mirror of
https://github.com/hedge-dev/UnleashedRecomp.git
synced 2026-01-04 10:41:35 -06:00
* Initial Linux attempt. * Add clang toolchain & make tools compile. * vcpkg as submodule. * First implementation of IO rewrite. (#31) * Fix directory iteration resolving symlinks. * Refactor kernel objects to be lock-free. * Implement guest critical sections using std::atomic. * Make D3D12 support optional. (#33) * Make D3D12 support optional. * Update ShaderRecomp, fix macros. * Replace QueryPerformanceCounter. (#35) * Add Linux home path for GetUserPath(). (#36) * Cross-platform Sleep. (#37) * Add mmap implementations for virtual allocation. (#38) * Cross-platform TLS. (#34) * Cross-platform TLS. * Fix front() to back(), use Mutex. * Fix global variable namings. --------- Co-authored-by: Skyth <19259897+blueskythlikesclouds@users.noreply.github.com> * Unicode support. (#39) * Replace CreateDirectoryA with Unicode version. * Cross platform thread implementation. (#41) * Cross-platform thread implementation. * Put set thread name calls behind a Win32 macro. * Cross-platform semaphore implementation. (#43) * xam: use SDL for keyboard input * Cross-platform atomic operations. (#44) * Cross-platform spin lock implementation. * Cross-platform reference counting. * Cross-platform event implementation. (#47) * Compiling and running on Linux. (#49) * Current work trying to get it to compile. * Update vcpkg.json baseline. * vcpkg, memory mapped file. * Bitscan forward. * Fix localtime_s. * FPS patches high res clock. * Rename Window to GameWindow. Fix guest pointers. * GetCurrentThreadID gone. * Code cache pointers, RenderWindow type. * Add Linux stubs. * Refactor Config. * Fix paths. * Add linux-release config. * FS fixes. * Fix Windows compilation errors & unicode converter crash. * Rename physical memory allocation functions to not clash with X11. * Fix NULL character being added on RtlMultiByteToUnicodeN. * Use std::exit. * Add protection to memory on Linux. * Convert majority of dependencies to submodules. (#48) * Convert majority of dependencies to submodules. * Don't compile header-only libraries. * Fix a few incorrect data types. * Fix config directory. * Unicode fixes & sizeof asserts. * Change the exit function to not call static destructors. * Fix files picker. * Add RelWithDebInfo preset for Linux. * Implement OS Restart on Linux. (#50) --------- Co-authored-by: Dario <dariosamo@gmail.com> * Update PowerRecomp. * Add Env Var detection for VCPKG_ROOT, add DLC detection. * Use error code version on DLC directory iterator. * Set D3D12MA::ALLOCATOR_FLAG_DONT_PREFER_SMALL_BUFFERS_COMMITTED flag. * Linux flatpak. (#51) * Add flatpak support. * Add game install directory override for flatpak. * Flatpak'ing. * Flatpak it some more. * We flat it, we pak it. * Flatpak'd. * The Marvelous Misadventures of Flatpak. * Attempt to change logic of NFD and show error. * Flattenpakken. * Use game install directory instead of current path. * Attempt to fix line endings. * Update io.github.hedge_dev.unleashedrecomp.json * Fix system time query implementation. * Add Present Wait to Vulkan to improve frame pacing and reduce latency. (#53) * Add present wait support to Vulkan. * Default to triple buffering if presentWait is supported. * Bracey fellas. * Update paths.h * SDL2 audio (again). (#52) * Implement SDL2 audio (again). * Call timeBeginPeriod/timeEndPeriod. * Replace miniaudio with SDL mixer. * Queue audio samples in a separate thread. * Enable CMake option override policy & fix compilation error. * Fix compilation error on Linux. * Fix but also trim shared strings. * Wayland support. (#55) * Make channel index a global variable in embedded player. * Fix SDL Audio selection for OGG on Flatpak. * Minor installer wizard fixes. * Fix compilation error. * Yield in model consumer and pipeline compiler threads. * Special case Sleep(0) to yield on Linux. * Add App Id hint. * Correct implementation for auto reset events. (#57) --------- Co-authored-by: Dario <dariosamo@gmail.com> Co-authored-by: Hyper <34012267+hyperbx@users.noreply.github.com>
296 lines
8.8 KiB
C++
296 lines
8.8 KiB
C++
#include <user/config.h>
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#define CONFIG_DEFINE_LOCALE(name) \
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CONFIG_LOCALE Config::g_##name##_locale =
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#define CONFIG_DEFINE_ENUM_LOCALE(type) \
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CONFIG_ENUM_LOCALE(type) Config::g_##type##_locale =
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CONFIG_DEFINE_LOCALE(Language)
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{
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{ ELanguage::English, { "Language", "Change the language used for text and logos." } },
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{ ELanguage::Japanese, { "言語", "[PLACEHOLDER]" } },
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{ ELanguage::German, { "Sprache", "[PLACEHOLDER]" } },
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{ ELanguage::French, { "Langue", "[PLACEHOLDER]" } },
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{ ELanguage::Spanish, { "Idioma", "[PLACEHOLDER]" } },
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{ ELanguage::Italian, { "Lingua", "[PLACEHOLDER]" } }
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};
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CONFIG_DEFINE_ENUM_LOCALE(ELanguage)
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{
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{
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ELanguage::English,
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{
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{ ELanguage::English, { "ENGLISH", "" } },
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{ ELanguage::Japanese, { "日本語", "" } },
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{ ELanguage::German, { "DEUTSCH", "" } },
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{ ELanguage::French, { "FRANÇAIS", "" } },
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{ ELanguage::Spanish, { "ESPAÑOL", "" } },
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{ ELanguage::Italian, { "ITALIANO", "" } }
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}
