ppsspp/Core/Config.h

596 lines
17 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 <map>
#include <vector>
#include "ppsspp_config.h"
#include "Common/CommonTypes.h"
#include "Common/File/Path.h"
#include "Core/ConfigValues.h"
extern const char *PPSSPP_GIT_VERSION;
enum ChatPositions {
BOTTOM_LEFT = 0,
BOTTOM_CENTER = 1,
BOTOM_RIGHT = 2,
TOP_LEFT = 3,
TOP_CENTER = 4,
TOP_RIGHT = 5,
CENTER_LEFT = 6,
CENTER_RIGHT = 7,
};
namespace http {
class Download;
class Downloader;
}
struct UrlEncoder;
struct ConfigPrivate;
struct Config {
public:
Config();
~Config();
// Whether to save the config on close.
bool bSaveSettings;
bool bFirstRun;
bool bGameSpecific = false;
bool bUpdatedInstanceCounter = false;
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
// General
bool bScreenshotsAsPNG;
bool bUseFFV1;
bool bDumpFrames;
bool bDumpVideoOutput;
bool bDumpAudio;
bool bSaveLoadResetsAVdumping;
bool bEnableLogging;
bool bDumpDecryptedEboot;
bool bFullscreenOnDoubleclick;
// These four are Win UI only
bool bPauseOnLostFocus;
bool bTopMost;
bool bIgnoreWindowsKey;
bool bRestartRequired;
std::string sFont;
bool bPauseWhenMinimized;
// Not used on mobile devices.
bool bPauseExitsEmulator;
bool bPauseMenuExitsEmulator;
// Core
bool bIgnoreBadMemAccess;
bool bFastMemory;
int iCpuCore;
bool bCheckForNewVersion;
bool bForceLagSync;
bool bFuncReplacements;
bool bHideSlowWarnings;
bool bHideStateWarnings;
bool bPreloadFunctions;
uint32_t uJitDisableFlags;
bool bSeparateSASThread;
int iIOTimingMethod;
int iLockedCPUSpeed;
bool bAutoSaveSymbolMap;
bool bCacheFullIsoInRam;
int iRemoteISOPort;
std::string sLastRemoteISOServer;
int iLastRemoteISOPort;
bool bRemoteISOManual;
bool bRemoteShareOnStartup;
std::string sRemoteISOSubdir;
bool bRemoteDebuggerOnStartup;
bool bMemStickInserted;
int iMemStickSizeGB;
bool bLoadPlugins;
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> vPinnedPaths;
std::string sLanguageIni;
std::string sIgnoreCompatSettings;
bool bDiscordPresence; // Enables setting the Discord presence to the current game (or menu)
// GFX
int iGPUBackend;
std::string sFailedGPUBackends;
std::string sDisabledGPUBackends;
// 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;
std::string sD3D11Device; // Windows only
std::string sCameraDevice;
std::string sMicDevice;
bool bSoftwareRendering;
bool bSoftwareRenderingJit;
bool bHardwareTransform; // only used in the GLES backend
bool bSoftwareSkinning;
bool bVendorBugChecksEnabled;
bool bUseGeometryShader;
// Speedhacks (more will be moved here):
bool bSkipBufferEffects;
int iTexFiltering; // 1 = auto , 2 = nearest , 3 = linear , 4 = auto max quality
bool bDisplayStretch; // Automatically matches the aspect ratio of the window.
int iDisplayFilter; // 1 = linear, 2 = nearest
float fDisplayOffsetX;
float fDisplayOffsetY;
float fDisplayScale; // Relative to the most constraining axis (x or y).
bool bDisplayIntegerScale; // Snaps scaling to integer scale factors in raw pixels.
