173 lines
5.6 KiB
C++
173 lines
5.6 KiB
C++
// Copyright 2014 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#pragma once
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namespace DefaultINI {
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const char* sdl2_config_file = R"(
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[Controls]
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# The input devices and parameters for each 3DS native input
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# It should be in the format of "engine:[engine_name],[param1]:[value1],[param2]:[value2]..."
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# Escape characters $0 (for ':'), $1 (for ',') and $2 (for '$') can be used in values
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# for button input, the following devices are avaible:
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# - "keyboard" (default) for keyboard input. Required parameters:
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# - "code": the code of the key to bind
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# - "sdl" for joystick input using SDL. Required parameters:
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# - "joystick": the index of the joystick to bind
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# - "button"(optional): the index of the button to bind
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# - "hat"(optional): the index of the hat to bind as direction buttons
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# - "axis"(optional): the index of the axis to bind
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# - "direction"(only used for hat): the direction name of the hat to bind. Can be "up", "down", "left" or "right"
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# - "threshould"(only used for axis): a float value in (-1.0, 1.0) which the button is
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# triggered if the axis value crosses
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# - "direction"(only used for axis): "+" means the button is triggered when the axis value
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# is greater than the threshold; "-" means the button is triggered when the axis value
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# is smaller than the threshold
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button_a=
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button_b=
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button_x=
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button_y=
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button_up=
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button_down=
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button_left=
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button_right=
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button_l=
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button_r=
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button_start=
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button_select=
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button_zl=
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button_zr=
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button_home=
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# for analog input, the following devices are avaible:
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# - "analog_from_button" (default) for emulating analog input from direction buttons. Required parameters:
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# - "up", "down", "left", "right": sub-devices for each direction.
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# Should be in the format as a button input devices using escape characters, for example, "engine$0keyboard$1code$00"
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# - "modifier": sub-devices as a modifier.
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# - "modifier_scale": a float number representing the applied modifier scale to the analog input.
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# Must be in range of 0.0-1.0. Defaults to 0.5
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# - "sdl" for joystick input using SDL. Required parameters:
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# - "joystick": the index of the joystick to bind
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# - "axis_x": the index of the axis to bind as x-axis (default to 0)
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# - "axis_y": the index of the axis to bind as y-axis (default to 1)
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circle_pad=
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c_stick=
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[Core]
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# Whether to use the Just-In-Time (JIT) compiler for CPU emulation
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# 0: Interpreter (slow), 1 (default): JIT (fast)
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use_cpu_jit =
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[Renderer]
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# Whether to use software or hardware rendering.
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# 0: Software, 1 (default): Hardware
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use_hw_renderer =
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# Whether to use the Just-In-Time (JIT) compiler for shader emulation
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# 0: Interpreter (slow), 1 (default): JIT (fast)
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use_shader_jit =
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# Resolution scale factor
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# 0: Auto (scales resolution to window size), 1: Native 3DS screen resolution, Otherwise a scale
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# factor for the 3DS resolution
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resolution_factor =
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# Whether to enable V-Sync (caps the framerate at 60FPS) or not.
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# 0 (default): Off, 1: On
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use_vsync =
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# The clear color for the renderer. What shows up on the sides of the bottom screen.
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# Must be in range of 0.0-1.0. Defaults to 1.0 for all.
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bg_red =
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bg_blue =
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bg_green =
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[Layout]
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# Layout for the screen inside the render window.
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# 0 (default): Default Top Bottom Screen, 1: Single Screen Only, 2: Large Screen Small Screen
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layout_option =
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# Toggle custom layout (using the settings below) on or off.
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# 0 (default): Off , 1: On
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custom_layout =
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# Screen placement when using Custom layout option
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# 0x, 0y is the top left corner of the render window.
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custom_top_left =
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custom_top_top =
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custom_top_right =
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custom_top_bottom =
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custom_bottom_left =
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custom_bottom_top =
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custom_bottom_right =
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custom_bottom_bottom =
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#Whether to toggle frame limiter on or off.
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# 0: Off , 1 (default): On
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toggle_framelimit =
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# Swaps the prominent screen with the other screen.
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# For example, if Single Screen is chosen, setting this to 1 will display the bottom screen instead of the top screen.
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# 0 (default): Top Screen is prominent, 1: Bottom Screen is prominent
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swap_screen =
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[Audio]
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# Which audio output engine to use.
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# auto (default): Auto-select, null: No audio output, sdl2: SDL2 (if available)
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output_engine =
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# Whether or not to enable the audio-stretching post-processing effect.
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# This effect adjusts audio speed to match emulation speed and helps prevent audio stutter,
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# at the cost of increasing audio latency.
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# 0: No, 1 (default): Yes
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enable_audio_stretching =
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# Which audio device to use.
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# auto (default): Auto-select
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output_device =
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[Data Storage]
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# Whether to create a virtual SD card.
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# 1 (default): Yes, 0: No
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use_virtual_sd =
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[System]
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# The system model that Citra will try to emulate
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# 0: Old 3DS (default), 1: New 3DS
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is_new_3ds =
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# The system region that Citra will use during emulation
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# -1: Auto-select (default), 0: Japan, 1: USA, 2: Europe, 3: Australia, 4: China, 5: Korea, 6: Taiwan
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region_value =
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[Camera]
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# Which camera engine to use for the right outer camera
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# blank (default): a dummy camera that always returns black image
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camera_outer_right_name =
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# A config string for the right outer camera. Its meaning is defined by the camera engine
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camera_outer_right_config =
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# ... for the left outer camera
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camera_outer_left_name =
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camera_outer_left_config =
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# ... for the inner camera
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camera_inner_name =
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camera_inner_config =
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[Miscellaneous]
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# A filter which removes logs below a certain logging level.
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# Examples: *:Debug Kernel.SVC:Trace Service.*:Critical
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log_filter = *:Info
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[Debugging]
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# Port for listening to GDB connections.
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use_gdbstub=false
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gdbstub_port=24689
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)";
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}
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