ppsspp/Core/Config.h

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// 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>
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#include "CommonTypes.h"
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#if !defined(USING_QT_UI)
extern const char *PPSSPP_GIT_VERSION;
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#endif
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const int MAX_CONFIG_VOLUME = 8;
namespace http {
class Download;
class Downloader;
}
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;
int iRunCount; // To be used to for example check for updates every 10 runs and things like that.
bool bAutoRun; // start immediately
bool bBrowse; // when opening the emulator, immediately show a file browser
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// General
int iNumWorkerThreads;
bool bScreenshotsAsPNG;
bool bEnableLogging;
#ifdef _WIN32
bool bPauseOnLostFocus;
bool bTopMost;
std::string sFont;
#endif
// Core
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bool bIgnoreBadMemAccess;
bool bFastMemory;
bool bJit;
// Definitely cannot be changed while game is running.
bool bSeparateCPUThread;
bool bSeparateIOThread;
bool bAtomicAudioLocks;
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int iLockedCPUSpeed;
bool bAutoSaveSymbolMap;
std::string sReportHost;
std::vector<std::string> recentIsos;
std::string sLanguageIni;
// GFX
bool bSoftwareRendering;
bool bHardwareTransform; // only used in the GLES backend
bool bSoftwareSkinning; // may speed up some games
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)
bool bPartialStretch;
bool bStretchToDisplay;
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bool bVSync;
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int iFrameSkip;
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bool bFrameSkipUnthrottle;
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int iWindowX;
int iWindowY;
int iWindowWidth; // Windows and other windowed environments
int iWindowHeight;
bool bVertexCache;
bool bVertexDecoderJit;
bool bFullScreen;
int iInternalResolution; // 0 = Auto (native), 1 = 1x (480x272), 2 = 2x, 3 = 3x, 4 = 4x and so on.
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;
int iRewindFlipFrequency;
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bool bEnableAutoLoad;
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bool bEnableCheats;
bool bReloadCheats;
bool bDisableStencilTest;
bool bAlwaysDepthWrite;
bool bTimerHack;
bool bLowQualitySplineBezier;
bool bWipeFramebufferAlpha; // this was meant to be CopyStencilToAlpha but not done yet.
std::string sPostShaderName; // Off for off.
// Sound
bool bEnableSound;
bool bLowLatencyAudio;
int iSFXVolume;
int iBGMVolume;
// UI
bool bShowDebuggerOnLoad;
int iShowFPSCounter;
bool bShowDebugStats;
bool bAccelerometerToAnalogHoriz;
//Analog stick tilting
//the base x and y tilt. this inclination is treated as (0,0) and the tilt input
//considers this orientation to be equal to no movement of the analog stick.
float fTiltBaseX, fTiltBaseY;
//whether the x axes and y axes should invert directions (left becomes right, top becomes bottom.)
bool bInvertTiltX, bInvertTiltY;
//the sensitivity of the tilt in the x direction
int iTiltSensitivityX;
//the sensitivity of the tilt in the Y direction
int iTiltSensitivityY;
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//the deadzone radius of the tilt
float fDeadzoneRadius;
// The three tabs.
bool bGridView1;
bool bGridView2;
bool bGridView3;
// Control Positions
int iTouchButtonOpacity;
float fButtonScale;
//space between PSP buttons
int iActionButtonSpacing;
//the PSP button's center (triangle, circle, square, cross)
float fActionButtonCenterX, fActionButtonCenterY;
//radius of the D-pad (PSP cross)
int iDpadRadius;
//the D-pad (PSP cross) position
float fDpadX, fDpadY;
//the start key position
float fStartKeyX, fStartKeyY;
//the select key position;
float fSelectKeyX, fSelectKeyY;
float fUnthrottleKeyX, fUnthrottleKeyY;
float fLKeyX, fLKeyY;
float fRKeyX, fRKeyY;
//position of the analog stick
float fAnalogStickX, fAnalogStickY;
// Controls Visibility
bool bShowTouchControls;
bool bShowTouchCircle;
bool bShowTouchCross;
bool bShowTouchTriangle;
bool bShowTouchSquare;
bool bShowTouchStart;
bool bShowTouchSelect;
bool bShowTouchUnthrottle;
bool bShowTouchLTrigger;
bool bShowTouchRTrigger;
bool bShowTouchAnalogStick;
bool bShowTouchDpad;
bool bHapticFeedback;
// 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;
bool bDisableAlphaTest; // Helps PowerVR immensely, breaks some graphics
// End GLES hacks.
// Risky JIT optimizations
bool bDiscardRegsOnJRRA;
// SystemParam
std::string sNickName;
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std::string proAdhocServer;
std::string localMacAddress;
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;
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int iGEWindowX;
int iGEWindowY;
int iGEWindowW;
int iGEWindowH;
int iConsoleWindowX;
int iConsoleWindowY;
int iFontWidth;
int iFontHeight;
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bool bDisplayStatusBar;
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bool bShowBottomTabTitles;
bool bShowDeveloperMenu;
// Double edged sword: much easier debugging, but not accurate.
bool bSkipDeadbeefFilling;
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std::string currentDirectory;
std::string externalDirectory;
std::string memCardDirectory;
std::string flash0Directory;
std::string internalDataDirectory;
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// Data for upgrade prompt
std::string upgradeMessage; // The actual message from the server is currently not used, need a translation mechanism. So this just acts as a flag.
std::string upgradeVersion;
std::string dismissedVersion;
void Load(const char *iniFileName = "ppsspp.ini", const char *controllerIniFilename = "controls.ini");
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void Save();
void RestoreDefaults();
// Used when the file is not found in the search path. Trailing slash.
void SetDefaultPath(const std::string &defaultPath);
// Use a trailing slash.
void AddSearchPath(const std::string &path);
const std::string FindConfigFile(const std::string &baseFilename);
// Utility functions for "recent" management
void AddRecent(const std::string &file);
void CleanRecent();
static void DownloadCompletedCallback(http::Download &download);
void DismissUpgrade();
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private:
std::string iniFilename_;
std::string controllerIniFilename_;
std::vector<std::string> searchPath_;
std::string defaultPath_;
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};
// TODO: Find a better place for this.
extern http::Downloader g_DownloadManager;
extern Config g_Config;