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.
bool bSustainedPerformanceMode; // Android: Slows clocks down to avoid overheating/speed fluctuations.
bool bIgnoreScreenInsets; // Android: Center screen disregarding insets if this is enabled.
bool bVSync;
int iFrameSkip;
int iFrameSkipType;
int iFastForwardMode; // See FastForwardMode in ConfigValues.h.
bool bAutoFrameSkip;
bool bEnableCardboardVR; // Cardboard Master Switch
int iCardboardScreenSize; // Screen Size (in %)
int iCardboardXShift; // X-Shift of Screen (in %)
int iCardboardYShift; // Y-Shift of Screen (in %)
int iWindowX;
int iWindowY;
int iWindowWidth; // Windows and other windowed environments
int iWindowHeight;
bool bShowMenuBar; // Windows-only
float fUITint;
float fUISaturation;
bool bVertexCache;
bool bTextureBackoffCache;
bool bVertexDecoderJit;
bool bFullScreen;
bool bFullScreenMulti;
int iForceFullScreen = -1; // -1 = nope, 0 = force off, 1 = force on (not saved.)
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 iMultiSampleLevel;
int bHighQualityDepth;
bool bReplaceTextures;
bool bSaveNewTextures;
bool bIgnoreTextureFilenames;
int iTexScalingLevel; // 0 = auto, 1 = off, 2 = 2x, ..., 5 = 5x
int iTexScalingType; // 0 = xBRZ, 1 = Hybrid
bool bTexDeposterize;
bool bTexHardwareScaling;
int iFpsLimit1;
int iFpsLimit2;
int iAnalogFpsLimit;
int iMaxRecent;
int iCurrentStateSlot;
int iRewindSnapshotInterval;
bool bUISound;
bool bEnableStateUndo;
std::string sStateLoadUndoGame;
std::string sStateUndoLastSaveGame;
int iStateUndoLastSaveSlot;
int iAutoLoadSaveState; // 0 = off, 1 = oldest, 2 = newest, >2 = slot number + 3
bool bEnableCheats;
bool bReloadCheats;
int iCwCheatRefreshRate;
float fCwCheatScrollPosition;
float fGameListScrollPosition;
int iBloomHack; //0 = off, 1 = safe, 2 = balanced, 3 = aggressive
bool bSkipGPUReadbacks;
int iSplineBezierQuality; // 0 = low , 1 = Intermediate , 2 = High
bool bHardwareTessellation;
bool bShaderCache; // Hidden ini-only setting, useful for debugging shader compile times.
std::vector<std::string> vPostShaderNames; // Off for chain end (only Off for no shader)
std::map<std::string, float> mPostShaderSetting;
// 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;
bool bShaderChainRequires60FPS;
std::string sTextureShaderName;
bool bGfxDebugOutput;
int iInflightFrames;
bool bRenderDuplicateFrames;
// Sound
bool bEnableSound;
int iAudioBackend;
int iGlobalVolume;
int iReverbVolume;
int iAltSpeedVolume;
bool bExtraAudioBuffering; // For bluetooth
std::string sAudioDevice;
bool bAutoAudioDevice;
// UI
bool bShowDebuggerOnLoad;
int iShowStatusFlags;
bool bShowRegionOnGameIcon;
bool bShowIDOnGameIcon;
float fGameGridScale;
bool bShowOnScreenMessages;
int iBackgroundAnimation; // enum BackgroundAnimation
bool bTransparentBackground;
std::string sThemeName;
// These aren't saved, just for instant debugging.
bool bLogFrameDrops;
bool bShowDebugStats;
bool bShowAudioDebug;
bool bShowControlDebug;
bool bShowGpuProfile;
// Analog stick tilting
// This is the held base angle (from the horizon), that we compute the tilt relative from.
float fTiltBaseAngleY;
// Inverts the direction of the x axes and y axes for the purposes of tilt input.
bool bInvertTiltX;
bool bInvertTiltY;
// The sensitivity of the tilt in the X and Y directions, separately.
int iTiltSensitivityX;
int iTiltSensitivityY;
// The deadzone radius of the tilt. Only used in the analog mapping.
float fTiltAnalogDeadzoneRadius;
float fTiltInverseDeadzone; // An inverse deadzone for the output, counteracting excessive deadzones applied by games. See #17483.
