mirror of
https://github.com/thejerf/baijiSteamVR.git
synced 2026-10-19 16:01:59 +02:00
78 lines
2.0 KiB
C++
78 lines
2.0 KiB
C++
// Copyright 2026 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#pragma once
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#include <cstdint>
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#include <vector>
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#include <QCloseEvent>
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#include <QDialog>
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class QCheckBox;
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class QComboBox;
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class QDoubleSpinBox;
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class QLabel;
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class QLineEdit;
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class QPushButton;
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class QTimer;
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class QVBoxLayout;
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class QWidget;
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class ShaderHunterWidget : public QDialog
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{
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Q_OBJECT
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public:
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explicit ShaderHunterWidget(QWidget* parent = nullptr);
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signals:
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void OverridesChanged();
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private:
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void closeEvent(QCloseEvent* event) override;
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void CreateWidgets();
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void ConnectSignals();
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void UpdateDisplay();
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void ShowDrawCallDialog();
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void SetSelectedDrawCallRange(int start, int end, int total);
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void SetSelectedTextureHashes(const std::vector<uint64_t>& hashes);
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void UpdateGroupHuntUi();
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void SaveCurrentShader();
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void DumpCurrentShader();
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void ShowTexturesDialog();
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QVBoxLayout* m_main_layout = nullptr;
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QCheckBox* m_enable_checkbox;
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QComboBox* m_hunting_option_combo;
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QCheckBox* m_debug_log_checkbox;
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QComboBox* m_type_combo;
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QCheckBox* m_group_hunt_checkbox;
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QPushButton* m_group_hunt_seed_button;
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QLabel* m_group_hunt_status_label;
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QCheckBox* m_group_projection_check;
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QCheckBox* m_group_layer_check;
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QCheckBox* m_group_viewport_check;
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QCheckBox* m_group_scissor_check;
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QCheckBox* m_group_render_state_check;
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QLabel* m_hash_label;
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QLabel* m_position_label;
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QPushButton* m_prev_button;
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QPushButton* m_next_button;
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QLineEdit* m_shader_name_edit;
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QComboBox* m_handling_combo;
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QLabel* m_units_per_meter_label;
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QDoubleSpinBox* m_units_per_meter_spin;
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QPushButton* m_save_button;
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QPushButton* m_dump_button;
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QPushButton* m_textures_button;
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QPushButton* m_draw_calls_button;
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QLabel* m_selected_draw_call_label;
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QComboBox* m_texture_filter_mode_combo;
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QLabel* m_selected_texture_label;
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QTimer* m_update_timer;
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int m_saved_element_start = -1;
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int m_saved_element_end = -1;
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int m_saved_element_total = 0;
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std::vector<uint64_t> m_saved_texture_filters;
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};
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