RetroArch/config.def.h
2011-02-02 12:45:56 +01:00

276 lines
11 KiB
C

/* SSNES - A Super Nintendo Entertainment System (SNES) Emulator frontend for libsnes.
* Copyright (C) 2010-2011 - Hans-Kristian Arntzen
*
* Some code herein may be based on code found in BSNES.
*
* SSNES 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 Found-
* ation, either version 3 of the License, or (at your option) any later version.
*
* SSNES 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 for more details.
*
* You should have received a copy of the GNU General Public License along with SSNES.
* If not, see <http://www.gnu.org/licenses/>.
*/
/// Config header for SSNES
//
//
#ifndef __CONFIG_DEF_H
#define __CONFIG_DEF_H
#include <stdbool.h>
#include "libsnes.hpp"
#include "driver.h"
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#ifdef HAVE_SDL
#include <SDL/SDL.h>
#else
#error HAVE_SDL is not defined!
#endif
#ifdef HAVE_SRC
#include <samplerate.h>
#else
#error HAVE_SRC is not defined!
#endif
///////////////// Drivers
#define VIDEO_GL 0
////////////////////////
#define AUDIO_RSOUND 1
#define AUDIO_OSS 2
#define AUDIO_ALSA 3
#define AUDIO_ROAR 4
#define AUDIO_AL 5
#define AUDIO_JACK 6
#define AUDIO_SDL 8
#define AUDIO_XAUDIO 9
#define AUDIO_PULSE 10
////////////////////////
#define INPUT_SDL 7
////////////////////////
#define VIDEO_DEFAULT_DRIVER VIDEO_GL
#if defined(HAVE_ALSA)
#define AUDIO_DEFAULT_DRIVER AUDIO_ALSA
#elif defined(HAVE_PULSE)
#define AUDIO_DEFAULT_DRIVER AUDIO_PULSE
#elif defined(HAVE_OSS)
#define AUDIO_DEFAULT_DRIVER AUDIO_OSS
#elif defined(HAVE_JACK)
#define AUDIO_DEFAULT_DRIVER AUDIO_JACK
#elif defined(HAVE_AL)
#define AUDIO_DEFAULT_DRIVER AUDIO_AL
#elif defined(HAVE_SDL)
#define AUDIO_DEFAULT_DRIVER AUDIO_SDL
#elif defined(HAVE_XAUDIO)
#define AUDIO_DEFAULT_DRIVER AUDIO_XAUDIO
#elif defined(HAVE_RSOUND)
#define AUDIO_DEFAULT_DRIVER AUDIO_RSOUND
#elif defined(HAVE_ROAR)
#define AUDIO_DEFAULT_DRIVER AUDIO_ROAR
#else
#error Need at least one audio driver!
#endif
#define INPUT_DEFAULT_DRIVER INPUT_SDL
////////////////
// Video
////////////////
// Windowed
static const float xscale = 3.0; // Real x res = 296 * xscale
static const float yscale = 3.0; // Real y res = 224 * yscale
// Fullscreen
static const bool fullscreen = false; // To start in Fullscreen or not
static const unsigned fullscreen_x = 1280;
static const unsigned fullscreen_y = 720;
// Video VSYNC (recommended)
static const bool vsync = true;
// Smooths picture
static const bool video_smooth = true;
// On resize and fullscreen, rendering area will stay 4:3
static const bool force_aspect = true;
// Font size for on-screen messages.
static const unsigned font_size = 48;
// Offset for where messages will be placed on-screen. Values are in range [0.0, 1.0].
static const float message_pos_offset_x = 0.05;
static const float message_pos_offset_y = 0.05;
#define SNES_ASPECT_RATIO (4.0/3)
////////////////
// Audio
////////////////
// Will enable audio or not.
static const bool audio_enable = true;
// Output samplerate
static const unsigned out_rate = 48000;
// Input samplerate from libSNES.
// Lower this (slightly) if you are experiencing frequent audio dropouts while vsync is enabled.
static const float in_rate = 31980.0;
// When changing input rate on-the-fly
static const float audio_rate_step = 0.25;
// Audio device (e.g. hw:0,0 or /dev/audio). If NULL, will use defaults.
static const char* audio_device = NULL;
// Desired audio latency in milliseconds. Might not be honored if driver can't provide given latency.
static const int out_latency = 64;
// Will sync audio. (recommended)
static const bool audio_sync = true;
// Defines the quality (and cpu reqirements) of samplerate conversion.
#define SAMPLERATE_QUALITY SRC_LINEAR
// Enables use of rewind. This will incur some memory footprint depending on the save state buffer.