bool bTiltCircularInverseDeadzone;
// 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;
// Right analog binding
int iRightAnalogUp;
int iRightAnalogDown;
int iRightAnalogLeft;
int iRightAnalogRight;
int iRightAnalogPress;
bool bRightAnalogCustom;
bool bRightAnalogDisableDiagonal;
// Motion gesture controller
bool bGestureControlEnabled;
int iSwipeUp;
int iSwipeDown;
int iSwipeLeft;
int iSwipeRight;
float fSwipeSensitivity;
float fSwipeSmoothing;
int iDoubleTapGesture;
// Disable diagonals
bool bDisableDpadDiagonals;
bool bGamepadOnlyFocused;
// Control Style
int iTouchButtonStyle;
int iTouchButtonOpacity;
int iTouchButtonHideSeconds;
// Snap touch control position
bool bTouchSnapToGrid;
int iTouchSnapGridSize;
// Floating analog stick (recenters on thumb on press).
bool bAutoCenterTouchAnalog;
//space between PSP buttons
//the PSP button's center (triangle, circle, square, cross)
ConfigTouchPos touchActionButtonCenter;
float fActionButtonSpacing;
//radius of the D-pad (PSP cross)
// int iDpadRadius;
//the D-pad (PSP cross) position
ConfigTouchPos touchDpad;
float fDpadSpacing;
ConfigTouchPos touchStartKey;
ConfigTouchPos touchSelectKey;
ConfigTouchPos touchFastForwardKey;
ConfigTouchPos touchLKey;
ConfigTouchPos touchRKey;
ConfigTouchPos touchAnalogStick;
ConfigTouchPos touchRightAnalogStick;
enum { CUSTOM_BUTTON_COUNT = 20 };
ConfigTouchPos touchCustom[CUSTOM_BUTTON_COUNT];
float fLeftStickHeadScale;
float fRightStickHeadScale;
bool bHideStickBackground;
// Controls Visibility
bool bShowTouchControls;
bool bShowTouchCircle;
bool bShowTouchCross;
bool bShowTouchTriangle;
bool bShowTouchSquare;
ConfigCustomButton CustomButton[CUSTOM_BUTTON_COUNT];
// Ignored on iOS and other platforms that lack pause.
bool bShowTouchPause;
bool bHapticFeedback;
// We also use the XInput settings as analog settings on other platforms like Android.
float fAnalogDeadzone;
float fAnalogInverseDeadzone;
float fAnalogSensitivity;
// convert analog stick circle to square
bool bAnalogIsCircular;
// Auto rotation speed
float fAnalogAutoRotSpeed;
// Sets up how much the analog limiter button restricts digital->analog input.
float fAnalogLimiterDeadzone;
// Sets whether combo mapping is enabled.
bool bAllowMappingCombos;
bool bMouseControl;
bool bMapMouse; // Workaround for mapping screen:|
bool bMouseConfine; // Trap inside the window.
float fMouseSensitivity;
float fMouseSmoothing;
bool bSystemControls;
// 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;
std::string sMACAddress;
int iLanguage;
int iTimeFormat;
int iDateFormat;
int iTimeZone;
bool bDayLightSavings;
int iButtonPreference;
int iLockParentalLevel;
bool bEncryptSave;
bool bSavedataUpgrade;
// Networking
std::string proAdhocServer;
bool bEnableWlan;
bool bEnableAdhocServer;
bool bEnableUPnP;
bool bUPnPUseOriginalPort;
bool bForcedFirstConnect;
int iPortOffset;
int iMinTimeout;
int iWlanAdhocChannel;
bool bWlanPowerSave;
bool bEnableNetworkChat;
//for chat position , moveable buttons is better than this
int iChatButtonPosition;
int iChatScreenPosition;
bool bEnableQuickChat;
std::string sQuickChat0;
std::string sQuickChat1;
std::string sQuickChat2;
std::string sQuickChat3;
std::string sQuickChat4;
int iPSPModel;
int iFirmwareVersion;
bool bBypassOSKWithKeyboard;
// Virtual reality
bool bEnableVR;
bool bEnable6DoF;
bool bEnableStereo;
bool bEnableMotions;
bool bForce72Hz;
bool bManualForceVR;
bool bPassthrough;
bool bRescaleHUD;
float fCameraDistance;
float fCameraHeight;
float fCameraSide;
float fCanvasDistance;
float fFieldOfViewPercentage;
float fHeadUpDisplayScale;
float fMotionLength;
float fHeadRotationScale;
bool bHeadRotationEnabled;
bool bHeadRotationSmoothing;
int iCameraPitch;
// Debugger
int iDisasmWindowX;
int iDisasmWindowY;
int iDisasmWindowW;
int iDisasmWindowH;
int iGEWindowX;
int iGEWindowY;
int iGEWindowW;
int iGEWindowH;
uint32_t uGETabsLeft;
uint32_t uGETabsRight;
uint32_t uGETabsTopRight;
int iConsoleWindowX;
int iConsoleWindowY;
int iFontWidth;
int iFontHeight;
bool bDisplayStatusBar;
bool bShowBottomTabTitles;
bool bShowDeveloperMenu;
bool bShowAllocatorDebug;
// Double edged sword: much easier debugging, but not accurate.
