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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
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// 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>
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# include <map>
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# include <vector>
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# include "ppsspp_config.h"
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# include "Common/CommonTypes.h"
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# include "Common/File/Path.h"
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# include "Core/ConfigValues.h"
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extern const char * PPSSPP_GIT_VERSION ;
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namespace http {
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class Request ;
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class RequestManager ;
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}
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struct UrlEncoder ;
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struct ConfigPrivate ;
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class Section ;
class PlayTimeTracker {
public :
struct PlayTime {
int totalTimePlayed ;
double startTime ; // time_now_d() time
uint64_t lastTimePlayed ; // UTC Unix time for portability.
} ;
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// It's OK to call these redundantly.
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void Start ( std : : string gameId ) ;
void Stop ( std : : string gameId ) ;
void Load ( const Section * section ) ;
void Save ( Section * section ) ;
bool GetPlayedTimeString ( const std : : string & gameId , std : : string * str ) const ;
private :
std : : map < std : : string , PlayTime > tracker_ ;
} ;
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struct Config {
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public :
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Config ( ) ;
~ Config ( ) ;
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// Whether to save the config on close.
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bool bSaveSettings ;
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bool bFirstRun ;
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bool bGameSpecific = false ;
bool bUpdatedInstanceCounter = false ;
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int iRunCount ; // To be used to for example check for updates every 10 runs and things like that.
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bool bAutoRun ; // start immediately
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bool bBrowse ; // when opening the emulator, immediately show a file browser
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// General
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bool bScreenshotsAsPNG ;
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bool bUseFFV1 ;
bool bDumpFrames ;
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bool bDumpVideoOutput ;
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bool bDumpAudio ;
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bool bSaveLoadResetsAVdumping ;
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bool bEnableLogging ;
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bool bDumpDecryptedEboot ;
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bool bFullscreenOnDoubleclick ;
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// These four are Win UI only
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bool bPauseOnLostFocus ;
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bool bTopMost ;
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bool bIgnoreWindowsKey ;
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bool bRestartRequired ;
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std : : string sFont ;
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bool bPauseWhenMinimized ;
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bool bPauseExitsEmulator ;
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bool bPauseMenuExitsEmulator ;
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bool bRunBehindPauseMenu ;
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// Core
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bool bIgnoreBadMemAccess ;
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bool bFastMemory ;
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int iCpuCore ;
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bool bCheckForNewVersion ;
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bool bForceLagSync ;
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bool bFuncReplacements ;
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bool bHideSlowWarnings ;
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bool bHideStateWarnings ;
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bool bPreloadFunctions ;
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uint32_t uJitDisableFlags ;
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bool bDisableHTTPS ;
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bool bSeparateSASThread ;
int iIOTimingMethod ;
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int iLockedCPUSpeed ;
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bool bAutoSaveSymbolMap ;
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bool bCacheFullIsoInRam ;
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int iRemoteISOPort ;
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std : : string sLastRemoteISOServer ;
int iLastRemoteISOPort ;
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bool bRemoteISOManual ;
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bool bRemoteShareOnStartup ;
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std : : string sRemoteISOSubdir ;
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bool bRemoteDebuggerOnStartup ;
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bool bMemStickInserted ;
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int iMemStickSizeGB ;
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bool bLoadPlugins ;
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int iScreenRotation ; // The rotation angle of the PPSSPP UI. Only supported on Android and possibly other mobile platforms.
int iInternalScreenRotation ; // The internal screen rotation angle. Useful for vertical SHMUPs and similar.
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std : : string sReportHost ;
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std : : vector < std : : string > vPinnedPaths ;
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std : : string sLanguageIni ;
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std : : string sIgnoreCompatSettings ;
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bool bDiscordPresence ; // Enables setting the Discord presence to the current game (or menu)
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// GFX
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int iGPUBackend ;
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std : : string customDriver ;
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std : : string sFailedGPUBackends ;
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std : : string sDisabledGPUBackends ;
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// We have separate device parameters for each backend so it doesn't get erased if you switch backends.
// If not set, will use the "best" device.
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std : : string sVulkanDevice ;
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std : : string sD3D11Device ; // Windows only
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std : : string sCameraDevice ;
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std : : string sMicDevice ;
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int iDisplayFramerateMode ; // enum DisplayFramerateMode. Android-only.
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bool bSoftwareRendering ;
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bool bSoftwareRenderingJit ;
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bool bHardwareTransform ; // only used in the GLES backend
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bool bSoftwareSkinning ;
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bool bVendorBugChecksEnabled ;
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bool bUseGeometryShader ;
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// Speedhacks (more will be moved here):
bool bSkipBufferEffects ;
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int iTexFiltering ; // 1 = auto , 2 = nearest , 3 = linear , 4 = auto max quality
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bool bDisplayStretch ; // Automatically matches the aspect ratio of the window.
