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// 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
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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,
// 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>
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# include <map>
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# include <vector>
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# include "CommonTypes.h"
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# if !defined(USING_QT_UI)
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extern const char * PPSSPP_GIT_VERSION ;
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# endif
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const int PSP_MODEL_FAT = 0 ;
const int PSP_MODEL_SLIM = 1 ;
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const int PSP_DEFAULT_FIRMWARE = 150 ;
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enum {
ROTATION_AUTO = 0 ,
ROTATION_LOCKED_HORIZONTAL = 1 ,
ROTATION_LOCKED_VERTICAL = 2 ,
ROTATION_LOCKED_HORIZONTAL180 = 3 ,
ROTATION_LOCKED_VERTICAL180 = 4 ,
} ;
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enum BufferFilter {
SCALE_LINEAR = 1 ,
SCALE_NEAREST = 2 ,
} ;
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// Software is not among these because it will have one of these perform the blit to display.
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enum class GPUBackend {
OPENGL = 0 ,
DIRECT3D9 = 1 ,
} ;
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enum {
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GPU_BACKEND_OPENGL = GPUBackend : : OPENGL ,
GPU_BACKEND_DIRECT3D9 = GPUBackend : : DIRECT3D9 ,
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} ;
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enum AudioBackendType {
AUDIO_BACKEND_AUTO ,
AUDIO_BACKEND_DSOUND ,
AUDIO_BACKEND_WASAPI ,
} ;
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// For iIOTimingMethod.
enum IOTimingMethods {
IOTIMING_FAST = 0 ,
IOTIMING_HOST = 1 ,
IOTIMING_REALISTIC = 2 ,
} ;
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namespace http {
class Download ;
class Downloader ;
}
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struct UrlEncoder ;
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struct Config {
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public :
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Config ( ) ;
~ 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 ;
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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
int iNumWorkerThreads ;
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bool bScreenshotsAsPNG ;
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bool bEnableLogging ;
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bool bDumpDecryptedEboot ;
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bool bFullscreenOnDoubleclick ;
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# if defined(USING_WIN_UI)
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bool bPauseOnLostFocus ;
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bool bTopMost ;
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std : : string sFont ;
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bool bIgnoreWindowsKey ;
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bool bRestartRequired ;
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# endif
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bool bPauseWhenMinimized ;
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# if !defined(MOBILE_DEVICE)
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bool bPauseExitsEmulator ;
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# endif
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// Core
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bool bIgnoreBadMemAccess ;
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bool bFastMemory ;
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bool bJit ;
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bool bCheckForNewVersion ;
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bool bForceLagSync ;
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bool bFuncReplacements ;
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// Definitely cannot be changed while game is running.
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bool bSeparateCPUThread ;
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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 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.
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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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// GFX
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int iGPUBackend ;
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bool bSoftwareRendering ;
bool bHardwareTransform ; // only used in the GLES backend
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bool bSoftwareSkinning ; // may speed up some games
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int iRenderingMode ; // 0 = non-buffered rendering 1 = buffered rendering 2 = Read Framebuffer to memory (CPU) 3 = Read Framebuffer to memory (GPU)
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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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bool bPartialStretch ;
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bool bStretchToDisplay ;
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int iSmallDisplayZoom ; // Used to fit display into screen 0 = auto, anything higher is used to set's integer zoom of psp resolution and allows manual editing
float fSmallDisplayOffsetX ; // Along with Y it goes from 0.0 to 1.0, XY (0.5, 0.5) = center of the screen
float fSmallDisplayOffsetY ;
float fSmallDisplayCustomZoom ; //This is actually used for zoom, 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 bVSync ;
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int iFrameSkip ;
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bool bAutoFrameSkip ;
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bool bFrameSkipUnthrottle ;
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bool bEnableCardboard ; // Cardboard Master Switch
int iCardboardScreenSize ; // Screen Size (in %)
int iCardboardXShift ; // X-Shift of Screen (in %)
int iCardboardYShift ; // Y-Shift of Screen (in %)
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int iWindowX ;
int iWindowY ;
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int iWindowWidth ; // Windows and other windowed environments
int iWindowHeight ;
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bool bVertexCache ;
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bool bTextureBackoffCache ;
bool bTextureSecondaryCache ;
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bool bVertexDecoderJit ;
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bool bFullScreen ;
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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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bool bTrueColor ;
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bool bMipMap ;
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int iTexScalingLevel ; // 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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int iFpsLimit ;
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int iForceMaxEmulatedFPS ;
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int iMaxRecent ;
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int iCurrentStateSlot ;
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int iRewindFlipFrequency ;
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bool bEnableAutoLoad ;
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bool bEnableCheats ;
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bool bReloadCheats ;
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int iCwCheatRefreshRate ;
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bool bDisableStencilTest ;
bool bAlwaysDepthWrite ;
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int iBloomHack ; //0 = off, 1 = safe, 2 = balanced, 3 = aggressive
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bool bTimerHack ;
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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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std : : string sPostShaderName ; // Off for off.
