5bc4eabe36
Removes all remaining usages of the global system instance. After this, migration can begin to migrate to being constructed and managed entirely by the various frontends.
264 lines
6.1 KiB
C++
264 lines
6.1 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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#include <array>
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#include <atomic>
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#include <chrono>
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#include <map>
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#include <optional>
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#include <string>
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#include <vector>
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#include "common/common_types.h"
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#include "input_common/settings.h"
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namespace Core {
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class System;
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}
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namespace Settings {
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enum class RendererBackend {
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OpenGL = 0,
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Vulkan = 1,
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};
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enum class GPUAccuracy : u32 {
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Normal = 0,
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High = 1,
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Extreme = 2,
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};
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enum class CPUAccuracy {
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Accurate = 0,
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Unsafe = 1,
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DebugMode = 2,
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};
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template <typename Type>
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class Setting final {
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public:
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Setting() = default;
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explicit Setting(Type val) : global{val} {}
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~Setting() = default;
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void SetGlobal(bool to_global) {
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use_global = to_global;
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}
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bool UsingGlobal() const {
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return use_global;
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}
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Type GetValue(bool need_global = false) const {
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if (use_global || need_global) {
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return global;
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}
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return local;
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}
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void SetValue(const Type& value) {
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if (use_global) {
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global = value;
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} else {
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local = value;
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}
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}
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private:
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bool use_global = true;
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Type global{};
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Type local{};
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};
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/**
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* The InputSetting class allows for getting a reference to either the global or local members.
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* This is required as we cannot easily modify the values of user-defined types within containers
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* using the SetValue() member function found in the Setting class. The primary purpose of this
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* class is to store an array of 10 PlayerInput structs for both the global and local (per-game)
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* setting and allows for easily accessing and modifying both settings.
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*/
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template <typename Type>
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class InputSetting final {
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public:
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InputSetting() = default;
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explicit InputSetting(Type val) : global{val} {}
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~InputSetting() = default;
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void SetGlobal(bool to_global) {
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use_global = to_global;
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}
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bool UsingGlobal() const {
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return use_global;
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}
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Type& GetValue(bool need_global = false) {
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if (use_global || need_global) {
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return global;
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}
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return local;
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}
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private:
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bool use_global = true;
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Type global{};
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Type local{};
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};
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struct TouchFromButtonMap {
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std::string name;
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std::vector<std::string> buttons;
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};
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struct Values {
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// Audio
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std::string audio_device_id;
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std::string sink_id;
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bool audio_muted;
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Setting<bool> enable_audio_stretching;
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Setting<float> volume;
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// Core
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Setting<bool> use_multi_core;
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// Cpu
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CPUAccuracy cpu_accuracy;
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bool cpuopt_page_tables;
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bool cpuopt_block_linking;
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bool cpuopt_return_stack_buffer;
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bool cpuopt_fast_dispatcher;
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bool cpuopt_context_elimination;
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bool cpuopt_const_prop;
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bool cpuopt_misc_ir;
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bool cpuopt_reduce_misalign_checks;
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bool cpuopt_unsafe_unfuse_fma;
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bool cpuopt_unsafe_reduce_fp_error;
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// Renderer
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Setting<RendererBackend> renderer_backend;
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bool renderer_debug;
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Setting<int> vulkan_device;
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Setting<u16> resolution_factor{1};
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Setting<int> aspect_ratio;
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Setting<int> max_anisotropy;
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Setting<bool> use_frame_limit;
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Setting<u16> frame_limit;
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Setting<bool> use_disk_shader_cache;
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Setting<GPUAccuracy> gpu_accuracy;
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Setting<bool> use_asynchronous_gpu_emulation;
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Setting<bool> use_nvdec_emulation;
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Setting<bool> use_vsync;
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Setting<bool> use_assembly_shaders;
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Setting<bool> use_asynchronous_shaders;
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Setting<bool> use_fast_gpu_time;
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Setting<float> bg_red;
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Setting<float> bg_green;
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Setting<float> bg_blue;
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// System
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Setting<std::optional<u32>> rng_seed;
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// Measured in seconds since epoch
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Setting<std::optional<std::chrono::seconds>> custom_rtc;
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// Set on game boot, reset on stop. Seconds difference between current time and `custom_rtc`
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std::chrono::seconds custom_rtc_differential;
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s32 current_user;
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Setting<s32> language_index;
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Setting<s32> region_index;
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Setting<s32> time_zone_index;
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Setting<s32> sound_index;
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// Controls
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InputSetting<std::array<PlayerInput, 10>> players;
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Setting<bool> use_docked_mode;
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Setting<bool> vibration_enabled;
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Setting<bool> enable_accurate_vibrations;
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Setting<bool> motion_enabled;
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std::string motion_device;
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std::string udp_input_address;
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u16 udp_input_port;
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u8 udp_pad_index;
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bool mouse_enabled;
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std::string mouse_device;
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MouseButtonsRaw mouse_buttons;
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bool keyboard_enabled;
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KeyboardKeysRaw keyboard_keys;
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KeyboardModsRaw keyboard_mods;
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bool debug_pad_enabled;
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ButtonsRaw debug_pad_buttons;
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AnalogsRaw debug_pad_analogs;
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TouchscreenInput touchscreen;
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bool use_touch_from_button;
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std::string touch_device;
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int touch_from_button_map_index;
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std::vector<TouchFromButtonMap> touch_from_button_maps;
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std::atomic_bool is_device_reload_pending{true};
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// Data Storage
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bool use_virtual_sd;
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bool gamecard_inserted;
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bool gamecard_current_game;
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std::string gamecard_path;
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// Debugging
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bool record_frame_times;
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bool use_gdbstub;
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u16 gdbstub_port;
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std::string program_args;
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bool dump_exefs;
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bool dump_nso;
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bool reporting_services;
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bool quest_flag;
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bool disable_macro_jit;
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bool extended_logging;
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// Misceallaneous
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std::string log_filter;
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bool use_dev_keys;
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// Services
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std::string bcat_backend;
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bool bcat_boxcat_local;
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// WebService
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bool enable_telemetry;
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std::string web_api_url;
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std::string yuzu_username;
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std::string yuzu_token;
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// Add-Ons
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std::map<u64, std::vector<std::string>> disabled_addons;
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};
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extern Values values;
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bool IsConfiguringGlobal();
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void SetConfiguringGlobal(bool is_global);
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bool IsGPULevelExtreme();
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bool IsGPULevelHigh();
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float Volume();
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std::string GetTimeZoneString();
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void Apply(Core::System& system);
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void LogSettings();
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// Restore the global state of all applicable settings in the Values struct
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void RestoreGlobalState(bool is_powered_on);
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// Fixes settings that are known to cause issues with the emulator
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void Sanitize();
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} // namespace Settings
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