mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-12-18 10:57:04 +00:00
540 lines
15 KiB
C++
540 lines
15 KiB
C++
// Copyright (c) 2012- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#pragma once
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#include <string>
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#include <map>
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#include <vector>
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#include "ppsspp_config.h"
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#include "Common/CommonTypes.h"
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#include "Core/ConfigValues.h"
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extern const char *PPSSPP_GIT_VERSION;
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enum ChatPositions {
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BOTTOM_LEFT = 0,
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BOTTOM_CENTER = 1,
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BOTOM_RIGHT = 2,
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TOP_LEFT = 3,
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TOP_CENTER = 4,
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TOP_RIGHT = 5,
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CENTER_LEFT = 6,
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CENTER_RIGHT = 7,
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};
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namespace http {
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class Download;
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class Downloader;
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}
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struct UrlEncoder;
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struct ConfigTouchPos {
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float x;
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float y;
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float scale;
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// Note: Show is not used for all settings.
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bool show;
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};
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struct Config {
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public:
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Config();
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~Config();
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// Whether to save the config on close.
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bool bSaveSettings;
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bool bFirstRun;
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bool bGameSpecific = false;
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bool bUpdatedInstanceCounter = false;
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int iRunCount; // To be used to for example check for updates every 10 runs and things like that.
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bool bAutoRun; // start immediately
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bool bBrowse; // when opening the emulator, immediately show a file browser
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// General
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int iNumWorkerThreads;
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bool bScreenshotsAsPNG;
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bool bUseFFV1;
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bool bDumpFrames;
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bool bDumpVideoOutput;
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bool bDumpAudio;
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bool bSaveLoadResetsAVdumping;
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bool bEnableLogging;
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bool bDumpDecryptedEboot;
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bool bFullscreenOnDoubleclick;
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// These four are Win UI only
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bool bPauseOnLostFocus;
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bool bTopMost;
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bool bIgnoreWindowsKey;
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bool bRestartRequired;
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std::string sFont;
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bool bPauseWhenMinimized;
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// Not used on mobile devices.
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bool bPauseExitsEmulator;
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bool bPauseMenuExitsEmulator;
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// Core
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bool bIgnoreBadMemAccess;
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bool bFastMemory;
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int iCpuCore;
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bool bCheckForNewVersion;
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bool bForceLagSync;
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bool bFuncReplacements;
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bool bHideSlowWarnings;
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bool bHideStateWarnings;
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bool bPreloadFunctions;
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uint32_t uJitDisableFlags;
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bool bSeparateSASThread;
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bool bSeparateIOThread;
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int iIOTimingMethod;
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int iLockedCPUSpeed;
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bool bAutoSaveSymbolMap;
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bool bCacheFullIsoInRam;
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int iRemoteISOPort;
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std::string sLastRemoteISOServer;
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int iLastRemoteISOPort;
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bool bRemoteISOManual;
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bool bRemoteShareOnStartup;
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std::string sRemoteISOSubdir;
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bool bRemoteDebuggerOnStartup;
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bool bMemStickInserted;
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bool bLoadPlugins;
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int iScreenRotation; // The rotation angle of the PPSSPP UI. Only supported on Android and possibly other mobile platforms.
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int iInternalScreenRotation; // The internal screen rotation angle. Useful for vertical SHMUPs and similar.
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std::string sReportHost;
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std::vector<std::string> recentIsos;
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std::vector<std::string> vPinnedPaths;
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std::string sLanguageIni;
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bool bDiscordPresence; // Enables setting the Discord presence to the current game (or menu)
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// GFX
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int iGPUBackend;
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std::string sFailedGPUBackends;
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std::string sDisabledGPUBackends;
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// We have separate device parameters for each backend so it doesn't get erased if you switch backends.
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// If not set, will use the "best" device.
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std::string sVulkanDevice;
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std::string sD3D11Device; // Windows only
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std::string sCameraDevice;
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std::string sMicDevice;
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bool bSoftwareRendering;
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bool bHardwareTransform; // only used in the GLES backend
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bool bSoftwareSkinning; // may speed up some games
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bool bVendorBugChecksEnabled;
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int iRenderingMode; // 0 = non-buffered rendering 1 = buffered rendering
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int iTexFiltering; // 1 = off , 2 = nearest , 3 = linear , 4 = linear(CG)
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int iBufFilter; // 1 = linear, 2 = nearest
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int iSmallDisplayZoomType; // Used to fit display into screen 0 = stretch, 1 = partial stretch, 2 = auto scaling, 3 = manual scaling.
