bloxstrap/Bloxstrap/ViewModels/FastFlagsViewModel.cs
2023-05-06 09:47:16 +01:00

141 lines
4.6 KiB
C#

using System;
using System.Collections.Generic;
using System.IO;
using System.Windows.Input;
using CommunityToolkit.Mvvm.Input;
using Bloxstrap.Singletons;
using System.ComponentModel;
namespace Bloxstrap.ViewModels
{
public class FastFlagsViewModel : INotifyPropertyChanged
{
public event PropertyChangedEventHandler? PropertyChanged;
public void OnPropertyChanged(string propertyName) => PropertyChanged?.Invoke(this, new PropertyChangedEventArgs(propertyName));
public ICommand OpenClientSettingsCommand => new RelayCommand(OpenClientSettings);
private void OpenClientSettings() => Utilities.OpenWebsite(Path.Combine(Directories.Modifications, "ClientSettings\\ClientAppSettings.json"));
public int FramerateLimit
{
get => Int32.TryParse(App.FastFlags.GetValue("DFIntTaskSchedulerTargetFps"), out int x) ? x : 60;
set => App.FastFlags.SetValue("DFIntTaskSchedulerTargetFps", value);
}
public IReadOnlyDictionary<string, string> RenderingModes => FastFlagManager.RenderingModes;
public string SelectedRenderingMode
{
get
{
foreach (var mode in RenderingModes)
{
if (App.FastFlags.GetValue(mode.Value) == "True")
return mode.Key;
}
return "Automatic";
}
set => App.FastFlags.SetRenderingMode(value);
}
// this flag has to be set to false to work, weirdly enough
public bool ExclusiveFullscreenEnabled
{
get => App.FastFlags.GetValue("FFlagHandleAltEnterFullscreenManually") == "False";
set
{
App.FastFlags.SetValue("FFlagHandleAltEnterFullscreenManually", value ? "False" : null);
if (value)
{
if (!(App.FastFlags.GetValue("FFlagDebugGraphicsPreferD3D11") == "True" || App.FastFlags.GetValue("FFlagDebugGraphicsPreferD3D11FL10") == "True"))
{
App.FastFlags.SetRenderingMode("Direct3D 11");
}
OnPropertyChanged(nameof(SelectedRenderingMode));
}
}
}
public IReadOnlyDictionary<string, Dictionary<string, string?>> IGMenuVersions => FastFlagManager.IGMenuVersions;
public string SelectedIGMenuVersion
{
get
{
// yeah this kinda sucks
foreach (var version in IGMenuVersions)
{
bool flagsMatch = true;
foreach (var flag in version.Value)
{
if (App.FastFlags.GetValue(flag.Key) != flag.Value)
flagsMatch = false;
}
if (flagsMatch)
return version.Key;
}
return "Default";
}
set
{
foreach (var flag in IGMenuVersions[value])
{
App.FastFlags.SetValue(flag.Key, flag.Value);
}
}
}
public bool AlternateGraphicsSelectorEnabled
{
get => App.FastFlags.GetValue("FFlagFixGraphicsQuality") == "True";
set => App.FastFlags.SetValue("FFlagFixGraphicsQuality", value ? "True" : null);
}
public bool MobileLuaAppInterfaceEnabled
{
get => App.FastFlags.GetValue("FFlagLuaAppSystemBar") == "False";
set => App.FastFlags.SetValue("FFlagLuaAppSystemBar", value ? "False" : null);
}
public IReadOnlyDictionary<string, string> LightingTechnologies => FastFlagManager.LightingTechnologies;
// this is basically the same as the code for rendering selection, maybe this could be abstracted in some way?
public string SelectedLightingTechnology
{
get
{
foreach (var mode in LightingTechnologies)
{
if (App.FastFlags.GetValue(mode.Value) == "True")
return mode.Key;
}
return "Automatic";
}
set
{
foreach (var mode in LightingTechnologies)
{
if (mode.Key != "Automatic")
App.FastFlags.SetValue(mode.Value, null);
}
if (value != "Automatic")
App.FastFlags.SetValue(LightingTechnologies[value], "True");
}
}
}
}