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int iDisplayFilter ; // 1 = linear, 2 = nearest
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float fDisplayOffsetX ;
float fDisplayOffsetY ;
float fDisplayScale ; // Relative to the most constraining axis (x or y).
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bool bDisplayIntegerScale ; // Snaps scaling to integer scale factors in raw pixels.
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float fDisplayAspectRatio ; // Stored relative to the PSP's native ratio, so 1.0 is the normal pixel aspect ratio.
bool bImmersiveMode ; // Mode on Android Kitkat 4.4 and later that hides the back button etc.
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bool bSustainedPerformanceMode ; // Android: Slows clocks down to avoid overheating/speed fluctuations.
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bool bIgnoreScreenInsets ; // Android: Center screen disregarding insets if this is enabled.
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bool bVSync ;
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int iFrameSkip ;
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int iFrameSkipType ;
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int iFastForwardMode ; // See FastForwardMode in ConfigValues.h.
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bool bAutoFrameSkip ;
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bool bEnableCardboardVR ; // Cardboard Master Switch
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int iCardboardScreenSize ; // Screen Size (in %)
int iCardboardXShift ; // X-Shift of Screen (in %)
int iCardboardYShift ; // Y-Shift of Screen (in %)
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int iWindowX ;
int iWindowY ;
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int iWindowWidth ; // Windows and other windowed environments
int iWindowHeight ;
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bool bShowMenuBar ; // Windows-only
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float fUITint ;
float fUISaturation ;
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bool bTextureBackoffCache ;
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bool bVertexDecoderJit ;
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bool bFullScreen ;
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bool bFullScreenMulti ;
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int iForceFullScreen = - 1 ; // -1 = nope, 0 = force off, 1 = force on (not saved.)
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int iInternalResolution ; // 0 = Auto (native), 1 = 1x (480x272), 2 = 2x, 3 = 3x, 4 = 4x and so on.
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int iAnisotropyLevel ; // 0 - 5, powers of 2: 0 = 1x = no aniso
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int iMultiSampleLevel ;
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int bHighQualityDepth ;
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bool bReplaceTextures ;
bool bSaveNewTextures ;
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bool bIgnoreTextureFilenames ;
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int iTexScalingLevel ; // 0 = auto, 1 = off, 2 = 2x, ..., 5 = 5x
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int iTexScalingType ; // 0 = xBRZ, 1 = Hybrid
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bool bTexDeposterize ;
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bool bTexHardwareScaling ;
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int iFpsLimit1 ;
int iFpsLimit2 ;
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int iAnalogFpsLimit ;
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int iMaxRecent ;
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int iCurrentStateSlot ;
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int iRewindSnapshotInterval ;
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bool bUISound ;
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bool bEnableStateUndo ;
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std : : string sStateLoadUndoGame ;
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std : : string sStateUndoLastSaveGame ;
int iStateUndoLastSaveSlot ;
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int iAutoLoadSaveState ; // 0 = off, 1 = oldest, 2 = newest, >2 = slot number + 3
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bool bEnableCheats ;
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bool bReloadCheats ;
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int iCwCheatRefreshRate ;
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float fCwCheatScrollPosition ;
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float fGameListScrollPosition ;
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int iBloomHack ; //0 = off, 1 = safe, 2 = balanced, 3 = aggressive
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int iSkipGPUReadbackMode ; // 0 = off, 1 = skip, 2 = to texture
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int iSplineBezierQuality ; // 0 = low , 1 = Intermediate , 2 = High
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bool bHardwareTessellation ;
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bool bShaderCache ; // Hidden ini-only setting, useful for debugging shader compile times.
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bool bUberShaderVertex ;
bool bUberShaderFragment ;
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std : : vector < std : : string > vPostShaderNames ; // Off for chain end (only Off for no shader)
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std : : map < std : : string , float > mPostShaderSetting ;
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// Note that this is separate from VR stereo, though it'll share some code paths.
bool bStereoRendering ;
// There can only be one, unlike regular post shaders.
