() const;
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void SetIniPath(const std::string& p_path);
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const std::string& GetIniPath() const;
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//{{AFX_MSG(CConfigApp)
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// NOTE - the ClassWizard will add and remove member functions here.
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// DO NOT EDIT what you see in these blocks of generated code !
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//}}AFX_MSG
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// DECLARE_MESSAGE_MAP()
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public:
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int m_aspect_ratio;
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int m_x_res;
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int m_y_res;
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int m_exf_x_res;
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int m_exf_y_res;
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float m_exf_fps;
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float m_frame_delta;
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LegoDeviceEnumerate* m_device_enumerator;
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MxDriver* m_driver;
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Direct3DDeviceInfo* m_device;
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int m_display_bit_depth;
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int m_msaa;
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int m_anisotropy;
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bool m_flip_surfaces;
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bool m_full_screen;
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bool m_exclusive_full_screen;
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int m_transition_type;
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bool m_3d_video_ram;
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bool m_wide_view_angle;
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bool m_3d_sound;
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bool m_draw_cursor;
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bool m_use_joystick;
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bool m_haptic;
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int m_joystick_index;
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int m_model_quality;
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int m_texture_quality;
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bool m_music;
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bool m_texture_load;
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bool m_custom_assets_enabled;
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std::string m_texture_path;
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std::string m_custom_asset_path;
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std::string m_iniPath;
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std::string m_base_path;
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std::string m_cd_path;
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std::string m_save_path;
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float m_max_lod;
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int m_max_actors;
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int m_touch_scheme;
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int m_ram_quality_limit;
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};
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extern CConfigApp g_theApp;
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#endif // !defined(AFX_CONFIG_H)
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