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179 lines
6.0 KiB
C
179 lines
6.0 KiB
C
/* SSNES - A Super Ninteno Entertainment System (SNES) Emulator frontend for libsnes.
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* Copyright (C) 2010 - Hans-Kristian Arntzen
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*
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* Some code herein may be based on code found in BSNES.
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*
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* SSNES is free software: you can redistribute it and/or modify it under the terms
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* of the GNU General Public License as published by the Free Software Found-
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* ation, either version 3 of the License, or (at your option) any later version.
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*
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* SSNES is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
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* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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* PURPOSE. See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along with SSNES.
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* If not, see <http://www.gnu.org/licenses/>.
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*/
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/// Config header for SSNES
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//
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//
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#ifndef __CONFIG_H
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#define __CONFIG_H
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#include <GL/glfw.h>
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#include <stdbool.h>
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#include "libsnes.hpp"
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#include "driver.h"
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#include <samplerate.h>
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///////////////// Drivers
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#define VIDEO_GL 0
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////////////////////////
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#define AUDIO_RSOUND 1
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#define AUDIO_OSS 2
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#define AUDIO_ALSA 3
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#define AUDIO_ROAR 4
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#define AUDIO_AL 5
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////////////////////////
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#define VIDEO_DEFAULT_DRIVER VIDEO_GL
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#define AUDIO_DEFAULT_DRIVER AUDIO_ALSA
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////////////////
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// Video
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////////////////
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// Windowed
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static const float xscale = 3.0; // Real x res = 296 * xscale
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static const float yscale = 3.0; // Real y res = 224 * yscale
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// Fullscreen
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static const bool fullscreen = false; // To start in Fullscreen or not
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static const unsigned fullscreen_x = 1280;
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static const unsigned fullscreen_y = 720;
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// Video VSYNC (recommended)
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static const bool vsync = true;
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// Smooths picture
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static const bool video_smooth = true;
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// On resize and fullscreen, rendering area will stay 4:3
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static const bool force_aspect = true;
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/////////// Video filters (CPU based)
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#ifdef HAVE_FILTER
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#define FILTER_HQ2X 1
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#define FILTER_HQ4X 2
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#define FILTER_GRAYSCALE 3
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#define FILTER_BLEED 4
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#define FILTER_NTSC 5
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#define FILTER_HQ2X_STR "hq2x"
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#define FILTER_HQ4X_STR "hq4x"
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#define FILTER_GRAYSCALE_STR "grayscale"
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#define FILTER_BLEED_STR "bleed"
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#define FILTER_NTSC_STR "ntsc"
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#endif
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////////////////////////
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////////////////
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// Audio
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////////////////
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// Will enable audio or not.
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static const bool audio_enable = true;
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// Output samplerate
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static const unsigned out_rate = 48000;
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// Input samplerate from libSNES.
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// Lower this (slightly) if you are experiencing frequent audio dropouts while vsync is enabled.
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static const unsigned in_rate = 31950;
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// Audio device (e.g. hw:0,0 or /dev/audio). If NULL, will use defaults.
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static const char* audio_device = NULL;
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// Desired audio latency in milliseconds. Might not be honored if driver can't provide given latency.
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static const int out_latency = 64;
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// Will sync audio. (recommended)
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static const bool audio_sync = true;
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// Defines the quality (and cpu reqirements) of samplerate conversion.
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#define SAMPLERATE_QUALITY SRC_LINEAR
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////////////////////
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// Keybinds, Joypad
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////////////////////
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// Axis threshold (between 0.0 and 1.0)
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// How far an axis must be tilted to result in a button press
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#define AXIS_THRESHOLD 0.8
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#define AXIS_NEG(x) ((uint32_t)(x << 16) | 0xFFFF)
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#define AXIS_POS(x) ((uint32_t)(x) | 0xFFFF0000U)
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#define AXIS_NONE ((uint32_t)0xFFFFFFFFU)
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// To figure out which joypad buttons to use, check jstest or similar.
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// Axes are configured using the axis number for the positive (up, right)
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// direction and the number's two's-complement (~) for negative directions.
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// To use the axis, set the button to -1.
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// Player 1
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static const struct snes_keybind snes_keybinds_1[] = {
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// SNES button | keyboard key | js btn | js axis |
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{ SNES_DEVICE_ID_JOYPAD_A, 'X', 1, AXIS_NONE },
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{ SNES_DEVICE_ID_JOYPAD_B, 'Z', 0, AXIS_NONE },
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{ SNES_DEVICE_ID_JOYPAD_X, 'S', 3, AXIS_NONE },
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{ SNES_DEVICE_ID_JOYPAD_Y, 'A', 2, AXIS_NONE },
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{ SNES_DEVICE_ID_JOYPAD_L, 'Q', 4, AXIS_NONE },
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{ SNES_DEVICE_ID_JOYPAD_R, 'W', 5, AXIS_NONE },
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{ SNES_DEVICE_ID_JOYPAD_LEFT, GLFW_KEY_LEFT, 11, AXIS_NEG(0) },
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{ SNES_DEVICE_ID_JOYPAD_RIGHT, GLFW_KEY_RIGHT, 12, AXIS_POS(0) },
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{ SNES_DEVICE_ID_JOYPAD_UP, GLFW_KEY_UP, 13, AXIS_POS(1) },
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{ SNES_DEVICE_ID_JOYPAD_DOWN, GLFW_KEY_DOWN, 14, AXIS_NEG(1) },
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{ SNES_DEVICE_ID_JOYPAD_START, GLFW_KEY_ENTER, 7, AXIS_NONE },
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{ SNES_DEVICE_ID_JOYPAD_SELECT, GLFW_KEY_RSHIFT, 6, AXIS_NONE },
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{ SNES_FAST_FORWARD_KEY, GLFW_KEY_SPACE, 10, AXIS_NONE },
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{ -1 }
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};
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// Player 2
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static const struct snes_keybind snes_keybinds_2[] = {
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// SNES button | keyboard key | js btn | js axis |
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{ SNES_DEVICE_ID_JOYPAD_A, 'B', 1, AXIS_NONE },
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{ SNES_DEVICE_ID_JOYPAD_B, 'V', 0, AXIS_NONE },
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{ SNES_DEVICE_ID_JOYPAD_X, 'G', 3, AXIS_NONE },
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{ SNES_DEVICE_ID_JOYPAD_Y, 'F', 2, AXIS_NONE },
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{ SNES_DEVICE_ID_JOYPAD_L, 'R', 4, AXIS_NONE },
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{ SNES_DEVICE_ID_JOYPAD_R, 'T', 5, AXIS_NONE },
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{ SNES_DEVICE_ID_JOYPAD_LEFT, 'J', 11, AXIS_NEG(0) },
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{ SNES_DEVICE_ID_JOYPAD_RIGHT, 'L', 12, AXIS_POS(0) },
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{ SNES_DEVICE_ID_JOYPAD_UP, 'I', 13, AXIS_POS(1) },
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{ SNES_DEVICE_ID_JOYPAD_DOWN, 'K', 14, AXIS_NEG(1) },
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{ SNES_DEVICE_ID_JOYPAD_START, 'P', 6, AXIS_NONE },
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{ SNES_DEVICE_ID_JOYPAD_SELECT, 'O', 7, AXIS_NONE },
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{ -1 }
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};
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///// Save state
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#define SAVE_STATE_KEY GLFW_KEY_F2
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///// Load state
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#define LOAD_STATE_KEY GLFW_KEY_F4
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//// Toggles between fullscreen and windowed mode.
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#define TOGGLE_FULLSCREEN 'F'
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#endif
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