mirror of
https://github.com/libretro/ppsspp.git
synced 2024-12-01 21:56:17 +00:00
2b98f15f17
TODO: Should this be default? Does this make sense for d-pad too?
434 lines
12 KiB
C++
434 lines
12 KiB
C++
// Copyright (c) 2012- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// 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,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#pragma once
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#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;
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const int PSP_MODEL_SLIM = 1;
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const int PSP_DEFAULT_FIRMWARE = 150;
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enum {
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ROTATION_AUTO = 0,
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ROTATION_LOCKED_HORIZONTAL = 1,
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ROTATION_LOCKED_VERTICAL = 2,
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ROTATION_LOCKED_HORIZONTAL180 = 3,
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ROTATION_LOCKED_VERTICAL180 = 4,
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};
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enum BufferFilter {
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SCALE_LINEAR = 1,
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SCALE_NEAREST = 2,
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};
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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 {
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GPU_BACKEND_OPENGL = 0,
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GPU_BACKEND_DIRECT3D9 = 1,
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};
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enum AudioBackendType {
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AUDIO_BACKEND_AUTO,
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AUDIO_BACKEND_DSOUND,
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AUDIO_BACKEND_WASAPI,
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};
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// For iIOTimingMethod.
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enum IOTimingMethods {
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IOTIMING_FAST = 0,
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IOTIMING_HOST = 1,
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IOTIMING_REALISTIC = 2,
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};
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namespace http {
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class Download;
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class Downloader;
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}
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struct UrlEncoder;
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struct Config {
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public:
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Config();
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~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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bool bHomebrewStore;
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// General
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int iNumWorkerThreads;
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bool bScreenshotsAsPNG;
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bool bEnableLogging;
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bool bDumpDecryptedEboot;
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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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// Used for switching the GPU backend in GameSettingsScreen.
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// Without this, PPSSPP instantly crashes if we edit iGPUBackend directly...
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int iTempGPUBackend;
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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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bool bSetRoundingMode;
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bool bForceFlushToZero;
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// Definitely cannot be changed while game is running.
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bool bSeparateCPUThread;
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int iIOTimingMethod;
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bool bSeparateIOThread;
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int iLockedCPUSpeed;
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bool bAutoSaveSymbolMap;
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bool bCacheFullIsoInRam;
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int iScreenRotation;
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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;
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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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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.
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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
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int iCardboardScreenSize; // Screen Size (in %)
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int iCardboardXShift; // X-Shift of Screen (in %)
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int iCardboardYShift; // Y-Shift of Screen (in %)
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int iWindowX;
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int iWindowY;
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int iWindowWidth; // Windows and other windowed environments
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int iWindowHeight;
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bool bVertexCache;
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bool bTextureBackoffCache;
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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;
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bool bAlwaysDepthWrite;
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bool bDepthRangeHack;
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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 bAlphaMaskHack;
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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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// Sound
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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
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bool bSoundSpeedHack;
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// UI
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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
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//the base x and y tilt. this inclination is treated as (0,0) and the tilt input
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//considers this orientation to be equal to no movement of the analog stick.
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float fTiltBaseX, fTiltBaseY;
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//whether the x axes and y axes should invert directions (left becomes right, top becomes bottom.)
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bool bInvertTiltX, bInvertTiltY;
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//the sensitivity of the tilt in the x direction
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int iTiltSensitivityX;
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//the sensitivity of the tilt in the Y direction
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int iTiltSensitivityY;
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//the deadzone radius of the tilt
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float fDeadzoneRadius;
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//type of tilt input currently selected: Defined in TiltEventProcessor.h
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//0 - no tilt, 1 - analog stick, 2 - D-Pad, 3 - Action Buttons (Tri, Cross, Square, Circle)
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int iTiltInputType;
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// The three tabs.
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bool bGridView1;
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bool bGridView2;
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bool bGridView3;
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// Disable diagonals
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bool bDisableDpadDiagonals;
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bool bGamepadOnlyFocused;
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// Control Style
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int iTouchButtonStyle;
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// Control Positions
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int iTouchButtonOpacity;
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// Floating analog stick (recenters on thumb on press).
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bool bAutoCenterTouchAnalog;
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//space between PSP buttons
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//the PSP button's center (triangle, circle, square, cross)
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float fActionButtonCenterX, fActionButtonCenterY;
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float fActionButtonScale;
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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;
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float fDpadSpacing;
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//the start key position
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float fStartKeyX, fStartKeyY;
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float fStartKeyScale;
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//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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// Controls Visibility
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bool bShowTouchControls;
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bool bShowTouchCircle;
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bool bShowTouchCross;
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bool bShowTouchTriangle;
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bool bShowTouchSquare;
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bool bShowTouchStart;
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bool bShowTouchSelect;
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bool bShowTouchUnthrottle;
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bool bShowTouchLTrigger;
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bool bShowTouchRTrigger;
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bool bShowTouchAnalogStick;
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bool bShowTouchDpad;
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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;
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int iDInputAnalogInverseMode;
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float fDInputAnalogInverseDeadzone;
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float fDInputAnalogSensitivity;
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float fXInputAnalogDeadzone;
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int iXInputAnalogInverseMode;
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float fXInputAnalogInverseDeadzone;
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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
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// proper options when good enough.
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// PrescaleUV:
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// * Applies UV scale/offset when decoding verts. Get rid of some work in the vertex shader,
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// saves a uniform upload and is a prerequisite for future optimized hybrid
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// (SW skinning, HW transform) skinning.
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// * Still has major problems so off by default - need to store tex scale/offset per DeferredDrawCall,
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// which currently isn't done so if texscale/offset isn't static (like in Tekken 6) things go wrong.
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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.
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int iAndroidHwScale; // 0 = device resolution. 1 = 480x272 (extended to correct aspect), 2 = 960x544 etc.
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// Risky JIT optimizations
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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;
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int iTimeZone;
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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
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bool bEnableWlan;
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bool bEnableAdhocServer;
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int iWlanAdhocChannel;
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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;
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#endif
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// Debugger
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int iDisasmWindowX;
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int iDisasmWindowY;
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int iDisasmWindowW;
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int iDisasmWindowH;
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int iGEWindowX;
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int iGEWindowY;
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int iGEWindowW;
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int iGEWindowH;
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int iConsoleWindowX;
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int iConsoleWindowY;
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int iFontWidth;
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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.
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bool bSkipDeadbeefFilling;
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bool bFuncHashMap;
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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
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std::string upgradeMessage; // The actual message from the server is currently not used, need a translation mechanism. So this just acts as a flag.
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std::string upgradeVersion;
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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
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void changeGameSpecific(const std::string &gameId = "");
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bool createGameConfig(const std::string &game_id);
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bool deleteGameConfig(const std::string& pGameId);
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bool loadGameConfig(const std::string &game_id);
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bool saveGameConfig(const std::string &pGameId);
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void unloadGameConfig();
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std::string getGameConfigFile(const std::string &gameId);
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bool hasGameConfig(const std::string &game_id);
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// Used when the file is not found in the search path. Trailing slash.
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void SetDefaultPath(const std::string &defaultPath);
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// Use a trailing slash.
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void AddSearchPath(const std::string &path);
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const std::string FindConfigFile(const std::string &baseFilename);
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// Utility functions for "recent" management
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void AddRecent(const std::string &file);
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void CleanRecent();
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static void DownloadCompletedCallback(http::Download &download);
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void DismissUpgrade();
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void ResetControlLayout();
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void GetReportingInfo(UrlEncoder &data);
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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_;
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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.
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extern http::Downloader g_DownloadManager;
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extern Config g_Config;
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