std : : string sStereoToMonoShader ;
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bool bShaderChainRequires60FPS ;
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std : : string sTextureShaderName ;
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bool bGfxDebugOutput ;
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int iInflightFrames ;
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bool bRenderDuplicateFrames ;
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bool bRenderMultiThreading ;
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// Sound
bool bEnableSound ;
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int iAudioBackend ;
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int iGlobalVolume ;
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int iReverbVolume ;
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int iAltSpeedVolume ;
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bool bExtraAudioBuffering ; // For bluetooth
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std : : string sAudioDevice ;
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bool bAutoAudioDevice ;
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// UI
bool bShowDebuggerOnLoad ;
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int iShowStatusFlags ;
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bool bShowRegionOnGameIcon ;
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bool bShowIDOnGameIcon ;
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float fGameGridScale ;
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bool bShowOnScreenMessages ;
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int iBackgroundAnimation ; // enum BackgroundAnimation
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bool bTransparentBackground ;
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std : : string sThemeName ;
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// These aren't saved, just for instant debugging.
bool bLogFrameDrops ;
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// Analog stick tilting
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// This is the held base angle (from the horizon), that we compute the tilt relative from.
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float fTiltBaseAngleY ;
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// Inverts the direction of the x axes and y axes for the purposes of tilt input.
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bool bInvertTiltX ;
bool bInvertTiltY ;
// The sensitivity of the tilt in the X and Y directions, separately.
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int iTiltSensitivityX ;
int iTiltSensitivityY ;
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// The deadzone radius of the tilt. Only used in the analog mapping.
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float fTiltAnalogDeadzoneRadius ;
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float fTiltInverseDeadzone ; // An inverse deadzone for the output, counteracting excessive deadzones applied by games. See #17483.
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bool bTiltCircularDeadzone ;
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// Type of tilt input currently selected: Defined in TiltEventProcessor.h
// 0 - no tilt, 1 - analog stick, 2 - D-Pad, 3 - Action Buttons (Tri, Cross, Square, Circle)
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int iTiltInputType ;
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// The three tabs.
bool bGridView1 ;
bool bGridView2 ;
bool bGridView3 ;
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// Right analog binding
int iRightAnalogUp ;
int iRightAnalogDown ;
int iRightAnalogLeft ;
int iRightAnalogRight ;
int iRightAnalogPress ;
bool bRightAnalogCustom ;
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bool bRightAnalogDisableDiagonal ;
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// Motion gesture controller
bool bGestureControlEnabled ;
int iSwipeUp ;
int iSwipeDown ;
int iSwipeLeft ;
int iSwipeRight ;
float fSwipeSensitivity ;
float fSwipeSmoothing ;
int iDoubleTapGesture ;
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bool bAnalogGesture ;
float fAnalogGestureSensibility ;
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// Disable diagonals
bool bDisableDpadDiagonals ;
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bool bGamepadOnlyFocused ;
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// Control Style
int iTouchButtonStyle ;
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int iTouchButtonOpacity ;
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int iTouchButtonHideSeconds ;
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// Snap touch control position
bool bTouchSnapToGrid ;
int iTouchSnapGridSize ;
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// Floating analog stick (recenters on thumb on press).
bool bAutoCenterTouchAnalog ;
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// Sticky D-pad (can't glide off it)
bool bStickyTouchDPad ;
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//space between PSP buttons
//the PSP button's center (triangle, circle, square, cross)
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ConfigTouchPos touchActionButtonCenter ;
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float fActionButtonSpacing ;
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//radius of the D-pad (PSP cross)
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// int iDpadRadius;
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//the D-pad (PSP cross) position
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ConfigTouchPos touchDpad ;
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float fDpadSpacing ;
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ConfigTouchPos touchStartKey ;
ConfigTouchPos touchSelectKey ;
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ConfigTouchPos touchFastForwardKey ;
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ConfigTouchPos touchLKey ;
ConfigTouchPos touchRKey ;
ConfigTouchPos touchAnalogStick ;
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ConfigTouchPos touchRightAnalogStick ;
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enum { CUSTOM_BUTTON_COUNT = 20 } ;
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ConfigTouchPos touchCustom [ CUSTOM_BUTTON_COUNT ] ;
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float fLeftStickHeadScale ;
float fRightStickHeadScale ;
bool bHideStickBackground ;
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// Controls Visibility
bool bShowTouchControls ;
bool bShowTouchCircle ;
bool bShowTouchCross ;
bool bShowTouchTriangle ;
bool bShowTouchSquare ;
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ConfigCustomButton CustomButton [ CUSTOM_BUTTON_COUNT ] ;
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// Ignored on iOS and other platforms that lack pause.
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bool bShowTouchPause ;
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bool bHapticFeedback ;
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// We also use the XInput settings as analog settings on other platforms like Android.
