diff options
Diffstat (limited to 'src/common/settings.h')
-rw-r--r-- | src/common/settings.h | 406 |
1 files changed, 287 insertions, 119 deletions
diff --git a/src/common/settings.h b/src/common/settings.h index dd2d8d4d8..13896debf 100644 --- a/src/common/settings.h +++ b/src/common/settings.h @@ -10,10 +10,12 @@ #include <map> #include <optional> #include <string> +#include <utility> #include <vector> #include "common/common_types.h" #include "common/settings_input.h" +#include "input_common/udp/client.h" namespace Settings { @@ -34,73 +36,236 @@ enum class CPUAccuracy : u32 { DebugMode = 2, }; +/** The BasicSetting class is a simple resource manager. It defines a label and default value + * alongside the actual value of the setting for simpler and less-error prone use with frontend + * configurations. Setting a default value and label is required, though subclasses may deviate from + * this requirement. + */ template <typename Type> -class Setting final { +class BasicSetting { +protected: + BasicSetting() = default; + + /** + * Only sets the setting to the given initializer, leaving the other members to their default + * initializers. + * + * @param global_val Initial value of the setting + */ + explicit BasicSetting(const Type& global_val) : global{global_val} {} + public: - explicit Setting(Type val) : global{val} { - default_value = val; + /** + * Sets a default value, label, and setting value. + * + * @param default_val Intial value of the setting, and default value of the setting + * @param name Label for the setting + */ + explicit BasicSetting(const Type& default_val, const std::string& name) + : default_value{default_val}, global{default_val}, label{name} {} + ~BasicSetting() = default; + + /** + * Returns a reference to the setting's value. + * + * @returns A reference to the setting + */ + [[nodiscard]] const Type& GetValue() const { + return global; + } + + /** + * Sets the setting to the given value. + * + * @param value The desired value + */ + void SetValue(const Type& value) { + Type temp{value}; + std::swap(global, temp); } + + /** + * Returns the value that this setting was created with. + * + * @returns A reference to the default value + */ + [[nodiscard]] const Type& GetDefault() const { + return default_value; + } + + /** + * Returns the label this setting was created with. + * + * @returns A reference to the label + */ + [[nodiscard]] const std::string& GetLabel() const { + return label; + } + + /** + * Assigns a value to the setting. + * + * @param value The desired setting value + * + * @returns A reference to the setting + */ + const Type& operator=(const Type& value) { + Type temp{value}; + std::swap(global, temp); + return global; + } + + /** + * Returns a reference to the setting. + * + * @returns A reference to the setting + */ + explicit operator const Type&() const { + return global; + } + +protected: + const Type default_value{}; ///< The default value + Type global{}; ///< The setting + const std::string label{}; ///< The setting's label +}; + +/** + * The Setting class is a slightly more complex version of the BasicSetting class. This adds a + * custom setting to switch to when a guest application specifically requires it. The effect is that + * other components of the emulator can access the setting's intended value without any need for the + * component to ask whether the custom or global setting is needed at the moment. + * + * By default, the global setting is used. + * + * Like the BasicSetting, this requires setting a default value and label to use. + */ +template <typename Type> +class Setting final : public BasicSetting<Type> { +public: + /** + * Sets a default value, label, and setting value. + * + * @param default_val Intial value of the setting, and default value of the setting + * @param name Label for the setting + */ + explicit Setting(const Type& default_val, const std::string& name) + : BasicSetting<Type>(default_val, name) {} ~Setting() = default; + + /** + * Tells this setting to represent either the global or custom