ppsspp/Core/Config.h
Unknown W. Brackets 4a8d52ab1a Add a config option for the slow framebuf effects.
Like cluts, blitting, etc.  At higher render resolutions these are
expensive, and on some mobile devices they may be too much.

Of course, they're only used when needed so this is a speedhack.
2014-07-08 23:57:27 -07:00

355 lines
9.5 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 <map>
#include <vector>
#include "CommonTypes.h"
#if !defined(USING_QT_UI)
extern const char *PPSSPP_GIT_VERSION;
#endif
const int MAX_CONFIG_VOLUME = 8;
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,
};
namespace http {
class Download;
class Downloader;
}
struct UrlEncoder;
struct Config {
public:
Config();
~Config();
// Whether to save the config on close.
bool bSaveSettings;
bool bFirstRun;
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
bool bHomebrewStore;
// General
int iNumWorkerThreads;
bool bScreenshotsAsPNG;
bool bEnableLogging;
bool bDumpDecryptedEboot;
#if defined(USING_WIN_UI)
bool bPauseOnLostFocus;
bool bTopMost;
std::string sFont;
bool bIgnoreWindowsKey;
#endif
#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 bSeparateIOThread;
bool bAtomicAudioLocks;
int iLockedCPUSpeed;
bool bAutoSaveSymbolMap;
int iScreenRotation;
std::string sReportHost;
std::vector<std::string> recentIsos;
std::vector<std::string> vPinnedPaths;
std::string sLanguageIni;
// GFX
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)
bool bPartialStretch;
bool bStretchToDisplay;
bool bSmallDisplay; // Useful on large tablets with touch controls to not overlap the image. Temporary setting - will be replaced by more comprehensive display size settings.
bool bImmersiveMode; // Mode on Android Kitkat 4.4 that hides the back button etc.
bool bVSync;
int iFrameSkip;
bool bAutoFrameSkip;
bool bFrameSkipUnthrottle;
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;
bool bDisableStencilTest;
bool bAlwaysDepthWrite;
bool bTimerHack;
bool bAlphaMaskHack;
bool bBlockTransferGPU;
bool bDisableSlowFramebufEffects;
int iSplineBezierQuality; // 0 = low , 1 = Intermediate , 2 = High
std::string sPostShaderName; // Off for off.
// Sound
bool bEnableSound;
int IaudioLatency; // 0 = low , 1 = medium(default) , 2 = high
int iSFXVolume;
int iBGMVolume;
// Audio Hack
bool bSoundSpeedHack;
// UI
bool bShowDebuggerOnLoad;
int iShowFPSCounter;
bool bShowDebugStats;
//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;
// Disable diagonals
bool bDisableDpadDiagonals;
// Control Style
int iTouchButtonStyle;
// Control Positions
int iTouchButtonOpacity;
//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;
// 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;
#if !defined(__SYMBIAN32__) && !defined(IOS) && !defined(MAEMO)
bool bShowTouchPause;
#endif
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;
std::string proAdhocServer;
std::string localMacAddress;
int iLanguage;
int iTimeFormat;
int iDateFormat;
int iTimeZone;
bool bDayLightSavings;
int iButtonPreference;
int iLockParentalLevel;
bool bEncryptSave;
// Networking
bool bEnableWlan;
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;
std::string currentDirectory;
std::string externalDirectory;
std::string memCardDirectory;
std::string flash0Directory;
std::string internalDataDirectory;
// 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 = "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();
static void DownloadCompletedCallback(http::Download &download);
void DismissUpgrade();
void ResetControlLayout();
void GetReportingInfo(UrlEncoder &data);
private:
std::string iniFilename_;
std::string controllerIniFilename_;
std::vector<std::string> searchPath_;
std::string defaultPath_;
};
std::map<std::string, std::pair<std::string, int>> GetLangValuesMapping();
// TODO: Find a better place for this.
extern http::Downloader g_DownloadManager;
extern Config g_Config;