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}
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};
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CONFIG_DEFINE_LOCALE(Hints)
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{
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{ ELanguage::English, { "Hints", "Show hint rings in stages." } }
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};
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CONFIG_DEFINE_LOCALE(ControlTutorial)
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{
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{ ELanguage::English, { "Control Tutorial", "Show controller hints in stages." } }
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};
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CONFIG_DEFINE_LOCALE(AchievementNotifications)
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{
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{ ELanguage::English, { "Achievement Notifications", "Show notifications for unlocking achievements.\n\nAchievements will still\nbe rewarded with notifications disabled." } }
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};
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CONFIG_DEFINE_LOCALE(TimeOfDayTransition)
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{
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{ ELanguage::English, { "Time of Day Transition", "Change how the loading screen appears when switching time of day in the hub areas." } }
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};
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CONFIG_DEFINE_ENUM_LOCALE(ETimeOfDayTransition)
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{
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{
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ELanguage::English,
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{
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{ ETimeOfDayTransition::Xbox, { "XBOX", "Xbox: the transformation cutscene will play with artificial loading times." } },
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{ ETimeOfDayTransition::PlayStation, { "PLAYSTATION", "PlayStation: a spinning medal loading screen will be used instead." } }
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}
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}
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};
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CONFIG_DEFINE_LOCALE(ControllerIcons)
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{
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{ ELanguage::English, { "Controller Icons", "Change the icons to match your controller." } }
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};
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CONFIG_DEFINE_ENUM_LOCALE(EControllerIcons)
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{
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{
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ELanguage::English,
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{
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{ EControllerIcons::Auto, { "AUTO", "Auto: the game will determine which icons\nto use based on the current input device." } },
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{ EControllerIcons::Xbox, { "XBOX", "" } },
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{ EControllerIcons::PlayStation, { "PLAYSTATION", "" } }
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}
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}
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};
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CONFIG_DEFINE_LOCALE(InvertCameraX)
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{
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{ ELanguage::English, { "Invert Camera X", "Toggle between inverted left and right camera movement." } }
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};
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CONFIG_DEFINE_LOCALE(InvertCameraY)
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{
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{ ELanguage::English, { "Invert Camera Y", "Toggle between inverted up and down camera movement." } }
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};
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CONFIG_DEFINE_LOCALE(AllowBackgroundInput)
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{
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{ ELanguage::English, { "Allow Background Input", "Accept controller input whilst the game window is unfocused." } }
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};
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CONFIG_DEFINE_LOCALE(AllowDPadMovement)
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{
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{ ELanguage::English, { "Allow D-Pad Movement", "Allow the player to also be controlled using the directional pad." } }
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};
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CONFIG_DEFINE_LOCALE(MusicVolume)
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{
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{ ELanguage::English, { "Music Volume", "Adjust the volume for the music." } }
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};
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CONFIG_DEFINE_LOCALE(EffectsVolume)
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{
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{ ELanguage::English, { "Effects Volume", "Adjust the volume for sound effects." } }
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};
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CONFIG_DEFINE_LOCALE(MusicAttenuation)
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{
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{ ELanguage::English, { "Music Attenuation", "Fade out the game's music when external media is playing." } }
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};
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CONFIG_DEFINE_LOCALE(VoiceLanguage)
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{