// This rewind only works when using bSNES core atm.
static const bool rewind_enable = false;
// The buffer size for the rewind buffer. This needs to be about 15-20MB per minute. Very game dependant.
static const unsigned rewind_buffer_size = 20 << 20; // 20MiB
// How many frames to rewind at a time.
static const unsigned rewind_granularity = 1;
////////////////////
// Keybinds, Joypad
////////////////////
// Axis threshold (between 0.0 and 1.0)
// How far an axis must be tilted to result in a button press
#define AXIS_THRESHOLD 0.5
// To figure out which joypad buttons to use, check jstest or similar.
// SDL sometimes reverses the axes for some odd reason, but hey. :D
// Player 1
static const struct snes_keybind snes_keybinds_1[] = {
// SNES button | keyboard key | js btn | js axis |
{ SNES_DEVICE_ID_JOYPAD_A, SDLK_x, 1, AXIS_NONE },
{ SNES_DEVICE_ID_JOYPAD_B, SDLK_z, 0, AXIS_NONE },
{ SNES_DEVICE_ID_JOYPAD_X, SDLK_s, 3, AXIS_NONE },
{ SNES_DEVICE_ID_JOYPAD_Y, SDLK_a, 2, AXIS_NONE },
{ SNES_DEVICE_ID_JOYPAD_L, SDLK_q, 4, AXIS_NONE },
{ SNES_DEVICE_ID_JOYPAD_R, SDLK_w, 5, AXIS_NONE },
{ SNES_DEVICE_ID_JOYPAD_LEFT, SDLK_LEFT, 11, AXIS_NEG(0) },
{ SNES_DEVICE_ID_JOYPAD_RIGHT, SDLK_RIGHT, 12, AXIS_POS(0) },
{ SNES_DEVICE_ID_JOYPAD_UP, SDLK_UP, 13, AXIS_NEG(1) },
{ SNES_DEVICE_ID_JOYPAD_DOWN, SDLK_DOWN, 14, AXIS_POS(1) },
{ SNES_DEVICE_ID_JOYPAD_START, SDLK_RETURN, 7, AXIS_NONE },
{ SNES_DEVICE_ID_JOYPAD_SELECT, SDLK_RSHIFT, 6, AXIS_NONE },
{ SSNES_FAST_FORWARD_KEY, SDLK_SPACE, 10, AXIS_NONE },
{ SSNES_SAVE_STATE_KEY, SDLK_F2, NO_BTN, AXIS_NONE },
{ SSNES_LOAD_STATE_KEY, SDLK_F4, NO_BTN, AXIS_NONE },
{ SSNES_FULLSCREEN_TOGGLE_KEY, SDLK_f, NO_BTN, AXIS_NONE },
{ SSNES_QUIT_KEY, SDLK_ESCAPE, NO_BTN, AXIS_NONE },
{ SSNES_STATE_SLOT_MINUS, SDLK_F6, NO_BTN, AXIS_NONE },
{ SSNES_STATE_SLOT_PLUS, SDLK_F7, NO_BTN, AXIS_NONE },
{ SSNES_AUDIO_INPUT_RATE_PLUS, SDLK_KP_PLUS, NO_BTN, AXIS_NONE },
{ SSNES_AUDIO_INPUT_RATE_MINUS, SDLK_KP_MINUS, NO_BTN, AXIS_NONE },
{ SSNES_REWIND, SDLK_r, NO_BTN, AXIS_NONE },
{ SSNES_MOVIE_RECORD_TOGGLE, SDLK_o, NO_BTN, AXIS_NONE },
{ -1 }
};
// Player 2
static const struct snes_keybind snes_keybinds_2[] = {
// SNES button | keyboard key | js btn | js axis |
{ SNES_DEVICE_ID_JOYPAD_A, SDLK_b, 1, AXIS_NONE },
{ SNES_DEVICE_ID_JOYPAD_B, SDLK_v, 0, AXIS_NONE },
{ SNES_DEVICE_ID_JOYPAD_X, SDLK_g, 3, AXIS_NONE },
{ SNES_DEVICE_ID_JOYPAD_Y, SDLK_f, 2, AXIS_NONE },
{ SNES_DEVICE_ID_JOYPAD_L, SDLK_r, 4, AXIS_NONE },
{ SNES_DEVICE_ID_JOYPAD_R, SDLK_t, 5, AXIS_NONE },
{ SNES_DEVICE_ID_JOYPAD_LEFT, SDLK_j, 11, AXIS_NEG(0) },
