ppsspp/Core/Config.h

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2012-11-01 15:19:01 +00:00
// Copyright (c) 2012- PPSSPP Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#pragma once
#include <string>
#include <vector>
#include <map>
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#include "CommonTypes.h"
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extern const char *PPSSPP_GIT_VERSION;
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struct Config
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{
public:
Config();
~Config();
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// Whether to save the config on close.
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bool bSaveSettings;
bool bFirstRun;
// These are broken
bool bAutoLoadLast;
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bool bSpeedLimit;
bool bConfirmOnQuit;
bool bAutoRun; // start immediately
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bool bBrowse;
#ifdef _WIN32
bool bTopMost;
#endif
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// General
int iNumWorkerThreads;
bool bScreenshotsAsPNG;
bool bEnableLogging;
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// Core
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bool bIgnoreBadMemAccess;
bool bFastMemory;
bool bJit;
// Definitely cannot be changed while game is running.
bool bSeparateCPUThread;
bool bSeparateIOThread;
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int iLockedCPUSpeed;
bool bAutoSaveSymbolMap;
std::string sReportHost;
std::vector<std::string> recentIsos;
std::string languageIni;
// GFX
bool bSoftwareRendering;
bool bHardwareTransform; // only used in the GLES backend
int iRenderingMode; // 0 = non-buffered rendering 1 = buffered rendering 2 = Read Framebuffer to memory (CPU) 3 = Read Framebuffer to memory (GPU)
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int iTexFiltering; // 1 = off , 2 = nearest , 3 = linear , 4 = linear(CG)
#ifdef BLACKBERRY
bool bPartialStretch;
#endif
bool bStretchToDisplay;
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bool bVSync;
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int iFrameSkip;
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int iWindowX;
int iWindowY;
int iWindowZoom; // for Windows
bool bAntiAliasing;
bool bVertexCache;
bool bFullScreen;
#ifdef _WIN32
bool bFullScreenOnLaunch;
#endif
int iAnisotropyLevel; // 0 - 5, powers of 2: 0 = 1x = no aniso
bool bTrueColor;
bool bMipMap;
int iTexScalingLevel; // 1 = off, 2 = 2x, ..., 5 = 5x
int iTexScalingType; // 0 = xBRZ, 1 = Hybrid
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bool bTexDeposterize;
int iFpsLimit;
int iForceMaxEmulatedFPS;
int iMaxRecent;
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int iCurrentStateSlot;
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bool bEnableCheats;
bool bReloadCheats;
// Sound
bool bEnableSound;
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bool bEnableAtrac3plus;
int iSFXVolume;
int iBGMVolume;
// UI
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bool bShowTouchControls;
bool bShowDebuggerOnLoad;
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bool bShowAnalogStick;
int iShowFPSCounter;
bool bShowDebugStats;
bool bAccelerometerToAnalogHoriz;
// The three tabs.
bool bGridView1;
bool bGridView2;
bool bGridView3;
// Control
int iTouchButtonOpacity;
float fButtonScale;
// GLES backend-specific hacks. Not saved to the ini file, do not add checkboxes. Will be made into
// proper options when good enough.
// PrescaleUV:
// * Applies UV scale/offset when decoding verts. Get rid of some work in the vertex shader,
// saves a uniform upload and is a prerequisite for future optimized hybrid
// (SW skinning, HW transform) skinning.
// * Still has major problems so off by default - need to store tex scale/offset per DeferredDrawCall,
// which currently isn't done so if texscale/offset isn't static (like in Tekken 6) things go wrong.
bool bPrescaleUV;
// End GLES hacks.
// SystemParam
std::string sNickName;
int ilanguage;
int iTimeFormat;
int iDateFormat;
int iTimeZone;
bool bDayLightSavings;
int iButtonPreference;
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int iLockParentalLevel;
bool bEncryptSave;
int iWlanAdhocChannel;
bool bWlanPowerSave;
// TODO: Make this work with your platform, too!
#ifdef _WIN32
bool bBypassOSKWithKeyboard;
#endif
// Debugger
int iDisasmWindowX;
int iDisasmWindowY;
int iDisasmWindowW;
int iDisasmWindowH;
int iConsoleWindowX;
int iConsoleWindowY;
int iFontWidth;
int iFontHeight;
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bool bDisplayStatusBar;
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std::string currentDirectory;
std::string externalDirectory;
std::string memCardDirectory;
std::string flashDirectory;
std::string internalDataDirectory;
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void Load(const char *iniFileName = "ppsspp.ini", const char *controllerIniFilename = "controls.ini");
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void Save();
// Utility functions for "recent" management
void AddRecent(const std::string &file);
void CleanRecent();
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private:
std::string iniFilename_;
std::string controllerIniFilename_;
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};
extern Config g_Config;