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{ ELanguage::English, { "Voice Language", "Change the language used for character voices." } }
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};
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CONFIG_DEFINE_ENUM_LOCALE(EVoiceLanguage)
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{
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{
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ELanguage::English,
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{
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{ EVoiceLanguage::English, { "ENGLISH", "" } },
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{ EVoiceLanguage::Japanese, { "日本語", "" } }
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}
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}
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};
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CONFIG_DEFINE_LOCALE(Subtitles)
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{
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{ ELanguage::English, { "Subtitles", "Show subtitles during dialogue." } }
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};
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CONFIG_DEFINE_LOCALE(BattleTheme)
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{
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{ ELanguage::English, { "Battle Theme", "Play the Werehog battle theme during combat.\n\nThis option will apply the next time you're in combat." } }
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};
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CONFIG_DEFINE_LOCALE(Monitor)
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{
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{ ELanguage::English, { "Monitor", "Change which monitor to display the game on." } }
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};
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CONFIG_DEFINE_LOCALE(AspectRatio)
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{
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{ ELanguage::English, { "Aspect Ratio", "Change the aspect ratio." } }
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};
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CONFIG_DEFINE_ENUM_LOCALE(EAspectRatio)
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{
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{
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ELanguage::English,
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{
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{ EAspectRatio::Auto, { "AUTO", "Auto: the aspect ratio will dynamically adjust to the window size." } }
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}
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}
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};
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CONFIG_DEFINE_LOCALE(ResolutionScale)
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{
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{ ELanguage::English, { "Resolution Scale", "Adjust the internal resolution of the game.\n\n%dx%d" } }
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};
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CONFIG_DEFINE_LOCALE(Fullscreen)
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{
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{ ELanguage::English, { "Fullscreen", "Toggle between borderless fullscreen or windowed mode." } }
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};
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CONFIG_DEFINE_LOCALE(VSync)
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{
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{ ELanguage::English, { "V-Sync", "Synchronize the game\nto the refresh rate of\nthe display to prevent screen tearing." } }
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};
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CONFIG_DEFINE_LOCALE(FPS)
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{
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{ ELanguage::English, { "FPS", "Set the max frame rate the game can run at.\n\nWARNING: this may introduce glitches at frame rates higher than 60 FPS." } }
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};
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CONFIG_DEFINE_LOCALE(Brightness)
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{
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{ ELanguage::English, { "Brightness", "Adjust the brightness level of the game." } }
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};
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CONFIG_DEFINE_LOCALE(AntiAliasing)
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{
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{ ELanguage::English, { "Anti-Aliasing", "Adjust the amount of smoothing applied to jagged edges." } }
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};
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CONFIG_DEFINE_ENUM_LOCALE(EAntiAliasing)
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{
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{
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ELanguage::English,
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{
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{ EAntiAliasing::None, { "NONE", "" } },
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}
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}
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};
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CONFIG_DEFINE_LOCALE(TransparencyAntiAliasing)
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{
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{ ELanguage::English, { "Transparency Anti-Aliasing", "Apply anti-aliasing to alpha transparent textures." } }
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};
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CONFIG_DEFINE_LOCALE(ShadowResolution)
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{
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{ ELanguage::English, { "Shadow Resolution", "Set the resolution of real-time shadows." } }
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};
