// 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 "CommonTypes.h" extern const char *PPSSPP_GIT_VERSION; const int MAX_CONFIG_VOLUME = 8; struct Config { public: Config(); ~Config(); // Whether to save the config on close. bool bSaveSettings; bool bFirstRun; bool bAutoRun; // start immediately bool bBrowse; // when opening the emulator, immediately show a file browser // General int iNumWorkerThreads; bool bScreenshotsAsPNG; bool bEnableLogging; #ifdef _WIN32 bool bPauseOnLostFocus; bool bTopMost; std::string sFont; #endif // Core bool bIgnoreBadMemAccess; bool bFastMemory; bool bJit; // Definitely cannot be changed while game is running. bool bSeparateCPUThread; bool bSeparateIOThread; bool bAtomicAudioLocks; int iLockedCPUSpeed; bool bAutoSaveSymbolMap; std::string sReportHost; std::vector recentIsos; std::string sLanguageIni; // 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) int iTexFiltering; // 1 = off , 2 = nearest , 3 = linear , 4 = linear(CG) #ifdef BLACKBERRY bool bPartialStretch; #endif bool bStretchToDisplay; bool bVSync; int iFrameSkip; bool bFrameSkipUnthrottle; 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 bool bTexDeposterize; int iFpsLimit; int iForceMaxEmulatedFPS; int iMaxRecent; int iCurrentStateSlot; int iRewindFlipFrequency; bool bEnableAutoLoad; bool bEnableCheats; bool bReloadCheats; bool bDisableStencilTest; bool bAlwaysDepthWrite; 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; //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; //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; // 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; int iLanguage; int iTimeFormat; int iDateFormat; int iTimeZone; bool bDayLightSavings; int iButtonPreference; 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 iGEWindowX; int iGEWindowY; int iGEWindowW; int iGEWindowH; int iConsoleWindowX; int iConsoleWindowY; int iFontWidth; int iFontHeight; bool bDisplayStatusBar; bool bShowBottomTabTitles; bool bShowDeveloperMenu; // Double edged sword: much easier debugging, but not accurate. bool bSkipDeadbeefFilling; std::string currentDirectory; std::string externalDirectory; std::string memCardDirectory; std::string flash0Directory; std::string internalDataDirectory; void Load(const char *iniFileName = "ppsspp.ini", const char *controllerIniFilename = "controls.ini"); 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(); private: std::string iniFilename_; std::string controllerIniFilename_; std::vector searchPath_; std::string defaultPath_; }; extern Config g_Config;