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float fSmallDisplayOffsetX; // Along with Y it goes from 0.0 to 1.0, XY (0.5, 0.5) = center of the screen
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float fSmallDisplayOffsetY;
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float fSmallDisplayZoomLevel; //This is used for zoom values, both in and out.
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bool bImmersiveMode; // Mode on Android Kitkat 4.4 that hides the back button etc.
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bool bSustainedPerformanceMode; // Android: Slows clocks down to avoid overheating/speed fluctuations.
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bool bIgnoreScreenInsets; // Android: Center screen disregarding insets if this is enabled.
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bool bVSync;
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int iFrameSkip;
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int iFrameSkipType;
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int iUnthrottleMode; // See UnthrottleMode in ConfigValues.h.
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bool bAutoFrameSkip;
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bool bClearFramebuffersOnFirstUseHack;
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bool bEnableCardboardVR; // Cardboard Master Switch
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int iCardboardScreenSize; // Screen Size (in %)
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int iCardboardXShift; // X-Shift of Screen (in %)
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int iCardboardYShift; // Y-Shift of Screen (in %)
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int iWindowX;
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int iWindowY;
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int iWindowWidth; // Windows and other windowed environments
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int iWindowHeight;
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bool bVertexCache;
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bool bTextureBackoffCache;
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bool bTextureSecondaryCache;
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bool bVertexDecoderJit;
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bool bFullScreen;
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bool bFullScreenMulti;
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int iInternalResolution; // 0 = Auto (native), 1 = 1x (480x272), 2 = 2x, 3 = 3x, 4 = 4x and so on.
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int iAnisotropyLevel; // 0 - 5, powers of 2: 0 = 1x = no aniso
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int bHighQualityDepth;
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bool bReplaceTextures;
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bool bSaveNewTextures;
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bool bIgnoreTextureFilenames;
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int iTexScalingLevel; // 0 = auto, 1 = off, 2 = 2x, ..., 5 = 5x
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int iTexScalingType; // 0 = xBRZ, 1 = Hybrid
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bool bTexDeposterize;
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bool bTexHardwareScaling;
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int iFpsLimit1;
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int iFpsLimit2;
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int iMaxRecent;
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int iCurrentStateSlot;
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int iRewindFlipFrequency;
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bool bUISound;
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bool bEnableStateUndo;
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int iAutoLoadSaveState; // 0 = off, 1 = oldest, 2 = newest, >2 = slot number + 3
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bool bEnableCheats;
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bool bReloadCheats;
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int iCwCheatRefreshRate;
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float fCwCheatScrollPosition;
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int iBloomHack; //0 = off, 1 = safe, 2 = balanced, 3 = aggressive
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bool bBlockTransferGPU;
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bool bDisableSlowFramebufEffects;
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bool bFragmentTestCache;
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int iSplineBezierQuality; // 0 = low , 1 = Intermediate , 2 = High
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bool bHardwareTessellation;
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std::vector<std::string> vPostShaderNames; // Off for chain end (only Off for no shader)
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std::map<std::string, float> mPostShaderSetting;
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bool bShaderChainRequires60FPS;
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std::string sTextureShaderName;
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bool bGfxDebugOutput;
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bool bGfxDebugSplitSubmit;
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int iInflightFrames;
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bool bRenderDuplicateFrames;
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// Sound
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bool bEnableSound;
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int iAudioBackend;
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int iGlobalVolume;
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int iAltSpeedVolume;
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bool bExtraAudioBuffering; // For bluetooth
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std::string sAudioDevice;
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bool bAutoAudioDevice;
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// UI
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bool bShowDebuggerOnLoad;
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int iShowFPSCounter;
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bool bShowRegionOnGameIcon;
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bool bShowIDOnGameIcon;
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float fGameGridScale;
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// TODO: Maybe move to a separate theme system.
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uint32_t uItemStyleFg;
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uint32_t uItemStyleBg;
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uint32_t uItemFocusedStyleFg;
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uint32_t uItemFocusedStyleBg;
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uint32_t uItemDownStyleFg;
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uint32_t uItemDownStyleBg;
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uint32_t uItemDisabledStyleFg;
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uint32_t uItemDisabledStyleBg;
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uint32_t uItemHighlightedStyleFg;
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uint32_t uItemHighlightedStyleBg;
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uint32_t uButtonStyleFg;
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uint32_t uButtonStyleBg;
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uint32_t uButtonFocusedStyleFg;
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uint32_t uButtonFocusedStyleBg;
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uint32_t uButtonDownStyleFg;
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uint32_t uButtonDownStyleBg;
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uint32_t uButtonDisabledStyleFg;
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uint32_t uButtonDisabledStyleBg;
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uint32_t uButtonHighlightedStyleFg;
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uint32_t uButtonHighlightedStyleBg;
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uint32_t uHeaderStyleFg;
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uint32_t uInfoStyleFg;
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uint32_t uInfoStyleBg;
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uint32_t uPopupTitleStyleFg;
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uint32_t uPopupStyleFg;
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uint32_t uPopupStyleBg;
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bool bLogFrameDrops;
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bool bShowDebugStats;
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bool bShowAudioDebug;
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bool bShowGpuProfile;
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//Analog stick tilting
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//the base x and y tilt. this inclination is treated as (0,0) and the tilt input
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//considers this orientation to be equal to no movement of the analog stick.
