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 <map>
#include <vector>
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#include "Common/CommonTypes.h"
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extern const char *PPSSPP_GIT_VERSION;
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namespace http {
class Download;
class Downloader;
}
struct UrlEncoder;
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;
bool bGameSpecific;
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;
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bool bUseFFV1;
bool bDumpFrames;
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bool bDumpAudio;
bool bSaveLoadResetsAVdumping;
bool bEnableLogging;
bool bDumpDecryptedEboot;
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bool bFullscreenOnDoubleclick;
#if defined(USING_WIN_UI)
bool bPauseOnLostFocus;
bool bTopMost;
bool bIgnoreWindowsKey;
bool bRestartRequired;
#endif
#if defined(USING_WIN_UI) || defined(USING_QT_UI)
std::string sFont;
#endif
bool bPauseWhenMinimized;
#if !defined(MOBILE_DEVICE)
bool bPauseExitsEmulator;
#endif
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bool bPauseMenuExitsEmulator;
bool bPS3Controller;
// Core
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bool bIgnoreBadMemAccess;
bool bFastMemory;
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int iCpuCore;
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bool bCheckForNewVersion;
bool bForceLagSync;
bool bFuncReplacements;
bool bHideSlowWarnings;
bool bHideStateWarnings;
bool bPreloadFunctions;
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bool bSeparateSASThread;
bool bSeparateIOThread;
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int iIOTimingMethod;
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int iLockedCPUSpeed;
bool bAutoSaveSymbolMap;
bool bCacheFullIsoInRam;
int iRemoteISOPort;
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std::string sLastRemoteISOServer;
int iLastRemoteISOPort;
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bool bRemoteISOManual;
bool bRemoteShareOnStartup;
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std::string sRemoteISOSubdir;
bool bRemoteDebuggerOnStartup;
bool bMemStickInserted;
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.
std::string sReportHost;
std::vector<std::string> recentIsos;
std::vector<std::string> vPinnedPaths;
std::string sLanguageIni;
// GFX
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int iGPUBackend;
// 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.
std::string sVulkanDevice;
#ifdef _WIN32
std::string sD3D11Device;
#endif
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
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int iTexFiltering; // 1 = off , 2 = nearest , 3 = linear , 4 = linear(CG)
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int iBufFilter; // 1 = linear, 2 = nearest
int iSmallDisplayZoomType; // Used to fit display into screen 0 = stretch, 1 = partial stretch, 2 = auto scaling, 3 = manual scaling.
float fSmallDisplayOffsetX; // Along with Y it goes from 0.0 to 1.0, XY (0.5, 0.5) = center of the screen
float fSmallDisplayOffsetY;
float fSmallDisplayZoomLevel; //This is used for zoom values, both in and out.
bool bImmersiveMode; // Mode on Android Kitkat 4.4 that hides the back button etc.
bool bSustainedPerformanceMode; // Android: Slows clocks down to avoid overheating/speed fluctuations.
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bool bVSync;
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int iFrameSkip;
bool bAutoFrameSkip;
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bool bFrameSkipUnthrottle;
bool bEnableCardboard; // Cardboard Master Switch
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;
int iWindowWidth; // Windows and other windowed environments
int iWindowHeight;
bool bVertexCache;
bool bTextureBackoffCache;
bool bTextureSecondaryCache;
bool bVertexDecoderJit;
bool bFullScreen;
bool bFullScreenMulti;
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
int bHighQualityDepth;
bool bTrueColor;
bool bReplaceTextures;
bool bSaveNewTextures;
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;
bool bEnableStateUndo;
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bool bEnableAutoLoad;
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bool bEnableCheats;
bool bReloadCheats;
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int iCwCheatRefreshRate;
bool bDisableStencilTest;
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int iBloomHack; //0 = off, 1 = safe, 2 = balanced, 3 = aggressive
bool bTimerHack;
bool bBlockTransferGPU;
bool bDisableSlowFramebufEffects;
bool bFragmentTestCache;
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int iSplineBezierQuality; // 0 = low , 1 = Intermediate , 2 = High
bool bHardwareTessellation;
std::string sPostShaderName; // Off for off.
bool bGfxDebugOutput;
bool bGfxDebugSplitSubmit;
// Sound
bool bEnableSound;
int iAudioLatency; // 0 = low , 1 = medium(default) , 2 = high
int iAudioBackend;
int iGlobalVolume;
bool bExtraAudioBuffering; // For bluetooth
// Audio Hack
bool bSoundSpeedHack;
// UI
bool bShowDebuggerOnLoad;
int iShowFPSCounter;
// TODO: Maybe move to a separate theme system.
uint32_t uItemStyleFg;
uint32_t uItemStyleBg;
uint32_t uItemFocusedStyleFg;
uint32_t uItemFocusedStyleBg;
uint32_t uItemDownStyleFg;
uint32_t uItemDownStyleBg;
uint32_t uItemDisabledStyleFg;
uint32_t uItemDisabledStyleBg;
uint32_t uItemHighlightedStyleFg;
uint32_t uItemHighlightedStyleBg;
uint32_t uButtonStyleFg;
uint32_t uButtonStyleBg;
uint32_t uButtonFocusedStyleFg;
uint32_t uButtonFocusedStyleBg;
uint32_t uButtonDownStyleFg;
uint32_t uButtonDownStyleBg;
uint32_t uButtonDisabledStyleFg;
uint32_t uButtonDisabledStyleBg;
uint32_t uButtonHighlightedStyleFg;
uint32_t uButtonHighlightedStyleBg;
uint32_t uHeaderStyleFg;
uint32_t uInfoStyleFg;
uint32_t uInfoStyleBg;
uint32_t uPopupTitleStyleFg;
uint32_t uPopupStyleFg;
uint32_t uPopupStyleBg;
bool bLogFrameDrops;
bool bShowDebugStats;
bool bShowAudioDebug;
bool bAudioResampler;
//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.)
