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281 lines
11 KiB
C
281 lines
11 KiB
C
/* SSNES - A Super Nintendo Entertainment System (SNES) Emulator frontend for libsnes.
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* Copyright (C) 2010-2011 - 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_DEF_H
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#define __CONFIG_DEF_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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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#ifdef HAVE_SDL
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#include "SDL.h"
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#else
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#error HAVE_SDL is not defined!
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#endif
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#ifdef HAVE_SRC
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#include <samplerate.h>
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#endif
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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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#define AUDIO_JACK 6
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#define AUDIO_SDL 8
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#define AUDIO_XAUDIO 9
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#define AUDIO_PULSE 10
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////////////////////////
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#define INPUT_SDL 7
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////////////////////////
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#define VIDEO_DEFAULT_DRIVER VIDEO_GL
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#if defined(HAVE_ALSA)
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#define AUDIO_DEFAULT_DRIVER AUDIO_ALSA
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#elif defined(HAVE_PULSE)
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#define AUDIO_DEFAULT_DRIVER AUDIO_PULSE
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#elif defined(HAVE_OSS)
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#define AUDIO_DEFAULT_DRIVER AUDIO_OSS
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#elif defined(HAVE_JACK)
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#define AUDIO_DEFAULT_DRIVER AUDIO_JACK
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#elif defined(HAVE_AL)
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#define AUDIO_DEFAULT_DRIVER AUDIO_AL
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#elif defined(HAVE_SDL)
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#define AUDIO_DEFAULT_DRIVER AUDIO_SDL
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#elif defined(HAVE_XAUDIO)
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#define AUDIO_DEFAULT_DRIVER AUDIO_XAUDIO
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#elif defined(HAVE_RSOUND)
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#define AUDIO_DEFAULT_DRIVER AUDIO_RSOUND
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#elif defined(HAVE_ROAR)
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#define AUDIO_DEFAULT_DRIVER AUDIO_ROAR
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#else
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#error Need at least one audio driver!
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#endif
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#define INPUT_DEFAULT_DRIVER INPUT_SDL
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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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// Font size for on-screen messages.
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static const unsigned font_size = 48;
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// Offset for where messages will be placed on-screen. Values are in range [0.0, 1.0].
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static const float message_pos_offset_x = 0.05;
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static const float message_pos_offset_y = 0.05;
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#define SNES_ASPECT_RATIO (4.0/3)
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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 float in_rate = 31980.0;
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// When changing input rate on-the-fly
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static const float audio_rate_step = 0.25;
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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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#ifdef HAVE_SRC
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#define SAMPLERATE_QUALITY SRC_LINEAR
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#endif
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// Enables use of rewind. This will incur some memory footprint depending on the save state buffer.
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// This rewind only works when using bSNES core atm.
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static const bool rewind_enable = false;
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// The buffer size for the rewind buffer. This needs to be about 15-20MB per minute. Very game dependant.
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static const unsigned rewind_buffer_size = 20 << 20; // 20MiB
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// How many frames to rewind at a time.
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static const unsigned rewind_granularity = 1;
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// Pause gameplay when gameplay loses focus.
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static const bool pause_nonactive = true;
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// Saves non-volatile SRAM at a regular interval. It is measured in seconds. A value of 0 disables autosave.
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static const unsigned autosave_interval = 0;
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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 0.5
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// To figure out which joypad buttons to use, check jstest or similar.