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bool bGfxDebugOutput ;
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// Sound
bool bEnableSound ;
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int iAudioLatency ; // 0 = low , 1 = medium(default) , 2 = high
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int iAudioBackend ;
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// Audio Hack
bool bSoundSpeedHack ;
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// UI
bool bShowDebuggerOnLoad ;
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int iShowFPSCounter ;
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bool bShowDebugStats ;
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bool bShowAudioDebug ;
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bool bAudioResampler ;
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//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 ;
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//the deadzone radius of the tilt
float fDeadzoneRadius ;
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//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 ;
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// The three tabs.
bool bGridView1 ;
bool bGridView2 ;
bool bGridView3 ;
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//Combo key screen flag
int iComboMode ;
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// Disable diagonals
bool bDisableDpadDiagonals ;
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bool bGamepadOnlyFocused ;
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// Control Style
int iTouchButtonStyle ;
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int iTouchButtonOpacity ;
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int iTouchButtonHideSeconds ;
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// Floating analog stick (recenters on thumb on press).
bool bAutoCenterTouchAnalog ;
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//space between PSP buttons
//the PSP button's center (triangle, circle, square, cross)
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float fActionButtonCenterX , fActionButtonCenterY ;
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float fActionButtonScale ;
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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float fDpadX , fDpadY ;
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float fDpadScale ;
float fDpadSpacing ;
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//the start key position
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float fStartKeyX , fStartKeyY ;
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float fStartKeyScale ;
//the select key position;
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float fSelectKeyX , fSelectKeyY ;
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float fSelectKeyScale ;
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float fUnthrottleKeyX , fUnthrottleKeyY ;
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float fUnthrottleKeyScale ;
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float fLKeyX , fLKeyY ;
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float fLKeyScale ;
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float fRKeyX , fRKeyY ;
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float fRKeyScale ;
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//position of the analog stick
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float fAnalogStickX , fAnalogStickY ;
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float fAnalogStickScale ;
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//the Combo Button position
float fcombo0X , fcombo0Y ;
float fcomboScale0 ;
float fcombo1X , fcombo1Y ;
float fcomboScale1 ;
float fcombo2X , fcombo2Y ;
float fcomboScale2 ;
float fcombo3X , fcombo3Y ;
float fcomboScale3 ;
float fcombo4X , fcombo4Y ;
float fcomboScale4 ;
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// Controls Visibility
bool bShowTouchControls ;
bool bShowTouchCircle ;
bool bShowTouchCross ;
bool bShowTouchTriangle ;
bool bShowTouchSquare ;
bool bShowTouchStart ;
bool bShowTouchSelect ;
bool bShowTouchUnthrottle ;
bool bShowTouchLTrigger ;
bool bShowTouchRTrigger ;
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bool bShowTouchAnalogStick ;
bool bShowTouchDpad ;
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//Combo Button Visibility
bool bShowComboKey0 ;
bool bShowComboKey1 ;
bool bShowComboKey2 ;
bool bShowComboKey3 ;
bool bShowComboKey4 ;
// Combo_key mapping. These are bitfields.
