ppsspp/Core/Config.h
Henrik Rydgard 5a95e267fb Add an optimization to discard registers at the end of functions when possible.
Works in some games but crashes many so hiding it for now. Do not add UI.
2013-11-08 12:43:48 +01:00

255 lines
7.0 KiB
C++

// 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 <string>
#include <vector>
#include "CommonTypes.h"
extern const char *PPSSPP_GIT_VERSION;
const int MAX_CONFIG_VOLUME = 8;
struct Config {
public:
Config();
~Config();
// Whether to save the config on close.
bool bSaveSettings;
bool bFirstRun;
bool bAutoRun; // start immediately
bool bBrowse; // when opening the emulator, immediately show a file browser
// General
int iNumWorkerThreads;
bool bScreenshotsAsPNG;
bool bEnableLogging;
#ifdef _WIN32
bool bPauseOnLostFocus;
bool bTopMost;
std::string sFont;
#endif
// Core
bool bIgnoreBadMemAccess;
bool bFastMemory;
bool bJit;
// Definitely cannot be changed while game is running.
bool bSeparateCPUThread;
bool bSeparateIOThread;
bool bAtomicAudioLocks;
int iLockedCPUSpeed;
bool bAutoSaveSymbolMap;
std::string sReportHost;
std::vector<std::string> recentIsos;
std::string sLanguageIni;
// GFX
bool bSoftwareRendering;
bool bHardwareTransform; // only used in the GLES backend
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)
#ifdef BLACKBERRY
bool bPartialStretch;
#endif
bool bStretchToDisplay;
bool bVSync;
int iFrameSkip;
bool bFrameSkipUnthrottle;
int iWindowX;
int iWindowY;
int iWindowWidth; // Windows and other windowed environments
int iWindowHeight;
bool bVertexCache;
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;
bool bDisableStencilTest;
bool bAlwaysDepthWrite;
bool bLowQualitySplineBezier;
bool bWipeFramebufferAlpha; // this was meant to be CopyStencilToAlpha but not done yet.
std::string sPostShaderName; // Off for off.
// Sound
bool bEnableSound;
bool bLowLatencyAudio;
int iSFXVolume;
int iBGMVolume;
// UI
bool bShowDebuggerOnLoad;
int iShowFPSCounter;
bool bShowDebugStats;
bool bAccelerometerToAnalogHoriz;
//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;
// The three tabs.
bool bGridView1;
bool bGridView2;
bool bGridView3;
// Control Positions
int iTouchButtonOpacity;
float fButtonScale;
//space between PSP buttons
int iActionButtonSpacing;
//the PSP button's center (triangle, circle, square, cross)
float fActionButtonCenterX, fActionButtonCenterY;
//radius of the D-pad (PSP cross)
int iDpadRadius;
//the D-pad (PSP cross) position
float fDpadX, fDpadY;
//the start key position
float fStartKeyX, fStartKeyY;
//the select key position;
float fSelectKeyX, fSelectKeyY;
float fUnthrottleKeyX, fUnthrottleKeyY;
float fLKeyX, fLKeyY;
float fRKeyX, fRKeyY;
//position of the analog stick
float fAnalogStickX, fAnalogStickY;
// 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;
bool bHapticFeedback;
// 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.
// Risky JIT optimizations
bool bDiscardRegsOnJRRA;
// SystemParam
std::string sNickName;
int iLanguage;
int iTimeFormat;
int iDateFormat;
int iTimeZone;
bool bDayLightSavings;
int iButtonPreference;
int iLockParentalLevel;
bool bEncryptSave;
int iWlanAdhocChannel;
bool bWlanPowerSave;
// TODO: Make this work with your platform, too!
#ifdef _WIN32
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;
std::string currentDirectory;
std::string externalDirectory;
std::string memCardDirectory;
std::string flash0Directory;
std::string internalDataDirectory;
void Load(const char *iniFileName = "ppsspp.ini", const char *controllerIniFilename = "controls.ini");
void Save();
void RestoreDefaults();
// 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();
private:
std::string iniFilename_;
std::string controllerIniFilename_;
std::vector<std::string> searchPath_;
std::string defaultPath_;
};
extern Config g_Config;