setting when other member + * functions are used. Setting to_global to true means using the global setting, to false + * false for the custom setting. + * + * @param to_global Whether to use the global or custom setting. + */ void SetGlobal(bool to_global) { use_global = to_global; } - bool UsingGlobal() const { + + /** + * Returns whether this setting is using the global setting or not. + * + * @returns The global state + */ + [[nodiscard]] bool UsingGlobal() const { return use_global; } - Type GetValue(bool need_global = false) const { + + /** + * Returns either the global or custom setting depending on the values of this setting's global + * state or if the global value was specifically requested. + * + * @param need_global Request global value regardless of setting's state; defaults to false + * + * @returns The required value of the setting + */ + [[nodiscard]] const Type& GetValue(bool need_global = false) const { if (use_global || need_global) { - return global; + return this->global; } - return local; + return custom; } + + /** + * Sets the current setting value depending on the global state. + * + * @param value The new value + */ void SetValue(const Type& value) { + Type temp{value}; if (use_global) { - global = value; + std::swap(this->global, temp); } else { - local = value; + std::swap(custom, temp); } } - Type GetDefault() const { - return default_value; + + /** + * Assigns the current setting value depending on the global state. + * + * @param value The new value + * + * @returns A reference to the current setting value + */ + const Type& operator=(const Type& value) { + Type temp{value}; + if (use_global) { + std::swap(this->global, temp); + return this->global; + } + std::swap(custom, temp); + return custom; + } + + /** + * Returns the current setting value depending on the global state. + * + * @returns A reference to the current setting value + */ + explicit operator const Type&() const { + if (use_global) { + return this->global; + } + return custom; } private: - bool use_global = true; - Type global{}; - Type local{}; - Type default_value{}; + bool use_global{true}; ///< The setting's global state + Type custom{}; ///< The custom value of the setting }; /** - * The InputSetting class allows for getting a reference to either the global or local members. + * The InputSetting class allows for getting a reference to either the global or custom 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. + * class is to store an array of 10 PlayerInput structs for both the global and custom 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} {} + explicit InputSetting(Type val) : BasicSetting<Type>(val) {} ~InputSetting() = default; void SetGlobal(bool to_global) { use_global = to_global; } - bool UsingGlobal() const { + [[nodiscard]] bool UsingGlobal() const { return use_global; } - Type& GetValue(bool need_global = false) { + [[nodiscard]] Type& GetValue(bool need_global = false) { if (use_global || need_global) { return global; } - return local; + return custom; } private: - bool use_global = true; - Type global{}; - Type local{}; + bool use_global{true}; ///< The setting's global state + Type global{}; ///< The setting + Type custom{}; ///< The custom setting value }; struct TouchFromButtonMap { @@ -110,152 +275,155 @@ struct TouchFromButtonMap { struct Values { // Audio - std::string audio_device_id; - std::string sink_id; - bool audio_muted; - Setting<bool> enable_audio_stretching{true}; - Setting<float> volume{1.0f}; + BasicSetting<std::string> audio_device_id{"auto", "output_device"}; + BasicSetting<std::string> sink_id{"auto", "output_engine"}; + BasicSetting<bool> audio_muted{false, "audio_muted"}; + Setting<bool> enable_audio_stretching{true, "enable_audio_stretching"}; + Setting<float> volume{1.0f, "volume"}; // Core - Setting<bool> use_multi_core{true}; + Setting<bool> use_multi_core{true, "use_multi_core"}; // Cpu - Setting<CPUAccuracy> cpu_accuracy{CPUAccuracy::Accurate}; - - 