ppsspp/Core/Config.h
Siddharth 38442c090e allow loading and unloading of onScreen control coordinates. Also, use sane (bottom left origin)coordinate system for all onScreen elements
can now reposition on screen controls

removed unnessecary files

fixed indenting issues

renamed RepositionOnScreenControlScree to TouchControlLayoutScreen
2013-10-20 00:39:38 +02:00

219 lines
5.8 KiB
C++

// 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 <string>
#include <vector>
#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;
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<std::string> 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 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;
bool bEnableCheats;
bool bReloadCheats;
bool bDisableStencilTest;
bool bAlwaysDepthWrite;
bool bLowQualitySplineBezier;
std::string sPostShaderName; // Off for off.
// Sound
bool bEnableSound;
bool bEnableAtrac3plus;
bool bLowLatencyAudio;
int iSFXVolume;
int iBGMVolume;
// Controls
bool bShowTouchControls;
bool bShowAnalogStick;
bool bHapticFeedback;
// UI
bool bShowDebuggerOnLoad;
int iShowFPSCounter;
bool bShowDebugStats;
bool bAccelerometerToAnalogHoriz;
int iTiltSensitivity;
// The three tabs.
bool bGridView1;
bool bGridView2;
bool bGridView3;
// Control
int iTouchButtonOpacity;
float fButtonScale;
//space between PSP buttons
int iActionButtonSpacing;
//the PSP button's center (triangle, circle, square, cross)
int iActionButtonCenterX, iActionButtonCenterY;
//radius of the D-pad (PSP cross)
int iDpadRadius;
//the D-pad (PSP cross) position
int iDpadX, iDpadY;
//the start key position
int iStartKeyX, iStartKeyY;
//the select key position;
int iSelectKeyX, iSelectKeyY;
int iUnthrottleKeyX, iUnthrottleKeyY;
int iLKeyX, iLKeyY;
int iRKeyX, iRKeyY;
//position of the analog stick
int iAnalogStickX, iAnalogStickY;
// 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;
// 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;
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<std::string> searchPath_;
std::string defaultPath_;
};
extern Config g_Config;