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// SDL sometimes reverses the axes for some odd reason, but hey. :D
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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, SDLK_x, 1, AXIS_NONE },
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{ SNES_DEVICE_ID_JOYPAD_B, SDLK_z, 0, AXIS_NONE },
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{ SNES_DEVICE_ID_JOYPAD_X, SDLK_s, 3, AXIS_NONE },
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{ SNES_DEVICE_ID_JOYPAD_Y, SDLK_a, 2, AXIS_NONE },
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{ SNES_DEVICE_ID_JOYPAD_L, SDLK_q, 4, AXIS_NONE },
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{ SNES_DEVICE_ID_JOYPAD_R, SDLK_w, 5, AXIS_NONE },
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{ SNES_DEVICE_ID_JOYPAD_LEFT, SDLK_LEFT, 11, AXIS_NEG(0) },
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{ SNES_DEVICE_ID_JOYPAD_RIGHT, SDLK_RIGHT, 12, AXIS_POS(0) },
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{ SNES_DEVICE_ID_JOYPAD_UP, SDLK_UP, 13, AXIS_NEG(1) },
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{ SNES_DEVICE_ID_JOYPAD_DOWN, SDLK_DOWN, 14, AXIS_POS(1) },
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{ SNES_DEVICE_ID_JOYPAD_START, SDLK_RETURN, 7, AXIS_NONE },
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{ SNES_DEVICE_ID_JOYPAD_SELECT, SDLK_RSHIFT, 6, AXIS_NONE },
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{ SSNES_FAST_FORWARD_KEY, SDLK_SPACE, 10, AXIS_NONE },
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{ SSNES_SAVE_STATE_KEY, SDLK_F2, NO_BTN, AXIS_NONE },
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{ SSNES_LOAD_STATE_KEY, SDLK_F4, NO_BTN, AXIS_NONE },
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{ SSNES_FULLSCREEN_TOGGLE_KEY, SDLK_f, NO_BTN, AXIS_NONE },
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{ SSNES_QUIT_KEY, SDLK_ESCAPE, NO_BTN, AXIS_NONE },
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{ SSNES_STATE_SLOT_MINUS, SDLK_F6, NO_BTN, AXIS_NONE },
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{ SSNES_STATE_SLOT_PLUS, SDLK_F7, NO_BTN, AXIS_NONE },
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{ SSNES_AUDIO_INPUT_RATE_PLUS, SDLK_KP_PLUS, NO_BTN, AXIS_NONE },
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{ SSNES_AUDIO_INPUT_RATE_MINUS, SDLK_KP_MINUS, NO_BTN, AXIS_NONE },
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{ SSNES_REWIND, SDLK_r, NO_BTN, AXIS_NONE },
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{ SSNES_MOVIE_RECORD_TOGGLE, SDLK_o, NO_BTN, AXIS_NONE },
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{ SSNES_PAUSE_TOGGLE, SDLK_p, NO_BTN, 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, SDLK_b, 1, AXIS_NONE },
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{ SNES_DEVICE_ID_JOYPAD_B, SDLK_v, 0, AXIS_NONE },
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{ SNES_DEVICE_ID_JOYPAD_X, SDLK_g, 3, AXIS_NONE },
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{ SNES_DEVICE_ID_JOYPAD_Y, SDLK_f, 2, AXIS_NONE },
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{ SNES_DEVICE_ID_JOYPAD_L, SDLK_r, 4, AXIS_NONE },
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{ SNES_DEVICE_ID_JOYPAD_R, SDLK_t, 5, AXIS_NONE },
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{ SNES_DEVICE_ID_JOYPAD_LEFT, SDLK_j, 11, AXIS_NEG(0) },
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{ SNES_DEVICE_ID_JOYPAD_RIGHT, SDLK_l, 12, AXIS_POS(0) },
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{ SNES_DEVICE_ID_JOYPAD_UP, SDLK_i, 13, AXIS_NEG(1) },
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{ SNES_DEVICE_ID_JOYPAD_DOWN, SDLK_k, 14, AXIS_POS(1) },
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{ SNES_DEVICE_ID_JOYPAD_START, SDLK_p, 6, AXIS_NONE },
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{ SNES_DEVICE_ID_JOYPAD_SELECT, SDLK_o, 7, AXIS_NONE },
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{ -1 }
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};
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// Player 3
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static const struct snes_keybind snes_keybinds_3[] = {
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// SNES button | keyboard key | js btn | js axis |
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{ SNES_DEVICE_ID_JOYPAD_A, SDLK_b, 1, AXIS_NONE },
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{ SNES_DEVICE_ID_JOYPAD_B, SDLK_v, 0, AXIS_NONE },