int iCombokey0 ;
int iCombokey1 ;
int iCombokey2 ;
int iCombokey3 ;
int iCombokey4 ;
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# if !defined(__SYMBIAN32__) && !defined(IOS) && !defined(MAEMO)
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bool bShowTouchPause ;
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# endif
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bool bHapticFeedback ;
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float fDInputAnalogDeadzone ;
int iDInputAnalogInverseMode ;
float fDInputAnalogInverseDeadzone ;
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float fDInputAnalogSensitivity ;
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float fXInputAnalogDeadzone ;
int iXInputAnalogInverseMode ;
float fXInputAnalogInverseDeadzone ;
float fXInputAnalogSensitivity ;
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float fAnalogLimiterDeadzone ;
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// 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 ;
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bool bDisableAlphaTest ; // Helps PowerVR immensely, breaks some graphics
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// End GLES hacks.
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// 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.
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// Risky JIT optimizations
bool bDiscardRegsOnJRRA ;
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// SystemParam
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std : : string sNickName ;
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std : : string proAdhocServer ;
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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 ;
int iTimeZone ;
bool bDayLightSavings ;
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int iButtonPreference ;
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int iLockParentalLevel ;
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bool bEncryptSave ;
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// Networking
bool bEnableWlan ;
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bool bEnableAdhocServer ;
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int iWlanAdhocChannel ;
bool bWlanPowerSave ;
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int iPSPModel ;
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int iFirmwareVersion ;
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// TODO: Make this work with your platform, too!
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# if defined(USING_WIN_UI)
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bool bBypassOSKWithKeyboard ;
# endif
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// Debugger
int iDisasmWindowX ;
int iDisasmWindowY ;
int iDisasmWindowW ;
int iDisasmWindowH ;
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int iGEWindowX ;
int iGEWindowY ;
int iGEWindowW ;
int iGEWindowH ;
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int iConsoleWindowX ;
int iConsoleWindowY ;
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int iFontWidth ;
int iFontHeight ;
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bool bDisplayStatusBar ;
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bool bShowBottomTabTitles ;
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bool bShowDeveloperMenu ;
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// Double edged sword: much easier debugging, but not accurate.
bool bSkipDeadbeefFilling ;
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bool bFuncHashMap ;
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// Volatile development settings
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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// 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 ;
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void Load ( const char * iniFileName = nullptr , const char * controllerIniFilename = nullptr ) ;
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void Save ( ) ;
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void RestoreDefaults ( ) ;
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//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 ) ;
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bool saveGameConfig ( const std : : string & pGameId ) ;
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void unloadGameConfig ( ) ;
std : : string getGameConfigFile ( const std : : string & gameId ) ;
bool hasGameConfig ( const std : : string & game_id ) ;
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// 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 ) ;
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// Utility functions for "recent" management
void AddRecent ( const std : : string & file ) ;
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void CleanRecent ( ) ;
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static void DownloadCompletedCallback ( http : : Download & download ) ;
void DismissUpgrade ( ) ;
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void ResetControlLayout ( ) ;
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void GetReportingInfo ( UrlEncoder & data ) ;
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bool IsPortrait ( ) const {
return ( iInternalScreenRotation = = ROTATION_LOCKED_VERTICAL | | iInternalScreenRotation = = ROTATION_LOCKED_VERTICAL180 ) & & iRenderingMode ! = 0 ;
}
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protected :
void LoadStandardControllerIni ( ) ;
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private :
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std : : string gameId_ ;
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std : : string iniFilename_ ;
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std : : string controllerIniFilename_ ;
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std : : vector < std : : string > searchPath_ ;
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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const char * CreateRandMAC ( ) ;
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// TODO: Find a better place for this.
extern http : : Downloader g_DownloadManager ;
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extern Config g_Config ;
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