// 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. // 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 #include #include #include "CommonTypes.h" extern const char *PPSSPP_GIT_VERSION; struct Config { public: Config(); ~Config(); // Whether to save the config on close. bool bSaveSettings; bool bFirstRun; // These are broken bool bAutoLoadLast; bool bSpeedLimit; bool bConfirmOnQuit; bool bAutoRun; // start immediately bool bBrowse; #ifdef _WIN32 bool bTopMost; #endif // General bool bNewUI; // "Hidden" setting, does not get saved to ini file. int iNumWorkerThreads; bool bScreenshotsAsPNG; bool bEnableLogging; // Core bool bIgnoreBadMemAccess; bool bFastMemory; bool bJit; int iLockedCPUSpeed; bool bAutoSaveSymbolMap; std::string sReportHost; std::vector recentIsos; std::string languageIni; // GFX bool bHardwareTransform; int iRenderingMode; // 0 = non-buffered rendering 1 = buffered rendering 2 = Read Framebuffer to memory (CPU) 3 = Read Framebuffer to memory (GPU) int iTexFiltering; // 1 = off , 2 = nearest , 3 = linear , 4 = linear(CG) bool bUseVBO; #ifdef BLACKBERRY bool bPartialStretch; #endif bool bStretchToDisplay; bool bVSync; int iFrameSkip; int iWindowX; int iWindowY; int iWindowZoom; // for Windows bool bAntiAliasing; // for Windows, too 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 bool bTexDeposterize; int iFpsLimit; int iForceMaxEmulatedFPS; int iMaxRecent; int iCurrentStateSlot; bool bEnableCheats; bool bReloadCheats; // Sound bool bEnableSound; bool bEnableAtrac3plus; int iSEVolume; int iBGMVolume; // UI bool bShowTouchControls; bool bShowDebuggerOnLoad; bool bShowAnalogStick; int iShowFPSCounter; bool bShowDebugStats; bool bAccelerometerToAnalogHoriz; // 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; int iLockParentalLevel; bool bEncryptSave; int iWlanAdhocChannel; bool bWlanPowerSave; // Debugger int iDisasmWindowX; int iDisasmWindowY; int iDisasmWindowW; int iDisasmWindowH; int iConsoleWindowX; int iConsoleWindowY; int iFontWidth; int iFontHeight; bool bDisplayStatusBar; std::string currentDirectory; std::string externalDirectory; std::string memCardDirectory; std::string flashDirectory; std::string internalDataDirectory; void Load(const char *iniFileName = "ppsspp.ini"); void Save(); // Utility functions for "recent" management void AddRecent(const std::string &file); void CleanRecent(); private: std::string iniFilename_; }; extern Config g_Config;