RetroArch/config.def.h
2011-01-01 03:53:30 +01:00

164 lines
5.6 KiB
C

/* SSNES - A Super Ninteno Entertainment System (SNES) Emulator frontend for libsnes.
* Copyright (C) 2010 - 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_H
#define __CONFIG_H
#include <GL/glfw.h>
#include <stdbool.h>
#include "libsnes.hpp"
#include "driver.h"
#include <samplerate.h>
///////////////// 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 VIDEO_DEFAULT_DRIVER VIDEO_GL
#define AUDIO_DEFAULT_DRIVER AUDIO_ALSA
////////////////
// 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;
////////////////
// 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 unsigned in_rate = 31950;
// 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
////////////////////
// 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 0.8
#define AXIS_NEG(x) ((uint32_t)(x << 16) | 0xFFFF)
#define AXIS_POS(x) ((uint32_t)(x) | 0xFFFF0000U)
#define AXIS_NONE ((uint32_t)0xFFFFFFFFU)
// To figure out which joypad buttons to use, check jstest or similar.
// Axes are configured using the axis number for the positive (up, right)
// direction and the number's two's-complement (~) for negative directions.
// To use the axis, set the button to -1.
// Player 1
static const struct snes_keybind snes_keybinds_1[] = {
// SNES button | keyboard key | js btn | js axis |
{ SNES_DEVICE_ID_JOYPAD_A, 'X', 1, AXIS_NONE },
{ SNES_DEVICE_ID_JOYPAD_B, 'Z', 0, AXIS_NONE },
{ SNES_DEVICE_ID_JOYPAD_X, 'S', 3, AXIS_NONE },
{ SNES_DEVICE_ID_JOYPAD_Y, 'A', 2, AXIS_NONE },
{ SNES_DEVICE_ID_JOYPAD_L, 'Q', 4, AXIS_NONE },
{ SNES_DEVICE_ID_JOYPAD_R, 'W', 5, AXIS_NONE },
{ SNES_DEVICE_ID_JOYPAD_LEFT, GLFW_KEY_LEFT, 11, AXIS_NEG(0) },
{ SNES_DEVICE_ID_JOYPAD_RIGHT, GLFW_KEY_RIGHT, 12, AXIS_POS(0) },
{ SNES_DEVICE_ID_JOYPAD_UP, GLFW_KEY_UP, 13, AXIS_POS(1) },
{ SNES_DEVICE_ID_JOYPAD_DOWN, GLFW_KEY_DOWN, 14, AXIS_NEG(1) },
{ SNES_DEVICE_ID_JOYPAD_START, GLFW_KEY_ENTER, 7, AXIS_NONE },
{ SNES_DEVICE_ID_JOYPAD_SELECT, GLFW_KEY_RSHIFT, 6, AXIS_NONE },
{ SNES_FAST_FORWARD_KEY, GLFW_KEY_SPACE, 10, 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, 'B', 1, AXIS_NONE },
{ SNES_DEVICE_ID_JOYPAD_B, 'V', 0, AXIS_NONE },
{ SNES_DEVICE_ID_JOYPAD_X, 'G', 3, AXIS_NONE },
{ SNES_DEVICE_ID_JOYPAD_Y, 'F', 2, AXIS_NONE },
{ SNES_DEVICE_ID_JOYPAD_L, 'R', 4, AXIS_NONE },
{ SNES_DEVICE_ID_JOYPAD_R, 'T', 5, AXIS_NONE },
{ SNES_DEVICE_ID_JOYPAD_LEFT, 'J', 11, AXIS_NEG(0) },
{ SNES_DEVICE_ID_JOYPAD_RIGHT, 'L', 12, AXIS_POS(0) },
{ SNES_DEVICE_ID_JOYPAD_UP, 'I', 13, AXIS_POS(1) },
{ SNES_DEVICE_ID_JOYPAD_DOWN, 'K', 14, AXIS_NEG(1) },
{ SNES_DEVICE_ID_JOYPAD_START, 'P', 6, AXIS_NONE },
{ SNES_DEVICE_ID_JOYPAD_SELECT, 'O', 7, AXIS_NONE },
{ -1 }
};
///// Save state
#define SAVE_STATE_KEY GLFW_KEY_F2
///// Load state
#define LOAD_STATE_KEY GLFW_KEY_F4
//// Toggles between fullscreen and windowed mode.
#define TOGGLE_FULLSCREEN 'F'
#endif