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// Copyright 2021 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include <array>
#include <atomic>
#include <chrono>
#include <map>
#include <optional>
#include <string>
#include <vector>
#include "common/common_types.h"
#include "common/settings_input.h"
namespace Settings {
enum class RendererBackend : u32 {
OpenGL = 0,
Vulkan = 1,
};
enum class GPUAccuracy : u32 {
Normal = 0,
High = 1,
Extreme = 2,
};
enum class CPUAccuracy : u32 {
Accurate = 0,
Unsafe = 1,
DebugMode = 2,
};
template <typename Type>
class Setting final {
public:
Setting() = default;
explicit Setting(Type val) : global{val} {}
~Setting() = default;
void SetGlobal(bool to_global) {
use_global = to_global;
}
bool UsingGlobal() const {
return use_global;
}
Type GetValue(bool need_global = false) const {
if (use_global || need_global) {
return global;
}
return local;
}
void SetValue(const Type& value) {
if (use_global) {
global = value;
} else {
local = value;
}
}
private:
bool use_global = true;
Type global{};
Type local{};
};
/**
* The InputSetting class allows for getting a reference to either the global or local members.
* This is required as we cannot easily modify the values of user-defined types within containers
* using the SetValue() member function found in the Setting class. The primary purpose of this
* class is to store an array of 10 PlayerInput structs for both the global and local (per-game)
* setting and allows for easily accessing and modifying both settings.
*/
template <typename Type>
class InputSetting final {
public:
InputSetting() = default;
explicit InputSetting(Type val) : global{val} {}
~InputSetting() = default;
void SetGlobal(bool to_global) {
use_global = to_global;
}
bool UsingGlobal() const {
return use_global;
}
Type& GetValue(bool need_global = false) {
if (use_global || need_global) {
return global;
}
return local;
}
private:
bool use_global = true;
Type global{};
Type local{};
};
struct TouchFromButtonMap {
std::string name;
std::vector<std::string> buttons;
};
struct Values {
// Audio
std::string audio_device_id;
std::string sink_id;
bool audio_muted;
Setting<bool> enable_audio_stretching;
Setting<float> volume;
// Core
Setting<bool> use_multi_core;
// Cpu
Setting<CPUAccuracy> cpu_accuracy;
bool cpuopt_page_tables;
bool cpuopt_block_linking;
bool cpuopt_return_stack_buffer;
bool cpuopt_fast_dispatcher;
bool cpuopt_context_elimination;
bool cpuopt_const_prop;
bool cpuopt_misc_ir;
bool cpuopt_reduce_misalign_checks;
bool cpuopt_fastmem;
Setting<bool> cpuopt_unsafe_unfuse_fma;
Setting<bool> cpuopt_unsafe_reduce_fp_error;
Setting<bool> cpuopt_unsafe_ignore_standard_fpcr;
Setting<bool> cpuopt_unsafe_inaccurate_nan;
Setting<bool> cpuopt_unsafe_fastmem_check;
// Renderer
Setting<RendererBackend> renderer_backend;
bool renderer_debug;
Setting<int> vulkan_device;
Setting<u16> resolution_factor{1};
Setting<int> fullscreen_mode;
Setting<int> aspect_ratio;
Setting<int> max_anisotropy;
Setting<bool> use_frame_limit;
Setting<u16> frame_limit;
Setting<bool> use_disk_shader_cache;
Setting<GPUAccuracy> gpu_accuracy;
Setting<bool> use_asynchronous_gpu_emulation;
Setting<bool> use_nvdec_emulation;
Setting<bool> accelerate_astc;
Setting<bool> use_vsync;
Setting<bool> disable_fps_limit;
Setting<bool> use_assembly_shaders;
Setting<bool> use_asynchronous_shaders;
Setting<bool> use_fast_gpu_time;
Setting<float> bg_red;
Setting<float> bg_green;
Setting<float> bg_blue;
// System
Setting<std::optional<u32>> rng_seed;
// Measured in seconds since epoch
std::optional<std::chrono::seconds> custom_rtc;
// Set on game boot, reset on stop. Seconds difference between current time and `custom_rtc`
std::chrono::seconds custom_rtc_differential;
s32 current_user;
Setting<s32> language_index;
Setting<s32> region_index;
Setting<s32> time_zone_index;
Setting<s32> sound_index;
// Controls
InputSetting<std::array<PlayerInput, 10>> players;
Setting<bool> use_docked_mode;
Setting<bool> vibration_enabled;
Setting<bool> enable_accurate_vibrations;
Setting<bool> motion_enabled;
std::string motion_device;
std::string udp_input_servers;
bool mouse_panning;
float mouse_panning_sensitivity;
bool mouse_enabled;
std::string mouse_device;
MouseButtonsRaw mouse_buttons;
bool emulate_analog_keyboard;
bool keyboard_enabled;
KeyboardKeysRaw keyboard_keys;
KeyboardModsRaw keyboard_mods;
bool debug_pad_enabled;
ButtonsRaw debug_pad_buttons;
AnalogsRaw debug_pad_analogs;
TouchscreenInput touchscreen;
bool use_touch_from_button;
std::string touch_device;
int touch_from_button_map_index;
std::vector<TouchFromButtonMap> touch_from_button_maps;
std::atomic_bool is_device_reload_pending{true};
// Data Storage
bool use_virtual_sd;
bool gamecard_inserted;
bool gamecard_current_game;
std::string gamecard_path;
// Debugging
bool record_frame_times;
bool use_gdbstub;
u16 gdbstub_port;
std::string program_args;
bool dump_exefs;
bool dump_nso;
bool enable_fs_access_log;
bool reporting_services;
bool quest_flag;
bool disable_macro_jit;
bool extended_logging;
bool use_debug_asserts;
bool use_auto_stub;
// Miscellaneous
std::string log_filter;
bool use_dev_keys;
// Services
std::string bcat_backend;
bool bcat_boxcat_local;
// WebService
bool enable_telemetry;
std::string web_api_url;
std::string yuzu_username;
std::string yuzu_token;
// Add-Ons
std::map<u64, std::vector<std::string>> disabled_addons;
};
extern Values values;
bool IsConfiguringGlobal();
void SetConfiguringGlobal(bool is_global);
bool IsGPULevelExtreme();
bool IsGPULevelHigh();
bool IsFastmemEnabled();
float Volume();
std::string GetTimeZoneString();
void LogSettings();
// Restore the global state of all applicable settings in the Values struct
void RestoreGlobalState(bool is_powered_on);
} // namespace Settings
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