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float fTiltBaseX, fTiltBaseY;
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//whether the x axes and y axes should invert directions (left becomes right, top becomes bottom.)
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bool bInvertTiltX, bInvertTiltY;
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//the sensitivity of the tilt in the x direction
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int iTiltSensitivityX;
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//the sensitivity of the tilt in the Y direction
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int iTiltSensitivityY;
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//the deadzone radius of the tilt
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float fDeadzoneRadius;
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// deadzone skip
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float fTiltDeadzoneSkip;
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//type of tilt input currently selected: Defined in TiltEventProcessor.h
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//0 - no tilt, 1 - analog stick, 2 - D-Pad, 3 - Action Buttons (Tri, Cross, Square, Circle)
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int iTiltInputType;
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// The three tabs.
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bool bGridView1;
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bool bGridView2;
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bool bGridView3;
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//Combo key screen flag
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int iComboMode;
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// Right analog binding
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int iRightAnalogUp;
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int iRightAnalogDown;
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int iRightAnalogLeft;
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int iRightAnalogRight;
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int iRightAnalogPress;
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bool bRightAnalogCustom;
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// Disable diagonals
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bool bDisableDpadDiagonals;
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bool bGamepadOnlyFocused;
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// Control Style
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int iTouchButtonStyle;
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int iTouchButtonOpacity;
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int iTouchButtonHideSeconds;
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// Auto rotation speed
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float fAnalogAutoRotSpeed;
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// Snap touch control position
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bool bTouchSnapToGrid;
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int iTouchSnapGridSize;
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// Floating analog stick (recenters on thumb on press).
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bool bAutoCenterTouchAnalog;
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//space between PSP buttons
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//the PSP button's center (triangle, circle, square, cross)
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ConfigTouchPos touchActionButtonCenter;
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float fActionButtonSpacing;
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//radius of the D-pad (PSP cross)
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// int iDpadRadius;
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//the D-pad (PSP cross) position
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ConfigTouchPos touchDpad;
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float fDpadSpacing;
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ConfigTouchPos touchStartKey;
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ConfigTouchPos touchSelectKey;
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ConfigTouchPos touchUnthrottleKey;
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ConfigTouchPos touchLKey;
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ConfigTouchPos touchRKey;
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ConfigTouchPos touchAnalogStick;
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ConfigTouchPos touchRightAnalogStick;
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ConfigTouchPos touchCombo0;
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ConfigTouchPos touchCombo1;
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ConfigTouchPos touchCombo2;
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ConfigTouchPos touchCombo3;
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ConfigTouchPos touchCombo4;
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ConfigTouchPos touchSpeed1Key;
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ConfigTouchPos touchSpeed2Key;
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ConfigTouchPos touchRapidFireKey;
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ConfigTouchPos touchAnalogRotationCWKey;
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ConfigTouchPos touchAnalogRotationCCWKey;
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// Controls Visibility
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bool bShowTouchControls;
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bool bShowTouchCircle;
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bool bShowTouchCross;
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bool bShowTouchTriangle;
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bool bShowTouchSquare;
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// Combo_key mapping. These are bitfields.
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int iCombokey0;
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int iCombokey1;
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int iCombokey2;
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int iCombokey3;
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int iCombokey4;
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bool bComboToggle0;
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bool bComboToggle1;
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bool bComboToggle2;
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bool bComboToggle3;
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bool bComboToggle4;
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// Ignored on iOS and other platforms that lack pause.
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bool bShowTouchPause;
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bool bHapticFeedback;
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float fDInputAnalogDeadzone;
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int iDInputAnalogInverseMode;
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float fDInputAnalogInverseDeadzone;
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float fDInputAnalogSensitivity;
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// We also use the XInput settings as analog settings on other platforms like Android.
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float fXInputAnalogDeadzone;
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int iXInputAnalogInverseMode;
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float fXInputAnalogInverseDeadzone;
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float fXInputAnalogSensitivity;
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float fAnalogLimiterDeadzone;
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bool bMouseControl;
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bool bMapMouse; // Workaround for mapping screen:|
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bool bMouseConfine; // Trap inside the window.