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{true}; - Setting<bool> cpuopt_unsafe_reduce_fp_error{true}; - Setting<bool> cpuopt_unsafe_ignore_standard_fpcr{true}; - Setting<bool> cpuopt_unsafe_inaccurate_nan{true}; - Setting<bool> cpuopt_unsafe_fastmem_check{true}; + Setting<CPUAccuracy> cpu_accuracy{CPUAccuracy::Accurate, "cpu_accuracy"}; + + BasicSetting<bool> cpuopt_page_tables{true, "cpuopt_page_tables"}; + BasicSetting<bool> cpuopt_block_linking{true, "cpuopt_block_linking"}; + BasicSetting<bool> cpuopt_return_stack_buffer{true, "cpuopt_return_stack_buffer"}; + BasicSetting<bool> cpuopt_fast_dispatcher{true, "cpuopt_fast_dispatcher"}; + BasicSetting<bool> cpuopt_context_elimination{true, "cpuopt_context_elimination"}; + BasicSetting<bool> cpuopt_const_prop{true, "cpuopt_const_prop"}; + BasicSetting<bool> cpuopt_misc_ir{true, "cpuopt_misc_ir"}; + BasicSetting<bool> cpuopt_reduce_misalign_checks{true, "cpuopt_reduce_misalign_checks"}; + BasicSetting<bool> cpuopt_fastmem{true, "cpuopt_fastmem"}; + + Setting<bool> cpuopt_unsafe_unfuse_fma{true, "cpuopt_unsafe_unfuse_fma"}; + Setting<bool> cpuopt_unsafe_reduce_fp_error{true, "cpuopt_unsafe_reduce_fp_error"}; + Setting<bool> cpuopt_unsafe_ignore_standard_fpcr{true, "cpuopt_unsafe_ignore_standard_fpcr"}; + Setting<bool> cpuopt_unsafe_inaccurate_nan{true, "cpuopt_unsafe_inaccurate_nan"}; + Setting<bool> cpuopt_unsafe_fastmem_check{true, "cpuopt_unsafe_fastmem_check"}; // Renderer - Setting<RendererBackend> renderer_backend{RendererBackend::OpenGL}; - bool renderer_debug; - Setting<int> vulkan_device{0}; + Setting<RendererBackend> renderer_backend{RendererBackend::OpenGL, "backend"}; + BasicSetting<bool> renderer_debug{false, "debug"}; + Setting<int> vulkan_device{0, "vulkan_device"}; - Setting<u16> resolution_factor{0}; + Setting<u16> resolution_factor{0, "resolution_factor"}; // *nix platforms may have issues with the borderless windowed fullscreen mode. // Default to exclusive fullscreen on these platforms for now. Setting<int> fullscreen_mode{ #ifdef _WIN32 - 0 + 0, #else - 1 + 1, #endif - }; - Setting<int> aspect_ratio{0}; - Setting<int> max_anisotropy{0}; - Setting<bool> use_frame_limit{true}; - Setting<u16> frame_limit{100}; - Setting<bool> use_disk_shader_cache{true}; - Setting<GPUAccuracy> gpu_accuracy{GPUAccuracy::High}; - Setting<bool> use_asynchronous_gpu_emulation{true}; - Setting<bool> use_nvdec_emulation{true}; - Setting<bool> accelerate_astc{true}; - Setting<bool> use_vsync{true}; - Setting<bool> disable_fps_limit{false}; - Setting<bool> use_assembly_shaders{false}; - Setting<bool> use_asynchronous_shaders{false}; - Setting<bool> use_fast_gpu_time{true}; - Setting<bool> use_caches_gc{false}; - - Setting<float> bg_red{0.0f}; - Setting<float> bg_green{0.0f}; - Setting<float> bg_blue{0.0f}; + "fullscreen_mode"}; + Setting<int> aspect_ratio{0, "aspect_ratio"}; + Setting<int> max_anisotropy{0, "max_anisotropy"}; + Setting<bool> use_frame_limit{true, "use_frame_limit"}; + Setting<u16> frame_limit{100, "frame_limit"}; + Setting<bool> use_disk_shader_cache{true, "use_disk_shader_cache"}; + Setting<GPUAccuracy> gpu_accuracy{GPUAccuracy::High, "gpu_accuracy"}; + Setting<bool> use_asynchronous_gpu_emulation{true, "use_asynchronous_gpu_emulation"}; + Setting<bool> use_nvdec_emulation{true, "use_nvdec_emulation"}; + Setting<bool> accelerate_astc{true, "accelerate_astc"}; + Setting<bool> use_vsync{true, "use_vsync"}; + Setting<bool> disable_fps_limit{false, "disable_fps_limit"}; + Setting<bool> use_assembly_shaders{false, "use_assembly_shaders"}; + Setting<bool> use_asynchronous_shaders{false, "use_asynchronous_shaders"}; + Setting<bool> use_fast_gpu_time{true, "use_fast_gpu_time"}; + Setting<bool> use_caches_gc{false, "use_caches_gc"}; + + Setting<float> bg_red{0.0f, "bg_red"}; + Setting<float> bg_green{0.0f, "bg_green"}; + Setting<float> bg_blue{0.0f, "bg_blue"}; // System - Setting<std::optional<u32>> rng_seed{std::optional<u32>()}; + Setting<std::optional<u32>> rng_seed{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{1}; - Setting<s32> region_index{1}; - Setting<s32> time_zone_index{0}; - Setting<s32> sound_index{1}; + BasicSetting<s32> current_user{0, "current_user"}; + Setting<s32> language_index{1, "language_index"}; + Setting<s32> region_index{1, "region_index"}; + Setting<s32> time_zone_index{0, "time_zone_index"}; + Setting<s32> sound_index{1, "sound_index"}; // Controls InputSetting<std::array<PlayerInput, 10>> players; - Setting<bool> use_docked_mode{true}; + Setting<bool> use_docked_mode{true, "use_docked_mode"}; - Setting<bool> vibration_enabled{true}; - Setting<bool> enable_accurate_vibrations{false}; + Setting<bool> vibration_enabled{true, "vibration_enabled"}; + Setting<bool> enable_accurate_vibrations{false, "enable_accurate_vibrations"}; - Setting<bool> motion_enabled{true}; - std::string motion_device; - std::string udp_input_servers; + Setting<bool> motion_enabled{true, "motion_enabled"}; + BasicSetting<std::string> motion_device{"engine:motion_emu,update_period:100,sensitivity:0.01", + "motion_device"}; + BasicSetting<std::string> udp_input_servers{InputCommon::CemuhookUDP::DEFAULT_SRV, + "udp_input_servers"}; - bool mouse_panning; - float mouse_panning_sensitivity; - bool mouse_enabled; + BasicSetting<bool> mouse_panning{false, "mouse_panning"}; + BasicSetting<float> mouse_panning_sensitivity{1.0f, "mouse_panning_sensitivity"}; + BasicSetting<bool> mouse_enabled{false, "mouse_enabled"}; std::string mouse_device; MouseButtonsRaw mouse_buttons; - bool emulate_analog_keyboard; - bool keyboard_enabled; + BasicSetting<bool> emulate_analog_keyboard{false, "emulate_analog_keyboard"}; + BasicSetting<bool> keyboard_enabled{false, "keyboard_enabled"}; KeyboardKeysRaw keyboard_keys; KeyboardModsRaw keyboard_mods; - bool debug_pad_enabled; + BasicSetting<bool> debug_pad_enabled{false, "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; + BasicSetting<bool> use_touch_from_button{false, "use_touch_from_button"}; + BasicSetting<std::string> touch_device{"min_x:100,min_y:50,max_x:1800,max_y:850", + "touch_device"}; + BasicSetting<int> touch_from_button_map_index{0, "touch_from_button_map"}; 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; + BasicSetting<bool> use_virtual_sd{true, "use_virtual_sd"}; + BasicSetting<bool> gamecard_inserted{false, "gamecard_inserted"}; + BasicSetting<bool> gamecard_current_game{false, "gamecard_current_game"}; + BasicSetting<std::string> gamecard_path{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; + BasicSetting<bool> use_gdbstub{false, "use_gdbstub"}; + BasicSetting<u16> gdbstub_port{0, "gdbstub_port"}; + BasicSetting<std::string> program_args{std::string(), "program_args"}; + BasicSetting<bool> dump_exefs{false, "dump_exefs"}; + BasicSetting<bool> dump_nso{false, "dump_nso"}; + BasicSetting<bool> enable_fs_access_log{false, "enable_fs_access_log"}; + BasicSetting<bool> reporting_services{false, "reporting_services"}; + BasicSetting<bool> quest_flag{false, "quest_flag"}; + BasicSetting<bool> disable_macro_jit{false, "disable_macro_jit"}; + BasicSetting<bool> extended_logging{false, "extended_logging"}; + BasicSetting<bool> use_debug_asserts{false, "use_debug_asserts"}; + BasicSetting<bool> use_auto_stub{false, "use_auto_stub"}; // Miscellaneous - std::string log_filter; - bool use_dev_keys; + BasicSetting<std::string> log_filter{"*:Info", "log_filter"}; + BasicSetting<bool> use_dev_keys{false, "use_dev_keys"}; // Services - std::string bcat_backend; - bool bcat_boxcat_local; + BasicSetting<std::string> bcat_backend{"none", "bcat_backend"}; + BasicSetting<bool> bcat_boxcat_local{false, "bcat_boxcat_local"}; // WebService - bool enable_telemetry; - std::string web_api_url; - std::string yuzu_username; - std::string yuzu_token; + BasicSetting<bool> enable_telemetry{true, "enable_telemetry"}; + BasicSetting<std::string> web_api_url{"https://api.yuzu-emu.org", "web_api_url"}; + BasicSetting<std::string> yuzu_username{std::string(), "yuzu_username"}; + BasicSetting<std::string> yuzu_token{std::string(), "yuzu_token"}; // Add-Ons std::map<u64, std::vector<std::string>> disabled_addons; |