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float fAnalogDeadzone ;
float fAnalogInverseDeadzone ;
float fAnalogSensitivity ;
// convert analog stick circle to square
bool bAnalogIsCircular ;
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// Auto rotation speed
float fAnalogAutoRotSpeed ;
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// Sets up how much the analog limiter button restricts digital->analog input.
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float fAnalogLimiterDeadzone ;
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// Sets whether combo mapping is enabled.
bool bAllowMappingCombos ;
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bool bMouseControl ;
bool bMapMouse ; // Workaround for mapping screen:|
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bool bMouseConfine ; // Trap inside the window.
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float fMouseSensitivity ;
float fMouseSmoothing ;
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bool bSystemControls ;
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int iRapidFireInterval ;
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// Use the hardware scaler to scale up the image to save fillrate. Similar to Windows' window size, really.
int iAndroidHwScale ; // 0 = device resolution. 1 = 480x272 (extended to correct aspect), 2 = 960x544 etc.
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// Risky JIT optimizations
bool bDiscardRegsOnJRRA ;
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// SystemParam
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std : : string sNickName ;
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std : : string sMACAddress ;
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int iLanguage ;
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int iTimeFormat ;
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int iDateFormat ;
int iTimeZone ;
bool bDayLightSavings ;
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int iButtonPreference ;
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int iLockParentalLevel ;
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bool bEncryptSave ;
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bool bSavedataUpgrade ;
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// Networking
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std : : string proAdhocServer ;
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bool bEnableWlan ;
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bool bEnableAdhocServer ;
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bool bEnableUPnP ;
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bool bUPnPUseOriginalPort ;
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bool bForcedFirstConnect ;
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int iPortOffset ;
int iMinTimeout ;
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int iWlanAdhocChannel ;
bool bWlanPowerSave ;
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bool bEnableNetworkChat ;
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//for chat position , moveable buttons is better than this
int iChatButtonPosition ;
int iChatScreenPosition ;
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bool bEnableQuickChat ;
std : : string sQuickChat0 ;
std : : string sQuickChat1 ;
std : : string sQuickChat2 ;
std : : string sQuickChat3 ;
std : : string sQuickChat4 ;
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int iPSPModel ;
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int iFirmwareVersion ;
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bool bBypassOSKWithKeyboard ;
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// Virtual reality
bool bEnableVR ;
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bool bEnable6DoF ;
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bool bEnableStereo ;
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bool bEnableMotions ;
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bool bForce72Hz ;
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bool bManualForceVR ;
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bool bPassthrough ;
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bool bRescaleHUD ;
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float fCameraDistance ;
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float fCameraHeight ;
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float fCameraSide ;
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float fCanvasDistance ;
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float fCanvas3DDistance ;
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float fHeadUpDisplayScale ;
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float fMotionLength ;
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float fHeadRotationScale ;
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bool bHeadRotationEnabled ;
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bool bHeadRotationSmoothing ;
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int iCameraPitch ;
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// Debugger
int iDisasmWindowX ;
int iDisasmWindowY ;
int iDisasmWindowW ;
int iDisasmWindowH ;
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int iGEWindowX ;
int iGEWindowY ;
int iGEWindowW ;
int iGEWindowH ;
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uint32_t uGETabsLeft ;
uint32_t uGETabsRight ;
uint32_t uGETabsTopRight ;
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int iConsoleWindowX ;
int iConsoleWindowY ;
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int iFontWidth ;
int iFontHeight ;
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bool bDisplayStatusBar ;
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bool bShowBottomTabTitles ;
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bool bShowDeveloperMenu ;
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// Double edged sword: much easier debugging, but not accurate.
bool bSkipDeadbeefFilling ;
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bool bFuncHashMap ;
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std : : string sSkipFuncHashMap ;
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bool bDebugMemInfoDetailed ;
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// Volatile development settings
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// Overlays
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int iDebugOverlay ;
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bool bGpuLogProfiler ; // Controls the Vulkan logging profiler (profiles textures uploads etc).
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// Retro Achievement settings
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// Copied from Duckstation, we might want to remove some.
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bool bAchievementsEnable ;
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bool bAchievementsChallengeMode ;
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bool bAchievementsEncoreMode ;
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bool bAchievementsUnofficial ;
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bool bAchievementsSoundEffects ;
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bool bAchievementsLogBadMemReads ;
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bool bAchievementsSaveStateInHardcoreMode ;
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// Positioning of the various notifications
int iAchievementsLeaderboardTrackerPos ;
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int iAchievementsLeaderboardStartedOrFailedPos ;
int iAchievementsLeaderboardSubmittedPos ;
int iAchievementsProgressPos ;
int iAchievementsChallengePos ;
int iAchievementsUnlockedPos ;
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// Customizations
std : : string sAchievementsUnlockAudioFile ;
std : : string sAchievementsLeaderboardSubmitAudioFile ;
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// Achivements login info. Note that password is NOT stored, only a login token.