{ SNES_DEVICE_ID_JOYPAD_RIGHT, SDLK_l, 12, AXIS_POS(0) },
{ SNES_DEVICE_ID_JOYPAD_UP, SDLK_i, 13, AXIS_NEG(1) },
{ SNES_DEVICE_ID_JOYPAD_DOWN, SDLK_k, 14, AXIS_POS(1) },
{ SNES_DEVICE_ID_JOYPAD_START, SDLK_p, 6, AXIS_NONE },
{ SNES_DEVICE_ID_JOYPAD_SELECT, SDLK_o, 7, AXIS_NONE },
{ -1 }
};
// Player 3
static const struct snes_keybind snes_keybinds_3[] = {
// SNES button | keyboard key | js btn | js axis |
{ SNES_DEVICE_ID_JOYPAD_A, SDLK_b, 1, AXIS_NONE },
{ SNES_DEVICE_ID_JOYPAD_B, SDLK_v, 0, AXIS_NONE },
{ SNES_DEVICE_ID_JOYPAD_X, SDLK_g, 3, AXIS_NONE },
{ SNES_DEVICE_ID_JOYPAD_Y, SDLK_f, 2, AXIS_NONE },
{ SNES_DEVICE_ID_JOYPAD_L, SDLK_r, 4, AXIS_NONE },
{ SNES_DEVICE_ID_JOYPAD_R, SDLK_t, 5, AXIS_NONE },
{ SNES_DEVICE_ID_JOYPAD_LEFT, SDLK_j, 11, AXIS_NEG(0) },
{ SNES_DEVICE_ID_JOYPAD_RIGHT, SDLK_l, 12, AXIS_POS(0) },
{ SNES_DEVICE_ID_JOYPAD_UP, SDLK_i, 13, AXIS_NEG(1) },
{ SNES_DEVICE_ID_JOYPAD_DOWN, SDLK_k, 14, AXIS_POS(1) },
{ SNES_DEVICE_ID_JOYPAD_START, SDLK_p, 6, AXIS_NONE },
{ SNES_DEVICE_ID_JOYPAD_SELECT, SDLK_o, 7, AXIS_NONE },
{ -1 }
};
// Player 4
static const struct snes_keybind snes_keybinds_4[] = {
// SNES button | keyboard key | js btn | js axis |
{ SNES_DEVICE_ID_JOYPAD_A, SDLK_b, 1, AXIS_NONE },
{ SNES_DEVICE_ID_JOYPAD_B, SDLK_v, 0, AXIS_NONE },
{ SNES_DEVICE_ID_JOYPAD_X, SDLK_g, 3, AXIS_NONE },
{ SNES_DEVICE_ID_JOYPAD_Y, SDLK_f, 2, AXIS_NONE },
{ SNES_DEVICE_ID_JOYPAD_L, SDLK_r, 4, AXIS_NONE },
{ SNES_DEVICE_ID_JOYPAD_R, SDLK_t, 5, AXIS_NONE },
{ SNES_DEVICE_ID_JOYPAD_LEFT, SDLK_j, 11, AXIS_NEG(0) },
{ SNES_DEVICE_ID_JOYPAD_RIGHT, SDLK_l, 12, AXIS_POS(0) },
{ SNES_DEVICE_ID_JOYPAD_UP, SDLK_i, 13, AXIS_NEG(1) },
{ SNES_DEVICE_ID_JOYPAD_DOWN, SDLK_k, 14, AXIS_POS(1) },
{ SNES_DEVICE_ID_JOYPAD_START, SDLK_p, 6, AXIS_NONE },
{ SNES_DEVICE_ID_JOYPAD_SELECT, SDLK_o, 7, AXIS_NONE },
{ -1 }
};
// Player 5
static const struct snes_keybind snes_keybinds_5[] = {
// SNES button | keyboard key | js btn | js axis |
{ SNES_DEVICE_ID_JOYPAD_A, SDLK_b, 1, AXIS_NONE },
{ SNES_DEVICE_ID_JOYPAD_B, SDLK_v, 0, AXIS_NONE },
{ SNES_DEVICE_ID_JOYPAD_X, SDLK_g, 3, AXIS_NONE },
{ SNES_DEVICE_ID_JOYPAD_Y, SDLK_f, 2, AXIS_NONE },
{ SNES_DEVICE_ID_JOYPAD_L, SDLK_r, 4, AXIS_NONE },
{ SNES_DEVICE_ID_JOYPAD_R, SDLK_t, 5, AXIS_NONE },
{ SNES_DEVICE_ID_JOYPAD_LEFT, SDLK_j, 11, AXIS_NEG(0) },
{ SNES_DEVICE_ID_JOYPAD_RIGHT, SDLK_l, 12, AXIS_POS(0) },
{ SNES_DEVICE_ID_JOYPAD_UP, SDLK_i, 13, AXIS_NEG(1) },
{ SNES_DEVICE_ID_JOYPAD_DOWN, SDLK_k, 14, AXIS_POS(1) },
{ SNES_DEVICE_ID_JOYPAD_START, SDLK_p, 6, AXIS_NONE },
{ SNES_DEVICE_ID_JOYPAD_SELECT, SDLK_o, 7, AXIS_NONE },
{ -1 }
};
#endif