ppsspp/Core/Config.h
2015-07-04 10:37:00 +02:00

441 lines
12 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 "CommonTypes.h"
#if !defined(USING_QT_UI)
extern const char *PPSSPP_GIT_VERSION;
#endif
const int PSP_MODEL_FAT = 0;
const int PSP_MODEL_SLIM = 1;
const int PSP_DEFAULT_FIRMWARE = 150;
enum {
ROTATION_AUTO = 0,
ROTATION_LOCKED_HORIZONTAL = 1,
ROTATION_LOCKED_VERTICAL = 2,
ROTATION_LOCKED_HORIZONTAL180 = 3,
ROTATION_LOCKED_VERTICAL180 = 4,
};
enum BufferFilter {
SCALE_LINEAR = 1,
SCALE_NEAREST = 2,
};
// Software is not among these because it will have one of these perform the blit to display.
enum {
GPU_BACKEND_OPENGL = 0,
GPU_BACKEND_DIRECT3D9 = 1,
};
enum AudioBackendType {
AUDIO_BACKEND_AUTO,
AUDIO_BACKEND_DSOUND,
AUDIO_BACKEND_WASAPI,
};
// For iIOTimingMethod.
enum IOTimingMethods {
IOTIMING_FAST = 0,
IOTIMING_HOST = 1,
IOTIMING_REALISTIC = 2,
};
namespace http {
class Download;
class Downloader;
}
struct UrlEncoder;
struct Config {
public:
Config();
~Config();
// Whether to save the config on close.
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
// General
int iNumWorkerThreads;
bool bScreenshotsAsPNG;
bool bEnableLogging;
bool bDumpDecryptedEboot;
#if defined(USING_WIN_UI)
bool bPauseOnLostFocus;
bool bTopMost;
std::string sFont;
bool bIgnoreWindowsKey;
// Used for switching the GPU backend in GameSettingsScreen.
// Without this, PPSSPP instantly crashes if we edit iGPUBackend directly...
int iTempGPUBackend;
bool bRestartRequired;
#endif
bool bPauseWhenMinimized;
#if !defined(MOBILE_DEVICE)
bool bPauseExitsEmulator;
#endif
// Core
bool bIgnoreBadMemAccess;
bool bFastMemory;
bool bJit;
bool bCheckForNewVersion;
bool bForceLagSync;
bool bFuncReplacements;
bool bSetRoundingMode;
bool bForceFlushToZero;
// Definitely cannot be changed while game is running.
bool bSeparateCPUThread;
int iIOTimingMethod;
bool bSeparateIOThread;
int iLockedCPUSpeed;
bool bAutoSaveSymbolMap;
bool bCacheFullIsoInRam;
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
int iGPUBackend;
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 2 = Read Framebuffer to memory (CPU) 3 = Read Framebuffer to memory (GPU)
int iTexFiltering; // 1 = off , 2 = nearest , 3 = linear , 4 = linear(CG)
int iBufFilter; // 1 = linear, 2 = nearest
bool bPartialStretch;
bool bStretchToDisplay;
bool bSmallDisplay; // Useful on large tablets with touch controls to not overlap the image. Temporary setting - will be replaced by more comprehensive display size settings.
bool bImmersiveMode; // Mode on Android Kitkat 4.4 that hides the back button etc.
bool bVSync;
int iFrameSkip;
bool bAutoFrameSkip;
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 %)
int iWindowX;
int iWindowY;
int iWindowWidth; // Windows and other windowed environments
int iWindowHeight;
bool bVertexCache;
bool bTextureBackoffCache;
bool bTextureSecondaryCache;
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;
int iCwCheatRefreshRate;
bool bDisableStencilTest;
bool bAlwaysDepthWrite;
bool bDepthRangeHack;
int iBloomHack; //0 = off, 1 = safe, 2 = balanced, 3 = aggressive
bool bTimerHack;
bool bAlphaMaskHack;
bool bBlockTransferGPU;
bool bDisableSlowFramebufEffects;
bool bFragmentTestCache;
int iSplineBezierQuality; // 0 = low , 1 = Intermediate , 2 = High
std::string sPostShaderName; // Off for off.
// Sound
bool bEnableSound;
int iAudioLatency; // 0 = low , 1 = medium(default) , 2 = high
int iAudioBackend;
// Audio Hack
bool bSoundSpeedHack;
// UI
bool bShowDebuggerOnLoad;
int iShowFPSCounter;
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.)
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;
// Disable diagonals
bool bDisableDpadDiagonals;
bool bGamepadOnlyFocused;
// Control Style
int iTouchButtonStyle;
// Control Positions
int iTouchButtonOpacity;
// 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;
// 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;
#if !defined(__SYMBIAN32__) && !defined(IOS) && !defined(MAEMO)
bool bShowTouchPause;
#endif
bool bHapticFeedback;
float fDInputAnalogDeadzone;
int iDInputAnalogInverseMode;
float fDInputAnalogInverseDeadzone;
float fDInputAnalogSensitivity;
float fXInputAnalogDeadzone;
int iXInputAnalogInverseMode;
float fXInputAnalogInverseDeadzone;
float fXInputAnalogSensitivity;
float fAnalogLimiterDeadzone;
// 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.
// 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 proAdhocServer;
std::string sMACAddress;
int iLanguage;
int iTimeFormat;
int iDateFormat;
int iTimeZone;
bool bDayLightSavings;
int iButtonPreference;
int iLockParentalLevel;
bool bEncryptSave;
// Networking
bool bEnableWlan;
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;
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;
bool bFuncHashMap;
// Volatile development settings
bool bShowFrameProfiler;
std::string currentDirectory;
std::string externalDirectory;
std::string memStickDirectory;
std::string flash0Directory;
std::string internalDataDirectory;
// 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);
void Save();
void RestoreDefaults();
//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 {
return (iInternalScreenRotation == ROTATION_LOCKED_VERTICAL || iInternalScreenRotation == ROTATION_LOCKED_VERTICAL180) && iRenderingMode != 0;
}
private:
std::string gameId_;
std::string iniFilename_;
std::string controllerIniFilename_;
std::vector<std::string> searchPath_;
std::string defaultPath_;
std::string createdPath_;
};
std::map<std::string, std::pair<std::string, int>> GetLangValuesMapping();
const char *CreateRandMAC();
// TODO: Find a better place for this.
extern http::Downloader g_DownloadManager;
extern Config g_Config;