// Still, we may wanna store it more securely than in PPSSPP.ini, especially on Android.
std : : string sAchievementsUserName ;
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std : : string sAchievementsToken ; // Not saved, to be used if you want to manually make your RA login persistent. See Native_SaveSecret for the normal case.
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// Various directories. Autoconfigured, not read from ini.
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Path currentDirectory ; // The directory selected in the game browsing window.
Path defaultCurrentDirectory ; // Platform dependent, initialized at startup.
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Path memStickDirectory ;
Path flash0Directory ;
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Path internalDataDirectory ;
Path appCacheDirectory ;
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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 ;
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void Load ( const char * iniFileName = nullptr , const char * controllerIniFilename = nullptr ) ;
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bool Save ( const char * saveReason ) ;
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void Reload ( ) ;
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void RestoreDefaults ( RestoreSettingsBits whatToRestore ) ;
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//per game config managment, should maybe be in it's own class
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void changeGameSpecific ( const std : : string & gameId = " " , const std : : string & title = " " ) ;
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bool createGameConfig ( const std : : string & game_id ) ;
bool deleteGameConfig ( const std : : string & pGameId ) ;
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bool loadGameConfig ( const std : : string & game_id , const std : : string & title ) ;
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bool saveGameConfig ( const std : : string & pGameId , const std : : string & title ) ;
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void unloadGameConfig ( ) ;
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Path getGameConfigFile ( const std : : string & gameId ) ;
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bool hasGameConfig ( const std : : string & game_id ) ;
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void SetSearchPath ( const Path & path ) ;
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const Path FindConfigFile ( const std : : string & baseFilename ) ;
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void UpdateIniLocation ( const char * iniFileName = nullptr , const char * controllerIniFilename = nullptr ) ;
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// Utility functions for "recent" management
void AddRecent ( const std : : string & file ) ;
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void RemoveRecent ( const std : : string & file ) ;
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void CleanRecent ( ) ;
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static void DownloadCompletedCallback ( http : : Request & download ) ;
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void DismissUpgrade ( ) ;
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void ResetControlLayout ( ) ;
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void GetReportingInfo ( UrlEncoder & data ) ;
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bool IsPortrait ( ) const ;
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int NextValidBackend ( ) ;
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bool IsBackendEnabled ( GPUBackend backend , bool validate = true ) ;
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bool UseFullScreen ( ) const {
if ( iForceFullScreen ! = - 1 )
return iForceFullScreen = = 1 ;
return bFullScreen ;
}
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std : : vector < std : : string > RecentIsos ( ) const ;
bool HasRecentIsos ( ) const ;
void ClearRecentIsos ( ) ;
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const std : : map < std : : string , std : : pair < std : : string , int > > & GetLangValuesMapping ( ) ;
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bool LoadAppendedConfig ( ) ;
void SetAppendedConfigIni ( const Path & path ) ;
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void UpdateAfterSettingAutoFrameSkip ( ) ;
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void NotifyUpdatedCpuCore ( ) ;
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// Applies the Auto setting if set. Returns an enum value from PSP_SYSTEMPARAM_LANGUAGE_*.
int GetPSPLanguage ( ) ;
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PlayTimeTracker & TimeTracker ( ) { return playTimeTracker_ ; }
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protected :
void LoadStandardControllerIni ( ) ;
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void LoadLangValuesMapping ( ) ;
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void PostLoadCleanup ( bool gameSpecific ) ;
void PreSaveCleanup ( bool gameSpecific ) ;
void PostSaveCleanup ( bool gameSpecific ) ;
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private :
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bool reload_ = false ;
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std : : string gameId_ ;
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std : : string gameIdTitle_ ;
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std : : vector < std : : string > recentIsos ;
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std : : map < std : : string , std : : pair < std : : string , int > > langValuesMapping_ ;
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PlayTimeTracker playTimeTracker_ ;
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Path iniFilename_ ;
Path controllerIniFilename_ ;
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Path searchPath_ ;
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Path appendedConfigFileName_ ;
// A set make more sense, but won't have many entry, and I dont want to include the whole std::set header here
std : : vector < std : : string > appendedConfigUpdatedGames_ ;
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ConfigPrivate * private_ = nullptr ;
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} ;
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std : : string CreateRandMAC ( ) ;
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// TODO: Find a better place for this.
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extern http : : RequestManager g_DownloadManager ;
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extern Config g_Config ;
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