// 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 #include #include #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 class GPUBackend { OPENGL = 0, DIRECT3D9 = 1, }; enum { GPU_BACKEND_OPENGL = (int)GPUBackend::OPENGL, GPU_BACKEND_DIRECT3D9 = (int)GPUBackend::DIRECT3D9, }; 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; bool bFullscreenOnDoubleclick; #if defined(USING_WIN_UI) bool bPauseOnLostFocus; bool bTopMost; std::string sFont; bool bIgnoreWindowsKey; 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; // Definitely cannot be changed while game is running. bool bSeparateCPUThread; bool bSeparateSASThread; bool bSeparateIOThread; int iIOTimingMethod; 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 recentIsos; std::vector 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 int iSmallDisplayZoomType; // Used to fit display into screen 0 = stretch, 1 = partial stretch, 2 = auto scaling, 3 = manual scaling. 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 fSmallDisplayZoomLevel; //This is used for zoom values, both in and out. 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; int iBloomHack; //0 = off, 1 = safe, 2 = balanced, 3 = aggressive bool bTimerHack; bool bBlockTransferGPU; bool bDisableSlowFramebufEffects; bool bFragmentTestCache; int iSplineBezierQuality; // 0 = low , 1 = Intermediate , 2 = High std::string sPostShaderName; // Off for off. bool bGfxDebugOutput; // 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; //Combo key screen flag int iComboMode; // Disable diagonals bool bDisableDpadDiagonals; bool bGamepadOnlyFocused; // Control Style int iTouchButtonStyle; int iTouchButtonOpacity; int iTouchButtonHideSeconds; // 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; //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; // 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; //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; #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; std::string appCacheDirectory; // 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; } protected: void LoadStandardControllerIni(); private: std::string gameId_; std::string iniFilename_; std::string controllerIniFilename_; std::vector searchPath_; std::string defaultPath_; std::string createdPath_; }; std::map> GetLangValuesMapping(); const char *CreateRandMAC(); // TODO: Find a better place for this. extern http::Downloader g_DownloadManager; extern Config g_Config;