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float fMouseSensitivity;
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float fMouseSmoothing;
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// Use the hardware scaler to scale up the image to save fillrate. Similar to Windows' window size, really.
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int iAndroidHwScale; // 0 = device resolution. 1 = 480x272 (extended to correct aspect), 2 = 960x544 etc.
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// Risky JIT optimizations
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bool bDiscardRegsOnJRRA;
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// SystemParam
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std::string sNickName;
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std::string sMACAddress;
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int iLanguage;
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int iTimeFormat;
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int iDateFormat;
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int iTimeZone;
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bool bDayLightSavings;
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int iButtonPreference;
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int iLockParentalLevel;
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bool bEncryptSave;
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bool bSavedataUpgrade;
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// Networking
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std::string proAdhocServer;
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bool bEnableWlan;
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bool bEnableAdhocServer;
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bool bTCPNoDelay;
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bool bEnableUPnP;
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bool bUPnPUseOriginalPort;
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int iPortOffset;
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int iMinTimeout;
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int iWlanAdhocChannel;
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bool bWlanPowerSave;
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bool bEnableNetworkChat;
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//for chat position , moveable buttons is better than this
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int iChatButtonPosition;
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int iChatScreenPosition;
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bool bEnableQuickChat;
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std::string sQuickChat0;
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std::string sQuickChat1;
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std::string sQuickChat2;
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std::string sQuickChat3;
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std::string sQuickChat4;
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int iPSPModel;
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int iFirmwareVersion;
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bool bBypassOSKWithKeyboard;
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// Debugger
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int iDisasmWindowX;
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int iDisasmWindowY;
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int iDisasmWindowW;
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int iDisasmWindowH;
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int iGEWindowX;
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int iGEWindowY;
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int iGEWindowW;
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int iGEWindowH;
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int iConsoleWindowX;
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int iConsoleWindowY;
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int iFontWidth;
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int iFontHeight;
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bool bDisplayStatusBar;
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bool bShowBottomTabTitles;
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bool bShowDeveloperMenu;
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bool bShowAllocatorDebug;
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// Double edged sword: much easier debugging, but not accurate.
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bool bSkipDeadbeefFilling;
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bool bFuncHashMap;
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bool bDrawFrameGraph;
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// Volatile development settings
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bool bShowFrameProfiler;
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std::string currentDirectory;
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std::string externalDirectory;
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std::string memStickDirectory;
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std::string flash0Directory;
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std::string internalDataDirectory;
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std::string appCacheDirectory;
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// Data for upgrade prompt
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std::string upgradeMessage; // The actual message from the server is currently not used, need a translation mechanism. So this just acts as a flag.
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std::string upgradeVersion;
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std::string dismissedVersion;
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void Load(const char *iniFileName = nullptr, const char *controllerIniFilename = nullptr);
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void Save(const char *saveReason);
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void Reload();
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void RestoreDefaults();
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//per game config managment, should maybe be in it's own class
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void changeGameSpecific(const std::string &gameId = "", const std::string &title = "");
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bool createGameConfig(const std::string &game_id);
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bool deleteGameConfig(const std::string& pGameId);
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bool loadGameConfig(const std::string &game_id, const std::string &title);
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bool saveGameConfig(const std::string &pGameId, const std::string &title);
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void unloadGameConfig();
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std::string getGameConfigFile(const std::string &gameId);
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bool hasGameConfig(const std::string &game_id);
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// Used when the file is not found in the search path. Trailing slash.
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void SetDefaultPath(const std::string &defaultPath);
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// Use a trailing slash.
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void AddSearchPath(const std::string &path);
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const std::string FindConfigFile(const std::string &baseFilename);
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// Utility functions for "recent" management
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void AddRecent(const std::string &file);
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void RemoveRecent(const std::string &file);
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void CleanRecent();
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static void DownloadCompletedCallback(http::Download &download);
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void DismissUpgrade();
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void ResetControlLayout();
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void GetReportingInfo(UrlEncoder &data);
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bool IsPortrait() const;
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int NextValidBackend();
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bool IsBackendEnabled(GPUBackend backend, bool validate = true);
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protected:
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void LoadStandardControllerIni();
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private:
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bool reload_ = false;
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std::string gameId_;
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std::string gameIdTitle_;
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std::string iniFilename_;
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std::string controllerIniFilename_;
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std::vector<std::string> searchPath_;
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std::string defaultPath_;
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std::string createdPath_;
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};
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std::map<std::string, std::pair<std::string, int>> GetLangValuesMapping();
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std::string CreateRandMAC();
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// TODO: Find a better place for this.
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extern http::Downloader g_DownloadManager;
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extern Config g_Config;
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