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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;
//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)
int iTiltInputType;
// The three tabs.
bool bGridView1;
bool bGridView2;
bool bGridView3;
//Combo key screen flag
int iComboMode;
// Disable diagonals
bool bDisableDpadDiagonals;
bool bGamepadOnlyFocused;
// Control Style
int iTouchButtonStyle;
int iTouchButtonOpacity;
int iTouchButtonHideSeconds;
// Floating analog stick (recenters on thumb on press).
bool bAutoCenterTouchAnalog;
//space between PSP buttons
//the PSP button's center (triangle, circle, square, cross)
float fActionButtonCenterX, fActionButtonCenterY;
float fActionButtonScale;
float fActionButtonSpacing;
//radius of the D-pad (PSP cross)
// int iDpadRadius;
//the D-pad (PSP cross) position
float fDpadX, fDpadY;
float fDpadScale;
float fDpadSpacing;
//the start key position
float fStartKeyX, fStartKeyY;
float fStartKeyScale;
//the select key position;
float fSelectKeyX, fSelectKeyY;
float fSelectKeyScale;
float fUnthrottleKeyX, fUnthrottleKeyY;
float fUnthrottleKeyScale;
float fLKeyX, fLKeyY;
float fLKeyScale;
float fRKeyX, fRKeyY;
float fRKeyScale;
//position of the analog stick
float fAnalogStickX, fAnalogStickY;
float fAnalogStickScale;
//the Combo Button position
float fcombo0X, fcombo0Y;
float fcomboScale0;
float fcombo1X, fcombo1Y;
float fcomboScale1;
float fcombo2X, fcombo2Y;
float fcomboScale2;
float fcombo3X, fcombo3Y;
float fcomboScale3;
float fcombo4X, fcombo4Y;
float fcomboScale4;
// 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;
//Combo Button Visibility
bool bShowComboKey0;
bool bShowComboKey1;
bool bShowComboKey2;
bool bShowComboKey3;
bool bShowComboKey4;
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// Combo_key mapping. These are bitfields.
int iCombokey0;
int iCombokey1;
int iCombokey2;
int iCombokey3;
int iCombokey4;
// Ignored on iOS and other platforms that lack pause.
bool bShowTouchPause;
bool bHapticFeedback;
float fDInputAnalogDeadzone;
int iDInputAnalogInverseMode;
float fDInputAnalogInverseDeadzone;
float fDInputAnalogSensitivity;
// We also use the XInput settings as analog settings on other platforms like Android.
float fXInputAnalogDeadzone;
int iXInputAnalogInverseMode;
float fXInputAnalogInverseDeadzone;
float fXInputAnalogSensitivity;
float fAnalogLimiterDeadzone;
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bool bMouseControl;
bool bMapMouse; // Workaround for mapping screen:|
bool bMouseConfine; // Trap inside the window.
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float fMouseSensitivity;
float fMouseSmoothing;
// 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.
// Risky JIT optimizations
bool bDiscardRegsOnJRRA;
// SystemParam
std::string sNickName;
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std::string proAdhocServer;
std::string sMACAddress;
int iPortOffset;
int iLanguage;
int iTimeFormat;
int iDateFormat;
int iTimeZone;
bool bDayLightSavings;
int iButtonPreference;
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int iLockParentalLevel;
bool bEncryptSave;
bool bSavedataUpgrade;
// Networking
bool bEnableWlan;
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bool bEnableAdhocServer;
int iWlanAdhocChannel;
bool bWlanPowerSave;
int iPSPModel;
int iFirmwareVersion;
// TODO: Make this work with your platform, too!
#if defined(USING_WIN_UI)
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;
bool bShowAllocatorDebug;
// Double edged sword: much easier debugging, but not accurate.
bool bSkipDeadbeefFilling;
bool bFuncHashMap;
// Volatile development settings
bool bShowFrameProfiler;
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std::string currentDirectory;
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std::string externalDirectory;
std::string memStickDirectory;
std::string flash0Directory;
std::string internalDataDirectory;
std::string 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;
void Load(const char *iniFileName = nullptr, const char *controllerIniFilename = nullptr);
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void Save();
void RestoreDefaults();
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//per game config managment, should maybe be in it's own class
void changeGameSpecific(const std::string &gameId = "");
bool createGameConfig(const std::string &game_id);
bool deleteGameConfig(const std::string& pGameId);
bool loadGameConfig(const std::string &game_id);
bool saveGameConfig(const std::string &pGameId);
void unloadGameConfig();
std::string getGameConfigFile(const std::string &gameId);
bool hasGameConfig(const std::string &game_id);
// 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();
void ResetControlLayout();
void GetReportingInfo(UrlEncoder &data);
bool IsPortrait() const;
protected:
void LoadStandardControllerIni();
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private:
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std::string gameId_;
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std::string iniFilename_;
std::string controllerIniFilename_;
std::vector<std::string> searchPath_;
std::string defaultPath_;
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std::string createdPath_;
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};
std::map<std::string, std::pair<std::string, int>> GetLangValuesMapping();
std::string CreateRandMAC();
// TODO: Find a better place for this.
extern http::Downloader g_DownloadManager;
extern Config g_Config;