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{ SNES_DEVICE_ID_JOYPAD_X, SDLK_g, 3, AXIS_NONE },
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{ SNES_DEVICE_ID_JOYPAD_Y, SDLK_f, 2, AXIS_NONE },
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{ SNES_DEVICE_ID_JOYPAD_L, SDLK_r, 4, AXIS_NONE },
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{ SNES_DEVICE_ID_JOYPAD_R, SDLK_t, 5, AXIS_NONE },
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{ SNES_DEVICE_ID_JOYPAD_LEFT, SDLK_j, 11, AXIS_NEG(0) },
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{ SNES_DEVICE_ID_JOYPAD_RIGHT, SDLK_l, 12, AXIS_POS(0) },
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{ SNES_DEVICE_ID_JOYPAD_UP, SDLK_i, 13, AXIS_NEG(1) },
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{ SNES_DEVICE_ID_JOYPAD_DOWN, SDLK_k, 14, AXIS_POS(1) },
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{ SNES_DEVICE_ID_JOYPAD_START, SDLK_p, 6, AXIS_NONE },
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{ SNES_DEVICE_ID_JOYPAD_SELECT, SDLK_o, 7, AXIS_NONE },
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{ -1 }
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};
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// Player 4
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static const struct snes_keybind snes_keybinds_4[] = {
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// SNES button | keyboard key | js btn | js axis |
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{ SNES_DEVICE_ID_JOYPAD_A, SDLK_b, 1, AXIS_NONE },
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{ SNES_DEVICE_ID_JOYPAD_B, SDLK_v, 0, AXIS_NONE },
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{ SNES_DEVICE_ID_JOYPAD_X, SDLK_g, 3, AXIS_NONE },
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{ SNES_DEVICE_ID_JOYPAD_Y, SDLK_f, 2, AXIS_NONE },
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{ SNES_DEVICE_ID_JOYPAD_L, SDLK_r, 4, AXIS_NONE },
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{ SNES_DEVICE_ID_JOYPAD_R, SDLK_t, 5, AXIS_NONE },
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{ SNES_DEVICE_ID_JOYPAD_LEFT, SDLK_j, 11, AXIS_NEG(0) },
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{ SNES_DEVICE_ID_JOYPAD_RIGHT, SDLK_l, 12, AXIS_POS(0) },
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{ SNES_DEVICE_ID_JOYPAD_UP, SDLK_i, 13, AXIS_NEG(1) },
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{ SNES_DEVICE_ID_JOYPAD_DOWN, SDLK_k, 14, AXIS_POS(1) },
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{ SNES_DEVICE_ID_JOYPAD_START, SDLK_p, 6, AXIS_NONE },
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{ SNES_DEVICE_ID_JOYPAD_SELECT, SDLK_o, 7, AXIS_NONE },
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{ -1 }
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};
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// Player 5
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static const struct snes_keybind snes_keybinds_5[] = {
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// SNES button | keyboard key | js btn | js axis |
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{ SNES_DEVICE_ID_JOYPAD_A, SDLK_b, 1, AXIS_NONE },
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{ SNES_DEVICE_ID_JOYPAD_B, SDLK_v, 0, AXIS_NONE },
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{ SNES_DEVICE_ID_JOYPAD_X, SDLK_g, 3, AXIS_NONE },
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{ SNES_DEVICE_ID_JOYPAD_Y, SDLK_f, 2, AXIS_NONE },
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{ SNES_DEVICE_ID_JOYPAD_L, SDLK_r, 4, AXIS_NONE },
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{ SNES_DEVICE_ID_JOYPAD_R, SDLK_t, 5, AXIS_NONE },
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{ SNES_DEVICE_ID_JOYPAD_LEFT, SDLK_j, 11, AXIS_NEG(0) },
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{ SNES_DEVICE_ID_JOYPAD_RIGHT, SDLK_l, 12, AXIS_POS(0) },
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{ SNES_DEVICE_ID_JOYPAD_UP, SDLK_i, 13, AXIS_NEG(1) },
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{ SNES_DEVICE_ID_JOYPAD_DOWN, SDLK_k, 14, AXIS_POS(1) },
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{ SNES_DEVICE_ID_JOYPAD_START, SDLK_p, 6, AXIS_NONE },
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{ SNES_DEVICE_ID_JOYPAD_SELECT, SDLK_o, 7, AXIS_NONE },
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{ -1 }
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};
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#endif
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