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CONFIG_DEFINE_ENUM_LOCALE(EShadowResolution)
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{
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{
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ELanguage::English,
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{
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{ EShadowResolution::Original, { "ORIGINAL", "Original: the game will automatically determine the resolution of the shadows." } },
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{ EShadowResolution::x4096, { "4096", "High resolutions can degrade performance significantly on lower end hardware." } },
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{ EShadowResolution::x8192, { "8192", "High resolutions can degrade performance significantly on lower end hardware." } },
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}
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}
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};
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CONFIG_DEFINE_LOCALE(GITextureFiltering)
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{
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{ ELanguage::English, { "GI Texture Filtering", "Change the quality of the filtering used for global illumination textures." } }
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};
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CONFIG_DEFINE_ENUM_LOCALE(EGITextureFiltering)
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{
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{
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ELanguage::English,
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{
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{ EGITextureFiltering::Bilinear, { "BILINEAR", "" } },
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{ EGITextureFiltering::Bicubic, { "BICUBIC", "" } },
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}
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}
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};
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CONFIG_DEFINE_LOCALE(MotionBlur)
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{
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{ ELanguage::English, { "Motion Blur", "Change the quality of the motion blur." } }
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};
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CONFIG_DEFINE_ENUM_LOCALE(EMotionBlur)
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{
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{
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ELanguage::English,
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{
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{ EMotionBlur::Off, { "OFF", "" } },
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{ EMotionBlur::Original, { "ORIGINAL", "" } },
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{ EMotionBlur::Enhanced, { "ENHANCED", "Enhanced: uses more samples for smoother motion blur at the cost\nof performance." } }
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}
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}
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};
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CONFIG_DEFINE_LOCALE(XboxColorCorrection)
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{
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{ ELanguage::English, { "Xbox Color Correction", "Use the warm tint from the Xbox version of the game." } }
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};
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CONFIG_DEFINE_LOCALE(MovieScaleMode)
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{
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{ ELanguage::English, { "Movie Scale Mode", "Change how the movie player scales to the display." } }
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};
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CONFIG_DEFINE_ENUM_LOCALE(EMovieScaleMode)
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{
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{
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ELanguage::English,
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{
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{ EMovieScaleMode::Stretch, { "STRETCH", "Stretch: the movie will stretch to the display." } },
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{ EMovieScaleMode::Fit, { "FIT", "Fit: the movie will maintain its aspect ratio and fit to the display." } },
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{ EMovieScaleMode::Fill, { "FILL", "Fill: the movie will scale past the bounds of the display if it doesn't match the aspect ratio." } },
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}
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}
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};
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CONFIG_DEFINE_LOCALE(UIScaleMode)
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{
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{ ELanguage::English, { "UI Scale Mode", "Change how the UI scales to the display." } }
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};
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CONFIG_DEFINE_ENUM_LOCALE(EUIScaleMode)
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{
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{
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ELanguage::English,
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{
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{ EUIScaleMode::Stretch, { "STRETCH", "Stretch: the UI will stretch to the display." } },
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{ EUIScaleMode::Edge, { "EDGE", "Edge: the UI will anchor to the edges of the display." } },
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{ EUIScaleMode::Centre, { "CENTER", "Center: the UI will anchor to the center of the display." } },
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}
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}
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};
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