bool bSkipDeadbeefFilling;
bool bFuncHashMap;
std::string sSkipFuncHashMap;
bool bDebugMemInfoDetailed;
bool bDrawFrameGraph;
// Volatile development settings
bool bShowFrameProfiler;
bool bGpuLogProfiler; // Controls the Vulkan logging profiler (profiles textures uploads etc).
// Retro Achievement settings
// Copied from Duckstation, we might want to remove some.
bool bAchievementsEnable;
bool bAchievementsChallengeMode;
bool bAchievementsEncoreMode;
bool bAchievementsUnofficial;
bool bAchievementsSoundEffects;
bool bAchievementsLogBadMemReads;
// 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;
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.
// Various directories. Autoconfigured, not read from ini.
Path currentDirectory; // The directory selected in the game browsing window.
Path defaultCurrentDirectory; // Platform dependent, initialized at startup.
Path memStickDirectory;
Path flash0Directory;
Path internalDataDirectory;
Path appCacheDirectory;
// 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);
bool Save(const char *saveReason);
void Reload();
void RestoreDefaults(RestoreSettingsBits whatToRestore);
//per game config managment, should maybe be in it's own class
void changeGameSpecific(const std::string &gameId = "", const std::string &title = "");
bool createGameConfig(const std::string &game_id);
bool deleteGameConfig(const std::string& pGameId);
bool loadGameConfig(const std::string &game_id, const std::string &title);
bool saveGameConfig(const std::string &pGameId, const std::string &title);
void unloadGameConfig();
Path getGameConfigFile(const std::string &gameId);
bool hasGameConfig(const std::string &game_id);
void SetSearchPath(const Path &path);
const Path FindConfigFile(const std::string &baseFilename);
void UpdateIniLocation(const char *iniFileName = nullptr, const char *controllerIniFilename = nullptr);
// Utility functions for "recent" management
void AddRecent(const std::string &file);
void RemoveRecent(const std::string &file);
void CleanRecent();
static void DownloadCompletedCallback(http::Download &download);
void DismissUpgrade();
void ResetControlLayout();
void GetReportingInfo(UrlEncoder &data);
bool IsPortrait() const;
int NextValidBackend();
bool IsBackendEnabled(GPUBackend backend, bool validate = true);
bool UseFullScreen() const {
if (iForceFullScreen != -1)
return iForceFullScreen == 1;
return bFullScreen;
}
std::vector<std::string> RecentIsos() const;
bool HasRecentIsos() const;
void ClearRecentIsos();
const std::map<std::string, std::pair<std::string, int>> &GetLangValuesMapping();
bool LoadAppendedConfig();
void SetAppendedConfigIni(const Path &path);
void UpdateAfterSettingAutoFrameSkip();
void NotifyUpdatedCpuCore();
protected:
void LoadStandardControllerIni();
void LoadLangValuesMapping();
void PostLoadCleanup(bool gameSpecific);
void PreSaveCleanup(bool gameSpecific);
void PostSaveCleanup(bool gameSpecific);
private:
bool reload_ = false;
std::string gameId_;
std::string gameIdTitle_;
std::vector<std::string> recentIsos;
std::map<std::string, std::pair<std::string, int>> langValuesMapping_;
Path iniFilename_;
Path controllerIniFilename_;
Path searchPath_;
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_;
ConfigPrivate *private_ = nullptr;
};
std::string CreateRandMAC();
// TODO: Find a better place for this.
extern http::Downloader g_DownloadManager;
extern Config g_Config;